Enemies/Coil-head
Updated 2 days agoCoil-head
Settings | Description |
---|---|
Stuns Reset | Coil-heads enter their recharge mode when hit by stun grenades, a radar booster flash, or homemade flashbangs. |
Adjust Spawn Curves | Coil-heads have decreased spawn chance at the start of the day, which gradually increases to normal values over time. Spawned Coil-heads reduce the chance of future Coil-heads spawning. |
Increase Power Level | Coil-heads take up 2 power rather than 1. |
Commentary
I won't sugarcoat it... Coil-heads are the number #1 contender for my least favorite enemy in the game. The v60 changes help, but I still think they are too demanding of attention and aren't extremely fun to counterplay. None of these changes solve that core issue, but should at least reduce the frequency of having to deal with them.
I'm not sure if it was just overlooked in v60's development, but I find it weird that the cooldown behavior was implemented separately from their stunned behavior - the bestiary entry even explicitly mentions that bright lights force them to enter "reset mode," but in game they just freeze for a while with no indicator. I think adding the cooldown animation and sound effect for successful stuns helps with player feedback, and it looks pretty damn cool in game, too.
2 power level is fair for an enemy that changes the way you have to play the game - this description fits the other enemies in this category, like butlers, the Jester, the ghost girl, etc. Most of the 1 power level enemies can be completely avoided if you just run away from them - hoarding bugs, snare fleas, Nutcrackers, masked... I think it is pretty obvious which category Coil-heads belong in here.
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