Speed Nerf

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ParadoxSpace
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Speed Nerf

Post by ParadoxSpace » 23 Dec 2016, 20:28

Summary (a quick, 2-3 sentence summary):
Essentially, you nerf down the speed Marines run at. This is because it's becoming increasingly silly for Marines to run around at sonic speeds coated in heavy gear whilst also firing their weapons.

Benefits (How this will benefit the server and game as a whole):
It'd lead to less cheese involving a marine somehow outrunning a yautja or xenomorph. It would also heavily discourage Rambo tactics.

Details (Description of how you think this would work, the benefits, etc):
As in the summary.

Implementation (Optional, if you have an idea how to implement it):
Add a movespeed malus to marines? I'm not sure what'd be the cleanest method.

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Re: Speed Nerf

Post by Karmac » 23 Dec 2016, 21:04

Not sure if you're being serious or not, all xeno except most T3's outrun marines, Yautja outrun marines.

Even with the new hyperzine go fast pills formula, marines don't go super fast, they sort of just get buffed to Yautja speed, and they suffer heart damage and toxin damage for taking it, with no way of fixing that. (I mean no way to stop the damage occuring, it is fixable, but taking more than one pill will lead to your death if the other isn't out of your system, the OD in that stuff is killer)
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Surrealistik
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Re: Speed Nerf

Post by Surrealistik » 23 Dec 2016, 21:18

This belongs in Acid Goop.

-1 if you're actually serious.
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Re: Speed Nerf

Post by Jroinc1 » 24 Dec 2016, 00:59

Carmac wrote:Not sure if you're being serious or not, all xeno except most T3's outrun marines, Yautja outrun marines.

Even with the new hyperzine go fast pills formula, marines don't go super fast, they sort of just get buffed to Yautja speed, and they suffer heart damage and toxin damage for taking it, with no way of fixing that. (I mean no way to stop the damage occuring, it is fixable, but taking more than one pill will lead to your death if the other isn't out of your system, the OD in that stuff is killer)
Most T2's can't outrun marines.
That said, -1.
It'd be realistic, but would nerf marines way too hard. They already got a pull nerf, and that was appropriate, but this would be a little too much.
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Re: Speed Nerf

Post by Karmac » 24 Dec 2016, 01:11

T2's are balanced in that Spitters have neurotox, Carriers have huggers, Hivelords should never be seen by marines, they don't contribute to battles, and Hunters are still fass.
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Re: Speed Nerf

Post by Jroinc1 » 24 Dec 2016, 01:54

Carmac wrote:T2's are balanced in that Spitters have neurotox, Carriers have huggers, Hivelords should never be seen by marines, they don't contribute to battles, and Hunters are still fass.
Agreed. But, they can still be outrun, which is what you mentioned.
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Re: Speed Nerf

Post by Sabess » 24 Dec 2016, 05:56

I think the regular speed is fine but there should be some movement penalty for a little bit directly after shooting so that you can't sprint away at sonic speed while also laying down suppressing fire.

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Re: Speed Nerf

Post by Karmac » 24 Dec 2016, 07:46

Sabess wrote:I think the regular speed is fine but there should be some movement penalty for a little bit directly after shooting so that you can't sprint away at sonic speed while also laying down suppressing fire.
Suppressing fire is the key word/s here, you aren't going to hit shit with that spray and pray unless you took accuracy mods, and even then you'll still miss 2/3 shots will moving. You're not going to be getting alot of kills doing this unless your using a shotgun or RNJesus loves you, even then the shotgun has recoil and a limited rate of fire. It's balanced.

Also Damnit Jroinc.
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Re: Speed Nerf

Post by Sabess » 24 Dec 2016, 16:49

Carmac wrote:Suppressing fire is the key word/s here, you aren't going to hit shit with that spray and pray unless you took accuracy mods, and even then you'll still miss 2/3 shots will moving. You're not going to be getting alot of kills doing this unless your using a shotgun or RNJesus loves you, even then the shotgun has recoil and a limited rate of fire. It's balanced.

Also Damnit Jroinc.
Suppressing fire doesn't need to hit to be useful. That's the point of suppressing fire.

