Summary (a quick, 2-3 sentence summary):
I believe we've all had that moment in which we were locked into close quarters with an alien, though it certainly doesn't take more than a few seconds for us to be rendered legitimately useless on the floor for even up to minutes from an Alien constantly clicking your sprite on the disarm intent. There is no available way to get away from tacklespamming aliens, and it even happens when a marine is nested and attempting to break free.
Benefits (How this will benefit the server and game as a whole):
Slowing the cooldown of tacklespam with aliens provides Marines forced further into CQC a chance to survive compared to the number of Aliens on disarm intent with an autoclicker - surprise, there's usually at least four Alien players running an autoclicker in the first place.
Details (Description of how you think this would work, the benefits, etc):
Providing a cooldown in the same sense as a pounce cooldown, or otherwise drastically lowering the success chance of a proper tackle. Most of the time, aliens are standing still when they're tackling, which denies proper usage of momentum for the smaller castes to knock a 5'8" - 6'2" male onto their ass, and really doesn't look too realistic. It also doesn't help when the Marine has a hardsuit.
Implementation (Optional, if you have an idea how to implement it):
No proper coding knowledge.
Appropriate Tackle Cooldown
- apophis775
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Re: Appropriate Tackle Cooldown
So, your saying, a giant super-powered killing machine, shouldn't be able to tackle you?
- MrJJJ
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Re: Appropriate Tackle Cooldown
Tier-3 is fine in my opinion to have long ass tackles
A tier-2 is almost the same size as tier-1, and they much, much faster and have a lot of health, especially a warrior, who has a very good tackle
If anything, only a warrior should have his tackle reduced just a litle bit or done something with his pulling, since the tackle lasts long enough to be almost pulled half of the station
A tier-2 is almost the same size as tier-1, and they much, much faster and have a lot of health, especially a warrior, who has a very good tackle
If anything, only a warrior should have his tackle reduced just a litle bit or done something with his pulling, since the tackle lasts long enough to be almost pulled half of the station
- Dragon2323
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Re: Appropriate Tackle Cooldown
It'd be best left as caste dependent, such as how MrJJJ brought it up, if it were capable of being coded for the separate mobs to be affected. Making a noticeable dent in the ability for the Sentinel, Spitter, and Praetorian's general caste would be decent input. The Sentinel is most often utilized in the Hive, where there's at least a small number. In general density matches, we've often had at least three Sentinels, and it's further evolutions have access to spitting Neurotoxins for paralysis.apophis775 wrote:So, your saying, a giant super-powered killing machine, shouldn't be able to tackle you?
Leaving the tackle input for Runners alone, debuffing it amongst Warriors due to the duration, and debuffing it amongst Ravagers for their freedom and utilization as lethal soldiers under the Queen, that would be decent in neutralizing constant tackles. Drones, Runners, Queens, and Hivelords are within the best opportunity for immediate if not duration tackles, due to the first and the final two's placements often leaving them in the hive.
- Lostmixup
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- apophis775
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Re: Appropriate Tackle Cooldown
Define what you want tweaked, I've got a fair amount of control over it...
- Dragon2323
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Re: Appropriate Tackle Cooldown
Tackle duration would be decent in the long run, but if it were possible to lower the chance of a successful tackle by a smidgen, I believe it'd work in that case.
- Butterrobber202
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Re: Appropriate Tackle Cooldown
How bout No. 1.) Spit knocks you down for a SECOND at max.2.) If we dont tackle you, we recive a point blank shot to the face.
- apophis775
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Re: Appropriate Tackle Cooldown
The cooldowns and tackles are currently fine and balanced. We are going to re-visit them in the alpha. Denied.