Crusher balance change

Locked
User avatar
Monoo
Registered user
Posts: 736
Joined: 16 Apr 2016, 14:38
Location: Deep in the salt mines
Byond: MonocledGerbil

Crusher balance change

Post by Monoo » 27 Nov 2016, 23:15

Summary (a quick, 2-3 sentence summary): Give crushers a slightly more exploitable weakness in incendiary weaponry, both eliminating the unstoppable qualities of lategame crushers and making incendiaries more viable/worth taking on the trip down.

Benefits (How this will benefit the server and game as a whole): Reasons stated above. In addition, it will serve to separate crushers and ravagers in their purposes. Ravagers will be immune to fire and able to push through it to disable the flame specialist, while crushers can tank other damage types but need to rely on teammates for fire.

Details (Description of how you think this would work, the benefits, etc): Standing on a tile occupied by flames - from a flamethrower, nade, or otherwise - applies a "softened carapace" debuff. This debuff does not stack and lasts only the duration that the crusher is in the fire or for five seconds after they leave it. It will reduce the chance of deflecting rounds based on the level of the crusher. Obviously young crushers will have their armor weakened significantly, while ancient crushers will be barely affected.

When the crusher touches fire, the message "your carapace begins to glow and soften under the intense heat!" will show up in the chat box, warning the crusher to keep away.

Implementation (Optional, if you have an idea how to implement it): Coding
I play as this guy, proudly being dismembered by extraterrestrials since 2015.
Sometimes I might play other guys, you never know.

“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin

User avatar
Karmac
Registered user
Posts: 2458
Joined: 08 Aug 2016, 00:29
Location: 'Straya
Byond: Karmac
Steam: Karmac

Re: Crusher balance change

Post by Karmac » 27 Nov 2016, 23:32

But incendiaries already do extra damage versus the Crusher, it's like one of the two things that its weak to.

Don't even get me started on how easy it is to burn up a Crusher with the Spec's flamethrower.
Garth Pawolski, or is it Powalski?

Back in action.

User avatar
Monoo
Registered user
Posts: 736
Joined: 16 Apr 2016, 14:38
Location: Deep in the salt mines
Byond: MonocledGerbil

Re: Crusher balance change

Post by Monoo » 28 Nov 2016, 00:09

Carmac wrote:But incendiaries already do extra damage versus the Crusher, it's like one of the two things that its weak to.

Don't even get me started on how easy it is to burn up a Crusher with the Spec's flamethrower.
This compounds on that. A competent crusher can take the fire damage and keep on fighting. Reducing their armor/deflection chance will actually work to deter the crusher, rather than inconvenience it.
I play as this guy, proudly being dismembered by extraterrestrials since 2015.
Sometimes I might play other guys, you never know.

“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Crusher balance change

Post by MrJJJ » 28 Nov 2016, 00:25

Monoo wrote:This compounds on that. A competent crusher can take the fire damage and keep on fighting. Reducing their armor/deflection chance will actually work to deter the crusher, rather than inconvenience it.
Gonna have to agree here, i only seen flames just make crushers run away before coming back for more, since they rarely get damaged by it and almost always get away in time (ESPECIALLY if they have teammates like a spitter)

User avatar
Karmac
Registered user
Posts: 2458
Joined: 08 Aug 2016, 00:29
Location: 'Straya
Byond: Karmac
Steam: Karmac

Re: Crusher balance change

Post by Karmac » 28 Nov 2016, 00:33

Fair enough, but remember that marines WILL be getting a dedicated flame specialist class eventually, your probably better off just waiting it out and testing how good that will be versus Crushers.
Garth Pawolski, or is it Powalski?

Back in action.

User avatar
Doc
Registered user
Posts: 61
Joined: 15 Oct 2016, 22:14
Byond: TheDocOct

Re: Crusher balance change

Post by Doc » 28 Nov 2016, 00:48

-1, for reasons stated by Carmac. Even disregarding a new dedicated flame class, it's rather cheap to make a weakness in a class even weaker just so you can kill it easier. I don't think the Crusher needs a nerf at all at the moment, personally.

User avatar
Joe4444
Registered user
Posts: 750
Joined: 14 Feb 2015, 08:00
Location: land of the sheep

Re: Crusher balance change

Post by Joe4444 » 28 Nov 2016, 16:14

+1 maybe with this we'll see a lot less of those way thick corridors xenos like to due to the fact the hives pet crusher won't be able to charge down it if a flamer is standing in the way.A weakness is a weakness for a reason and I didn't even know they had a weakness to fire until I saw this.

User avatar
Toroic
Donor
Donor
Posts: 1045
Joined: 25 Sep 2015, 04:05

Re: Crusher balance change

Post by Toroic » 28 Nov 2016, 18:34

I think crushers being weak to fire is rumor, same as knives embedding in xenos and preventing vent crawling.

That said, a crusher off weeds is quite vulnerable to a flamethrower because they move far slower than marines.

The reason crushers seem so powerful is because they work best among other xenos, and you can cover each other's weaknesses.

Ravagers tend to lone-wolf and are easier to pick off.

I'd prefer to buff flamethrowers if they aren't a sufficient counter, instead of nerfing. Young crushers are also so bad at deflecting already that I don't fight as one unless desperate.
"Crush your enemies. See them driven before you..."

Xenos Vult

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Crusher balance change

Post by MrJJJ » 28 Nov 2016, 20:46

Toroic wrote: I'd prefer to buff flamethrowers if they aren't a sufficient counter, instead of nerfing. Young crushers are also so bad at deflecting already that I don't fight as one unless desperate.
I will actually agree here, having been a crusher and fought them, its rather odd that i can actually almost solo them due to their deflection being rather...questionable

User avatar
Polkjm
Registered user
Posts: 99
Joined: 22 Aug 2016, 20:10

Re: Crusher balance change

Post by Polkjm » 29 Nov 2016, 09:54

Flamethrowers are natural counters to crushers, even without an added weakness. When we get flamers it won't be a problem.

User avatar
Snypehunter007
Registered user
Posts: 2750
Joined: 02 Dec 2015, 17:14
Location: Georgia
Byond: Snypehunter007
Contact:

Re: Crusher balance change

Post by Snypehunter007 » 02 Mar 2017, 13:14

Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

Staff History:
► Show Spoiler
Image

Locked