Xeno Mutator discussion

Our lives for the Queen!
Post Reply
User avatar
Garrison
Registered user
Posts: 439
Joined: 08 Apr 2017, 02:42
Byond: SimMiner

Re: Xeno Mutator discussion

Post by Garrison » 10 Dec 2018, 22:52

What if we removed the queens screech and made it so she could get it back as a mutation? Would help establish a difference between a Commander Queen and a Combat Queen. (But leave all other mutators the way they are)

This is pretty big proposal since the screech is a powerful siege breaker/show stopper. But if the Queen decides she doesn't want to fight unless absolutely necessary. Might be an idea to make it so she can capitalize on hive wide mutations such as maturity and extra leaders/t2-3 slots.

Or if the Queen doesn't have much faith in her children she can roll screech, infusion and combat stats and lead the charge against the hosts once the higher tier Xenos are established.
LCpl. Raul Garrison: That nobody with a gun
Dr. Arthur Bennet: The guy you plead to fix you
Lt. Elizabeth Owens: The lady who won't stop badgering.

User avatar
Steelpoint
Donor
Donor
Posts: 1432
Joined: 29 Jul 2015, 06:04
Byond: Steelpoint

Re: Xeno Mutator discussion

Post by Steelpoint » 10 Dec 2018, 23:05

The main issue with this concept, and one that is being demonstrated, is that certain 'mutators' have essentially become mandatory to pick. Speed is one of the more common picks.

I have to wonder the justification for this system when you could've made the xenomorphs start with their mutators and there would be little difference.

If we're trying to aim for a 'tf2' style of sidegrades, then offering people MORE SPEED or MORE DAMAGE without some kind of downside is going to lead to the obvious conclusion that everyone is going to take more speed or damage or whatever is meta for that caste every time.
This is war, survival is your responsibility.

Alan Bentway: Marine
Kwei Ikthya-de: Predator

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Xeno Mutator discussion

Post by kastion » 10 Dec 2018, 23:10

So many of you don't seem to understand that this is supposed to buff the xenos, not sidegrade them. Xenos weren't fine 2 weeks ago like all of you seem to think. Are the buffs too much? maybe, we cant tell because xenos have 2x as many players as they are supposed to and are overwhelming the retarded marine strategy of rush and die that was working for the last 3 months because no one wanted to play xeno.

StephenNelson
Registered user
Posts: 71
Joined: 05 Jun 2017, 00:28
Byond: StephenNelson

Re: Xeno Mutator discussion

Post by StephenNelson » 10 Dec 2018, 23:47

kastion wrote:
10 Dec 2018, 22:12
no that wont help at all and will lead to xenos being even more useless than they were before. base stats shouldnt be touched to compensate for mutations because then when you dont take the mutation you ar ejust shittier than before. I know its going to happen because this dev team is trash but it shouldnt.
The Devs have been helpful this entire time. No need to attack them.

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Xeno Mutator discussion

Post by kastion » 10 Dec 2018, 23:49

StephenNelson wrote:
10 Dec 2018, 23:47
The Devs have been helpful this entire time. No need to attack them.
No need, but I want to. What have they done that should give me any confidence at all in them over the last 6 months? Nothing.

StephenNelson
Registered user
Posts: 71
Joined: 05 Jun 2017, 00:28
Byond: StephenNelson

Re: Xeno Mutator discussion

Post by StephenNelson » 11 Dec 2018, 00:25

kastion wrote:
10 Dec 2018, 23:49
No need, but I want to. What have they done that should give me any confidence at all in them over the last 6 months? Nothing.
They rolled out a new map, countless bug fixes, changes to vendors, changes to Almayer Layout, “nightmare” updates, objectives, etc. You’re acting like the winrate before mutators was 90/10 in favor of marines. I agree that people are overreacting to this but c’mon man, it HAS ruined the balance. I haven’t played a round since their roll-out that hasn’t been decided by 13:00.

User avatar
xXen0zS1ay3rXx
Registered user
Posts: 133
Joined: 18 Apr 2018, 01:05

Re: Xeno Mutator discussion

Post by xXen0zS1ay3rXx » 11 Dec 2018, 00:32

StephenNelson wrote:
11 Dec 2018, 00:25
They rolled out a new map, countless bug fixes, changes to vendors, changes to Almayer Layout, “nightmare” updates, objectives, etc. You’re acting like the winrate before mutators was 90/10 in favor of marines. I agree that people are overreacting to this but c’mon man, it HAS ruined the balance. I haven’t played a round since their roll-out that hasn’t been decided by 13:00.
To be fair he did post before
we cant tell because xenos have 2x as many players as they are supposed to and are overwhelming the retarded marine strategy of rush and die that was working for the last 3 months because no one wanted to play xeno
I feel they should let the changes ride, and wait for their shiney new-ness fade and populations re-stabilize before canning the whole thing due to a few salty comments.

