Alien pulling mechanics

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Swagile
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Re: Alien pulling mechanics

Post by Swagile » 06 Feb 2017, 11:00

Toroic wrote:All aliens pull at the same slow rate. It's not influenced by movespeed. ALso, literally anyone can remove weeds with melee, flamers, and explosives. The biggest reason it's generally a risk to fight off weeds is not the healing (which is pretty trivial during the 8ish second combats) but because of the movement speed differential. Xenos run slower off weeds, marines are slower on them.
Oh, this is confirmed?

I was always told its a theory that your faster on weeds as a xeno / slower as a marine on weeds.
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Crab_Spider
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Re: Alien pulling mechanics

Post by Crab_Spider » 06 Feb 2017, 11:13

Swagile wrote:Oh, this is confirmed?

I was always told its a theory that your faster on weeds as a xeno / slower as a marine on weeds.
It's no theory, the Legends are true.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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NescauComToddy
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Re: Alien pulling mechanics

Post by NescauComToddy » 06 Feb 2017, 14:36

Swagile wrote:Never said I was a snowflake, and gameplay always trumps realism or else aliens would be winning 99% of the time as ive been told before in OOC many times that the lore of Aliens is MUCH more dangerous than the aliens we face ingame (example: apesuit commandos would be owned by one hunter, but ingame the hunter would be decimated by a ape suit command).

I never fought against my old idea of aliens popping out, im saying that aliens should be punished for overextending instead of being quickly pulled out by their fast T1's. The main problem is xeno heals are way too fast, especially when you have drones / carriers / queen that isn't dumb and knows to use recovery. Say what you want about "but there are only 20 of them!", xenos have been made to be powerful and fast enough to take on multiple marines by themselves and still come out victorious, even without weed heals.

Weed heals, however, make it so much easier. Hence it stands that currently its EXTREMELY easy to come back from full critical to full health in one minute, while the same cannot be said by marines (especially since most of the time they have to go all the way up to the Sulaco to get fixed up if their wound can't be splinted / ran out of splints / splint breaks off).

The whole issue surrounds weed heals being so potent while not providing much counter play against this except SALT-AR (which only 4 people out of all the marines can get but usually choose something else), and maybe flame thrower.
It Is extremely easy to be full health after crit after one minute, still, It Is extremely easy to fall back to crit again and, It Is extremely Easy to kill Critted Aliens, all you got to do Is put your mouse on him and click. Fun fact Is, the players are so desesperante to kill a single alien that they forget to do that and shoot everywhere

About the marines Healing thing, let's use our brain In this, like I said before my post you Quoted. If you are an marine, you can't expect to come back to the field soon after an alien slashes you to crit, specially If you have broken bones. It Is a frustrating feature that won't change. As you may see In the newest rounds, the win rate Is going to 60/40, this Is already balanced to marines, no need to nerf Xenos. Marines are humans, they need advanced treatment to fix up they brain damage and etc. As I said over and over, 20 need to counter 60, meaning the Xenos will be required to act fast. If an crusher Is low health and they need to support a battlefield, they can't wait for 5 minutes because of a Rambo with AP or Bucky. Xenomorphs have less time and numbers than marine have, applying this meme-heal idea even further. This Is extremely related to end-round results, It sounds strange but they are. If you hate the weeds, throw A incendiary nade' at them, It works well, same with the flamethrower.

By saying they do not need weeds, I know you don't play with Important roles.

A simple Bucky can fuck up a xeno, think about an AP rain On the River or inside Sully.
► Show Spoiler
Weeds are necessary for the survival of a hive until end-game, Play one round as Ayy In WO and you will miss weeds, even If you are not supposed to survive. Just a sentry can and will manage to get a xeno low health.

Just please, stop comparing the heals, they Won't change because the amount of variables that make It work. It will take a MAX of 20 minutes and a minimum of 8. Of you play correctly, not trying to robust every alien you may see, retreating when needed and attacking when needed, you will survive until the entire round without breaking a bone.

I am writing the reply In a Mobile, I will complete It tomorrow If It continues with my PC. If you see any grammar mistakes, sorry, this screen Is the hell of writing
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Swagile
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Re: Alien pulling mechanics

Post by Swagile » 06 Feb 2017, 15:13

NescauComToddy wrote:It Is extremely easy to be full health after crit after one minute, still, It Is extremely easy to fall back to crit again and, It Is extremely Easy to kill Critted Aliens, all you got to do Is put your mouse on him and click. Fun fact Is, the players are so desesperante to kill a single alien that they forget to do that and shoot everywhere

About the marines Healing thing, let's use our brain In this, like I said before my post you Quoted. If you are an marine, you can't expect to come back to the field soon after an alien slashes you to crit, specially If you have broken bones. It Is a frustrating feature that won't change. As you may see In the newest rounds, the win rate Is going to 60/40, this Is already balanced to marines, no need to nerf Xenos. Marines are humans, they need advanced treatment to fix up they brain damage and etc. As I said over and over, 20 need to counter 60, meaning the Xenos will be required to act fast. If an crusher Is low health and they need to support a battlefield, they can't wait for 5 minutes because of a Rambo with AP or Bucky. Xenomorphs have less time and numbers than marine have, applying this meme-heal idea even further. This Is extremely related to end-round results, It sounds strange but they are. If you hate the weeds, throw A incendiary nade' at them, It works well, same with the flamethrower.

By saying they do not need weeds, I know you don't play with Important roles.

A simple Bucky can fuck up a xeno, think about an AP rain On the River or inside Sully.
► Show Spoiler
Weeds are necessary for the survival of a hive until end-game, Play one round as Ayy In WO and you will miss weeds, even If you are not supposed to survive. Just a sentry can and will manage to get a xeno low health.

