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Able to mine hiding rock lobsters to break them out and do damage.


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Rock lobsters being nigh unkillable can pose abit of a problem.

Being able to mine them to crack them out of their defence seems a fitting solution. This would also allow rooks or ancient guardian to also crack them open.

When broke out this way the rock lobsters takes 300 damage. They have massive hp pools and regenerating health so this seems reasonable.

Just now, Tranoze said:

Stop press F and they ll come out themself.

Yeah but this is more fun and does damage, also to add to the idea cracking them open prevents them hiding for a further 60secs.

4 minutes ago, Gashzer said:

Yeah but this is more fun and does damage, also to add to the idea cracking them open prevents them hiding for a further 60secs.

I think you just want to nerf people who hire rock lobster to kill giants. As all cave giant deal mining damage (that break/hammer stuffs) when walking.

Other than that, i'd rather having pick axe, pick/axe, brightshade hammer ignore rock lobster defense when they go hiding, instead of mining in general straight up counter rock lobster.

6 minutes ago, Tranoze said:

I think you just want to nerf people who hire rock lobster to kill giants. As all cave giant deal mining damage (that break/hammer stuffs) when walking.

Other than that, i'd rather having pick axe, pick/axe, brightshade hammer ignore rock lobster defense when they go hiding, instead of mining in general straight up counter rock lobster.

Give rock lobsters resistance to walking bosses.

I think the amount of people who would benefit from this logical nerf would exceed those negativity effected by a huge margin.

Also would act as a buff to rock lobster dps against bosses like toadstool, afw and ancient guardian. 

Actually now that I am thinking more about this, this is a huge buff to rock lobsters against all cave bosses, rock lobsters have massive hp pools so they can afford to take more damage to give more damage.

4 minutes ago, Gashzer said:

take more damage to give more damage.

True... Maybe you want to buff people who want to hire rock lobster vs bosses all along.
Now i wonder if klei would take time to add cracking animation, redo rock lobster sprite to show rocklobster wounded by pickaxes to show rock lobster has been mined by pick axes if they really want to do this.

1 minute ago, Tranoze said:

True... Maybe you want to buff people who want to hire rock lobster vs bosses all along.

All I ever want are buffs but no one believes me :wilsondisapproving:

I do enjoy hiring rock lobsters when playing Walter. His pellets make it very cheap to accrue an army of them.

I think allowing bosses to "walk-mine" rock lobsters would be good for their dps so I retract my previous suggestion to give them resistance to it.

22 minutes ago, Tranoze said:

Now i wonder if klei would take time to add cracking animation, redo rock lobster sprite to show rocklobster wounded by pickaxes to show rock lobster has been mined by pick axes if they really want to do this.

I mean it's their job so I would hope so. Also nows the time to do it because rock lobsters are currently under the spotlight in this recent update.

You could skip the damage and just put the cooldown on hiding.

They're specifically supposed to hide when Toadstool triggers "epicscare", though. Maybe they should enter panic state if they fail to hide?

2 minutes ago, grm9 said:

"equip a tool and do an action on entirely stationary enemy that isn't doing anything and won't do anything nor move for the next like 5 seconds helplessly awaiting damage" isn't very complex enemy design

Waiting for them to come out isn't complex, either. It's just a time waste.

1 minute ago, Bumber64 said:

Waiting for them to come out isn't complex, either. It's just a time waste

just saying that it might be better to figure out something more complex and then add it instead of adding this

36 minutes ago, cropo said:

Honestly planar damage should simply penetrate it, I thought it was supposed to bypass traditional forms of armor and defense?

it bypasses combat and inventory component damage absorption, but rock lobster, toad and enraged klaus got health component damage absorption and it decreases damage taken from every thing except crafting recipes, including hunger, temperature, fire and planar, that's why moose's and wigfrid's damage absorption affects planar too

1 hour ago, grm9 said:

"equip a tool and do an action on entirely stationary enemy that isn't doing anything and won't do anything nor move for the next like 5 seconds helplessly awaiting damage" isn't very complex enemy design

But it is extremely fitting. Rock lobster turns into a boulder, equip tool to break boulder, break rock lobster. 

And to apply the same logic you did for why sleeping is bad, people don't like to wait, people always prefer the option to take a more proactive approach to solve problems. 

Ill happily mine and murder rock lobsters if their loot tables got a buff too. Maybe a low chance for all gems types to drop from them/thulecite to make it worth while murdering one. Lore reason is of course that they eat minerals hence should drop them all.

I would like it if there were a actual reason to kill rock lobsters, they don't drop anything that is that important or special. Maybe if they dropped crab meat or something but they are just not worth the trouble. 

It seems cool, but also largely unnecessary beyond a niche interaction, I would be lying if I said I don't see a mob in future having this type of interaction though. The shark fight and the crystal deerclops demonstrates that Klei have some interest in making combat scenarios have unique solutions.   

Very cool idea.

Maybe it could work like the equivalent of shaving a beefalo? If you mine a rock lobster maybe they drop like 3 rocks or something and then have a cracked shell sprite? Maybe it only works with strong tools like pick/axe, brightshade smasher, etc?

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