Crushers

Crushers recently received a big buff to their HP and spawn rate was reduced, this is a good step towards making them beefy dangerous individuals to deal with.

That said, Crushers could use three more changes that would greatly help make Crushers more interesting to fight; while allowing other weapons that would normally not stand a chance against them to have effectiveness against them, without diminishing Crusher’s status as a beefy, dangerous melee opponent.

Here’s a short video to better visualize what Crushers could be with the right tweaks:

Note the 3 heavily telegraphed attack patterns: the crushing overhead, the wide sweep, and the charge - each followed by a brief window for the player to counterattack.

Change 1: Attacks

Give the Crusher three telegraphed attack patterns. He already has the overhead, but give him a wide sweep and a Bull Charge. These attacks would ideally have a brief window for counterattack, and would give players a few seconds of breathing room as the sweep/charge attacks would knock human sized enemies over.

Other Ogryns would momentarily be knocked over, or they could be programmed to dodge the Crusher charge, similar to how the player Ogryn is able to knock human sized enemies down dodging. Sweep would have an internal CD so enemies aren’t constantly being ragdolled by Crusher though.

Bull Charge and the wide sweep could both be dodgeable attacks, Bull Charge by a side dodge and sweep with a backwards dodge. Both would deplete toughness (or Stamina if a player decided to block) completely if they hit a player making them dangerous attacks.

Bull Charge would only occur IF the player the Crusher is targeting gains a certain amount of distance from the Crusher. Once the player is within that distance, the Crusher only does Sweeps, Overheads and Push Attacks. Notably, the player could use this as a deliberate strategy to use Crusher’s Bull Charge for staggering enemies by purposefully creating space between himself/herself and the attacking Crusher. (Ogryns may be strongest, but they’re not known for being the brightest…)

Change 2: Armor

Give him a flak armor type weakspot, preferably the rear lower panel. This, when combined with teamwork or use of the attack windows described above would allow other weapons that could normally never damage Carapace to have limited effectiveness against Crushers. Anti-Carapace would still be the ideal choice, but players wouldn’t have as much pressure to focus on Carapace over other armor types so weapon variety can be increased.

Change 3: Resistance

With both the above changes, Crushers could gain more resistance to stagger without making players feel as if there’s not enough meaningful ways to counter them. This would make them feel more dangerous and engaging to fight.

7 Likes

Some nice ideas here. Maybe we could see some of them implemented once FatShark adds a new enemy faction. After all, they have a history of giving things a touch up after new stuff gets added, like combat shotguns getting buffed after the Arbites shotguns were introduced.

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Yes, I’m sure there are other things that are much higher priority, even if it took a while it would be a nice change for later down the road.

Love these suggestions. I definitely think they should feel more like a slower/more predictable but extremely dangerous melee enemy that encourages you to target prioritize so that they don’t get lost in the shuffle of hordes. Thanks for sharing!

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No problem, I’m glad you like the ideas. It’d be pretty hard to miss Crusher even in the high enemy density of Auric+ if Crusher bowled the human sized enemies out of his way with a proper Ogryn Bull Charge. The biggest and meanest, making himself known!

Also, with these changes potentially increasing Crusher’s damage output, maybe even less Crushers would need to be spawned - opening up more spawn points for human sized Elite enemies and more visibility as a result.

Yeah totally, it’s definitely a great way visually to signify their location and direction they’re headed, as well as connect to their huge size and prowess as enemies. I love all opportunities for enemies to interact with each other, so I’m all in favor of adding more moves like that across the enemy cast. I agree regarding their status, I think the health increase and lower spawn rate for them is a move in the right direction to make them more of a sparse specialized threat.

Few people seem to be talking about it, but crushers have had their moveset nerfed. So they are easier to duel now, despite having more HP.

I fully agree with you on the idea that letting more than just a few weapons work against crushers, but i diagree that nerfing crushers (flak armor weakpoint) directly is the way to go.

Fathshark, in all their wisdown decided to buff HP of crushers. Now anti-crusher weapons have gone up the meta ladder while more generalist weapons are pushed down.

This is bad for build diversity and it means less variety in what we see players taking into matches.

Instead what fatshark should have done was to nerf the most effective weapons, SPECIFICALLY, against crushers.

That way all other weapons would retain their effectiveness, while letting crushers shine more in gameplay due to simply being more alive (due to not being insta-killed so much by meta options).