Potential Runner buffs?

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CABAL
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Re: Potential Runner buffs?

Post by CABAL » 30 Oct 2018, 19:54

flying_dice wrote:
30 Oct 2018, 09:33
You're ignoring the other part of it. A marine can heal their own minor-moderate wounds and know that they'll keep healing over time even while they do other shit. They also don't have to be afraid of fighting below full health because they can be revived.

Xenos? You have to go back to safe weeds and rest until full, which can take literal minutes at higher age/caste. Yes, that's because the healing rate never changes. An Ancient T2 will without exaggeration need multiple minutes of resting to heal from ~25%-30%. A marine is only going to be out of the fight that long if they're dead.

It was different back when xenos had reliable ways to paincrit marines at range, but these days pretty much the only way a marine is going to be hurt enough to stop fighting is if they're missing limbs, have a bunch of broken bones, and are out of painkillers. The other day I got a punctured lung and kept fighting for a good ten+ minutes because I had two unga painkiller injectors and a corpsman gave me a pair of dex pills. That sort of shit serves as a force multiplier: the ability to safely fight below full health means that marines can keep their momentum even after getting battered. If xenos take a bunch of injuries, either they lose a bunch trying to keep fighting or they have to give ground so they can heal.

Something happened yesterday during a shipboard fight where the queen died and xenos healing bugged out, leaving them unable to heal. They had been winning, but the entire hive got wiped out in a matter of minutes because they couldn't heal. That's what happens if they can't/don't take the requisite minutes to run off and rest, while marines can keep going even if they're innately more fragile.
Yeah, xenos don't heal on weeds when doing other shit.
I also charge at Queen and Ravs and any xeno alone becouse I'm not afraid, becouse I know defibbs exist. Defibs exist, so what? Dying or wasting 10-20 is nearly the same and I'm not gonna risk it if there is no chance for me to survive. Defibs, or not, marines will push.
Xeno below full health is not diffrent from xeno with full health. Both have full speed, full dmg etc. You are choosing to "play coward" when your ancient T3 got half of the bar damage. You are still as dangerous as at full health, you just need to withdraw faster next time.
Marine below full health is slower, can have vision obscured, might be Quick Clot dependant, might have splints that will fell off after one hit (even FF) and lot's more and untill he will go back to medical, he will stay in that state. Xeno can just take a quick nap and even before that nap he was as useful as he is now.

Do you want your one-two-three slashes to be fucking lethal? Nearly every xeno slash counts, it will always add damage, add wounds, add fractures, add IB etc. What bullets do to xeno? Some dmg, nothing else. If you shoot all 40 bullets in magazine and that xeno didn't die, you wasted that magazine to buy others a minute, or two. Xeno slashed marine 4 times? Depending on caste it's usualy fracture atleast. If said marine will get help from skilled medic, then impact of those wounds will be reduced to minimum. Yet it still shadows him, that fracture still hurts and one slash will drop that splint. So what xeno did with his 4 slashes? Wasted some of medics time, wasted some of said marine time, gave him permanent pain, gave him permanent fracture that will hurt more, or even kill if that was groin/head/chest. Said marine is also slower.

Now you want more lethal ranged options to damage marines. More lethal ranged options for beings that are faster, tankier and see everything. Wasn't that the point of them being nearly only melee?
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misto
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Re: Potential Runner buffs?

Post by misto » 30 Oct 2018, 20:32

xenos do heal on weeds when standing and walking and doing other things, its just very slow

also here, a runner buff idea

https://gitlab.com/cmdevs/ColonialMarines/issues/4968

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dasWurmtMich
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Re: Potential Runner buffs?

Post by dasWurmtMich » 08 Nov 2018, 15:55

As someone who only played runner before the "balancing" of xeno castes and tackles and introduction of warrior/defender: Runner was the most fun PVP I had, it was challanging and still gave me PVP shakes (Something that besides eve online no other game gives me). It was High risk, High reward High fun gameplay.

There are 2 ways to buff the runner:

1.) The DMCA approach where runners auto slash after a pounce (which consumes a lot of plasma so you cant spam it constantly)

2.) Buff the normal tackle for elder and ancient runners. Tackle buff would personally be what I'd love to see the most. Rightnow the runner tackle is a joke and you can easily miss 80% of your tackles. Bring the tackle to slightly below pre tackle nerf changes and that would make the caste actually playable again.

No caste should be restricted to "scouting" or anything. Yes scouting should be a big part of it but if you find a lone marine and you cant kill him its very frustrating. Really no point in playing runner when castes like drones have the best one hit knockout in the game (huggers) or just every other caste is better at reliably killing

Currently the runner combat is pounce --> slash once or twice --> wait for pounce to come off cooldown --> repeat because most marines are carrying shotguns.

Problem about that is the marine can just keep running to friendlies and you cant kill him fast enough or tackle him to prevent him from reaching friendlies.
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