Feature Article

The 7 Big Questions We Have After Playing the Destiny Beta

We spent a lot of time playing the beta test, but we have some questions that the full game will have to answer.

Over a little more than a week, we've been able to play the Destiny beta. We explored Old Russia, took on Devil Walkers, fought other Guardians in the Crucible, and browsed exotic weaponry and armor at the Tower.

And yet, there are some things that we're uncertain about. Exploration occasionally went awry; enemies soaked up clip after clip of bullets; multiplayer pacing seemed a little off. As a result, we have some questions from playing the beta about how the full game will play.

How will enemy balance be tweaked for the full game?

This is an immediate concern upon reaching some of the higher levels. The strongest enemies in the beta take clip after clip to take down. From what we played, the stronger the enemies get, the more they act as bullet sponges, soaking up sometimes hundreds of shots before they succumb.

The most obvious example of this occurs during the Devil's Lair Strike Mission, which is recommendced for Guardians level 6 or higher. You begin by fighting through rooms full of enemies, some of which have ranks well above the beta's level 8 cap. You then come across a wide field with a Devil Walker spider tank in it. Of course, there are weaker enemies, but the tank is the main focus. It wields a rocket launcher and what appears to be a rail gun to devastating effect. Expectedly, it's well-armored. But perhaps too much so.

Even hitting its weakspot, the Devil Walker requires hundreds of bullets

The Devil Walker barely moves. It slides a few feet side to side, but that's it. For the most part, it sits in one place and shoots the Guardians that are attacking it. And it takes a very long time to make a dent in its armor. Two other players and I shot it with heavy weapons, special weapons, special abilities, and countless clips of regular ammo, and it still took about 10 minutes to kill.

What I wonder, then, is if the full game will rely on simply increasing the health of enemies. Hopefully, as you increase in rank, there will be more and different creatures to fight, all with different fighting styles. In the beta, you can see some differences between the individualized, shoot-and-take-cover Fallen and the group-minded Hive who rush headlong at you. And we haven't even seen the Vex or Cabal yet. But the full game needs to show that increasing rank won't just mean running across more bullet sponges, but rather that the creatures' behavior will also evolve with the Guardian's increasing strength.

Will competitive multiplayer be engaging?

Destiny is focused on its cooperative modes. The majority of the game revolves around the story and Strike missions, but there is still competitive multiplayer. Not surprisingly, it feels a lot like Halo, especially with the vehicles and map design. But Guardians aren't Spartans. They can't sprint around the map as easily, and even though they can boost up buildings, their jumping is much less floaty. As a result, movement is slower and you come across enemy players more rarely.

With weapons and shooting mechanics similar to more traditional shooters, Destiny player-vs.-player occasionally feels like it's stuck between two worlds. Sometimes, I'm convinced I'm playing Call of Duty in a Halo map. The pacing feels a little off, and I'm expecting to get around the map faster than I actually can.

But much of this could have to do with the 12-player cap on matches. We've only seen a couple of the maps, as well. Even in big Halo maps, there are games when you won't see players for quite some time. We'll have to see if there are more maps that can achieve the pace expected from a shooter that leans away from Halo's mechanics and movement.

Can Bungie make a cohesive story for Destiny?

One of the biggest questions with a game as big and multiplayer-focused as Destiny is if the story will make sense and be engaging. The Halo series built a deep universe with rich storylines, but the games themselves had extremely focused plotlines with very little openness.

Can each individual story mission be interesting on a more grounded, granular level? That's what the full game will have to prove.

Destiny, on the other hand, is huge. Each world is open to exploration. There are story missions, explore missions, Strike missions, and Crucible battles. With so many different options, the risk is high that the story will feel disjointed. There are no smooth transitions like in a linear game. You get presented with a chunk of story, then you go back to the tower or hop into some competitive multiplayer, then you get some more story.

Bungie seems to be relying upon Destiny's universe to keep the story cohesive. If it can craft a deep and interesting enough world, then you will have the story in mind even when you're not progressing it. And so far, it seems like Bungie has the foundation to potentially pull this off. The struggle between the Traveler and the Darkness, the rise of Guardians gifted with the Traveler's powers, and the fight to protect Earth are all fairly compelling reasons to keep seeking more narrative.

But can each individual story mission be interesting on a more grounded, granular level? That's what the full game will have to prove.

How will Destiny encourage players to explore while also preventing them from ending up lost in higher-level areas?

