Make Hyperzine Great Again

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Surrealistik
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Make Hyperzine Great Again

Post by Surrealistik » 14 Sep 2016, 22:27

Summary (a quick, 2-3 sentence summary):

Have Hyperzine grant a small speed bonus in addition to its current effect, and perhaps some pain/stun resistance. Beyond that, its OD threshold and meta rate should be reverted to their defaults, and it should deal no heart damage prior to this threshold because it's nowhere near as strong as it once was.

Benefits (How this will benefit the server and game as a whole):

Makes Hyperzine great (worthwhile) again.

Details (Description of how you think this would work, the benefits, etc):

Per summary.

Implementation (Optional, if you have an idea how to implement it):

Minor coding.


Yes, Hyperzine has some niche value as is, but honestly, the slowdown immunity just isn't enough; the niche is just too small.
Last edited by Surrealistik on 27 Nov 2016, 14:09, edited 3 times in total.
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Aetsuki
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Re: Make Hyperzine Great Again

Post by Aetsuki » 14 Sep 2016, 22:35

It had a speed bonus previously, it was nerfed because marines were outrunning runners.
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Surrealistik
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Re: Make Hyperzine Great Again

Post by Surrealistik » 14 Sep 2016, 22:39

Aetsuki wrote:It had a speed bonus previously, it was nerfed because marines were outrunning runners.
Yes, I am not suggesting it make marines move like greased lightning meets scalded cat again.
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Eenkogneeto
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Re: Make Hyperzine Great Again

Post by Eenkogneeto » 15 Sep 2016, 05:38

Actually how about making it have a higher OD threshold now that it's not as strong? So you can pop a big (Maybe 10u?) pill and heft around your armor/ignore pain damage for a while. Enhance its niche instead of changing it.
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Re: Make Hyperzine Great Again

Post by Surrealistik » 15 Sep 2016, 12:45

It should probably have a higher OD threshold in addition to the above, and no heart damage on pre-threshold values, since that threshold was orientated around what was basically a brokenly powerful benefit.
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Re: Make Hyperzine Great Again

Post by Surrealistik » 16 Oct 2016, 19:15

Bump.
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Re: Make Hyperzine Great Again

Post by Jroinc1 » 16 Oct 2016, 19:23

+1
Threshold is too low for the amount of usefulness granted, and I'm afraid someone's gonna take like 10 points of heart damage via RNG and die from a "safe" dose...

Speed boost I'm meh about, as ignore all slowdowns means that an injured marine on sticky resin can still yakety-sax away at TOP SPEED, and the squad assaulting can do the same thing.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
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Total kills with SM- 6

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Surrealistik
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Re: Make Hyperzine Great Again

Post by Surrealistik » 16 Oct 2016, 19:41

I think a small speed boost is desirable; allows Hyperzine to be useful outside of situational circumstances without having Marines move faster than Runners.
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Re: Make Hyperzine Great Again

Post by Jroinc1 » 16 Oct 2016, 22:05

Surrealistik wrote:I think a small speed boost is desirable; allows Hyperzine to be useful outside of situational circumstances without having Marines move faster than Runners.
I disagree, as unhurt marines can already run down and kill most (All?) non-runner-path castes currently.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
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Surrealistik
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Re: Make Hyperzine Great Again

Post by Surrealistik » 16 Oct 2016, 22:16

JPR wrote: I disagree, as unhurt marines can already run down and kill most (All?) non-runner-path castes currently.
That's the thing; a speed bump of 1 or 2 isn't going to make much of a material difference; no breakpoints or thresholds are getting crossed; it just makes it somewhat easier to run down aliens that the user can run down anyways.
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Re: Make Hyperzine Great Again

Post by Jroinc1 » 16 Oct 2016, 22:47

Surrealistik wrote: That's the thing; a speed bump of 1 or 2 isn't going to make much of a material difference; no breakpoints or thresholds are getting crossed; it just makes it somewhat easier to run down aliens that the user can run down anyways.
And that's why I'm no-ing it. Ayys already have their work cut out to avoid the 'rineswarm. This'll remove the weed slowdown, which'll make marines faster than most xenos. They don't need to be even FASTER with no downsides, or it'll be abused again
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Surrealistik
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Re: Make Hyperzine Great Again

Post by Surrealistik » 16 Oct 2016, 22:49

JPR wrote: And that's why I'm no-ing it. Ayys already have their work cut out to avoid the 'rineswarm. This'll remove the weed slowdown, which'll make marines faster than most xenos. They don't need to be even FASTER with no downsides, or it'll be abused again
Even when Hyperzine made marines move at ludicrous speed they rarely got mileage out of it (personally I was very frustrated by this); I should know, I flooded the battlefield with combat drugs nearly every time I played, so I don't see there being an issue in practice with an effect that's a small fraction of the prior buff, and that doesn't allow marines to catch up to any alien they otherwise couldn't.
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Re: Make Hyperzine Great Again

