Xeno caste overhaul.
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Re: Xeno caste overhaul.
ALL THE +1!!!
Also, YES PLEASE:
One last thing while I'm here. MAKE XENOS ABLE TO WALK PAST EACH OTHER IKE THE HUMANS CAN!! The amount of times I've seen top tier Xenos get massacred because their newly hatched larva/combat queen are shoving their bleeding, dying, limping husks back into gunfire, rather then them being able to walk past to drag themselves back to weeds to heal is insane. I've had several queens die much the same way, trying to retreat from the advancing marines, only to have the newspawn runners charge up and shove her back into the line of proxy mines and HMG turrets because they're to bloodthirsty to bother worrying that they are killing their god-queen in the process of it all.
Also, YES PLEASE:
Resin should not be able to be destroyed by bullets at all. I mean, you try making a wall/door thing out of Jello goo and shoot it to nothing. Good luck. Bullets do jack to IRL versions of the same kind of material, ex. Ballistic Gel. There is a reason you use gel to shoot guns at. It doesn't break into nothing, it catches the bullet. Now, a welder should cut through resin doors like a molten knife through melted butter, as those things are made to cut through Space Station grade reinforced PLASTEEL, so a puny little organic door is nothing, and the combat knife should be able to cut through them fairly easily, but with a bit of time. Maybe like using a sharpened knife to but through leather or something like that. Easy, but not instant. But bullets? Not a chance. maybe a few holes, but nothing more. Might also make Xeno hives more about strategic choke points using hardened resin to narrow open passages, rather than the current SPAM ALL THE DOORS that it currently is, as the two have about the same strength, and you need 50 million doors to keep the marines back given 2 shots from a pistol takes a door down do non existence.Butterrobber202 wrote:YOU HAVE ALL MY +1 this has been needed forever as marine get some new stuff, I would REALLY like this added, if you can buff BASE resin where it isnt made of pudding it would be fucking amazing. Then make it where the Hardened resin takes maybe a Welder Bomb or some type of fire (Welder) to destroy. And give the top tier aliens have slightly enlarged and COLORED text. This combined with the Queen's Killswitch/command tab will make aliens EPIC. Might be worth playing with the noobs on
One last thing while I'm here. MAKE XENOS ABLE TO WALK PAST EACH OTHER IKE THE HUMANS CAN!! The amount of times I've seen top tier Xenos get massacred because their newly hatched larva/combat queen are shoving their bleeding, dying, limping husks back into gunfire, rather then them being able to walk past to drag themselves back to weeds to heal is insane. I've had several queens die much the same way, trying to retreat from the advancing marines, only to have the newspawn runners charge up and shove her back into the line of proxy mines and HMG turrets because they're to bloodthirsty to bother worrying that they are killing their god-queen in the process of it all.
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Re: Xeno caste overhaul.
In regards of the resin, if it does become that bullets won't be able to destroy it we will need this viewtopic.php?f=59&t=1630&p=17122&hilit=#p17122 implemented otherwise it will be a too big of a buff and will cause aliens going from weak to OP as only a engineer will have a welder and the fuel will run out after you break down about 2-3 resin doors or walls and if you look at the thread that i have linked, you will see there are way more then 2-3 walls/resin doors.
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Re: Xeno caste overhaul.
Fair point. I then respond to that with this: Limit the tier 3 xenos to ONE of each. ONE queen, ONE Ravager, ONE Praetorian, and ONE HIVELORD. The super Hives come to be because every drone from round start goes up the Hivelord line, each spreading out like a plague and fortifying their own separate nest, later connecting them all with the main halls, with the lower drones wandering about in their free time walling up every space that is, with almost no offensive castes coming to be because every xeno aspires to be the next famous Architect or something.. That, paired with the coloring and enlarging on the Tier 3 xeno's text, might bring them to be regarded has actually higher than the others, with a true hierarchy forming with the queen at the top, followed by the Tier 3s, each of which is basically the commanding xeno of their major line (Offense, Defense/Constructions, and Support), with the other xenos falling under their leadership and the queen's. There was a round I was a Praetorian in that I saw a spitter get into a shoving war with the other Praetorian I was with as we were trying to respond to the queen's command to clear a human FOB, getting so bad that the other Praetorian had to claw down a resin wall to be able to pass by, else the Spitter would just keep no shoving it's way down the halls. That should NEVER happen. In my opinion, the Tier 3s should be regarded practically as a Masterank of their caste, being the one with the most time as that caste line served, thus hopefully being the one with the most knowledge of the situation needed for their line, to be replaced by the next in line, same as the queen. That would then either pull more larva away from going drone and have them go into an offensive role, thus promoting a xeno offensive, or have the existing drones go carriers rather than Hivelords, thus promoting re-population (and with that, more observers getting another go at playing, as well as growing the offensive force, again promoting Xeno offensive, as well as the marines offensive to prevent this bloating) and capture of hosts, as far more marines would be getting facehuggers chucked at their faces, also causing them to think more cautiously, as in the current state, marines do not fear going out in simple buddy teams, as nothing can take them both down, AND drag them both back to the nearest facehugger, which is generally halfway across the station, through enough resin doors Fort Knox would be jealous.
- Butterrobber202
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Re: Xeno caste overhaul.
Still +1 to the hard resin. I think it is bullshit that the marines can LINE UP A MG and fire it with its near infnate ammo. To cut a hole STRAIGHT into the Xeno/Viro Hive
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Re: Xeno caste overhaul.