You have access to the entire Old Russia world when you're around level 4, after playing a couple of story missions. The explore option interested me, so I entered the world and began to complete the side missions scattered throughout the area.

Soon, however, I found myself wandering through the world, running through the ruins of the cosmodrome, looking for secrets and hidden places. But I turned a corner from an area full of level 4 enemies and ran smack into a fight against a Devil Walker, with three Guardians at level 8 fighting against it. I tried to fight it, but the tank's shots would take me out in one hit. If I survived the tank, dropships would kill me. I couldn't even run past it without getting mowed down by the Fallen being spawned into the area.

Other times, I discovered corridors that were full of enemies so strong that I couldn't even damage them. "Immune" would flash out of the creatures instead of the usual damage numbers. I managed to get myself far enough into these areas that at one point, my level 4 Guardian couldn't even escape, let alone fight, the enemies.

This has been a problem in MMOs for years, and the solution usually is to avoid areas with much higher-level enemies. But the problem I came across in Destiny was that these areas weren't clear and were very close to the paths of the main missions. In the full game, it will be interesting to see if the explore missions are done well enough to encourage you to wander but dissuade you from walking into much stronger enemies. I may end up spending a lot of time simply running around these worlds; I don't want to have to worry about getting too involved in fights beyond the level of my character.

How much will Destiny reuse environments? Will there be enough environmental diversity to keep gameplay interesting?

In Destiny's beta, every mission takes place in the same map--different parts of a pretty huge map, but the same limited area nonetheless. And although the terrain is varied and there are several different buildings, everything looks similar. The Old Russia cosmodrome is styled in the same brown, worn-down, exposed-metal design throughout the entirety of the world.

And it's not like it's an open world in the traditional sense. The map is small enough that several story missions repeat paths, so that you're not only seeing similar environments but also fighting the same enemies and bosses in the same sequences. Although these later missions continue through the repeated sections and go to other locations, it's still surprising that the only difference between some of the story missions' moments was the dialogue.

But we haven't seen the whole game. There are still several more worlds to explore. The moon, for instance, is visible when you're choosing a destination, even if you can't go there yet. You'll also be able to fight on Venus and Mars. These all have significantly different environments, so I'm hopeful that Destiny will have a diverse selection of settings to play through.

Will Guardian classes have meaningful differences?

In April, Bungie stated that the three classes of Guardians--Hunter, Titan, and Warlock--do not make up the "trinity" of MMO classes. The Warlock isn't a healer, the Titan isn't a tank, etc. But there are still meant to be specific and important differences between the classes. The Titan is supposed to play more like the Spartans from Halo, the Hunter is meant to specialize in stealth and accuracy, and the Warlock should have the best grasp of Destiny's "space magic."

But the more we play the beta, the more it seems like the three classes don't branch in any truly meaningful ways. They all still have magical abilities, they all control more or less the same, and their weapons and gear seem to be virtually identical. Right now, the classes are only differentiated by slight stat advantages and their super abilities.

The main game needs to show us that these classes are meaningfully different. We were only able to play up to level 8, and Guardian sub-classes unlock at level 15, so perhaps we have not seen significant specialization between the classes yet. In any case, giving us the option of three different playable classes indicates that one should also have advantages and disadvantages over the others. I want to choose my Guardian based on the play style I want to pursue. The Titan, Hunter, and Warlock shouldn't only be aesthetically unique.

Will dancing Guardians ever get old?

Seriously. It's immensely satisfying to gather around your fallen enemies and break out your dance moves.

Alex Newhouse is an editorial intern at GameSpot, and you can follow him on Twitter @alexbnewhouse
Got a news tip or want to contact us directly? Email news@gamespot.com

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Discussion

829 comments
yasso
yasso

Oh, look, a multi-million dollar FPS IP that doesn't allow you to aim with a mouse! *yawn*

Taichoojack
Taichoojack

is it just me or does this game remind anyone of Hellgate: London the character menu, guns, amour and hub

ricku1967
ricku1967

and yet again i read the term "bullet sponge"....let me let you in on a little secret ..the spider tank for example....ITS A TANK!!!!!! and we are trying to take it out with specials, bullets, and grenades. other than that, its a boss. of course its going to take a lot to take it out. I dont get the gripe. Bosses are suppose to be hard and take a lot of damage to take out. People act like they want to be able to shoot a boss once in the head, kill it, and move on..where is the challenge in that?? i have absolutely zero problem with this..the strikes were a blast to play.

jakefolk
jakefolk

I definitely agree that all of the classes feel very similar and it will stay that way unless some skills greatly reduce cool down for specials and grenades. With that said we didnt get to go very far in the trees. As for enemies, the spider tank is rather easy to take down with a decent team and gear. Can't wait for 9/9

IndolentSpecies
IndolentSpecies

Blah blah. All I read was "hold my hand, I'm scared and I don't want to think for myself". You should play more before writing something like this.

