Speed Nerf

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Surrealistik
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Re: Speed Nerf

Post by Surrealistik » 29 Dec 2016, 13:06

BalancedGeneral wrote:Main weapon with multiple ammo packs? Check
Side arm plus ammo for that? Check
Fucking armor and a helmet? Check
More ammo, and knives and shit? Check
Faster than most biological killing machines ON WEEDS? Check

Nah, don't be silly sanic marines are totally a feature, not a design oversight.
While we're ignoring gameplay considerations in favour of realism, 2 shot pulse rifle kills on T2s and below when?

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KingKire
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Re: Speed Nerf

Post by KingKire » 29 Dec 2016, 17:48

Im unsure on this. on one hand, this might promote squads to stick closer together, on the other hand, if you break a marine line, they are gonna be run down and slaughtered which happens pretty regularly already.
You also have to add in the effects of wounds/ broken limbs/ dragging anything, and you'll have some excruciatingly slow marines paired up with healthy average speed ones.

possible effects:
-xenos are now definitely speed demons, which is appropriate to their lore, able to easily rundown any two legged mammal they see
- Wounded marines are now very slow by comparision, making a trip of any distance with any mobility wound might just mentally exhaust the player by itself. Possibly see more marines carrying other marines just to speed them out, instead of marines walking back to base. possible need to buff marines helping other marines move.
-melee fights are now visably in the xenos favor. favored by the lore.
- xenos become harder to run down and kill, which imo, is the primary way marines kill xenos. ( they see a lone xeno, they chase it, trying to get as close as they can to pump as many shots into it as they can) This is a big buff to xenos as they now are able to hit and run while surviving at low health more often.
-marine ranged accracy might be buffed to emphasize that staying in a slow tight formation/ focused firepower is the way to go.
- marines less likely to break out and (chase/ run from) lone xenos scince they are now definitly slower then any xeno by comparison. reduction in rambo/ one man army tactics. veteran players less effective at turning tides.

marines can indeed juke xenos, but i'd attribute that more to SS13's clunky melee click-attack system then anything.

all in all, i guess i would lean towards a +1 just to see the overall effect, if marines are buffed in regards to accuracy/ carrying wounded troops.
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Re: Speed Nerf

Post by apophis775 » 29 Dec 2016, 20:09

Well, this is on the docket for the Saturday Dev Meeting. Keep in mind, we won't just Willy Nilly Debuff this, without first lengthy discussion.
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Re: Speed Nerf

Post by Biolock » 30 Dec 2016, 00:22

While unrealistic, I do think this is counter productive to our goal of 'less turtling'. Additionally, that would also be counter productive to the concept that the sentinel caste and all of its evolutions is suppose to be inside of the hive, or at least a support element. But who knows, it might make xenos more aggressive, leading to faster gameplay.
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Re: Speed Nerf

Post by Karmac » 30 Dec 2016, 00:41

Biolock wrote:WBut who knows, it might make xenos more aggressive, leading to faster gameplay.
Or just make it easier to hug marines, at least till combat hugging is sorted out.
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Nubs
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Re: Speed Nerf

Post by Nubs » 30 Dec 2016, 09:34

I think this should be tied to how much ammo people carry. Do you got the baldie route and fill your entire belt and backpack with ammo and move stupidly slow, or do you take less ammo but be able to maneuver better? I think its silly that many marines go down planetside with up to 220 rounds of ammo when they will hardly use 1/3 of that.
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Re: Speed Nerf

Post by crono23 » 30 Dec 2016, 16:12

I don't know if it's too late to make a difference, but no. Please please PLEASE no. -1(00)
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Sarah_U.
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Re: Speed Nerf

Post by Sarah_U. » 30 Dec 2016, 16:18

So as I stated before, do please favour standing still for accuracy instead of this. Plz.

(Running lowers accuracy, standing still increases it, walking very slightly lowers it)
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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KingKire
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Re: Speed Nerf

Post by KingKire » 30 Dec 2016, 16:40

I would probably be more in favor of modifying accuracy of moving marines/people then nerfing the speed of said people.

Weight requirements really do drag down games unless they are done very well. As a person who plays engineer alot, im carrying a small ranch house in my satchel and already find it really annoying to drag fuel canisters, girders, crates, bodies, etc. while moving 1 tile every second.

nerfing accuracy while moving would still deliver on the "action-packed" moments that alot of players live for (firing madly and backpedaling while this giant barnsized queen trys to eat your head), while toning down the unrealistic standards of people shooting extremely accurately while carrying a small armory.

This would also still allow people a fighting chance at dueling xenos/preds, which i think make some amazing moments in gameplay despite the clunkiness of the action.
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Re: Speed Nerf

Post by Sad_Corn » 30 Dec 2016, 20:22

-1

That's Silly AF

Stop being a loser, marines can't run fast as Preds, only if the pred is hurt and the marine is under Hyperzine effect, and coffee

Don't nerf marines even MORE
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Re: Speed Nerf

Post by dylanstrategie » 31 Dec 2016, 19:38

This has been implemented, for better or for worse

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