I'm up for having the ticker resin but.. in return marines would need something that could combat it besides a welder, as lets be honest here welders run out of few pretty fast when taking down a resin structure....
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- Butterrobber202
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Re: Xeno caste overhaul.
*Cough* Flamethrower *Cough*
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Re: Xeno caste overhaul.
Currently that can't break resin.. as you can't click on the tile underneath the resin to aim it their.. so you have to shoot the resin instead.. so unless we can start setting resin on fire...Butterrobber202 wrote:*Cough* Flamethrower *Cough*
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- Evilkyle24
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Re: Xeno caste overhaul.
The empress being able to spray poly acid as a weapon would be OP, the screech, not so much. I think a better ability would be a neurotoxin spit that makes smoke, because marines cant see through smoke.
In fact, a xeno that makes smoke would be amazing. The ability of marines to shoot in the dark would make the light negation meaningless, because they would continue to do what any organized squad does: Spray down the hallway until everything dies.
In fact, a xeno that makes smoke would be amazing. The ability of marines to shoot in the dark would make the light negation meaningless, because they would continue to do what any organized squad does: Spray down the hallway until everything dies.
- Briankada
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Re: Xeno caste overhaul.
+1 +1 +1!!Abbysynth wrote:Here, I made a handy flow chart:
Glad you all like the ideas!
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- Abbysynth
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Re: Xeno caste overhaul.
Here's a better, consolidated flow chart. Sentinels are split into ranged and defense trees, and the spitter line is gone completely.
Better?
Better?
- apophis775
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Re: Xeno caste overhaul.
Not yet.
Lets get this shit working and tested before we start going into rebalance and rebuilds of the aliens.
Once we've got a good stable base, we should be able to go MUCH farther with stuff.
Lets get this shit working and tested before we start going into rebalance and rebuilds of the aliens.
Once we've got a good stable base, we should be able to go MUCH farther with stuff.
- Butterrobber202
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Re: Xeno caste overhaul.
Still... KINDA excited for this
- Lostmixup
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Re: Xeno caste overhaul.
Love it, a simpler class dynamic is what makes team based games work a lot of the time.Abbysynth wrote:Here's a better, consolidated flow chart. Sentinels are split into ranged and defense trees, and the spitter line is gone completely.
Better?
I still say you could boil it down even further though, get it to the bare minimum of what it could be. Also where's the dead Ian class?
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Re: Xeno caste overhaul.
I do still want the gas spitting ability, but maybe the Boiler/Dragon line can have that as another ability along with the normal spit. The ability to use gas would be an interesting addition to Xeno mechanics.
- MrJJJ
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Re: Xeno caste overhaul.
Let's just hope Its not like venomthropes from
Archangel which has he can spam, destroys all gear on head and deals shit tons of toxin
Archangel which has he can spam, destroys all gear on head and deals shit tons of toxin
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Re: Xeno caste overhaul.
Well I've never played archangel, but I will agree. I may love playing my ranged xeno class, but I still don't want a spamable instawin ability. To many annoyances for that.. Would be nice to have some kind of weakened version of poly acid for the tier 3 classes that does melt away gear, as then it makes them more of a respected and feared class that you DON'T want to ever see, as well as one that helps the hive by dehelmeting the marines to be hugged. I've seen a simple pair of marines outdo a praetorian for the simple fact that the praetorian, for it being a highest tier xeno, can only spit one marine. After he does that, he's utterly useless for a good minute or more before his spit is ready again.
I'd ready like the neurotoxin spit to be more spammable, to be honest. Make it have no cool down, but instead be limited in use by the plasma stores. Maybe even increase the costs of the spits to counter it as well, but then a praetorian can choose to either use a few super spits to take out far less marines, but for a much longer time, or spit a ton of weak toxin on a large group of marines to take them all down, but for a very short time, really only enough to maybe have a runner sprint in and grab one, but not much else beside run away.
I'd ready like the neurotoxin spit to be more spammable, to be honest. Make it have no cool down, but instead be limited in use by the plasma stores. Maybe even increase the costs of the spits to counter it as well, but then a praetorian can choose to either use a few super spits to take out far less marines, but for a much longer time, or spit a ton of weak toxin on a large group of marines to take them all down, but for a very short time, really only enough to maybe have a runner sprint in and grab one, but not much else beside run away.
Last edited by ScientistMan on 06 Jun 2015, 02:28, edited 1 time in total.
- Caryl
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Re: Xeno caste overhaul.
I can already see... a hive full of boilers... Imitiates an arabic accent: "We die for our cause!" and then they would just run off into scores of marines and explode. I can also see aliens saying "Allahu Akhbar!" before they ignite themselves as boilers.
Like for aliens: alien boiler (666) says: "Allahu Akhbar!"
For marines: alien boiler (666) says: "A**a** *^hb!&!"
Marines: "What?"
*Spoof!~~*
Like for aliens: alien boiler (666) says: "Allahu Akhbar!"
For marines: alien boiler (666) says: "A**a** *^hb!&!"
Marines: "What?"
*Spoof!~~*
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Re: Xeno caste overhaul.
+1 xenos have been needing an overhaul for a long time
- apophis775
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Re: Xeno caste overhaul.
Forgot to lock this. We've already discussed this. Once we've got the alpha running stable, were going to begin the Xeno Overhaul.