SidchickenPlumbing the subnautican depthsJoin Date: 2016-02-16Member: 213125Members
Warpers can be irritating, but I've literally never died to one. Generally I use the seamoth instead of the PRAWN suit. More mobile, and if you get yanked out, it doesn't sink to the bottom. Not helpful below 900m obviously.
My issue with the warpers, yes warpers plural, is that it seems they have buddied up and now two spawn at a time everytime. It is literally the most annoying part of the game for me. It borders on ruining the exploration aspect for me because if I stop for a few seconds to admire deeper areas I get double teamed and have to sprint back to my cyclops.
Also, as far as releasing glowing infected fish, well what happens when we reach that point? I'm nowhere near end game content as I want to prioritize exploring before the full release, and my self scan already says I'm seriously infected.
I personally up vote the notion to make the warpers less threatening on "normal" difficulty while making them more dangerous/aggressive on harder difficulties...as it stands right now they cause me 'I am bread' levels of frustration.
It's origins make me scratch my head as well, I know the whole story isn't out yet, but once the virus escaped (?) The non infected were evacuated, correct? So who made them? The infected people/aliens? Who in the hell was like " I know, we bioengineer an indestructible teleporting creature to hunt down and eliminate other infected creatures!" And noone was like "...but alien Bob, we're infected"?
not sure if its the dated build of xbox and keep in mind i am doing it entirely on survival. call me insane but i still think they need to be more have a wider aggro range or larger AOE. i am not feeling the threat they should truly be (again it could be my crummy build). going in i know its not perfect and don't hold it against the game or devs.
reading all the comments, i'm trying to view them as real threats. but kinda feel they are a touch dim for something bio-engineered to hunt down infected. half the times either i dodge/evade them or their attacks without trying or hardly notice them trying to kill me unless they teleport near and actually hit me. between all the dangerous fauna constantly dealt with one of the ones i slip past or escape from the most with the least effort.
warpers have a lot going for them. pretty much nightmare fuel, lore gives anyone chills, already insanely dangerous, and already dread the thought of them once i hear the shrill/FX. concept alone is utter genius. seriously they go out of their way to warping some of the most dangerous fauna in front of you and know that will violently end your pathetic existence.
I want to appreciate actually curing the carar until then consider my self lucky. rather than "hey remember those warpers? --i guess"?
not sure if its the dated build of xbox and keep in mind i am doing it entirely on survival. call me insane but i still think they need to be more have a wider aggro range or larger AOE. i am not feeling the threat they should truly be....
Oh, they will be. They will be.
Forget who, but one player said Warpers are the prime source of game-over in his Hardcore Mode games. I did saw a video (don't know which version) where someone not in a Reinforced Dive Suit got killed outright from 100% health in a single attack. And @thatgrlgamer27 posted just above you they're seeing them show up in pairs now.
I've been lucky in dealing with them so far. And although beastie aggro may have been adjusted in recent Experimental Builds, I'm still keeping a careful eye out for them.
My understanding was that breeding infected fish was supposed to be their "Achilles' Heel", since there's almost no other way to avoid dying to them. They're camped out, in numbers, near stuff you must explore. They teleport away from every single means of damaging them, melee or ranged. They have a damaging ranged attack and can "nullify" your vehicles by ripping you out of them, leaving you only with hand tools. They can sneak up behind you effortlessly with their teleporting, so you won't even see their attacks coming. They operate in groups. They hold ALL the cards, it seems. You gotta leave the Player at least one card up their sleeve, somwhere, somehow.
Does anyone know if you have to breed two infected fish of the same species, or if you put a breeding pair of normal fish in with a different species of infected one, will you eventually get more infected fish? I have yet to see anything infected smaller than a Stalker, though, so not much chance of catching something that doesn't occur in the wild...
Personally, I think their warp shot should be either non-damaging or much, MUCH less damaging. At least give people a fighting chance, for Pete's sake. Shouldn't the intent be to warp things right next to themselves so they can cut it up a bit, not just two-shot you from behind before you even know they're there? At least that would make sense and give people some kind of a fight, instead of just "Nope, Warper got you, you died, try again.".
The most successful way against creatures in this game is to simply be too fast for them and avoid them. There was an early time in the game where you could still easily kill them, but nowadays they flee too fast. You could drive them away by hitting them, but this simply takes away too much time. So moving fast is the best thing you can do. All creatures need time to register and target you, thus most creatures loose your track in seconds if you rush past them.