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Re: Speed Nerf

Post by Snypehunter007 » 24 Dec 2016, 16:56

Sabess wrote:Suppressing fire doesn't need to hit to be useful. That's the point of suppressing fire.
I don't think suppressing fire really works with xenomorphs either. They aren't the type to retreat just because they are being shot at, they dodge or keep running forward.
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Re: Speed Nerf

Post by Jroinc1 » 24 Dec 2016, 17:49

Snypehunter007 wrote:I don't think suppressing fire really works with xenomorphs either. They aren't the type to retreat just because they are being shot at, they dodge or keep running forward.
Well, it usually works for me, so there's that.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Speed Nerf

Post by apophis775 » 28 Dec 2016, 15:03

I don't understand. Nearly all the aliens are faster than regular marines.
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Re: Speed Nerf

Post by dylanstrategie » 28 Dec 2016, 15:55

That might be right on a direct, side-by-side race, but in a normal gameplay situation you will very often see your average Marine violently outmaneuver any Xenomorph that is not a Runner

That someone in a jumpsuit can outrun the average Drone makes sense (although, even then, games like Alien: Isolation make it clear this is only by an inch, not a massive difference), but a Marine fully clad in armor, weighted down with equipment and aiming a gun shouldn't be sprinting around at those speeds

This is also not too conductive for gameplays. Classes like Drones and Spitters often suffer heavily from this since the average Marine can and will outrun them, which usually means RIP

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Re: Speed Nerf

Post by apophis775 » 28 Dec 2016, 16:30

Understood. We'll sticky this, and look into the exact adjustments.
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Re: Speed Nerf

Post by Surrealistik » 28 Dec 2016, 16:35

Oh my god. Paradox you son of a bitch
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Re: Speed Nerf

Post by TopHatPenguin » 28 Dec 2016, 16:42

Problem with this which I've found is that manoeuvrability plays a vital part in marine gameplay, it's one of the reasons pushing over the river or just pushing hunkered down aliens works, I think with a speed nerf it may throw marines up in the air abit and i wouldn't be surprised if we see more early retreats or camping at the Fob. This is just an observation that may or may not occur.

Honestly I feel that this may be one of those things where gameplay trumps lore.
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Re: Speed Nerf

Post by Surrealistik » 28 Dec 2016, 16:50

TopHatPenguin wrote:Problem with this which I've found is that manoeuvrability plays a vital part in marine gameplay, it's one of the reasons pushing over the river or just pushing hunkered down aliens works, I think with a speed nerf it may throw marines up in the air abit and i wouldn't be surprised if we see more early retreats or camping at the Fob. This is just an observation that may or may not occur.

Honestly I feel that this may one of those things where gameplay trumps lore.
This. Do you _really_ want to turtle up the game even more?
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Re: Speed Nerf

Post by Joe4444 » 28 Dec 2016, 17:27

nerf the one thing that keeps assaults going on and you got yourself a big ole camp fest at the campaco! come on down and watch as we camp the FOB because otherwise the xenos wil outrun and hugger fuck us all!

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Re: Speed Nerf

Post by LocalizedDownpour » 28 Dec 2016, 17:33

If youre getting chased down by marines and murdered as a class that is slower then them then you fucked up famalam. That's not a reason for a nerf.

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Re: Speed Nerf

Post by Szunti » 28 Dec 2016, 19:05

This is dangerous. Most xenos have a large enough healthpool and can control how much damage they take. Look at FOB assaults. Even if they took an hour, non-runner xenos rarely die because they can pull back when damaged too much. The only way to kill them (except from mines) is running out of the FOB and chase them. But you can't chase them if they are much faster. And this is the FOB, where marines have a huge advantage. Now imagine a hive assault. How could you kill any xeno if you can't chase the damaged one?

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Re: Speed Nerf

Post by Heckenshutze » 28 Dec 2016, 19:20

Fine. make marines even slower than praetorians but enable hangar building again and remove the 'meta-rush' thing.
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Re: Speed Nerf

Post by Arachnidnexus » 28 Dec 2016, 21:40

Aliens also have the huge advantage of nightvision and weed speed which weren't mentioned, but okay sure let's compare things in a vacuum.

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Re: Speed Nerf

Post by Derpislav » 29 Dec 2016, 08:43

I'm all in for buffing alien speed on all castes (...maybe besides runner, they might not be able to see where they're going if any faster), but not decreasing marine speed. Make it any slower and it'll become an absolute pain in the ass to do anything, not just fight. Aliens can do with being faster.

Also, wounds slowing down aliens when?
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Re: Speed Nerf

Post by BalancedGeneral » 29 Dec 2016, 11:13

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.
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Re: Speed Nerf

Post by Monoo » 29 Dec 2016, 11:31

-1

Make marines slower and we all die. Like penguin said, gameplay trumps realism here.
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