The current state of Ravagers

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mizolo
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The current state of Ravagers

Post by mizolo » 23 Oct 2017, 16:18

So ... i'm noticing something in game, people like ravagers, and I see them almost 100% of the time while I barely see A crusher 35% of the time.

Why is this?

In my opinion it's because of these:

A Ravager is:
Un-stunnable
Un-Flamable
Un-rocketable
Un-mineable
Un-stoppable
Killing machine


I see all of the other T3's have weaknesses, but not the ravager at all.

I understand it's supposed to be KIND OF A juggernaut by charging into the middle of a battle and fuck up some marines, and then retreat ... but ... having NO COUNTER to the ravager ... just ... THAT juggernauty? ... something just seems ... off ... for CM taste.


Crushers: Fire
Praes: Close distance, point-blank shotguns, grenades, mines, rockets, and fire.
Boilers: Close distance, point-blank shotguns, grenades, mines, rockets, and fire.
Carriers: Supposed to be support but I consider them T3's in my book, medium-long range, explosion stunning, and fire.

Ravagers: Immune to shotgun point-blank stuns, extremely fast recovery time from grenades, rockets, mines, explosions, and stuns in general (like ... .2 seconds fast), AND Immune to fire.




I want to know what you guys think.

Should we change ravs?
Is there something i'm missing?
Is there a stupidly obvious weakness to the ravager that i'm missing? (the only one I can find is no exo-skeletal armor)
Should we keep ravs the same?

What do you think?
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Re: The current state of Ravagers

Post by Symbiosis » 23 Oct 2017, 16:20

Ravs are made of paper. Closeup buckshot or sustained fire destroys them.

Here's a tip. Dodge. Have a double barreled shotgun - GG RAV.
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Re: The current state of Ravagers

Post by TheMaskedMan2 » 23 Oct 2017, 16:23

Keep sustained fire on Ravagers and they melt, too commonly marines give up the chase when that Ravager is at like 1 HP.
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Re: The current state of Ravagers

Post by mizolo » 23 Oct 2017, 16:27

ok ... so the ravager is like a glass cannon that has an electron shield? ok ... I guess that works.
(electron shields are shields made of electrons that block radiation of any type and help prevent against waves and heat, but not solid projectiles, unless it has an electronic fuse)
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Re: The current state of Ravagers

Post by Bronimin » 23 Oct 2017, 16:45

It's actually some sort of mucous that makes them fire immune but yeah just shoot the fuckers and they die. I've seen survivors kill ravagers before, young ones anyway.

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Re: The current state of Ravagers

Post by davidofmk771 » 23 Oct 2017, 16:48

Ravs (except ancients, which are intentionally OP like other ancient castes) are incredibly weak to sustained AP fire. I have driven many a raveger away from the frontlines with a burstfire of AP, and even regular rifle ammo can hurt them pretty bad when 2-3 marines are firing in sync. The downside of this weakness is that ravegers are designed to attack stray marines that move beyond the safety of the barricades for whatever reason they may.

When you are facing a raveger in combat, you are most likely either mounting a charge, retreating, or running off somewhere. In the latter two cases, there's not much you can do besides unload your gun on it and try to dodge the charge. Once the charge is used up, any lone raveger below elite that isn't robust as hell is probably gonna have trouble catching you, especially if you drop your armor. However, during the former situation, you can take up formations that reduce FF and increase the amount of bullets hitting xenos. I see people do that without a word between them; everyone, including me, just moves forward in a sort of curve inverse to the direction we are moving.

Beyond that, theres not much that can be done. Xenos, as a faction, sort of act as one being. Thinking of the strengths and weaknesses of various castes doesn't make much sense because they all exist as parts of the same biological machine. Ravegers simply play the role of the storm troopers, fast, agile, and fairly buff. Their lack of any hard counter is simply one of the xenos strengths, just like the runner's squishyness is one of the xeno's downsides.

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Re: The current state of Ravagers

Post by Symbiosis » 23 Oct 2017, 17:05

Another tip. Play Xeno for a while. Three or four days will work. Play each caste. You'll see why they are the way they are.
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Re: The current state of Ravagers

Post by mizolo » 23 Oct 2017, 17:10

Symbiosis wrote:
23 Oct 2017, 17:05
Another tip. Play Xeno for a while. Three or four days will work. Play each caste. You'll see why they are the way they are.
I do play xeno ... what are you trying to say I don't play xeno? bruh i'm the queen that surrendered on big red and as a result admins black-holed the shit out of everything.
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Re: The current state of Ravagers

Post by Renomaki » 23 Oct 2017, 17:20

It is funny, because some months ago, it was all Crushers baby. Crushers here, Crushers there, and not a ravager in sight.

Hell, if you even THOUGHT of going ravager, people would think you were an idiot. It took awhile for staff to finally nerf crushers and buff ravagers, although now the downside is that ravagers are almost impossible to hunt as a predator.. But for marines, you can still kill em like any other xeno. A good AT rocket hit can do a fair bit of damage to a ravager, and a smartgunner/riflemen duo can team up to double up their damage on a single target.

Like many aliens, focused fire can help a lot, but you need a lot of room to really GET that focus. Hence, you wanna avoid ravagers in tight spots.
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Re: The current state of Ravagers

Post by Feweh » 23 Oct 2017, 17:35

Ravagers got buffed, since they were by far one of the worst chastes we had.

I was one of the few people to ever play Ravagers, since they require patience and are basically advanced Hunters.