EDIT:Well they ALREADY nerfed them to near uselessness, was anyone timing it? How long have they been out for- 48 hours?
Last edited by xXen0zS1ay3rXx on 11 Dec 2018, 02:33, edited 1 time in total.

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Xeno Mutator discussion

Post by kastion » 11 Dec 2018, 00:36

StephenNelson wrote:
11 Dec 2018, 00:25
They rolled out a new map, countless bug fixes, changes to vendors, changes to Almayer Layout, “nightmare” updates, objectives, etc. You’re acting like the winrate before mutators was 90/10 in favor of marines. I agree that people are overreacting to this but c’mon man, it HAS ruined the balance. I haven’t played a round since their roll-out that hasn’t been decided by 13:00.
The layout ill give you they did a good job on that, nightmare broke the game with stupid metarushes, objectives do nothing no one even does them, the others are very minor tweaks. Ya the recent win rate isn't 90/10 for marines but a few months ago it was. They broke the game completely with the explosives change and took FOREVER to fix it. Its the only reason they removed the tank which was fucking stupid for months too. Now we have the mini tank called the RPG. When they changed the deploy to 1215 the win rate shot up to 100% marines because they weren't doing shit about the meta rushes FOR WEEKS. So I don't wanna hear this bullshit. Xenos started winning every match when they got double evolution and they nerfed it in 1 day. 1 fucking day. but they take FOREVER for any changes that has marines wooping xeno ass.

The tank was hated by both sides, the larva change is stupid for both sides, its harder to capture and theres more rng and stupid underserved comebacks now and delaying, the layout change was a double edge cause now the last 20 minutes suck but atleast we don't have SD bullshit, im sure theres other things im forgetting. I cant think of one completely positive change in the last 6 months besides very minor things like bug fixes.

User avatar
CABAL
Registered user
Posts: 556
Joined: 02 Apr 2018, 06:11
Byond: Zciwomad

Re: Xeno Mutator discussion

Post by CABAL » 11 Dec 2018, 02:36

TrollerNoob wrote:
10 Dec 2018, 19:26
Almost like when warrior made it's debut or the tank did. You seemed to miss the entire point, and literally enforced what I said - they're playing because of the update.
Warrior was OP when he came out. He could steal marines from behind cades, grabbed marine was standing, so warrior was covered from any damage etc.

People are testing shit for round, or two, not whole days.
Smell of the BBQ in caves... Brought to you by Cabal Shephard!
I REDEEMED MYSELF! IN THE NAME OF KANE!

IIII IIII IIII IIII II

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Xeno Mutator discussion

Post by kastion » 11 Dec 2018, 02:47

xXen0zS1ay3rXx wrote:
11 Dec 2018, 00:32
EDIT:Well they ALREADY nerfed them to near uselessness, was anyone timing it? How long have they been out for- 48 hours?
What did they nerf? Im at work so I cant see it.

User avatar
DefinitelyAlone0309
Registered user
Posts: 530
Joined: 21 Jan 2018, 10:42
Location: Almayer
Byond: DefinitelyAlone0309

Re: Xeno Mutator discussion

Post by DefinitelyAlone0309 » 11 Dec 2018, 02:52

kastion wrote:
11 Dec 2018, 02:47
What did they nerf? Im at work so I cant see it.
Image
The one and only Bex Jackson

User avatar
lurkermain
Registered user
Posts: 54
Joined: 22 Oct 2018, 11:00

Re: Xeno Mutator discussion

Post by lurkermain » 11 Dec 2018, 02:55

Those look like reasonable changes to me, RIP hardy weeds tho

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Xeno Mutator discussion

Post by kastion » 11 Dec 2018, 02:58

DefinitelyAlone0309 wrote:
11 Dec 2018, 02:52
Image
My work computer blocks images ;_;

User avatar
Cry of Wolves
Registered user
Posts: 502
Joined: 10 Aug 2015, 22:15
Location: California
Byond: Cry of Wolves
Steam: Cry of Wolves

Re: Xeno Mutator discussion

Post by Cry of Wolves » 11 Dec 2018, 03:02

kastion wrote:
11 Dec 2018, 02:58
My work computer blocks images ;_;
You can now buy each mutator only once.
Extra T2, T3 slots mutator has been removed.
Armor, health, plasma and damage mutators are slightly stronger.
The extra leader slot bonus mutator grants an extra leader slot (a total of +3).
Drag speed mutator is weaker.
Hardy Weeds have been replaced with Faster Weeds. They don't have the HP bonus, but still grow faster and further.