Banefire76
Banefire76

Confirmation Bias :-

Definition - "Confirmation bias is a phenomenon wherein decision makers have been shown to actively seek out and assign more weight to evidence that confirms their hypothesis, and ignore or underweigh evidence that could disconfirm their hypothesis."

The writer here has obviously not taken the time to understand this game at all. To take just one point as an example, the argument that the spider tank is a bullet sponge is "dis-confirmed" when you know the tactics Bungie have designed into the game for you to discover to best defeat the tank eg. disable legs then hit for high damage on exposed core and repeat. 

Also the selection of weapon used against each boss is important (sniper rifle is VERY effective against tank's critical areas.) Also positioning on map is vitally important when avoiding it's red cannon instakill attack (which is easily telegraphed) and there are several ways to weaken this boss (clue: the legs are not the only body parts that can be disabled) In short to the writers/reviewers/complaining players............grow up and LEARN.


Now regarding the term "Confirmation Bias" above, there were MANY loud voices from gamers on another platform that had the previous games made by Bungie. They were very upset by the perceived snub for timed content and early Alpha/Beta access on the 'oppositions' platform so they had already developed a "bias" long before the beta arrived.

To take a sexist comment and adapt it here "Hell hath no fury like an Xbox gamer (childishly perceived by them to be) scorned".

All i can say is

 

DEAL WITH IT! 

strothers101
strothers101

Biggest concerns for me are having diversification with regards to environments old Russia was cool but after the 15th visit I was a tad bores. Also apparently the beta was a full 10% of the full game. I'm concerned that the game may not be as expansive as I had hoped. When someone says mmo I think big.

darthgreenscar
darthgreenscar

As for the bullet sponge:

All 3 focus fire on 1 leg, leg blows up and the spider exposes its weak point, All 3 focus fire on weak point , spider gets back up, do it 3-4 more times depending on gun stats and your done in 5 minutes

Ish_basic
Ish_basic

I don't understand the PvP complaint.  Venus, Mars and Earth maps were all hectic.  The moon is a bit more open, but that's because it's a  vehicle map...and do these guys realize you can summon your sparrow in PvP to get around more quickly?  


As to the bullet sponging.  Yeah, I have a real problem with a tank enemy taking a lot of bullets.  I mean, you can usually kill tanks with a pistol, right?  What was bungie thinking making a tank that's built like a tank?  


Also, this game scales enemies to the number of players in the areas.  You can fight that tank in explorable mode by yourself in under 10 minutes. Similarly with events if an event starts and you're the only one there it will be easier - less spawns with fewer enemies per spawn and less health on the main target.


So maybe they need to adjust the scaling (common issue with public events in beta - see GW2 for details) or maybe people just need to be more efficient.  Even with a full strike group you can take down the tougher enemies with one or two sniper shots and/or an AR burst to the face.  Bosses take a little more work, but why shouldn't they?

amdreallyfast
amdreallyfast

Just need to tell myself that it's a beta.  It's only a beta.  Many things were put into it to test the public's reactions, and in today's gaming environment, little is static.

PlatinumPaladin
PlatinumPaladin

Wow. This article has really given me doubts about the mechanics of the game. Bullet-sponges are so outdated. They're not even cool from a retro perspective. They're just plain, bloody annoying.

The apparent lack of variety in the capabilities of the classes is very worrying as well.

All the guys at work are raving about it so I guess I'll have to wait and see what the final game is like.

jlj905
jlj905

I hope they add more dance moves or u can unlock more at higher levels

seanwil545
seanwil545

I think single-player is going to need some tweaking.

I started Devil's Lair with two other people who eventually bailed. I couldn't quite get past the 3rd wave of enemies while my Ghost was working.

