Damage rebalancing

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lcass123
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Damage rebalancing

Post by lcass123 » 15 Jul 2016, 21:21

Summary (a quick, 2-3 sentence summary): Modify the damage of certain aliens to better suit their caste and role.

Benefits (How this will benefit the server and game as a whole): Means that the aliens that are meant to do damage prioritise on that and the ones meant for other roles prioritise that.

Details (Description of how you think this would work, the benefits, etc): Lower the damage of the carrier to that of a runner as they are not meant to be a high damage role , lower the damage of the crusher and increase health slightly as they are meant to be meat shields not ravagers with more armour , reduce the damage of bombardment acid so that it doesn't instantly kill people when they walk into it however keep high damage , increase the initial runner slash damage , slightly reduce the overall damage of ancient aliens so that the marines aren't completely fucked if they don't attack almost immediately. This should come with some minor health increases to the classes , slightly increasing the armour of the carrier and reduce the boiler bombard cooldown slightly. The main reason for these changes is my observation of a current round where I saw multiple instances of non hunter class aliens decapitating in a few hits which really shouldn't happen.

Implementation (Optional, if you have an idea how to implement it): Just minor code adjustments not much to be said.

Please leave feedback on what you think should be changed , if it's damage relevant then argue for it and suggest.

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TeknoKot
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Re: Damage rebalancing

Post by TeknoKot » 15 Jul 2016, 21:22

I'd rather say rebalance stun mechanics than damages. -1
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lcass123
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Re: Damage rebalancing

Post by lcass123 » 15 Jul 2016, 21:27

Do you mean the tackle situations? Tackling is ok but the tackle spam needs to be sorted out by certain means , the main reason for this suggestion is that non hunter class aliens shouldn't be able to decapitate or put marines into crit after only a few hits.

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Toroic
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Re: Damage rebalancing

Post by Toroic » 15 Jul 2016, 22:09

Considering that crusher damage is pretty shitty until elite anyway, I'm +1 for trading damage for more hp.
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forwardslashN
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Re: Damage rebalancing

Post by forwardslashN » 20 Jul 2016, 13:40

TeknoKot wrote:I'd rather say rebalance stun mechanics than damages. -1
That. Also, their damage and such is balanced around what they do. I'm not sure why you think it's not. Aliens get more powerful as they upgrade, but they don't all do the same damage. Resolved.
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