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Xeno Mutator discussion

Post by kastion » 11 Dec 2018, 03:04

Cry of Wolves wrote:
11 Dec 2018, 03:02
You can now buy each mutator only once.
Extra T2, T3 slots mutator has been removed.
Armor, health, plasma and damage mutators are slightly stronger.
The extra leader slot bonus mutator grants an extra leader slot (a total of +3).
Drag speed mutator is weaker.
Hardy Weeds have been replaced with Faster Weeds. They don't have the HP bonus, but still grow faster and further.
thank you.

So if you can only take each thing once then we need more variety cause isn't there only like 5 or 6 things for each caste? That would mean you pick 4 out of 5 or 6 and no ones picking plasma upgrade (besides maybe hivelord or something) Like I said I have no confidence in this dev team. The entire point of mutators is to give variety to each caste to make 1 spitter different from the next. They completely removed that in 1 day after introducing it. Like what are they even thinking?

also faster weeds is completely useless just remove it. only a lazy retard would pick it and I don't want those lazy retards to beable to pick it. Or give it a bonus to how fast xenos heal on the faster weeds to make it not complete shit.
Last edited by kastion on 11 Dec 2018, 03:30, edited 1 time in total.

User avatar
NethIafins
Registered user
Posts: 772
Joined: 20 Nov 2016, 20:32
Location: Ukraine
Byond: NethIafins
Steam: nethiafin
Contact:

Re: Xeno Mutator discussion

Post by NethIafins » 11 Dec 2018, 03:30

kastion wrote:
11 Dec 2018, 03:04
thank you.

So if you can only take each thing once then we need more variety cause isn't there only like 5 or 6 things for each caste? That would mean you pick 4 out of 5 or 6 and no ones picking plasma upgrade (besides maybe hivelord or something)

also faster weeds is completely useless just remove it. only a lazy retard would pick it and I don't want those lazy retards to beable to pick it. Or give it a bonus to how fast xenos heal on the faster weeds to make it not complete shit.
Order is important, but I do see the point

More will come
Image
Image
Brother!
Do you remember our home and mother?
I'll die, don't bother.
It's just like walking on water.
- Cold Rain, Swirekster 2017, Twisted Insurrection OST

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Xeno Mutator discussion

Post by kastion » 11 Dec 2018, 03:50

To be fair I think the extra t2/t3 removal and the drag speed nerf are good changes. I am waiting for speed to get nerfed into the ground surprised that wasn't the first thing. Acid boost is only good for spitter now, cause going from sentinel to spitter acid makes no difference. Pheromones are probably still the best upgrade even if you can only take them once.

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Xeno Mutator discussion

Post by kastion » 11 Dec 2018, 03:56

Idea for praetorian, a sticky resin upgrade that makes the sticky resin hit the marine and it slows them down like a predator trap and they have to resist for like 3 seconds to get it off. Only like a 15-20% slow not as nuts as the predator trap.

drones can mutate a egg carrying sac likea carrier that holds 1 egg and 1 facehugger. face hugger may be op cause drone could carry facehugger indefinently instead of it dying in their hands. but it does take 1 out of 4 of your mutations.

You could do some cross class mutations, like giving a spitter the ability to get some weak pheromones, or like giving a runner the ability to lay weeds

User avatar
CABAL
Registered user
Posts: 556
Joined: 02 Apr 2018, 06:11
Byond: Zciwomad

Re: Xeno Mutator discussion

Post by CABAL » 11 Dec 2018, 04:14

kastion wrote:
11 Dec 2018, 03:56
Idea for praetorian, a sticky resin upgrade that makes the sticky resin hit the marine and it slows them down like a predator trap and they have to resist for like 3 seconds to get it off. Only like a 15-20% slow not as nuts as the predator trap.
Without sidegrade that would reduce total amout of this to like 4-6 by single preatorian and with cooldown of 15 seconds between each it would be pretty unfair and unfun to fight. I can imagine situation where preatorian would just spam it everywhere, or would escape from damage and shit this behind.

Better give his sticky spit option to mutate into the ability to "entagle" marine like makeshift bolas can in other servers, but at the cost of being unable to shit sticky.
Smell of the BBQ in caves... Brought to you by Cabal Shephard!
I REDEEMED MYSELF! IN THE NAME OF KANE!

IIII IIII IIII IIII II

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Xeno Mutator discussion

Post by kastion » 11 Dec 2018, 04:25

CABAL wrote:
11 Dec 2018, 04:14
Without sidegrade that would reduce total amout of this to like 4-6 by single preatorian and with cooldown of 15 seconds between each it would be pretty unfair and unfun to fight. I can imagine situation where preatorian would just spam it everywhere, or would escape from damage and shit this behind.

