Revert/Tone Down Weed Slowdown

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Steelpoint
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Revert/Tone Down Weed Slowdown

Post by Steelpoint » 01 Sep 2015, 10:53

Summary (a quick, 2-3 sentence summary): The slowdown on weeds is too damn punishing, considering how damn easy and common it is to see weeds its just to punishing for marines who are reduced to a slow walk. I propose it be removed and kept for sticky resin.

Benefits (How this will benefit the server and game as a whole): Not make me wish I had a jetpack.
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Re: Revert/Tone Down Weed Slowdown

Post by TR-BlackDragon » 01 Sep 2015, 11:02

Oh look anouther pro marine trying to take away one of the few advantages to the aliens. Most aliens are already slower then marines when in actual lore most were not from what I have seen. So it seems that so many 100 percent pro marines are racists that want to either deny or remove anything that benefits the aliens. Like the dude who got the coders to add in a high miss chance for the alien ranged units who already had a slow rate of fire to start with.which in turn was fixed.

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Re: Revert/Tone Down Weed Slowdown

Post by Steelpoint » 01 Sep 2015, 11:04

I would fully support aliens being able to move fast on weed, but slowing down humans on weed is inane. Weed is so easy and common to spread all over the place that humans are all but guaranteed to be walking into it no matter what they do.

Keep slowdown for sticky resin, which takes actual effort to lay all over the place.
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Re: Revert/Tone Down Weed Slowdown

Post by Derpislav » 01 Sep 2015, 11:07

Nah. I prefer it to stay as a debuff. Ask your researcher for weedkiller grenades.
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Re: Revert/Tone Down Weed Slowdown

Post by TR-BlackDragon » 01 Sep 2015, 11:09

Derpislav wrote:Nah. I prefer it to stay as a debuff. Ask your researcher for weedkiller grenades.
Yes this will give them some hung else to make besides he grenades

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Re: Revert/Tone Down Weed Slowdown

Post by SASoperative » 01 Sep 2015, 12:52

I am sort of +1 and -1 on this. I like this cause it REALLY gives aliens that buff they need. But I HATE IT because it makes hunting down those last few aliens such a massive pain and a lot of the time just extends the round longer than it has to go on for

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Re: Revert/Tone Down Weed Slowdown

Post by Mitchs98 » 01 Sep 2015, 15:21

-1. Flamethrower, flame nade, or cut the weeds down. Honestly weeds aren't to much of an issue.

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Re: Revert/Tone Down Weed Slowdown

Post by Dyne » 01 Sep 2015, 15:23

-1, It finally gives marines IC justification to cut weed.
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Re: Revert/Tone Down Weed Slowdown

Post by Steelpoint » 01 Sep 2015, 15:30

Considering how quickly you burn through flamer fuel that's not a viable option, just using it to ward off Xenos takes most of the fuel let alone clearing out weeds which will consume a entire tank to clear a small room. Flamer nade is also very ineffective and unwise to waste on weed clearing. Also cutting weeds take a very long time to do.

The reason why I think the sticky weed should remain the only slow down method is due to the nature of it requiring time investment on the Aliens part into planting.

Weeds already provide several buffs to aliens, primarily in their healing but also their speed boost (which should be buffed), but this movement nerf is simply very punishing for something that is extremely common and easy to spread around the map.
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Re: Revert/Tone Down Weed Slowdown

Post by Kinrany » 01 Sep 2015, 15:37

Considering how quickly you burn through flamer fuel that's not a viable option
Just decrease flamer fuel consumption, dammit.
I am sort of +1 and -1 on this. I like this cause it REALLY gives aliens that buff they need. But I HATE IT because it makes hunting down those last few aliens such a massive pain and a lot of the time just extends the round longer than it has to go on for
Ending rounds is a different problem. It shouldn't be necessary to kill every single alien in the first place.

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Re: Revert/Tone Down Weed Slowdown

Post by Steelpoint » 01 Sep 2015, 15:40

No I run around with my flamer at 1000 fuel per burst....

Even at 50 per burst (which is the best spot) you'll still burn through your fuel fast if your just clearing weed.

I have to keep iterating this point but weeds are highly common and prevalent across the entire map, as a Marines your all but guaranteed to be walking onto weeds whenever you leave the FoB. This change simply further punishes Marines for taking the offensive and last time I checked people were complaining about Marines buncking down in the FoB. This change is going to do nothing but further reinforce that ideal.
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Re: Revert/Tone Down Weed Slowdown

Post by Jeser » 02 Sep 2015, 14:44

I outran runner on weeds. -_-

-1. It isn't easy to run fast on that shit under your foots. You can easily fall down. And I don't think you want it.

BUT. I want that sticky resin removed.
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Re: Revert/Tone Down Weed Slowdown

Post by FriedKetchup » 02 Sep 2015, 15:24

Easy solution: have weeds take passive damage, but regenerate from nodes that are in range. Meaning if you kill the node, the rest of the weed starts to die off.