If you swim, you usually see where the Warpers are or see them warping in and have time to retreat. In the Seamoth you are usually too fast for them to target you and they miss. But the Prawn is too slow for a safe passage ( veteran knowledge still has a 5% warp chance). So it mainly depends on how fast you react if you get warped. At least if your infection status is high enough (but then you should already have the reinforced suit).
The best thing after being warped is to quickly swim forward without turning if the Warper isn't in front of you. This helps you getting avoided being hit again while turning around for orientation, which has the disadvantage of making you a sitting duck. You best swim in a high speed spiral until you're back in your Prawn. Yet it's not 100% safe and you will suck in hardcore. Especially in dark deep places with multiple Warpers.
And that are the main problems:
Hardcore players would need unfair preknowledge of places to avoid
The newer you are to the game, the longer you need to go through, the more the Warpers will suck
Possible Solutions:
Expand stealth to Prawn and/or diving
Aggresion difficulty or Infection timer game difficulty setting
A better mobile and general decoy solution: plant decoys to lure guardians from place
Personally, in this particular game, if the sentence is "nope, ____ got you, you died, try again", ____ is almost always "reaper leviathan". IDK how something that big is so dang sneaky...
That said, leviathans did teach me an important lesson: This is not a game in which you win fights. So I explore very cautiously, and I've actually never been killed by a warper. I like them, though, because like reapers they force me to be careful... and unlike reapers, they don't guard an area best measured in kilometers... >.>
One thing I've noticed about warpers is that when not chasing you, they literally follow a patrol path. I have watched a warper swim a single path, and then teleport back to its starting point, over and over. I've used that to sneak past them more than once, or to just get the jump on them - if you come up on them from behind in the Prawn, you can punch them into retreating before they can properly react to you.
It would be a shame if warpers lost their warp attack - it's one of the only things that can threaten the player in the Prawn. And I'm not sure if the new player experience is a huge issue - by the time you get to any of the places where warpers hang out, you have almost certainly already encountered leviathans, and so are well past the point where the game starts teaching you that you made a mistake by killing you.
Personally, in this particular game, if the sentence is "nope, ____ got you, you died, try again", ____ is almost always "reaper leviathan". IDK how something that big is so dang sneaky...
That said, leviathans did teach me an important lesson: This is not a game in which you win fights. So I explore very cautiously, and I've actually never been killed by a warper. I like them, though, because like reapers they force me to be careful... and unlike reapers, they don't guard an area best measured in kilometers... >.>
I dunno about that. Reapers have to swim to you, so they can grab you. Warpers just "decide to be over there". The Reaper's range is limited by his swim speed, fast as it may be. Their is completely arbitrary.
One of my worst fears upon their announcement has yet to be really addressed - how hard do they leash to their "patrol route". What's stopping them from following you all the way back to base the very first time they decide you're infected and just unleashing havoc? You can't hurt them, and with teleportation you potentially can't escape them. Get caught without a fish or mechanical decoy, and it could be game over no matter what you do.
The Reaper doesn't teach people to be careful, if you read these threads. It teaches people to STAY THE HELL AWAY FROM BIOMES WHERE REAPERS ARE, 100% of the time (per person, I mean, not all people; some people are thrill seekers...). You can't do that with Warpers, they're guarding the story. Yet they're that much harder to survive and avoid, at least with end-game tech, than Reapers are.
Personally I reverted to a save before the Sunbeam countdown starts so I don't have to go anywhere near the Precursor Array and start any kind of chain of events that leads to my infection status changing. I can't tell you how many resources in the Grand Reef and Blood Kelp zones I just would not have been able to get, at all, due to being camped by Warpers, if I hadn't done that. There's no way to render a section of canyon safe from invulnerable, teleporting instant-death machines long enough to pick up all the quartz or uranium from it...
Comments
Also, as far as releasing glowing infected fish, well what happens when we reach that point? I'm nowhere near end game content as I want to prioritize exploring before the full release, and my self scan already says I'm seriously infected.
I personally up vote the notion to make the warpers less threatening on "normal" difficulty while making them more dangerous/aggressive on harder difficulties...as it stands right now they cause me 'I am bread' levels of frustration.
