xeno FF

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lcass123
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xeno FF

Post by lcass123 » 09 Jul 2016, 09:39

Summary (a quick, 2-3 sentence summary): Make it so that xenos (spitters sentinels praes and boilers) can't shoot through aliens with bombards and spits considering that marines can't do this either.

Benefits (How this will benefit the server and game as a whole): Assists with some of the spit spam that has been going on and gives marines a ranged advantage against groups of mobs.

Details (Description of how you think this would work, the benefits, etc): It prevents the almighty boiler crusher spitter conga that goes on most rounds and makes it so that marines can regain a defensive advantage when at range. In terms of functionality I think the xenos should just block the rounds and not take any negative impacts otherwise every assault would be a mess.

Implementation (Optional, if you have an idea how to implement it): Remove the if(istype(atom,xeno thing)) check from the onhit() of the projectile.

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Re: xeno FF

Post by Desolane900 » 09 Jul 2016, 09:40

+1 because share the pain
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Re: xeno FF

Post by CapREDSPEAR » 09 Jul 2016, 10:05

+1 How does the spitter shoot through a fucking elephant sized crusher

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Re: xeno FF

Post by Toroic » 09 Jul 2016, 10:25

As nice as it is to be able to fire through other xenos and not get blocked by retarded runners, I remember when boiler spit was blocked and we did just fine.

Last week we had a defense where it was two stacked boilers and a mature crusher standing in front defending the hive, and what the hell can marines do about that?

I always enjoyed the moving to the side to let the glob fire and then moving back, because it wasn't quite so easy to just murder marines with that combo.

For normal spit I don't think it matters at all whether or not allies block, the cooldown is low enough you'll just shoot again.
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Re: xeno FF

Post by KingKire » 09 Jul 2016, 10:35

+1 to the idea of removing xenos pass-through projectile code. I dont care if xenos are not injured, but i dont see how xeno would have any better ability to shoot through their ranks then marines. Although its not seen much, it does allow for abuses such as spitter spam if tooken advantage of, and i probably lump it in under a bug if it wasnt intended. if it was, then removing the code would seem okay, the mobility of xenos and their range can usually get them to good locations to spread out and focus fire a majority of the time. Having first rank, second rank on xenos seems...ehhh. As for boilers, i dont know. lore wise, they are said to have high trajectory mortar spit ( from what i've heard), but in reality it functions more like a sniper rifle class with high explosive gas rounds. Personally, i think the later seems to work pretty great balance wise as our current system, and it might be good to reinforce it by having xenos block fire. It also helps blatent abuses such as crushers just permanently standing in front of spitters/boilers instead of moving in and out.
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Re: xeno FF

Post by Sarah_U. » 09 Jul 2016, 13:21

+1 for spitter,
-1 for boiler,
because boilers are intended to be artillery and lob their globs over their allies into their targets. Yes it may be silly at times (Like when you're indoor), but it's Byond in the end and there's not much a choice.

Spitters on the other hand... I've seen hive got all-spitter and despite see'ing marines have a good team, throwing grenades carefully and all that, spitters were about 12 just taking down everyone one by one with 1 carrier and 2 runner-castes playfully taking everyone down...
Either way, not much can be done, just not push the imperfect balance too far on the xeno side with CC would be great... Literally no one I know loves CC, especially me.
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Re: xeno FF

Post by forwardslashN » 09 Jul 2016, 14:34

I kind of want to revert the ff xeno change. It doesn't really make sense to me.
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Re: xeno FF

Post by Toroic » 09 Jul 2016, 17:10

forwardslashN wrote:I kind of want to revert the ff xeno change. It doesn't really make sense to me.
Please do. Boiler crusher combos are OP and xenos win too many rounds already.
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Re: xeno FF

Post by MauroVega » 09 Jul 2016, 17:54

when i was talking about this in deadchat,i was joking
isn't the aliens skin acid proof anyway?
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Re: xeno FF

Post by MauroVega » 09 Jul 2016, 17:55

when i was talking about this in deadchat,i was joking
isn't the aliens skin acid proof anyway?
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Re: xeno FF

Post by Aeleto » 09 Jul 2016, 22:16

Boiler acid is like an artillery shot, it comes from above. I'd rather want to leave it be.

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Re: xeno FF

Post by Toroic » 09 Jul 2016, 22:20

Aeleto wrote:Boiler acid is like an artillery shot, it comes from above. I'd rather want to leave it be.
It makes roleplay sense from from a mechanical point of view is incredibly broken.
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Re: xeno FF

Post by Boltersam » 10 Jul 2016, 06:10

Eh. I can't say I've seen a Boiler-Crusher combo lately, but then again I've been taking a break most of the time, but I wouldn't say this would be that bad of an idea, as it punishes Xenos who don't strategise properly. Then again, we may get two lines of Spitters, front line fires then Rests, back line fires, rests, front line stands up, rinse and repeat. But, we all know we're not getting that level of coordination from either side.

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Re: xeno FF

Post by Toroic » 10 Jul 2016, 09:36

Boltersam wrote:Eh. I can't say I've seen a Boiler-Crusher combo lately, but then again I've been taking a break most of the time, but I wouldn't say this would be that bad of an idea, as it punishes Xenos who don't strategise properly. Then again, we may get two lines of Spitters, front line fires then Rests, back line fires, rests, front line stands up, rinse and repeat. But, we all know we're not getting that level of coordination from either side.
I've seen two massive marine hive assaults turned around by a boiler/crusher combo, where two xenos managed to survive and mostly drive off 30 marines by themselves.

That level of defense with just two skilled characters is absurd.
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Re: xeno FF

Post by Boltersam » 10 Jul 2016, 12:57

Toroic wrote: I've seen two massive marine hive assaults turned around by a boiler/crusher combo, where two xenos managed to survive and mostly drive off 30 marines by themselves.

That level of defense with just two skilled characters is absurd.
Well, it may be more effective due to the fact that the majority of both sides are incompetent.

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Re: xeno FF

Post by Warnipple » 10 Jul 2016, 13:04

I think spitter acid should be blocked by friendly aliens. Doesn't make sense that it doesn't other than balance.
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Re: xeno FF

Post by Haveatya » 10 Jul 2016, 13:57

+1 I agree. Stun spit is the worse enemy.
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Re: xeno FF

Post by Toroic » 10 Jul 2016, 17:11

Boltersam wrote: Well, it may be more effective due to the fact that the majority of both sides are incompetent.
I know how to play crusher, but myself as a crusher and another skilled xeno as a boiler shouldn't be able to wreck 30 assaulting marines. Had they been more competent I don't think it would've helped, as there was never an opening to counter attack
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Re: xeno FF

Post by Boltersam » 10 Jul 2016, 19:50

Toroic wrote: I know how to play crusher, but myself as a crusher and another skilled xeno as a boiler shouldn't be able to wreck 30 assaulting marines. Had they been more competent I don't think it would've helped, as there was never an opening to counter attack
No, I was just saying it's more effective against them due to the fact that they'll A: Keep plinking away at the crusher like the idiots they are, or B: run away to save their own skin. Competent players will be better able to handle it because they know they'd have to try something different, or at least panic the crusher away using melee.

Anyways, this got a bit off topic, but the point still stands.

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Re: xeno FF

Post by Snypehunter007 » 03 Jun 2017, 02:42

Old, lack of continued interest.

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