Xeno Mutator discussion

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GoliathTheDespoiler
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Re: Xeno Mutator discussion

Post by GoliathTheDespoiler » 22 Dec 2018, 19:24

BillyBoBBizWorth wrote:
19 Dec 2018, 07:01
Oi smartarse, listen the fuck up.I was in a round just a few days ago where three smartgunners(i was one of them and ive reported this elsewhere) were engaging T1's and T2"s on prison map, far west all together with sustained fire and didnt even kill a fucking Tier 1, so re-assess what your saying here.

Otherwise, continue playing fucking arrogantly, your choice.
Smartguns are peashooters.

You arent surprised are you?
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Boersgard
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Re: Xeno Mutator discussion

Post by Boersgard » 22 Dec 2018, 23:24

GoliathTheDespoiler wrote:
22 Dec 2018, 19:24
Smartguns are peashooters.

You arent surprised are you?
There's a number of players who have somehow convinced themselves this isn't true.

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DefinitelyAlone0309
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Re: Xeno Mutator discussion

Post by DefinitelyAlone0309 » 25 Dec 2018, 04:28

Faster Maturation saves : (remember that byond ticks aren't the same as actual RL seconds)

_ 140 ticks from larva to Ancient T1. Barely 3 minutes worth of value
_ 265 ticks from larva to Ancient Spitter, and 310 ticks from larva to Ancient Lurker/Warrior/Burrower (Hivelord has T3 ticks, so it takes 580 ticks). A bit over 5 minutes for a 2+ hour game
_ 605 ticks from larva to Ancient Boiler, and 630 ticks for other Ancient T3s (not counting Carrier since its mature ticks are bugged right now at 800/800/800). A bit over 11 minutes for a 3+ hour game.

Please, can we get it from 10% to 20% at least? As it is right now, queens are wasting their mutation on this useless shit instead of something like Speed/Resilient Larva/Pheromone/Health/Armor/Slash/Tackle.
Last edited by DefinitelyAlone0309 on 25 Dec 2018, 05:28, edited 2 times in total.
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kastion
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Re: Xeno Mutator discussion

Post by kastion » 25 Dec 2018, 04:31

DefinitelyAlone0309 wrote:
25 Dec 2018, 04:28
Faster Maturation saves :

_ 140 ticks from larva to Ancient T1. Barely 3 minutes worth of value
_ 265 ticks from larva to Ancient Spitter, and 310 ticks from larva to Ancient Lurker/Warrior/Burrower (Hivelord has T3 ticks, so it takes 580 ticks). A bit over 5 minutes for a 2+ hour game
_ 605 ticks from larva to Ancient Boiler, and 630 ticks fro other Ancient T3s (not counting Carrier since its mature ticks are bugged right now at 800/800/800). A bit over 11 minutes for a 3+ hour game.

Please, can we get it from 10% to 20% at least? As it is right now, queens are wasting their mutation on this useless shit instead of something like Speed/Resilient Larva/Pheromone/Health/Armor/Slash/Tackle.
Are you factoring in the increased evo speed at round start? I think they also increased how long that evo speed lasts with the marine overhaul patch (not sure if its still in or how long it lasts if it is)

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Re: Xeno Mutator discussion

Post by DefinitelyAlone0309 » 25 Dec 2018, 04:32

kastion wrote:
25 Dec 2018, 04:31
Are you factoring in the increased evo speed at round start? I think they also increased how long that evo speed lasts with the marine overhaul patch (not sure if its still in or how long it lasts if it is)
I haven't factored in the increased evo speed. This is just the amount of ticks the mutation itself saves.
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Re: Xeno Mutator discussion

Post by kastion » 25 Dec 2018, 04:35

DefinitelyAlone0309 wrote:
25 Dec 2018, 04:32
I haven't factored in the increased evo speed. This is just the amount of ticks the mutation itself saves.
Ya the increased evo speed makes it even worse then. Because 280 ticks at 1.5x takes less time to get than 280 ticks at 1x. So it aint 3 minutes its like 2 minutes and 15 seconds or something (I aint tryin to do the math just making a point)

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Re: Xeno Mutator discussion

Post by kastion » 25 Dec 2018, 04:39

I mean you still save 10% of the time, but the total time becomes smaller because of evo boost so the time saved is smaller too.

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Re: Xeno Mutator discussion

Post by kastion » 27 Dec 2018, 08:10

im not sure how the flaws work, but if you can take them whenever you want EVERY queen should take flaw maturation AFTER t3s evolve. Its a free 6 points with no downside (until it gets nerfed)

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Re: Xeno Mutator discussion

Post by DefinitelyAlone0309 » 27 Dec 2018, 08:17

kastion wrote:
27 Dec 2018, 08:10
im not sure how the flaws work, but if you can take them whenever you want EVERY queen should take flaw maturation AFTER t3s evolve. Its a free 6 points with no downside (until it gets nerfed)
If the normal mutation increases the base amount by 10% (more like 15% for plasma), flaw reduces the base amount by 10% (again, 15% for plasma).

