> Resin holes
> Queen screech and about 4 other types of RIP Stuns.
There is nothing wrong with accepting one side being a bit broken here and there. I do it a lot with the marines (such as mentioning the dumb 3x M56d meme in SD)
> Resin holes
This.
caleeb101 wrote: ↑20 Jun 2018, 20:01I've been fucked so much by the warrior grab, I don't even care anymore tbh lmao. Just gotta accept your round is over, same way you accept your round is over when you get gassed by the boiler, screeched and are the nearest target to the queen, stomped by a crusher, stunned and devoured by a spitter, pounced by a lurker etc etc. Even if it feels scummy as fuck and you so BADLY want to grab your mag harnessed shotgun and BLAST THAT MOTHERFUCKER FIVE WAYS TO SUNDAY.
My point still stands. I'm at the point where I don't even give a fuck about warrior grabs. They're just a pain.Gray wrote: ↑21 Jun 2018, 18:01Every other scenario you just mentioned either runs out after a while (acid and screech is just a short stun),is just a lot of damage (crusher) or has a success failure chance determind by RNG (spitter/lurker pounce). However, with warrior grabs you are completely left unable to do anything. Completely immobilized permanently. Your agency and control over your character is taken away from you and there is absolutely nothing you can do about it. You're left to rely on your teammates who at the nearest opportunity would rather friendly fire you than go up and pull you. Better yet if a warrior is in a pack of Xenos that will cover his retreat once he grabs a marine. It's completely frustrating and removes any element of fun in fighting Xenos. With lurkers, queens, spitters etc you can at least say it was a good fight and you landed a good hits. A warrior? you're done.
Hit the nail on the head man.Gray wrote: ↑21 Jun 2018, 18:01Every other scenario you just mentioned either runs out after a while (acid and screech is just a short stun),is just a lot of damage (crusher) or has a success failure chance determind by RNG (spitter/lurker pounce). However, with warrior grabs you are completely left unable to do anything. Completely immobilized permanently. Your agency and control over your character is taken away from you and there is absolutely nothing you can do about it. You're left to rely on your teammates who at the nearest opportunity would rather friendly fire you than go up and pull you. Better yet if a warrior is in a pack of Xenos that will cover his retreat once he grabs a marine. It's completely frustrating and removes any element of fun in fighting Xenos. With lurkers, queens, spitters etc you can at least say it was a good fight and you landed a good hits. A warrior? you're done.
Whilst probably true in most cases, also leads to more FF.
When Warrior first launched, one grab means dead pred. It's been fixed so that the grab doesn't get automatically upgraded to neckgrab, so the Warrior will have to slowly upgrade it. Also it can no longer break pred's limb with punch
Well, warriors can still slash and kill a grabbed marine. The grab will still be as useful, as it’ll still take down a marine no matter the health and allow xenos to get hits on him, and if the xeno is backed up nothing would really change.TheMaskedMan2 wrote: ↑21 Jun 2018, 20:37After Prae spray got nerfed Praetorians are a bit meh now. I feel like they should have a longer range spit or more slash damage, it evolves from Warrior after all.
Anyways as for Warrior lunge, i'm going to be honest, I have zero idea how to fix that. I know the easy fix people say is "force marines to lay down" but in that case it will actually be useless.
Maybe Warrior will work, I don’t know. I just feel there has to be a better way.Casany wrote: ↑21 Jun 2018, 21:13Well, warriors can still slash and kill a grabbed marine. The grab will still be as useful, as it’ll still take down a marine no matter the health and allow xenos to get hits on him, and if the xeno is backed up nothing would really change.
As to the prea thing, I still think they’re a bit powerful. Not super OP, I’m personally fine with them as is. Good shock unit to put a full stop to marine pushes in small spaces. More slash damage would just make people more upset, longer range would be way to powerful.
The prea spray goes three tiles. And stuns whenever someone walks into it. I don't think it should last longer because unlike fire it stuns people. I'd rather not have it go 5 tiles, because it goes in a cone and so it'd just cover so much more ground and be able to get entire squads in one spray if that was the case.TheMaskedMan2 wrote: ↑21 Jun 2018, 21:51Maybe Warrior will work, I don’t know. I just feel there has to be a better way.
As for Prae though, i’m not saying they’re weak, but I think they are mediocre for a T3 right now. Spray nerf was fine, but I think it was carrying them and what’s left behind is a bit mediocre. Spray is fine as is, it’s strategic now, but the acid on the floor does not last nearly as long as say fire.
I really do think acid spit could use a range increase, currently it is literally only 2 tiles, and it’s not even that accurate. I’m not saying it should be like a spitter snipe, but 1-2 more tiles would make it at least usable.
That’s just my opinion though I suppose.
I’m asking for spit to have a range increase, not spray. As in spitter spit. It’s currently only 2 tiles.Casany wrote: ↑21 Jun 2018, 21:59The prea spray goes three tiles. And stuns whenever someone walks into it. I don't think it should last longer because unlike fire it stuns people. I'd rather not have it go 5 tiles, because it goes in a cone and so it'd just cover so much more ground and be able to get entire squads in one spray if that was the case.
OOF! Yeah, sorry, misunderstood you. I can agree with thatTheMaskedMan2 wrote: ↑21 Jun 2018, 22:02I’m asking for spit to have a range increase, not spray. As in spitter spit. It’s currently only 2 tiles.
Wait you can break out? Never knew that. In fact, never had the chance toTheMaskedMan2 wrote: ↑21 Jun 2018, 22:19All good, but yeah I would be much more satisfied with Prae if the spit was a bit longer.
ALSO. I thought about Warrior some more and I realized that part of the grab memes is that even though you can break out, by the time you do the cooldown is over and they can grab again. I think if the cooldown didn’t start ticking until they let go, it would already be improved a lot more.
Not perfect, but better.
The first 3 seconds of stun (meaning about 4 slashes from the Warrior) prevent you from doing anything (not resist, not move with movement keys). After that, you can attempt to break out with resist (haven't tried movement keys yet), but you'd already have taken 4-5 slashes, maybe a few ff shots. Basically, while in theory you can break out, in practice you can'tTheMaskedMan2 wrote: ↑21 Jun 2018, 22:35Yeah you can, I believe it’s just spamming the movement keys, you can definitely break out, I don’t know the chances though.
I'd the prae still broken with sonic speed though? Because unless they fixed that it can still speed demon up to you shotgun then run away.RobBrown4PM wrote: ↑21 Jun 2018, 23:08The counter to prae spray is to stay out of it's arch and it's range, simple as that. As for Warriors, I agree.
They slow down to turtle levels of speed after a spray. They went from something to be spooked by to just ' another meh t3 easiler blapped'WinterClould wrote: ↑22 Jun 2018, 00:09I'd the prae still broken with sonic speed though? Because unless they fixed that it can still speed demon up to you shotgun then run away.