Post your brilliant ideas here, or complain about how nothing works.
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Liran343
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by Liran343 » 21 Feb 2017, 11:49
Joe4444 wrote:I think you forget the entire point of runners and hunters is to charge at the enemy until eventually they get them...
That's what I wrote.
making them reliant on their plasma reserves will force them to play more defensively which defeats their purpose.
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Reuben Owen
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by Reuben Owen » 21 Feb 2017, 13:41
can what this proposal is be clarified a bit better?
so you heal from plasma ticks instead of weed ticks? so then everyone will just want to have full plasma at all times and pester high plasma castes to top off (15x increase in plasma transfers per round)
if you're injured and have no plasma how do you heal (which happens a lot to sentinels/spitters/praes)? only from plasma transfers?
and do weeds still give plasma to xenos only when they're at full health? because if so, they have to wait for their plasma ticks to go down to heal, and then after they reach full health they have to find weeds anyway to get more plasma and wait on those
also you're saying that xenos still need weeds when in crit, meaning at the most dangerous and near death time they still require weeds when moving forward for healing so after all this they'd still need/want weeds just as much, because the defensive castes will need to be nearby on close weeds to keep giving plasma to the attacking xenos and they want weeds closeby to always have plasma to give also, they dont have to go as far back to get more plasma/healing for themselves
"meaning more effective scouting/skirmishing" - are there not enough runners and hunters attacking from all corners of the map already to pick off lone marines and kill/hug them during the early, middle, and endgame stages before the sulaco rush?
I play Xeno 99% of the time. All castes.
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Habalabam
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by Habalabam » 22 Feb 2017, 05:00
Would plasma regen on weeds still be halted if you are injured?
If yes, then you are basically deadlocked if you have empty plasma and not 100% health.
If no, then I don't really see a nerf (aside from hunters constantly nagging for plasma). You still regenerate health instead of plasma on weeds, assuming that you regenerate plasma at the same rate as health consumes plasma.
But I would consider it a buff. Usually, marines can scurry off xenos with a hit or two, especially younglings. This change will allow them to just break LOS, still see the battlefield and get back into the fray either because one is full health or because the tactical situation changes.
Or did I misunderstand it?
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KingKire
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by KingKire » 22 Feb 2017, 07:31
So, we have some problems needing clarification:
GOAL:
- Reduce xenos from having binary gameplay. I.E xeno either regens health off weeds or doesnt.
PROBLEM:
- Xenos still need to use abilities, how to balance the regen vs. Plasma.
POSSIBLE Solution?
-Instead of xenos straight up using stored plasma to regen from, we have a limiter:
-When injured, a xeno will use (50-75%) of their plasma they generate per second and turn it into health.
-Standing on a weed will give a plasma regen bonus
-This keeps the pressure on the xeno to keep from getting injured, but he is not completely 100% crippled if he is.
-This also makes plasma storage castes more useful, as they now are the fuel that keep xenos using their special abilities.
This allows us to still have xenos regen their plasma so they are not completely defenseless
-it is WAY easier to balance from a single source stat, then it is to modify several stats that essentially are linked up either way.
I still think theres problems, but its hard to write down why. I guess its because, why not just use a basic health regen stat. What makes the unique part of xeno taking their plasma and using it to heal wounds. Still needs more work for sure.
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adamkad2
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by adamkad2 » 22 Feb 2017, 15:15
This would cripple aliens enough to make them even out with shittyness of marines, and this is from alien main. Aliens need some nerfs.
And the ideas of the guys above are pretty awesome
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
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Anticept
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by Anticept » 06 Mar 2017, 17:32
+1 from me
Commander Jason 'Ratchet' Sullivan, USS Sulaco.
You can only tie the record for flying low!
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MrJJJ
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by MrJJJ » 06 Mar 2017, 21:20
+1, This would benefit some xenos, sure you lose plasma, but if you are a runner, unless you are elite/ancient, that pounce ain't really great for a average player, and the hunters don't even need it most of the time, they just use it because its easier to stun a marine for eternity.