It's origins make me scratch my head as well, I know the whole story isn't out yet, but once the virus escaped (?) The non infected were evacuated, correct? So who made them? The infected people/aliens? Who in the hell was like " I know, we bioengineer an indestructible teleporting creature to hunt down and eliminate other infected creatures!" And noone was like "...but alien Bob, we're infected"?
reading all the comments, i'm trying to view them as real threats. but kinda feel they are a touch dim for something bio-engineered to hunt down infected. half the times either i dodge/evade them or their attacks without trying or hardly notice them trying to kill me unless they teleport near and actually hit me. between all the dangerous fauna constantly dealt with one of the ones i slip past or escape from the most with the least effort.
warpers have a lot going for them. pretty much nightmare fuel, lore gives anyone chills, already insanely dangerous, and already dread the thought of them once i hear the shrill/FX. concept alone is utter genius. seriously they go out of their way to warping some of the most dangerous fauna in front of you and know that will violently end your pathetic existence.
I want to appreciate actually curing the carar until then consider my self lucky. rather than "hey remember those warpers? --i guess"?
Forget who, but one player said Warpers are the prime source of game-over in his Hardcore Mode games. I did saw a video (don't know which version) where someone not in a Reinforced Dive Suit got killed outright from 100% health in a single attack. And @thatgrlgamer27 posted just above you they're seeing them show up in pairs now.
I've been lucky in dealing with them so far. And although beastie aggro may have been adjusted in recent Experimental Builds, I'm still keeping a careful eye out for them.
Does anyone know if you have to breed two infected fish of the same species, or if you put a breeding pair of normal fish in with a different species of infected one, will you eventually get more infected fish? I have yet to see anything infected smaller than a Stalker, though, so not much chance of catching something that doesn't occur in the wild...
Personally, I think their warp shot should be either non-damaging or much, MUCH less damaging. At least give people a fighting chance, for Pete's sake. Shouldn't the intent be to warp things right next to themselves so they can cut it up a bit, not just two-shot you from behind before you even know they're there? At least that would make sense and give people some kind of a fight, instead of just "Nope, Warper got you, you died, try again.".
If you swim, you usually see where the Warpers are or see them warping in and have time to retreat. In the Seamoth you are usually too fast for them to target you and they miss. But the Prawn is too slow for a safe passage ( veteran knowledge still has a 5% warp chance). So it mainly depends on how fast you react if you get warped. At least if your infection status is high enough (but then you should already have the reinforced suit).
The best thing after being warped is to quickly swim forward without turning if the Warper isn't in front of you. This helps you getting avoided being hit again while turning around for orientation, which has the disadvantage of making you a sitting duck. You best swim in a high speed spiral until you're back in your Prawn. Yet it's not 100% safe and you will suck in hardcore. Especially in dark deep places with multiple Warpers.
And that are the main problems:
Possible Solutions:
That said, leviathans did teach me an important lesson: This is not a game in which you win fights. So I explore very cautiously, and I've actually never been killed by a warper. I like them, though, because like reapers they force me to be careful... and unlike reapers, they don't guard an area best measured in kilometers... >.>
One thing I've noticed about warpers is that when not chasing you, they literally follow a patrol path. I have watched a warper swim a single path, and then teleport back to its starting point, over and over. I've used that to sneak past them more than once, or to just get the jump on them - if you come up on them from behind in the Prawn, you can punch them into retreating before they can properly react to you.
It would be a shame if warpers lost their warp attack - it's one of the only things that can threaten the player in the Prawn. And I'm not sure if the new player experience is a huge issue - by the time you get to any of the places where warpers hang out, you have almost certainly already encountered leviathans, and so are well past the point where the game starts teaching you that you made a mistake by killing you.
I dunno about that. Reapers have to swim to you, so they can grab you. Warpers just "decide to be over there". The Reaper's range is limited by his swim speed, fast as it may be. Their is completely arbitrary.
One of my worst fears upon their announcement has yet to be really addressed - how hard do they leash to their "patrol route". What's stopping them from following you all the way back to base the very first time they decide you're infected and just unleashing havoc? You can't hurt them, and with teleportation you potentially can't escape them. Get caught without a fish or mechanical decoy, and it could be game over no matter what you do.
The Reaper doesn't teach people to be careful, if you read these threads. It teaches people to STAY THE HELL AWAY FROM BIOMES WHERE REAPERS ARE, 100% of the time (per person, I mean, not all people; some people are thrill seekers...). You can't do that with Warpers, they're guarding the story. Yet they're that much harder to survive and avoid, at least with end-game tech, than Reapers are.
Personally I reverted to a save before the Sunbeam countdown starts so I don't have to go anywhere near the Precursor Array and start any kind of chain of events that leads to my infection status changing. I can't tell you how many resources in the Grand Reef and Blood Kelp zones I just would not have been able to get, at all, due to being camped by Warpers, if I hadn't done that. There's no way to render a section of canyon safe from invulnerable, teleporting instant-death machines long enough to pick up all the quartz or uranium from it...