Crushers get slowed or stopped by flame.

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Sneakyr
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Crushers get slowed or stopped by flame.

Post by Sneakyr » 20 May 2017, 17:05

Summary (a quick, 2-3 sentence summary):
Crushers should be slowed or stopped by flamer blasts, depending on how many tiles are in their path.

Benefits (How this will benefit the server and game as a whole):
Better counter to crushers, less memeing past flames (their main counter, since a SADAR has a huge checklist of things for it to work, not limited to actually having one, having him in the area, him having the right type of ammo loaded, etc).

Details (Description of how you think this would work, the benefits, etc):
If there is one tile of flame, the crusher charges right past it with no problem.
If there are two tiles of flame that the crusher would be charging through, it gets slowed down and loses a lot of momentum, but is still in charge mode.
If there are three tiles of flame, the crusher is stopped at the third tile and has to hoof it back through the flames. Ideally, a crusher will never charge through flames once this is implemented, so this should rarely happen.
Makes crushers have to think and be careful when they play and improves their counter a bit.

Implementation (Optional, if you have an idea how to implement it):

I may edit this to read a bit more fluid, I typed this up in the intermissions of 3 rounds.
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Re: Crushers get slowed or stopped by flame.

Post by Jaketeaking » 20 May 2017, 17:07

+1. the crusher is supposed to be in massive pain from the flames, so this makes sense
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Re: Crushers get slowed or stopped by flame.

Post by Crab_Spider » 20 May 2017, 17:08

Having fire actually slow it down would imply it cares about its individually. Crushers are Praetorians, they exist to defend the Hive and the Queen, meaning they would not pull back if they feel pain.
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Re: Crushers get slowed or stopped by flame.

Post by Sneakyr » 20 May 2017, 17:34

Crab_Spider wrote:Having fire actually slow it down would imply it cares about its individually. Crushers are Praetorians, they exist to defend the Hive and the Queen, meaning they would not pull back if they feel pain.
Not to be dismissive of lore, but this is something that should be done for gameplay reasons. Lore is great for RP, but I can't see anybody having a huge RP disaster because a crusher got slowed down in fire.
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Re: Crushers get slowed or stopped by flame.

Post by Butterrobber202 » 20 May 2017, 18:30

-1

Aliens don't care about dying, if it benefits the hive They'll charge through hell if the Queen wills it.
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Re: Crushers get slowed or stopped by flame.

Post by MrJJJ » 21 May 2017, 03:21

You guys do realise we play in a game where we have runners that suicide charge like idiots and aliens that abandon their queen after she has been downed, right?

Using lore as a excuse to let a crusher go through 5 tiles of flames safely is preety dumb. (i am not even joking when i say that me and other crushers have went through the flames with our charge and then still escaped by doing the same easily.)

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Re: Crushers get slowed or stopped by flame.

Post by TheDonkified » 21 May 2017, 15:39

+1. Crushers can easily negate the effectiveness of a flamer by continuing to charge straight down the path it was going and then charging back through the flames again back to safety.
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Re: Crushers get slowed or stopped by flame.

Post by Monoo » 21 May 2017, 17:00

Crab_Spider wrote:Having fire actually slow it down would imply it cares about its individually. Crushers are Praetorians, they exist to defend the Hive and the Queen, meaning they would not pull back if they feel pain.
Negative soldier, the movies state pretty clearly that xenos hate fire.
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Re: Crushers get slowed or stopped by flame.

Post by Crab_Spider » 21 May 2017, 17:26

Monoo wrote:Negative soldier, the movies state pretty clearly that xenos hate fire.
Which movies?
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Re: Crushers get slowed or stopped by flame.

Post by Jroinc1 » 21 May 2017, 17:31

+1.
I just saw a mature crusher charge in, then out again through 3 tiles of fire, and was lightly injured. The hard counter don't do shit. That's a balance issue.
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Re: Crushers get slowed or stopped by flame.