Just please, stop comparing the heals, they Won't change because the amount of variables that make It work. It will take a MAX of 20 minutes and a minimum of 8. Of you play correctly, not trying to robust every alien you may see, retreating when needed and attacking when needed, you will survive until the entire round without breaking a bone.

I am writing the reply In a Mobile, I will complete It tomorrow If It continues with my PC. If you see any grammar mistakes, sorry, this screen Is the hell of writing
Again, your simply twisting what I say once again.

I never stated aliens don't need weeds, what I am saying is to reduce the speed at which aliens heal so that more emphasize on dodging / teamwork from tougher aliens (crushers, ravs) is put to use instead of just sitting on weeds for a minute or two then being good to go again.

And again, you are comparing the PERFECT scenario, not how an average CM round plays. If you have a competent marine team, sure, it is very unlikely you will sustain major injuries that debilitate you for the rest of the round. But that is not how CM works, as getting a competent marine team is a once in a blue moon occasion. Something ALWAYS fucks up, and its always the human element.

Xenos eliminate that human element a lot more than marines do due to the fact that they rely less on fellow xenos due to the fact that they are all INDIVIDUALLY strong (there are exceptions like hive lord, but if your actively fighting on the front lines as a hivelord, your most likely doing something terribly wrong). Couple this with weeds (which can be put down and forgotten about and be rapidly replaced with little to no cost) that require a effort of time and/or precious resources to remove (weeds spread faster than marines knifing them down) and you have a shitty auto heal system.

And apparently the theory of xenos being faster on weeds + marines being slower makes this even worse since just one combat drone can weed up the frontlines in one minute and keep repairing any damage with barely any cost to itself except maybe going in dangers way (which can be mitigated by frenzy pheromone and macros).

And rambos can be taken down easily as 1 v 1, xenos are superior to marines in almost everyway. The only exceptions is maybe buckshot (if they manage to hit you), if your a truly support caste (no idea who would be insane enough to fight as a truly support caste unless they are desperate), or if your facing a Spec. So again, bad comparison.
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Re: Alien pulling mechanics

Post by NescauComToddy » 06 Feb 2017, 21:12

Swagile wrote:Again, your simply twisting what I say once again.

I never stated aliens don't need weeds, what I am saying is to reduce the speed at which aliens heal so that more emphasize on dodging / teamwork from tougher aliens (crushers, ravs) is put to use instead of just sitting on weeds for a minute or two then being good to go again.

And again, you are comparing the PERFECT scenario, not how an average CM round plays. If you have a competent marine team, sure, it is very unlikely you will sustain major injuries that debilitate you for the rest of the round. But that is not how CM works, as getting a competent marine team is a once in a blue moon occasion. Something ALWAYS fucks up, and its always the human element.

Xenos eliminate that human element a lot more than marines do due to the fact that they rely less on fellow xenos due to the fact that they are all INDIVIDUALLY strong (there are exceptions like hive lord, but if your actively fighting on the front lines as a hivelord, your most likely doing something terribly wrong). Couple this with weeds (which can be put down and forgotten about and be rapidly replaced with little to no cost) that require a effort of time and/or precious resources to remove (weeds spread faster than marines knifing them down) and you have a shitty auto heal system.

And apparently the theory of xenos being faster on weeds + marines being slower makes this even worse since just one combat drone can weed up the frontlines in one minute and keep repairing any damage with barely any cost to itself except maybe going in dangers way (which can be mitigated by frenzy pheromone and macros).

And rambos can be taken down easily as 1 v 1, xenos are superior to marines in almost everyway. The only exceptions is maybe buckshot (if they manage to hit you), if your a truly support caste (no idea who would be insane enough to fight as a truly support caste unless they are desperate), or if your facing a Spec. So again, bad comparison.
I was comparing an perfect scenario to put In Everyone's mind that you shouldn't blame the game for People being Incompetent, Just A advice to people to stop submitting these types of suggestions. About the Rambos thing, I don't think you got the idea right. I didn't said they are hard to counter, I tried to mean that, even an Rambo can fuck up A Alien good with a Bucky or AP, meaning that the meme-heal, for RELATED(Variables) reasons, It Is required to exist. Again, you didn't Interpreted both things I wrote.

I agree with you In the Xenos Individually strong part, that's something you got right, yet, all criticism you did about some Xenos caracteristics are working In fine, no need to change them. You want to reduce the weeds benefit to Xenos and decrease some of the debuffs that marines suffer? I can see your point, still the game Is working fine with them. If It starts to desbalance something about It, ruining the round's fun for players, we will come here and advise how It could be changed without focusing In buffing just one side.

Just one more thing I said In the past, we were talking about pulling mechs and shenanigans, not about weeds, If you want, I will make another post made with an entire resume of them. (Weeds won't work If you shoot an alien to his death soon after Crít) Also, I would look to know your problem with them, seriously.

Is the current CM weeds/pulling system working? By this I mean, Is It a capable chalange to marines to surpass?

Yes they are.

Are marines winning the rounds even with those systems Implemented?

Yes they are.

Are Xenos winning In an SMALLER amount of times that marines are winning, even If It Isn't supposed to be like that?

Yes they are...

Even with marines healing taking at least 30 minutes to be fully healed completed so they can go down and come up again crying, Is It affecting the majors by destroying marines every single round?

No.

Is the game freaking balanced In the way The devs wanted to make It?

No.

I will sleep now, got to wake up soon tomorrow. I will have my PC with me and, I will read everything you wrote to see If there Is a way we can solve this.
Peter.

Man'sur, The Victorious', Cetanu's Al'nagara.

Retired staff (moderator).

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