Limit the amount of crushers per game.

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Monoo
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Limit the amount of crushers per game.

Post by Monoo » 21 May 2017, 15:10

Summary (a quick, 2-3 sentence summary): Similar to the T3 cap already implemented, but much more severe for crushers.

Benefits (How this will benefit the server and game as a whole): The crusher meta, at the moment, is extremely restrictive to creative play for both teams, and fucks over a lot of people. In short, I'm trying to stop this:

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from happening in the future. It's dickish.

Details (Description of how you think this would work, the benefits, etc): Implement a stricter limit on crushers. Preferably 2-3 crushers max, I never want to see six crushers within five tiles of each other again.

Implementation (Optional, if you have an idea how to implement it): coderbus
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Re: Limit the amount of crushers per game.

Post by Sargeantmuffinman » 21 May 2017, 15:10

Use slugs.

Their AP capabilites CAN harm crushers.

But seriously THERE COULD HAVE BEEN 9 OF THEM.
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Re: Limit the amount of crushers per game.

Post by TheMaskedMan2 » 21 May 2017, 15:11

-1

This just seems like a crude and arbitrary way of balancing an already blatantly OP tier. Just balance the crusher to be more on par with others.
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Re: Limit the amount of crushers per game.

Post by Monoo » 21 May 2017, 15:12

Nevertheless, the problem needs to be fixed. The finest FOB stands no chance, and you can do little about even one crusher charging into a concentrated group of marines. The trample can be an instant kill if the crusher is elite or ancient.
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Re: Limit the amount of crushers per game.

Post by YungCuz » 22 May 2017, 00:39

AP does not do shit since i've seen someone empty a entire clip into a crusher and it didnt even get heavily wounded or crited.
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Re: Limit the amount of crushers per game.

Post by Nyeshivuu » 22 May 2017, 00:57

Holy shit 6 crushers, i thought the t3 cap was 6. Also being charged on and dragged off by a crusher is annoying as hell. 1+
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Re: Limit the amount of crushers per game.

Post by MrJJJ » 22 May 2017, 01:40

We need a Sniper META now, where all spec's go snipers and murder crushers but FF so hard everyone is scared of leaving FOB

Seriously tho, because crushers don't really deflect anymore, about 5 marksman shots from a sniper rifle puts them at heavily injuried, 4 snipers firing at once can murder a crusher so quickly its kind of hilarious.

EDIT: I feel like this needs a lot more what i just said, so here we go.

For one, this really does show how much the Crusher is favored over any other caste, if you have 6 crushers in a highpop round, then that means the other castes are either too weak compared to the Crusher or have too little utility and more skill requirement (you don't need to do much as a crusher to even be ATLEAST decent, compared to a ravager, where you are still weak to explosives)

For the second point, this suggestion is probably not the solution, the solution is to find out WHY are they picked so often.
Is it because their tackle and stomp are far stronger than even a ravager's charge and boiler acid clouds?
Is it because their immunity to explosives makes them far more powerful than it should?
Is it because the flames are bugged, so they don't have much to fear?
Is it because not having a crusher is suicidal, as their role as a tank is so great that aliens almost never go into combat without one without suffering casualties?
etc and etc.

For a third point, this involves marines themselves
The only way to fight crushers would either to fire AP rockets at nearly the same time at a crusher, which is not very easy to pull off in the first place.

Shotgun is nearly worthless on them as i found out, even a sleeping crusher that was mature with my barrel charger still took 6 buckshot's to kill, with deflection chance, miss chance, giant armor and you personally missing, slugs with even barrel charger would have to chase a long way to murder one single crusher.

Sniper's are the most effective counter to think so far, their armor piercing damage with marksman bullets is completely insane when it lands, if you have 4 snipers shoot and nearly hit their targets always, even that 6 crusher horde could get decimated if done correctly.
But that's asking too much of marines, they aren't the smartest people on earth, not even averagely smart.

For the fourth and final point, the creativity.

Crusher's by nature, were made to be something like of a ram to a castle gate, a Destroyer to a Builder to say, they are able one of the 5 reasons why even the best FOB's will fall (The 4 other are, Marine Stupidity, Friendly Fire, Dumb Engineers doing everything wrong as hell and Retreat, may or may not include boiler gas and queen screech).
Now if you have 6 of them, you can essentially decimate any fort like a god, but wait, there is more!
You can tackle people for the longest duration EVER, then use a stomp on them to instant kill, no damage or limb removal or a lot of broken bones, and you can send people flying even with 6 momentum (although it does no damage until you reach above 9), which stuns them for about 5 seconds or so.
No other T3 caste can DO THAT ALL OF THAT.
Ravager can use a charge for basically the same, expect he has to time it right and the target has to be standing, so he can't just tackle them and charge and boom, his done his job, he also is not immune to explosives and fairly squishy for a T3 (or used to be, they are more tankier now but jesus...they get to low health so quick)
Queen has a nearly 7x7 stun that affects people inside it for 2 seconds and shakes your screen, stepping inside the radius, while the clock still ticks will stun you when it ends, for about 5 seconds before you can move/get up again, but this just only stuns and deafens for some time, nothing much else.
Boiler is a ranged type fighter, he sends artillery to decimate marines...if they are stupid enough to stay in it, try to run through it or get blocked by fellow marines, if the marines have sufficient space to move in, the best thing it will do is just make the marines unable to use a sentry or two and blind their view, its acid spray while useful, has RNG whenever or not marines fall down from it, so...
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Hivelord is well... a builder, he isn't a fighter

See what i mean?
The Ravager, which is a second option, just doesn't seem worth it, who wants to be a squishy but deadly giant warrior when you can be a nearly unkillable tanky fast FOB destroyer that can ram and toss people around like ragbolls with even the slightest momentum and able to stomp them so hard, their limbs fly off?
I would prefer to be the latter.