Combine that with enemies spawing from behind with no ability for myself to respawn and its kind of a pain.

svdbygrce02
svdbygrce02

This game has so much potential.  Love the art style and direction they are going.  The view of the Traveler and city-scape is amazing.   The gameplay is great.   I just wish the game maps were not so limiting.  It would be amazing to be able to explore the great city in depth, view the traveler from different parts of the city and begin to to explore and fight right outside the city itself.  The immersion is broken for me when I warp to my ship and plop down on a map. I know the game is not intended to be open world, but it is just such a great concept and so amazing visually that I guess I wish it were :)

Wintereich
Wintereich

Maybe I'm in the minority here but, I actually love accidentally wandering into enemies that I'm no match for. Having an area that's supposed to be harsh and uninhabitable actually feel like it's harsh and uninhabitable is a good thing, that's part of what made Morrowind so much fun to me. And if I wandered into an area where I was immediately killed, I leveled myself up, and made sure to revisit it.

mr_shooty
mr_shooty

If you didn't like how epic the battle against the walker was, you should stop playing video games right now and go play a board game or something. 10 minute battle? Stop whining. In fact a lot of your article felt a bit whiny, and I didn't agree with most of it. From the moment I first came across the walker and joined the public event, I had fun. Fighting such a monstrosity that so hugely outgunned us was tremendously exciting. Just running around like a headless chicken of course, will get you killed. That's why you need to learn such words as 'tactics' 'bounding cover' 'strategy' 'teamwork' and 'grow some virtual nuts'. Yes I died. A lot. But the battle was so much fun I didn't mind, and when the armour started falling off the walker and we started to see it taking damage, well that felt like we had actually worked to achieve something rather than have everything handed to us on a plate. And when it actually was destroyed, I cheered in my chair and felt proud that we had finally done it.

The next point that I don't agree with was how easy it was to get out of your depth. Sure, if you went to the exploration zone rather than following the missions, levelling up and maybe then try exploring, you could get out of your depth. Many time whilst exploring I came across enemies that were so much more powerful than myself that I may as well have challenged them to a pillow fight. At least I might have taken their eye out with a corner of my pillow. Whenever I found an enemy that I couldn't harm, I just turned around and left the area. At no point, and I explored thoroughly, did I ever get to a point where I couldn't go forwards or retreat. If that had happened of course, I would have just returned to my ship. Some of the indoor areas would actually allow us to use our speeders, and of course we could use them most places outside, so if you were actually paying attention to the game you would have unlocked speeder use in the zone right at the start, therefore making escape easy. You were playing the game properly right? I would have thought so as you are supposedly a games journalist...

PvP....wow I had a ton of fun! Even when I was in a match at level 5 and most others seemed to be 7 or 8, I still had fun. Agreed, sometimes it felt reminiscent of Halo, not necessarily a bad thing, but the action was fast paced and hectic. I have no idea what you were doing if you hardly saw an opposing team member. If you were playing properly you would have been taking/retaking the flags which would bring you into a battle pretty much every time ; hanging around at the edges of the map admiring how good your latest armour upgrades looks or admiring how realistic the snow on the ground looks is of course going to get boring and lonely.

I feel I have to stop at this juncture. I am not certain you are actually a gamer, I definitely don't feel games journalism is for you. Your arguments are mostly weak and don't hold together with anyone who played the beta ( a couple were on the mark, one of them being about the dancing emote) You come across as needy and wishing for a care bear gaming environment where you do not have to put any effort in to getting the best from the game. Maybe you should take your journalistic cough 'endeavours' elsewhere. Try Gardeners Weekly. I hear radishes don't bite although you might have to turn your hand to a spot of weeding. Just be sure to avoid getting a leaf cut from a carrot....

westsiderz28
westsiderz28

Q will the next gen versions ever run at 60fps? and why is it not doing so now? that my question to bungie

phantombaxwarr
phantombaxwarr

Ah, what am i saying. Its only the beta. Final game is gonna be sooo much better!

phantombaxwarr
phantombaxwarr

The game isnt gonna change much from the beta in 1 month wake up. Its the online we were testing not the game design! I do enjoy this game though, but for one reason, i love Halo

Bungie also just showed off another map we didnt see in the beta or alpha. Another earth map that just looks the same as the other one from Crucible and the earth map in story.