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adamkad2
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by adamkad2 » 07 Mar 2017, 12:57
MrJJJ wrote:+1, This would benefit some xenos, sure you lose plasma, but if you are a runner, unless you are elite/ancient, that pounce ain't really great for a average player, and the hunters don't even need it most of the time, they just use it because its easier to stun a marine for eternity.
damn right son
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
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Dravis
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by Dravis » 10 Mar 2017, 23:17
+1 this will indeed benefit all xeno,healing nfrom plasma will and can make xenos more agressive and less defensive because of the healing from weeds thing.
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adamkad2
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by adamkad2 » 14 Mar 2017, 15:00
Dravis wrote:+1 this will indeed benefit all xeno,healing nfrom plasma will and can make xenos more agressive and less defensive because of the healing from weeds thing.
And yet they would have to be more carefull
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
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Crab_Spider
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by Crab_Spider » 14 Mar 2017, 15:30
The problem with the idea is that spitting castes don't regenerate plasma when they take a solid hit, and Praetorians (who have a pretty broken pheromone system) regen plasma too slow in proportion to their stores and abilities. Tailstabs also would have to be reworked to be damage over time (toxin damage) rather than brute damage.
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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BobaFett07
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by BobaFett07 » 16 Mar 2017, 16:48
+1 I must admit this would be a lot better than what we have right now for castes like runners and spitters
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genjufens
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by genjufens » 30 Mar 2017, 16:55
I like the idea though it would need some serious testing to balance especially for spitters as they would become useless after one hit on them. Especially if all i had left was just enough to spit once but i'm hurt so the plasma just went away and spitting is what is keeping you alive as a spitter/prae/sent. It has reached the point where i see marine players just walk away from downed aliens not dead yet, but not on weeds and that has always pissed me off....they really shouldn't know that is how aliens heal and you really should just keep shooting it till its dead.
Also thinking about the nature of things like ....land mines...autoturrets....SADAR, and grenades...the possibility of debilitating whole armies of xenos with area affect tactics becomes MUCH MUCH more useful as the whole group is now unable to use abilities. So needs balancing, but would be great if done well.
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Katsukai
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by Katsukai » 30 Mar 2017, 18:19
+1, Just cause it would be damn hilarious for a Ravager to get fully healed from fire.
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adamkad2
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by adamkad2 » 01 Apr 2017, 18:59
Katsukai wrote:+1, Just cause it would be damn hilarious for a Ravager to get fully healed from fire.
Ravagers get plasma from being in fire?
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
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Crab_Spider
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by Crab_Spider » 01 Apr 2017, 19:22
adamkad2 wrote:Ravagers get plasma from being in fire?
No.
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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Katsukai
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by Katsukai » 01 Apr 2017, 19:23
Crab_Spider wrote:No.
They do
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Fortport
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by Fortport » 05 May 2017, 14:52
Though this idea sounds interesting, I don't fully support it as an entire replacement of how things are now.
I think it should be a power that can be toggled on or off, giving the player a choice between weeds and plasma. It could be a verb, [Heal], with a plasma drain to heal what's comparable with weeds. High drain to focus solely on healing and avoid fighting at the same time. It could toggle off when you go on weeds.
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Nick123q23
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by Nick123q23 » 26 May 2017, 00:48
This would be good, make xenos more risky to play and require them to play smarter. +1
Player of faceless xenomorphs of the species XX121, Miranda 'Mira' Laporte, Daniel Gryphon, Kia and Akl'iiya Quatza-rij
Proudly played as and won a round as an Ancient Empress
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Araulius
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by Araulius » 26 May 2017, 16:36
+1, I am interested to see how this would play out.
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Felkvir
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by Felkvir » 10 Jun 2017, 06:20
+1 my mensch. I like what both kingkire and fortport said.
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KingKire
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by KingKire » 24 Jun 2017, 15:28
Still like this idea, i think it would work great if we could store plasma via the resin plasma well suggestion (although, i would prefer storing plasma into the weed sacs themselves directly)