Post by Jroinc1 » 17 Oct 2016, 00:11

I played ayy. I'm still horrified/disgusted by how OP your oldschool drugs were whenever they were used. I remember a 5-10 man squad, ALL OF WHICH were near-immune to stuns and kept zooming back and forth no matter WHAT we did.
With the slowdown removal, they'll be able to move at top speed regardless. That's fine, but I dislike more than that.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Surrealistik
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Re: Make Hyperzine Great Again

Post by Surrealistik » 17 Oct 2016, 00:49

We'll just have to agree to disagree; unfortunately my drugs rarely made a difference in terms of round wins, and I can't see Hyperzine with a mere 1 unit speed boost by comparison tipping the scales. That said, at an absolute minimum it should have its OD threshold increased, and heart damage exclusive to OD effects.
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Re: Make Hyperzine Great Again

Post by Jroinc1 » 17 Oct 2016, 14:03

Surrealistik wrote:We'll just have to agree to disagree; unfortunately my drugs rarely made a difference in terms of round wins, and I can't see Hyperzine with a mere 1 unit speed boost by comparison tipping the scales. That said, at an absolute minimum it should have its OD threshold increased, and heart damage exclusive to OD effects.
Understood, and I agree with the minimum effects you list.
(BTW, I approve of your responding to EVERY post made here. Shows you care.)
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Make Hyperzine Great Again

Post by Surrealistik » 17 Oct 2016, 14:13

I feel pretty strongly about the issue because honestly chem is pretty much the only way a Researcher remains relevant to Team Marine.

Also yes, theoretically an assload of marines moving at Sanic Speed with heavy stun resistance should land some wins, but in practice it rarely worked out that way much to my frustration and amazement. Part of it is that few (competent) marines actually used the drugs (also lots of retarded players ODed on them despite there being explicit instructions on each pill not to use more than 1 within a 4 minute window). I wouldn't say they never made the difference, and there were a couple of games won off the back of Assblast USA, but the stars pretty much had to align for good players to properly exploit them and turn the tide. I think if veteran players caught onto proper use of the drugs pre-Hyperzine nerf they would have been hilariously overpowered in practice, but I unfortunately never saw this happen despite months of mass producing combat chems.
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Re: Make Hyperzine Great Again

Post by Jroinc1 » 17 Oct 2016, 14:47

Surrealistik wrote:I think if veteran players caught onto proper use of the drugs pre-Hyperzine nerf they would have been hilariously overpowered in practice, but I unfortunately never saw this happen despite months of mass producing combat chems.
I saw it... 3-4 times planetside and it was scary. RSR rarely sees the fruits of his labor, sadly.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Make Hyperzine Great Again

Post by Warnipple » 17 Oct 2016, 18:38

+1 Bring back cocaine
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Re: Make Hyperzine Great Again

Post by Surrealistik » 17 Oct 2016, 19:10

JPR wrote: I saw it... 3-4 times planetside and it was scary. RSR rarely sees the fruits of his labor, sadly.
I don't doubt it; but keep in mind that's 3-4 times out of several months worth of rounds.

That said, yes, old Hyperzine was hilariously OP if properly used; my view is that a very slight speed increase in new Hyperzine in conjunction with the other proposed changes won't suddenly break the chem vs none at all; I just don't see that happening if Sanic Speed-Coke wasn't enough to destroy game balance in the marine's favour.
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Re: Make Hyperzine Great Again

Post by username123 » 17 Oct 2016, 20:02

Yeah devs just "buffed" hyperzine then out of nowhere, nerfed it to the point of making it useless compared to how it used to work, just revert the nerf and make it give only slowdown inmunity, with an OD threeshold of 20u make it last AS LONG AND IT USED TO LAST and removed the hearth damage that it causes. I don't know whats the deal with devs always nerfing the useful things that researchers can make, devs have nerfed every single thing that researchers can make, if you guys hate so much people that like to make new things and test useful things, just remove the researcher job and the researcher lab.

+1 to the suggestion.

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Re: Make Hyperzine Great Again

Post by Derpislav » 24 Oct 2016, 20:08

+1. Heart damage is not worth it. It needs either less harsh penalties, or a bigger boost.
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Re: Make Hyperzine Great Again

Post by outordinary » 30 Oct 2016, 06:13

-1 on the speed boost, not having that bullshit again.

Having the threshold up I can agree on though for the reasons of safe doses having a chance to give heart damage.

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Re: Make Hyperzine Great Again

Post by Surrealistik » 30 Oct 2016, 15:46

outordinary wrote:-1 on the speed boost, not having that bullshit again.

Having the threshold up I can agree on though for the reasons of safe doses having a chance to give heart damage.
There's a massive difference between a slight 1 tile speed boost, and having blazing assrockets like before.
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Re: Make Hyperzine Great Again

Post by Snypehunter007 » 26 Nov 2016, 10:41

It is unlikely that this is going to be looked at if the development team nerfed it so hard, soooooo.

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Re: Make Hyperzine Great Again

Post by Jroinc1 » 26 Nov 2016, 14:57

Aww. It seems like a fairly decent suggestion, and I think hyperzine got hit WAY too hard with the nerfbat.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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