Aaronp2k
Aaronp2k

@ricku1967 the problem is casuals who like games to hold their hand the whole way through. they are like a plague to the hardcore gamers.

ricku1967
ricku1967

(since there is not a legit way to edit, i have to add to my comment this way) also if you knew what you were doing, it didnt take nearly as long to take out a boss. Some bosses have different type of shields as well. if you have the right weapon that deals the right type of damage, they arent nearly the"bullet sponges" that people think they are.

adrunk3nduck
adrunk3nduck

@Banefire76 I started following this game when it was first announced that there would be a beta in a paper that I got in my copy of COD: Ghosts. Since then it has really excited me despite being a "childish Xbox gamer" and the fact that they gave all the cool stuff to the PS players. I never had any bias and never felt they were favoring one or the other. Though not every "childish Xbox gamer" is as mature as me and one bad apple spoils the bunch I guess. You do have a point however, suck it up and take it Xbox players, we had our turn. Bungie didn't forget what they gave us and probably won't throw us out like yesterdays trash come the next 10 years.

xXxIRyanxXx
xXxIRyanxXx

@strothers101 Also if the level cap really is 20, which is the number floating around the internet, it took a few hour to get to eight and that's almost half the max after six missions. I think we should hear from Bungie very soon, because if these rumors are really bad publicity, and if they are true the game is going to be very DLC focused and take a big hit in sales.

samrvdman
samrvdman

@darthgreenscar Not to mention that you can even target other areas, like that mini launcher that shoots out 4 blue blasts. Destroying that launcher on the side of the top of the tank may not do a lot of damage, but it cripples its offensive capabilities

amdreallyfast
amdreallyfast

@Ish_basic I don't mind bosses taking more work, but I prefer them to take more mental work, not just more bullets and hiding behind a wall until they shoot the canon and have to reload.  I like a weakness to be something that I can manipulate if I'm on top of my game to destroy the thing.  But if I'm not on top of my game, it should kill me.  I prefer a more knife-edge approach to the boss encounter, I guess.

darthgreenscar
darthgreenscar

@PlatinumPaladin There's 1 "bullet sponge" and its the sub boss for a raid, also we got to level 8 which barely let us fill the first subclass bracket to differentiate the classes.


I wouldn't be worried

amdreallyfast
amdreallyfast

@jlj905 And dance-specific outfits and hairdos.  I know it's this post-apocalypse world with humanity on the verge of extinction, but I still want the option for really big shades, flambouyant hair, and parachute pants.  

darthgreenscar
darthgreenscar

@seanwil545 The bailing was just a product of it being beta (I would think), cause it happened to me too. At the particular part though, jumping to the rafters behind your ghost gave you good cover and high ground to pick people off until more people joined in the raid.


Also, idk if you played the moon mission, but there was one cut scene that makes me very excited for where the story might go.

GGear0323
GGear0323

@Wintereich Yeah but this game isn't really open world to the degree of an Elder Scrolls game. The map is big but not that big and a lot of the places look very similar so you may not even know where you are. Because the story missions take you through most of the same areas anyway, what really happens is that any real exploration that deviates from where you have already been takes you to a place with stronger enemies. There isn't a map either so getting lost is potentially easy at times. 

BovineDivine
BovineDivine

@Wintereich One spot where this occurred in the beta was a tunnel that led to a cavern filled with level"??" Hive enemies. When I wandered down into the tunnel and the music immediately got suspenseful I got excited. When I turned the corner and saw the Hive react to my presence I reversed footing and ran away. I thought it was awesome.


I guess the writer of this article wants posted signs to warn players what they are in for. I don't want that.

darthgreenscar
darthgreenscar

@Wintereich Agree 100%, I love running into an area then turning and going "nope, nope, nope", while in the back of my mind making a note of the location to return in a few levels for sweet revenge(and hopefully loot!!).

amdreallyfast
amdreallyfast

@mr_shooty  I think a "bullet sponge" approach to difficulty is a legitimate balancing concern.  It's not fun for a lot of us.  You mention that you had to keep shooting it to make armor plates fall off.  I really enjoy a good boss fight, but I think that a good boss fight should be theoretically capable of going down fairly quickly if you know the weakness.  Wailing on the armor plates until they fall off and then wailing on the weak points for 10min doesn't sound like fun.

Firefights tend to be a fast and furious, and I expect a boss fight to be more so.  If you don't know the weakness, then they will seem nearly invincible until you figure out the weakness, at which point you can end it quickly.  That is fun and great for farming.  Destiny is largely an RPG.  There will be farming.  Bullet sponges are not fun for farming.  First encounter, maybe.  10th encounter, no.  

amdreallyfast
amdreallyfast

@mr_shooty I didn't get the impression that he was whining but rather giving his impression in two or three paragraphs, then moved on.  You insulted him, saying "...you are supposedly a games journalist" and ending with "I am not certain you are actually a gamer".  That's low.  Be nice!


mugg1n
mugg1n

@mr_shooty didnt read all of this but ya he was whining about it the whole time. the only thing i agreed with was the maps were being reused for each area on earth. 