As a Ravager, youre basically waiting for a charge attack and then running away.

Hit and run glass cannons.

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Re: The current state of Ravagers

Post by Jagdges » 23 Oct 2017, 19:12

Any time I read "Immune to fire" anywhere in any sort of fiction I roll my eyes and go "Sure, whatever, OK."

Nothing is immune to fire, or resistant to it. Unless their skin is made out of asbestos or rock, which it isn't, it will remain another instance of "xenos get every break in the book." Unlike in other games, I can actually call out someone straight up BSing because the community is so small. No, you don't just "shotgun it." You get annihilated by it and abducted. There hasn't been a Marine victory in what seems like two weeks.
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Re: The current state of Ravagers

Post by Bronimin » 23 Oct 2017, 20:13

I've seen plenty of marine wins, maybe you're online in the wrong timezone.

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Re: The current state of Ravagers

Post by Nubs » 23 Oct 2017, 20:50

It is of my opinion that ravagers should be able to insta-delimb only upon charge attacks, not with every attack they make.
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Re: The current state of Ravagers

Post by WinterClould » 23 Oct 2017, 22:09

Rav's ain't nothing but a thing. I always try and but the pressure on them with my shottie. Sometimes it'll end poorly, but most of the time the cowards back off because they're weak. Sure sometimes you'll get insta delimbed and fucked, but I always see it as worth the risk. Your bound to die eventually, so why not gamble and duel the Ravager.

They might be immune to the stun of a point blank shotgun shell, but they ain't immune to the FUCK TRUCK that is the damage from one. If two brave marines gank one they can destroy the Rav lightning fast so long as they don't get 1 hit delimbed. Dodging the rav's charge and punishing it is key but attacking diagonally helps a TON with that.
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Re: The current state of Ravagers

Post by MrJJJ » 24 Oct 2017, 00:26

I actually think they are decent right now, Ravagers don't have a lot of health, even by their own, expect until Elite and Ancient, and usually die quickly if even 3 marines decide to focus their attention on them, but with rifles. Seriously i know the shotgun is great but you are a making a huge gamble with it when facing a experienced ravager, just take a rifle and help everyone shoot at it and run, its the safest way, or just get a SADAR to AT it, just make sure to actually shoot every damn bullet you have at it...

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Re: The current state of Ravagers

Post by Heckenshutze » 24 Oct 2017, 12:38

Ravagers are fine, they're a hit and run enemy who can't stand sustained fire. Crushers are supposed to be the tanker yet they're weak to fire. It is fine the way it is
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Re: The current state of Ravagers

Post by apophis775 » 25 Oct 2017, 00:36

Raves are mineable and rocketable.
Crushers are unmineable and unrocketable.
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Re: The current state of Ravagers

Post by Challenger » 25 Oct 2017, 00:43

Not really mineable or non-AT-rocketable, their explosion stun time resist means that even when they get hit with HE/a mine and take some damage they nearly instantly get back up and run away. WP just helps them.

AT rockets are decent but the rav is very speedy and can charge so it's not going to be easy to land one.

As others have said they melt to gunfire but specifically their weak spot is right after a charge, when they can take the full brunt of gunfire from marines while it retreats. Especially if it misses a charge against someone with a shotgun and there's a smartgunner nearby.
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Re: The current state of Ravagers

Post by Salty Ghost » 25 Oct 2017, 21:50

Ravagers health is miserable compared to the other T3s, and to top it off once they charge they're basically a really big target waiting to be finished by sustained fire.
The only reason why they don't get killed that often is that people are too scared to chase and finish them off when most of the time they're only a few bullets away from death.

I think It makes perfect sense that a ravager has great stun resistance because otherwise, mines, grenades, rockets would be basically assured kills for half competent marines because of their fragile nature.

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Re: The current state of Ravagers

Post by immaspaceninja » 26 Oct 2017, 00:19

The only thing i dont like about ravs is their RNG delimb chance. Too often i see people losing limbs and being forced to spend next 30 minutes on Almayer, waiting for a replacement.
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Re: The current state of Ravagers

Post by misterjoper » 26 Oct 2017, 00:20

mizolo wrote:
23 Oct 2017, 16:18
Praes: Close distance, point-blank shotguns, grenades, mines, rockets, and fire.
As a Pretorian Player I could not resist to point out that ONLY granades,mines,only AA rockets and partially fire are dangerous to pretorian.And Open grounds with no cover.
-Fire can Be IMMIDIATLY countered by warding Pheromones you have.For that Reason Pretorians are THE MOST fire-resistant T3,that is not completly immune to fire.
-Close distance?Seriosly,man?Even heard of neuro-fu?A good mature pretorian can keep 3 marines stunned while he slashes them to death.
-Point-blank shotguns...Not really,First of all a good spitter will neuro stun a shotgunner,even if he does point-black shot,warding will negate at least 40% of damage.Plus shotgunners are easy to avoid.Shotguns are a self-defence weapon.The only way i would let a shotgunner point-black is when he ambushes me from disposals or a locker.Even then he will still get neuro after that.
-Granades....No arguing here,It's the thing that you should be avoiding at all cost.
-Rockets...for as long as it's not an AA rocket,you should be fine unless you are rambo pretorian.Explosive rockets spawn fog,and if you had warding and full health +Cover near by you will be fine.But AA rockets will put you to pain-crit.Therefore it's better to assume the worst.
-Mines usually not a problem for me.
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