Explosion Stun [spoiler] n e r f [/spoiler]

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darklizard45
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Explosion Stun [spoiler] n e r f [/spoiler]

Post by darklizard45 » 22 May 2016, 18:46

Summary (a quick, 2-3 sentence summary): Make explosives not stun, but do not remove the damage, only for Tier 3 and 4 xenos

Benefits (How this will benefit the server and game as a whole): Thanks to the introduction of the Pulse Rifle granade launcher and the minefield spam Tier 3 xenos are not much of a treath for marines anymore
It will also make Tier 3 xenos more challenging to defeat just how they are supposed to be and reduce Queen deaths

Details (Description of how you think this would work, the benefits, etc): The explosions can still damage the xenos. The tier 1 and 2 xenos will still be stunned by the explosions. And if they crit they will still get stunned.

Implementation (Optional, if you have an idea how to implement it): Just make the explosions not stun Praetorians, Ravagers, Queen and Boilers. They will still receive damage from them.

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by jalen earl » 22 May 2016, 19:56

Not sure if im missing something but it seems marines also get up much faster after a blast even if they are standing on top of it. Im more for a shorter stun for tier 3s though instead of immunity
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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by forwardslashN » 22 May 2016, 20:08

This might happen with some upcoming changes.
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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Dyne » 23 May 2016, 00:03

Whats the benefit?
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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by MrJJJ » 23 May 2016, 01:32

Dyne wrote:Whats the benefit?
RO's not ordering 100 crates of mines and then sending it down to marines and then creating a giant ass minefield which will stun and kill 80% of Alien Team

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Dyne » 23 May 2016, 01:45

MrJJJ wrote: RO's not ordering 100 crates of mines and then sending it down to marines and then creating a giant ass minefield which will stun and kill 80% of Alien Team
You clearly didnt play RO recently. Or marine.
Just use Crushers, jeez.
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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by MrJJJ » 23 May 2016, 02:38

Dyne wrote: You clearly didnt play RO recently. Or marine.
Just use Crushers, jeez.
Uh, i did, i sended like 2 crates of mines, each had 12 mines, and marines won and killed around 8 xenos with those mines -__-

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Dyne » 23 May 2016, 05:55

MrJJJ wrote: Uh, i did, i sended like 2 crates of mines, each had 12 mines, and marines won and killed around 8 xenos with those mines -__-
Happends, sure, and you were a good RO.
Did you order a hundred crates, though?
So whats your point?

Starting mines is 16, if all squad engineers work well.
One mine can potentially directly kill a Runner (crit, and no weeds=death).
Every other alium walks away.
So indeed, a mine needs a watchman or three.
You will also note mines cant be deployed on Sully in the last desperate defense.

Aliens already have a hard counter to this- Crusher, that is unaffected.
Other counter is be smart, look before running, and assaulting in another direction.
Wave attacks are also hard to stop, as you stun one, get a facefull of crab, then Boiler acid does you in, etc.

Withouth the stun, however short, mines will be useless, and aliens dont need to get smart.
The game will devolve one step less into mindless clicking.
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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by MrJJJ » 23 May 2016, 06:58

Dyne wrote: Happends, sure, and you were a good RO.
Did you order a hundred crates, though?
So whats your point?

Starting mines is 16, if all squad engineers work well.
One mine can potentially directly kill a Runner (crit, and no weeds=death).
Every other alium walks away.
So indeed, a mine needs a watchman or three.
You will also note mines cant be deployed on Sully in the last desperate defense.

Aliens already have a hard counter to this- Crusher, that is unaffected.
Other counter is be smart, look before running, and assaulting in another direction.
Wave attacks are also hard to stop, as you stun one, get a facefull of crab, then Boiler acid does you in, etc.

Withouth the stun, however short, mines will be useless, and aliens dont need to get smart.
The game will devolve one step less into mindless clicking.
You obviously have not even read the suggestion, the suggestion suggests removing stun FROM T3, which is queen, praetorian, hivelord etc, but keeping it on the rest

Also the 100 crates is just a example, its not meant to be taken litteraly, each explosive crate costs 50, and cargo starts with 120 supply points, by the time when marines request them, you probably have around 230 or more, which makes you able to order at least 48 mines or more, which all stun everyone expect crushers, and most people do watch their mines, since they often placed near defensive positions or such, and not every alien can stop and right click every single bullet, food, etc to see if there is a mine or not, its kind of why they effective, and sometimes there is no dear crusher to help with mines, and if there is, you have to point him to where they are, then have him get there to explode it and run away, which i never seen aliens ever really do.