Honestly plasma flaw is so fucking free, even drones don't lose much from it. Imagine taking a plasma flaw early game to grab Speed+Phero, then armor at Elder Queen and HP at Empress? Sounds fucking amazing to me.
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Re: Xeno Mutator discussion

Post by kastion » 27 Dec 2018, 08:21

DefinitelyAlone0309 wrote:
27 Dec 2018, 08:17
If the normal mutation increases the base amount by 10% (more like 15% for plasma), flaw reduces the base amount by 10% (again, 15% for plasma).

Honestly plasma flaw is so fucking free, even drones don't lose much from it. Imagine taking a plasma flaw early game to grab Speed+Phero, then armor at Elder Queen and HP at Empress? Sounds fucking amazing to me.
ya plasma is free as fuck unless you are praetorian or maybe spitter who spam shit tons of neuro spits.

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Re: Xeno Mutator discussion

Post by DefinitelyAlone0309 » 27 Dec 2018, 08:28

kastion wrote:
27 Dec 2018, 08:21
ya plasma is free as fuck unless you are praetorian or maybe spitter who spam shit tons of neuro spits.
Between Queen's extra phero mutation and its own phero mutation; Prae can survive on recovery alone even with the plasma flaw. Prae can also take a tackle flaw (because neuro omegalul) and get Speed+phero at young then armor/health at Mature.

Spitter may have an issue, but Ancient Spitter still gets a respectable 43 plasma regen per sec, and with a 765 plasma poo, it ain't running out of plasma anytime soon. With a tackle flaw (neuro, again); it can afford to grab Speed+armor+health+acid slash at Elder and then slash damage to have a lot of fun.
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Re: Xeno Mutator discussion

Post by kastion » 27 Dec 2018, 08:33

DefinitelyAlone0309 wrote:
27 Dec 2018, 08:28
Between Queen's extra phero mutation and its own phero mutation; Prae can survive on recovery alone even with the plasma flaw. Prae can also take a tackle flaw (because neuro omegalul) and get Speed+phero at young then armor/health at Mature.

Spitter may have an issue, but Ancient Spitter still gets a respectable 43 plasma regen per sec, and with a 765 plasma poo, it ain't running out of plasma anytime soon. With a tackle flaw (neuro, again); it can afford to grab Speed+armor+health+acid slash at Elder and then slash damage to have a lot of fun.
thats true prae run recovery 90% of the time. I know plasma and maturation are going to get removed in like 5 minutes after marines read this thread though.

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Re: Xeno Mutator discussion

Post by DefinitelyAlone0309 » 27 Dec 2018, 08:36

kastion wrote:
27 Dec 2018, 08:33
thats true prae run recovery 90% of the time. I know plasma and maturation are going to get removed in like 5 minutes after marines read this thread though.
The real big meme is Elder Warior with tackle flaw and Speed+armor+health+slash. You basically have all the tankiness you need at Mature and the slash mutation at Elder just means that you kill the folks you lunge with 3-4 slashes. Or Lurker with plasma flaw and Speed+armor+health+tackle/slash at Elder or armor+health+tackle+slash (if you don't want the extra speed) at Elder.
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Re: Xeno Mutator discussion

Post by kastion » 27 Dec 2018, 08:37

DA any idea how captstones work? I havent figure them out yet (first game right now)

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Re: Xeno Mutator discussion

Post by DefinitelyAlone0309 » 27 Dec 2018, 08:38

kastion wrote:
27 Dec 2018, 08:37
DA any idea how captstones work? I havent figure them out yet (first game right now)
No idea. Barely any xeno has the keystone mutation atm. I'm just waiting for the wiki.
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Re: Xeno Mutator discussion

Post by MattAtlas » 27 Dec 2018, 08:54

Keystones so far are longer pounce, acid tipped claws, bigger boiler clouds AFAIK.
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Re: Xeno Mutator discussion

Post by FGRSentinel » 27 Dec 2018, 09:21

Keystone mutators are ones that apparently provide a larger change to gameplay and every xeno can only have one keystone mutator active at any time. Some of them, like the bigger boiler clouds, maturation speed, and maybe longer pounce are just older mutators made into keystones, while the acid-tipped claws is a new one that actually does change how the xeno does damage. The fact that most castes don't have any keystones and the ones that do probably only have one make them no different than other mutators for the time being.
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Re: Xeno Mutator discussion

Post by kastion » 27 Dec 2018, 10:42

Need a keystone that gives you a 30 of keystone to share with your alien buds and play some beer pong.

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Re: Xeno Mutator discussion

Post by Simo94 » 27 Dec 2018, 10:56

we need a lower cooldown on abilities mutator
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Re: Xeno Mutator discussion

Post by OatzAndHoes » 28 Dec 2018, 04:33

In my 9000 hours playing as lurker here is what I found works best for mutations in order:
  1. take health boost, plasma nerf, and speed buff
  2. take damage buff
  3. take drag speed buff
  4. take armour boost
Longer pounces is sort of a noob trap and not really needed in most situations, so leave it for later on if you want to take it. The key ones you need are health and speed. Play it right and you will be as fast as a runner but twice as deadly. Drag speed buff can be switched with damage if you want to play less stealthy and closer to the main battle.

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