LtReviews
LtReviews

@westsiderz28

I'm pretty sure it runs at 60fps. 


I just played the Beta and it was quite smooth. 

ricku1967
ricku1967

@xXxIRyanxXx @strothers101 its a soft cap..once you hit level 20, you still level with "motes of light" if you notice some of the videos going around, they show level 29 characters. also..the beta had accelerated leveling..it wont be nearly as quick to level when the game goes live as it did in the beta.

adrunk3nduck
adrunk3nduck

@xXxIRyanxXx @strothers101 The game becomes mostly loot-based and upgrading abilities after lvl 20. Also this game is not considered an MMO by many standards. It has some elements but is not an MMO at its core.

Aaronp2k
Aaronp2k

@samrvdman @darthgreenscar the problem is nobody uses their eyes lol. they are used to just shooting stuff, not looking for weak points (except headshots of course).

oflow
oflow

Sunset Overdrive is ------> way

I'll meet you there

Banefire76
Banefire76

@darthgreenscar @Wintereich Me too! Actually it's really exciting to have those enemies that are way too high for you now chasing after you and you just by the skin of your teeth get away alive :D It makes finally smashing them when you are more prepared later even more satisfying ;)

iluspook
iluspook

The point of the "damage sponge" argument is that the boss actually DOES have a weakness. It simply takes knowledge and coordination, something any good boss SHOULD take to defeat.

The first instinct players have is to shoot the "head" In this case, that area is the most guarded and WILL take a tremendous amount of bullets to go down in this fashion. However, if the players know to shoot the legs, an area that is rarely the weak spot on enemies, then the fight goes more quickly.

Now, if you add coordination and tactics, having all players shoot the same leg, then bust out their big guns to all hit the major exposed weak spot when the leg is crippled, then the boss takes only a few moments to take down.

It's only a bullet sponge if you don't know any better. To me, it's a fine example of a boss done well. Knowledge is power, and tactics prevail! :)

johnney07
johnney07

@adrunk3nduck  Yes, an MMO is when there are hundreds and even thousands of people on a single server. Destiny has about 18 people per server. Look at WoW, final fantasy online, and ESO, those types of games are MMOs.

GGear0323
GGear0323

@iluspook It actually isn't a great boss battle. It may have a weak spot but the penalty for not finding it should be a tough fight, not a tedious one. It is basically a turret with a ton of armor with how little it moves and it telegraphs its attacks very visibly. The only difference between finding its weak spot or not is give or take 10 minutes. 


The one thing I did like about it was the subversion. Your instinct actually shouldn't be to shoot the head/front. It is almost always the strongest part of a mech in a game (unless it has a giant optic lens for an eye then you know where to shoot). The reason people are shooting the head is simply because it is painted red. It is almost begging you to shoot at it. Sneaky. 

GGear0323
GGear0323

@iluspook It isn't really a great boss fight. Yes it has a weak point but the penalty for not finding it should be a hard boss battle, not a tedious one. Like the article says, It doesn't move and it telegraphs it attacks very noticeably. It isn't hard to kill the thing. The only difference is give or take 10 minutes if you know the weak spot. 


What I did like is the diversion. Your instinct actually shouldn't be to shoot the head/front. That is almost always the most armoured spot on a mech in a game (unless it has a giant optic lens for an eye then you know what to shoot). The reason you want to shoot the head is because it is painted red. That's it. By making it red, it draws your attention and it feels like it is just asking to be shot. Sneaky. 

iluspook
iluspook

After giving it some more thought, I have to say that it's not a great boss battle, but still a good introduction to the boss mechanics.

I think putting it as the "mini-boss" of the strike was a bad idea, though. They needed something different there, saving the tank for the random events. It can be devastating when fighting it in an open area with a time limit attached.

That said, I'm excited to see that bosses will require at least SOME form of strategy to take down effectively (hopefully without cheap spots like the right side of the tank map), and that's a very good thing. If a simple strike mission holds elements like these, the actual raids certainly seem more appealing to me than their pre-alpha existence did!