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Dyne » 23 May 2016, 07:27

MrJJJ wrote: You obviously have not even read the suggestion, the suggestion suggests removing stun FROM T3, which is queen, praetorian, hivelord etc, but keeping it on the rest

Also the 100 crates is just a example, its not meant to be taken litteraly, each explosive crate costs 50, and cargo starts with 120 supply points, by the time when marines request them, you probably have around 230 or more, which makes you able to order at least 48 mines or more, which all stun everyone expect crushers, and most people do watch their mines, since they often placed near defensive positions or such, and not every alien can stop and right click every single bullet, food, etc to see if there is a mine or not, its kind of why they effective, and sometimes there is no dear crusher to help with mines, and if there is, you have to point him to where they are, then have him get there to explode it and run away, which i never seen aliens ever really do.
"...you have to point him to where they are, then have him get there to explode it and run away, which i never seen aliens ever really do."
\_ its called teamwork. And good hives do it.

Also I read the proposal quite well, and i ask again 'why?'.

Why must ravager waltz through mines? It's t-3, if you are unaware.
If you count Hivelords as t-3, so are Carriers. Yay, no more mines to stop Carriers!
And Queen, let her screech and advance all she wants, sure.

You are also assuming cargo orders nothing else, which may be true, but is not necessarily so, and in most cases isnt.
That means you choose. Fancy guns, or sentry, or a set of SL armor, or plasteel, or SPC ammo, etc.
One crate is 4 mines, last i checked as well, no? And some grenades?
So 230/50 is 4, another 16 mines, quite good.

But to finalize my point, I'll give you an idea of what number are we talking about.

This is 25 'mines'. 9 more then marines start with. https://www.dropbox.com/s/t52s4l4tz5dvc ... 1.bmp?dl=0
This is roughly a hundred mines. https://www.dropbox.com/s/8848uj6fb9n2u ... 9.bmp?dl=0
This is another hundred. https://www.dropbox.com/s/w6fyu20vsdbg05k/Egg3.bmp?dl=0
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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by MrJJJ » 23 May 2016, 07:53

Dyne wrote:
"...you have to point him to where they are, then have him get there to explode it and run away, which i never seen aliens ever really do."
\_ its called teamwork. And good hives do it.

Also I read the proposal quite well, and i ask again 'why?'.

Why must ravager waltz through mines? It's t-3, if you are unaware.

Why must crusher waltz through mines?


If you count Hivelords as t-3, so are Carriers. Yay, no more mines to stop Carriers!

Carriers are not T3, they actually T2, its even specified in the rules that they are T2


And Queen, let her screech and advance all she wants, sure.

k


You are also assuming cargo orders nothing else, which may be true, but is not necessarily so, and in most cases isnt.
That means you choose. Fancy guns, or sentry, or a set of SL armor, or plasteel, or SPC ammo, etc.
One crate is 4 mines, last i checked as well, no? And some grenades?

One crate is
2 incendinary grenades
4 Frag grenades
3 Mine boxes, each have 4 mines in them, so that means 12 mines each crate



So 230/50 is 4, another 16 mines, quite good.

But to finalize my point, I'll give you an idea of what number are we talking about.
Okay, seriously?
Dyne wrote:
This is 25 'mines'. 9 more then marines start with. https://www.dropbox.com/s/t52s4l4tz5dvc ... 1.bmp?dl=0
This is roughly a hundred mines. https://www.dropbox.com/s/8848uj6fb9n2u ... 9.bmp?dl=0
This is another hundred. https://www.dropbox.com/s/w6fyu20vsdbg05k/Egg3.bmp?dl=0


Why are you taking pictures of the current round which has not even finished yet as of time of this post? and what do eggs have to do anything with this?

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Dyne » 23 May 2016, 07:59

Yes, seriously. I take it you have nothing to comment on the essence of the point- number of mines per crate, for instance?

If you cant see a parallel between eggs and mines, we really have nothing to discuss further.
And I took them as an illustration to show what 'a hundred crates' is in real game, so you dont use hyperbole in a discussion so freely.
No need to spoil what round it is.
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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by MrJJJ » 23 May 2016, 08:06

Dyne wrote:Yes, seriously. I take it you have nothing to comment on the essence of the point- number of mines per crate, for instance?