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Re: Revert/Tone Down Weed Slowdown

Post by Steelpoint » 17 Sep 2015, 23:39

This is still a problem, it seems the only alien you can even hope to outrun is a Hivelord and they pose no combat threat. Even the slowest of Aliens can catch up to a unharmed Marine on Resin.

The big issue is not only the slow down but the slow movement makes it infiniently easier for a Alien to attack a human. Outside of weeds its possible for a human to juke around a alien. Now its really just the Human being a big fat target.

If aliens want to slow down Humans they should take the effort to create stick resin instead of their essentially map covering Weed slowing down everyone.
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Re: Revert/Tone Down Weed Slowdown

Post by GingerCultLeader » 18 Sep 2015, 00:32

Either that or more practical ways of eliminating weeds.

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Re: Revert/Tone Down Weed Slowdown

Post by Gamerofthegame » 18 Sep 2015, 00:36

I like weeds as they stand, but I do agree there needs to be a method of actually getting rid of them in a semi-timely matter that isn't slashing up every tile with a knife. The flamethrowers only does up to four, while places you want to clear - like around the table fort in those decisive battles so you can actually kill an alien or two without it regenning - are decidedly... larger then that.

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Re: Revert/Tone Down Weed Slowdown

Post by Densane » 18 Sep 2015, 01:55

I like the speed, but I don't like how easy it is to plop down a node, cover a huge area and the sheer amount of concentrated effort required to clear it. This allows them to pretty much put it anywhere that isn't the FoB and guarantee that it'll be always there because there's just nobody on the face of that damn planet that is willing to DEAL with slicing away at those spindly buggers while exposed on all sides.

What about upping the damage value of nodes so it can take A LOT more hits, but once you destroy them it retracts the weeds or something? It'll kind of make them like the Cysts from Natural Selection II, or hell, APCs for humans: knock down the power source, and everything follows.

I'm agreeing with Ketchup's idea here. pretty simply way to balance things out, I think.
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Re: Revert/Tone Down Weed Slowdown

Post by Steelpoint » 18 Sep 2015, 04:05

Going for what other games do and making it that simply killing the weed node will kill any unsupported weeds nearby would be fine.
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Re: Revert/Tone Down Weed Slowdown

Post by Gamerofthegame » 18 Sep 2015, 11:03

That has potential to work, but the flipside is that Team Alien doesn't usually have extreme map presence, at least when the marines actually bundle up. Setting up weed bundles everywhere can be dangerous as is, as you're a slow drone/slower-hivelord to do it meaningfully and lol if you think you're getting protection. If it could be shattered by a warband-squad of marines venturing out and beating up all the nodes they could see as, again, 4+~ marines or so and Team Alien ain't gonna be able to do shit most rounds, then that kills a lot of reward to the risk.

On the flipside, it'd encourage Team Marine to not just sit tight in their fortress and gradually widdle down aliens and, instead, venture out to beat up weeds so they could potentially gradually widdle down aliens faster.


... although I feel then some hivelord will just spam nodes clumps everywhere "important" and it'll be a little moot.

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Re: Revert/Tone Down Weed Slowdown

Post by WyattH » 18 Sep 2015, 11:06

easier method - give researcher a source of toxin either in bottles or in the chemdispenser, then there can be plant-b-gone chemsprayers or grenades for marines to be rid of those pesky weeds

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Re: Revert/Tone Down Weed Slowdown

Post by Gamerofthegame » 18 Sep 2015, 12:41

That's not an easier method. If marines don't drop down with it they're probably not ever going to get it, while that also relies on a kinda use impaired slot to be used.

Shit, Team Marines have a button to send in a big explosion on demand and that gets used once a day at most.

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Re: Revert/Tone Down Weed Slowdown

Post by TR-BlackDragon » 18 Sep 2015, 14:00

Yall do realize that in actual lore. Aliens can out run humans. All of them could.. now yall bitching cause on weed you slow down? Maybe admins should speed aliens up a little to lore equivalent ts for a few days so you understand why they just made it that way on weeds instead of all the time.

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Re: Revert/Tone Down Weed Slowdown

Post by Gamerofthegame » 18 Sep 2015, 17:12

Lore arguments don't really apply to gameplay ones. Yeah, slow down is pretty rough as it means team alien can run off and regen fairly indefinately. That sucks. Weeds slowing down while being pretty difficult, or at least outright annoying, to get rid of sucks too.

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Re: Revert/Tone Down Weed Slowdown

Post by TR-BlackDragon » 18 Sep 2015, 17:16

I made that statement more to give an idea that the game has already shifted the aliens in a way. Now if you don't want marines slowed down on weeds then I would recommend that aliens speed be increased on weeds.

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Re: Revert/Tone Down Weed Slowdown

Post by Gamerofthegame » 18 Sep 2015, 18:45

It's easier to control speed going down then having a sudden burst in it.

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