Post by Monoo » 21 May 2017, 19:55

Crab_Spider wrote:Which movies?
Alien, Aliens, Alien 3
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Re: Crushers get slowed or stopped by flame.

Post by Renomaki » 21 May 2017, 22:47

Aliens may be mindless troopers, but they still know pain.

Considering how strong Crushers have been as of late, I think it would be fair to give them some kind of weakness. They already have good protection against bullets, so why make it so fire has little effect on them? Should make a logical trade off, just as how the ravager is a speedy glass cannon.
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Re: Crushers get slowed or stopped by flame.

Post by TheMaskedMan2 » 22 May 2017, 02:11

+1 Make fire better against crushers basically.
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Re: Crushers get slowed or stopped by flame.

Post by Edgelord » 24 May 2017, 16:10

Renomaki wrote:Aliens may be mindless troopers, but they still know pain.

Considering how strong Crushers have been as of late, I think it would be fair to give them some kind of weakness. They already have good protection against bullets, so why make it so fire has little effect on them? Should make a logical trade off, just as how the ravager is a speedy glass cannon.
This. Xenomorphs do exhibit strong self-preservation behavior when the hive's safety does not require their sacrifice. Plus I imagine the napalm would seep into the cracks of the Crusher's armor and literally cook it alive inside its own skin. I 100% support a crusher nerf in the form of notable weakness to fire.

+1
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Re: Crushers get slowed or stopped by flame.

Post by Araulius » 26 May 2017, 16:03

+1. Currently crushers just walk through flame tiles like it's nothing. Hard counter currently non-existent. Please make crushers not invincible. Thanks.

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Re: Crushers get slowed or stopped by flame.

Post by Ikmalmn » 26 May 2017, 16:20

We must spirit bomb this suggestion with +1 so that we don't get memed.
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Re: Crushers get slowed or stopped by flame.

Post by TheDonkified » 26 May 2017, 16:23

I'll keep bumping this until crushers get nerfed or a more viable counter for them happens.
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Re: Crushers get slowed or stopped by flame.

Post by Araulius » 26 May 2017, 23:46

+1, crushers are nigh invincible atm. It would be cool to have flamers be a bit more viable.

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Re: Crushers get slowed or stopped by flame.

Post by Sneakyr » 27 May 2017, 14:43

With the new specialist update, getting a spec weapon loaded against a crusher is even harder than before.
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Re: Crushers get slowed or stopped by flame.

Post by misto » 29 May 2017, 17:17

flames do not sound like they would stop such a large charging beast, but perhaps other qualities could be applied? we know that aliens hate flame and feel pain from it, despite their selfless nature.

perhaps the great pain could cloud their senses and make it harder for the player to see briefly?

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Re: Crushers get slowed or stopped by flame.

Post by Sneakyr » 29 May 2017, 17:39

misto wrote:flames do not sound like they would stop such a large charging beast, but perhaps other qualities could be applied? we know that aliens hate flame and feel pain from it, despite their selfless nature.

perhaps the great pain could cloud their senses and make it harder for the player to see briefly?
The flamer, as a crusher counter (one of its biggest jobs), is pretty terrible. Since this change is relatively small but still gets the desired result (a plausible crusher counter), making sense doesn't really matter in my opinion.
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Re: Crushers get slowed or stopped by flame.

Post by misto » 29 May 2017, 17:49

i am just saying, it is possible to think up other debuffs the flamer could cause that would debilitate the enemy, if everyone is responding negatively to it slowing or stopping them

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Re: Crushers get slowed or stopped by flame.

Post by doodeeda » 30 May 2017, 03:19

+1, flamer should be feared.
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Re: Crushers get slowed or stopped by flame.

Post by Jeser » 31 May 2017, 01:28

Agree on this thopic, fire should be more dangerous for Crushers, also we need at least some viable way of area denial against crushers.
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Re: Crushers get slowed or stopped by flame.

Post by Sneakyr » 03 Jun 2017, 02:33

Bumping to see if we can get any more support or a dev response before the suggestion purge hits this thread, too.
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