If you cant see a parallel between eggs and mines, we really have nothing to discuss further.
And I took them as an illustration to show what 'a hundred crates' is in real game, so you dont use hyperbole in a discussion so freely.
No need to spoil what round it is.
I just said in each explosive crate, there is 3 mine boxes, in each box, is 4 mines so this means there is 12 mines in each explosive crate, mines explode and stun, harming the alien greatly and stunning them long enough for marines to usually kill, eggs can be avoided and are easily seen, and only stun, and if you already infected, can go through them freely, this litteraly has nothing to do with mines in any real way and this is not even how you hyperbole.

Also, why the hell on earth did you even take pictures, and post them, if its the current round? there is a reason this is not allowed

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Seehund » 23 May 2016, 08:19

One would think the entire purpose of a landmine is being deadly, or at least incapacitating your foe.

But, you know.
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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by darklizard45 » 23 May 2016, 12:58

Ok let's clear some things then:
First, explosions will still damage the xenos, so if you are a ravager and you have 35% of HP then you will likelly not survive the blast
Second of all, as I sayed earlier tier 1 and 2 xenos will still get stunned from the explosions, I will also consider not giving the "explosion stun immunity" to Hivelords and Boilers due to them being a more supportive type
Third of all, marines have a descent explosive arsenal, just to name a few examples: Granades, C4, Incendiary granades, granade launchers (all of the pulse rifles start with these), M92 Grenade Launcher, SADARs!!!, and of course mines...

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Rey » 23 May 2016, 13:33

There's already a Crusher for clearing out mines. Grenades take a few seconds to arm where the alien can run away. Sadar is... Sadar, it's fine. I don't really get this, an explosion would stun you, it only makes sense.
-1

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Ocnjak20 » 23 May 2016, 14:02

Everything is fine to some extent, however if they actually go overboard with the Mines against Xeno, then I would kindly suggest to limit amount of Mine Boxes ordered per round. Its simple and plain as that.

And yeah Mines are a bitch for all Xeno, I love Mines myself but if they keep on abusing them then something has to be done about it.

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by MauroVega » 24 May 2016, 18:47

-1 As explained above
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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Jesstreeter » 24 May 2016, 21:28

I don't really think you can remove the stun from mines without also doing it to grenades - And that would just impede Marines way too much.

As it is right now, Mines makes Xenos have to be on their toes (Lel puns) and scan the enviroment ahead of them - Which you should always try to do anyways. If you charge head-on without surveying the battlefield first, you're a terrible Alien.

I realise you're talking about Tier 3s only, but considering you can survive a mine blast as it is currently; The incapacitation effect of the mine is the only real advantage of mines late-game when you're up against large hives.

If you were to introduce this, Marines would just make rows of mines and make a tunnel funnelling Aliens into it. I realise there's a work-around of this via acid, but I like the "area of denial" effect mines have over this type of gameplay.

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by jalen earl » 24 May 2016, 22:13

More in favour of reduced stun times for ravager,boiler,praetorian, hivelord and queen. Makes sense that the larger xenos are more resilient than the smaller castes.

As for mines just suck it up and look before you leap. Easy to solve if you work as a team to set them off or work around them
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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by 1138 » 24 May 2016, 23:55

"limit marine explosives instead of giving aliens some fathomable survivability"

Every time, guys, this doesn't work.

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by MrJJJ » 25 May 2016, 03:14

1138 wrote:Every time, guys, this doesn't work.

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by RoswellRay » 25 May 2016, 10:11

This would render the Sadar useless to the point it would simply be a sniper rifle with much less ammo and much harder to use.

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Staff Assistant » 25 May 2016, 14:25

A mine exploding:
► Show Spoiler
How such an explosion couldn't stun a living being? no matter it's size.
Image

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Re: Explosion Stun [spoiler] n e r f [/spoiler]

Post by Mitchs98 » 25 May 2016, 18:46

-1. This has to be one of the worst suggestions I've read in quite some time, in all honesty. It is a MINE. It is a GRENADE. What do you expect? It explodes. Explosions have concussive force. Concussive force knocks you on your ass and damages your innards and outards. Removing the stun from any tier would make them useless, especially considering crushers.

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