Stun Reworks

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Jetniss
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Stun Reworks

Post by Jetniss » 23 Jul 2017, 18:34

Summary (a quick, 2-3 sentence summary):


I feel stun combat is a bit excessive. Stuns are a source of grief in many gaming communities, and needs to be handled carefully. They can really make or break a game-- and the level and amount of CC offered to Xenos-- coupled with a population of 20 or more combined ranged, melee, and gap-closing stuns. I think a stun immunity window-- or a dampening system would benefit the game a lot. Being stunned/knocked down should offer immunity, or at the very least increased resistance to each subsequent stun or knock down for maybe a 20 second window.

Benefits (How this will benefit the server and game as a whole):


This will cut down on over-abundant marine tears and will offer a chance for marines to fight back when not in large and overpowering groups. Usually, marines can't fight an alien one on one. And even when reovering from a knockdown, there is a short delay where a marine is unable to equip a weapon to fight back against aliens. The potential boost to marine effectiveness is negligible in the long-term, and will encourage aliens to spread out their stuns as opposed to trying to lock down a single target relentlessly.

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


Basically, anytime a marine is knocked down, things remain the same. Except, when they stand up they can not be immediately knocked down-- or if we go with dampened stuns, instead of having a full knock-down duration their next knockdown is half as long as the last max (If your fist knockdown was 10 seconds, the next would last a maximum of 5 seconds, and if you get knocked down again right after than, a maximum of 2.5 seconds). This of course would only apply to external stun factors, and not something like a pain knockdown. This would only apply to alien spits, and alien pounces.

Implementation (Optional, if you have an idea how to implement it):

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Blade2000Br
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Re: Stun Reworks

Post by Blade2000Br » 23 Jul 2017, 18:44

Oh boi, if you want to get your suggestipn downed, this is the way to go.
Jason 'Punk' Crowmel - The guy that don't give a shit about what he does.

Former Rapey Ravager Hater.

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Rain7x
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Re: Stun Reworks

Post by Rain7x » 23 Jul 2017, 18:53

The point of stuns IS for aliens to beat marines in 1v1s. They are not supposed to be fair. In fact, I would argue that the stuns need to be a bit longer. Often times, you have to tackle spam them all the way to the hive to carry them back. In the movies, aliens are almost the apex predator, they can easily destroy a marine.
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Jetniss
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Re: Stun Reworks

Post by Jetniss » 23 Jul 2017, 19:37

Rain7x wrote:The point of stuns IS for aliens to beat marines in 1v1s. They are not supposed to be fair. In fact, I would argue that the stuns need to be a bit longer. Often times, you have to tackle spam them all the way to the hive to carry them back. In the movies, aliens are almost the apex predator, they can easily destroy a marine.
But the marines already beat the aliens in 1v1's without the stuns. By a large margin I might add. Six bullets in a non-young alien doesn't down it, but most aliens playing to their strength will down a marine in 3 hits.

Whether it be a spitting spitter, or a melee-ing hunter.


Lesser aliens- -drones and the like, might not crit a marine in 3 hits, but they still don't die to those 6 bullets-- and for most set ups an alien can get 4 hits in before a marine can get 2 shots (of burst) into them. Aliens dominate and I get that (even though most movies tend to focus on unprepared marines), but even comparing that to the AvP game(s), Aliens don't have THIS big an advantage. Marines have CD's on pulling a trigger, and have to deal with reloads. That trigger CD isn't something that exists in movies or game iterations, but I'm sure they're in to allow Xenos a better fight against marines-- and that's cool. But if you are going to acknowledge that a full-auto marine weapon isn't healthy gameplay for Xenos, you should be equally willing to acknowledge that stuns aren't healthy gameplay for marines.


And yes you have to spam them all the way to the hive-- if you're not knocking them out due to trauma or pain where thye are literally blacked out, you shouldn't expect to be able to drag them across an entire colony without them putting up a fight. No alien has ever dragged a person an entire "map" to a hive. There was always a hive satellite nearby, or a hugger nearby to expand the hive.

I mean, if people truly feel that infinite stuns are healthy that's cool, but I feel it's excessive and I just want alternatives to being perma-locked in a struggle to "escape" or "survive." At a point like that, it's like, you might as well log out right? Or sit at your screen for the next 30 minutes in the off-chance someone finds you and chases the alien stunning you away (assuming they haven't used the spam-stuns to just kill you without you being able to fight back).

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Bmc777
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Re: Stun Reworks

Post by Bmc777 » 23 Jul 2017, 19:59

Stuns are part of core combat balance and they will always be a part of that core balance due to the nature of the game. This is a 2D multiplayer game, and because of that we're limited to certain styles of combat, stunning is part of that. Denied.

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