Better give his sticky spit option to mutate into the ability to "entagle" marine like makeshift bolas can in other servers, but at the cost of being unable to shit sticky.
Maybe I explained it poorly but that's what I meant give his sticky spit the ability to shoot marines and slow them. Not marines walk on the spit on the ground and get stuck.

User avatar
FGRSentinel
Registered user
Posts: 349
Joined: 06 Jul 2018, 17:17
Byond: FGRSentinel

Re: Xeno Mutator discussion

Post by FGRSentinel » 11 Dec 2018, 08:03

kastion wrote:
11 Dec 2018, 00:36
When they changed the deploy to 1215 the win rate shot up to 100% marines because they weren't doing shit about the meta rushes FOR WEEKS. So I don't wanna hear this bullshit. Xenos started winning every match when they got double evolution and they nerfed it in 1 day. 1 fucking day. but they take FOREVER for any changes that has marines wooping xeno ass.
Part of why this was nerfed so fast, I think, was because it essentially made fighting planet/stationside a foregone conclusion: Marines would always be forced to evac by 13:00 and be wiped from the Almayer by about 13:15 if they were lucky. The only way for Marines to win on Almayer would have been to essentially make it a reverse-Ice situation where they wait to see where the Alamo landed and then completely abandon whatever deck it landed on to fortify all the ladders and wait out the timer.

Meanwhile on the ground it seemed like most strategies people were trying out were simply to fortify the FOB as much as humanly possible and letting the xenos slam against them, something that potentially people could arguing is metagaming since the strategy only works if Marines never set foot outside the FOB, even if they don't see any xenos until the 12:40 siege... Or resort to the officially metagaming tactic of rushing the hive with everything they have to take out as many xenos as they could as fast as possible. In both cases, this still relies on Marines being able to kill a xeno before a Runner dragged their downed sister away at light speed, which made any real counterplay the Marines had completely futile.
Ensign Goddard Pearsall, the Pilot that always has Souto

User avatar
RuAlastor
Registered user
Posts: 51
Joined: 29 Oct 2018, 05:11
Location: Moscow, Russia
Byond: RuAlastor
Steam: RuAlastor

Re: Xeno Mutator discussion

Post by RuAlastor » 11 Dec 2018, 10:16

kastion wrote:
11 Dec 2018, 03:56
Idea for praetorian, a sticky resin upgrade that makes the sticky resin hit the marine and it slows them down like a predator trap and they have to resist for like 3 seconds to get it off. Only like a 15-20% slow not as nuts as the predator trap.

drones can mutate a egg carrying sac likea carrier that holds 1 egg and 1 facehugger. face hugger may be op cause drone could carry facehugger indefinently instead of it dying in their hands. but it does take 1 out of 4 of your mutations.

You could do some cross class mutations, like giving a spitter the ability to get some weak pheromones, or like giving a runner the ability to lay weeds
Prae is strong AF rn, no need to up him even more.
Taking caste abilities to make an ULTIMATE beno is bad

User avatar
Build_R_
Registered user
Posts: 370
Joined: 18 Nov 2017, 05:47
Location: Yes
Byond: Build_R_

Re: Xeno Mutator discussion

Post by Build_R_ » 11 Dec 2018, 10:19

The current mutators are really handy, one for opening doors quicker/jumping onto windowsills/moving into tunnels might be nice, maybe dexterity?
When the OB misfires and xenos are on your doorstep. 
Image                                                         Image  Howya, Jim Antonic- LCPL, PO, MP, SO, Husked Corpse. 

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Xeno Mutator discussion

Post by kastion » 11 Dec 2018, 10:20

RuAlastor wrote:
11 Dec 2018, 10:16
Prae is strong AF rn, no need to up him even more.
Taking caste abilities to make an ULTIMATE beno is bad
How is getting a shitty version of a caste ability gonna make an ultimate xeno?

Prae is strong as fuck but replacing 1 mutator with another isnt gonna magically make him stronger just gonna make him different.

User avatar
RuAlastor
Registered user
Posts: 51
Joined: 29 Oct 2018, 05:11
Location: Moscow, Russia
Byond: RuAlastor
Steam: RuAlastor

Re: Xeno Mutator discussion

Post by RuAlastor » 11 Dec 2018, 10:28

I dont know, but rn, sg feels even worse than before, because warriors with armor mutator can just stand infront of you BC SG and don't give a fuck.
Prae is just something horrible with its sticky, health, neuro. Most of the hive in the beginning insta picks defender just to become prae.
In general, everything else feels decent and fun but requires balance (make marines better, so they can deploy by 12:30 and have chances to win)

Post Reply