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Re: Limit the amount of crushers per game.

Post by Monoo » 26 May 2017, 13:41

I've seen a few more rounds with >4 crushers just plowing straight through entire crowds of marines. This CAN'T be allowed to continue, and nerfing won't really stop it without removing their core mechanics.

Limit the amount of crushers to two.
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Re: Limit the amount of crushers per game.

Post by Garrison » 27 May 2017, 23:21

Monoo wrote:I've seen a few more rounds with >4 crushers just plowing straight through entire crowds of marines. This CAN'T be allowed to continue, and nerfing won't really stop it without removing their core mechanics.

Limit the amount of crushers to two.
I agree, however I think the main problem stems from the fact that for all their power and durability, Crushers are far too mobile. Tweaking that, or giving marines a stronger counter to them, might bring them back in line.
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Re: Limit the amount of crushers per game.

Post by Kwin_Original » 28 May 2017, 07:01

+1 for the suggested solution until there are better balancing options
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Re: Limit the amount of crushers per game.

Post by CoreyTori » 28 May 2017, 21:02

+1 This has been a problem and lets all agree there the battleships of xeno's but they ram you.
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Re: Limit the amount of crushers per game.

Post by Renomaki » 29 May 2017, 00:02

yeah, we do need to start enforcing some kind of caste limits.

Crusherspam ends up making other caste completely worthless, since you can just mindlessly charge in as a wall of death and marines can't do anything about it. We need to bring the balance back to the hive, no more of this one-sided hive structure. Time for the other T3s to shine for damn once.
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Re: Limit the amount of crushers per game.

Post by Sarah_U. » 29 May 2017, 00:58

I miss the days we had 20 ravagers. The salt these days.

But seriously though, it'd be potentially nice to have a limit on all T3 not to have too many of them-- ONLY IF THERE'S A SCALE DEPENDANT ON THE TOTAL HIVE NUMBER.

AKA: max 3 boiler in lowpop is dumb, but max 1 in high is dumb as well.
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Re: Limit the amount of crushers per game.

Post by jaggaaff » 29 May 2017, 15:19

+1 this is a great stopgap solution until crushers get properly re-fucking-balanced. Crushers have too much health and/or armor from what i've seen as they can just roflstomp into, lets say hydro, and take the level of damage what was required pre-hugger update to completely kill a crusher and still come out.

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Re: Limit the amount of crushers per game.

Post by ColonelPatterson » 29 May 2017, 19:01

If your going to put a limit on the -best- thing on the xeno side you need to buff all of the other T3 castes, because currently they're absolute trash compared to crushers.

Rav's need more health
Queen's need a longer screech stun
Boilers need a faster spit rate (so it's not just "dont stand in the big green cloud and your fine")
And prae's need to not be a fatter shittier drone

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Re: Limit the amount of crushers per game.

Post by HalfdeadKiller » 29 May 2017, 19:12

+1

It'd be like marines being restricted to only one type of Spec weapon, except on the alien side. Sounds good to me, considering marines no longer can spam SADAR or whatever for all spec loadouts.

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Re: Limit the amount of crushers per game.

Post by Crab_Spider » 29 May 2017, 19:43

ColonelPatterson wrote:If your going to put a limit on the -best- thing on the xeno side you need to buff all of the other T3 castes, because currently they're absolute trash compared to crushers.

Rav's need more health
Queen's need a longer screech stun
Boilers need a faster spit rate (so it's not just "dont stand in the big green cloud and your fine")
And prae's need to not be a fatter shittier drone

Praes also spit acid but okay.
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Re: Limit the amount of crushers per game.

Post by darkwahn » 29 May 2017, 19:57

ColonelPatterson wrote:If your going to put a limit on the -best- thing on the xeno side you need to buff all of the other T3 castes, because currently they're absolute trash compared to crushers.

Rav's need more health
Queen's need a longer screech stun
Boilers need a faster spit rate (so it's not just "dont stand in the big green cloud and your fine")
And prae's need to not be a fatter shittier drone
Nah, xenos literally don't need any of that, even if a decent crusher nerf goes through.

Also as crab said, Prae's spit acid, which actually does quite a bit of damage.
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Re: Limit the amount of crushers per game.

Post by Crab_Spider » 29 May 2017, 20:02

darkwahn wrote:Nah, xenos literally don't need any of that, even if a decent crusher nerf goes through.

Also as crab said, Prae's spit acid, which actually does quite a bit of damage.
I still want them to be a bit faster than Queen's
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Re: Limit the amount of crushers per game.

Post by Garrison » 30 May 2017, 00:56

ColonelPatterson wrote:If your going to put a limit on the -best- thing on the xeno side you need to buff all of the other T3 castes, because currently they're absolute trash compared to crushers.

Rav's need more health
Queen's need a longer screech stun
Boilers need a faster spit rate (so it's not just "dont stand in the big green cloud and your fine")
And prae's need to not be a fatter shittier drone

I'm going to have to agree with this guy. With all the new marine gear/buffs. They can take on anything that isn't a crusher with far less difficulty. If were gonna nerf crusher, were gonna need to buff the other castes so Xenos can stay competitive OP.
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