Ravager rework

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Nubs
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Ravager rework

Post by Nubs » 23 Sep 2016, 17:37

Summary (a quick, 2-3 sentence summary):Ravagers gain the ability to 'store' additional charge abilities, which increases with upgrade level.

Benefits (How this will benefit the server and game as a whole): Allows ravager to be more viable compared to elite/ancient hunters, and allows more strategic play/thinking when using a ravager.

Details (Description of how you think this would work, the benefits, etc):Here's a rough idea of how it would work:
Young ravager - starts with 1 charge, can gain an additional 1
Mature ravager - starts with 1 charge, can gain an additional 2
Elite ravager - starts with 2 charges, can gain an additional 2
Ancient ravager - starts with 3! charges, can gain an additional 3

Charges (past whatever number you start with) regen and store up to 50 % slower per charge, cumulative. (charge 1 regen 30? secs? charge 2 60, etc) Several circumstances can change this, for example:

Decapitating someone gives you an instant free charge
Being hit by fire gives you an instant free charge, but only 1 per flame application
frenzy hormones decrease charge cooldown
If you hit 50% or below health, you gain 1 charge
Being stunned by an explosion loses 1 charge (You cannot lose any charges you start with)
Hitting a wall makes you lose a charge (You cannot lose any charges you start with)

Charge cost from 30>20, very small forced delay between activating stored charges to prevent abuse.


Implementation (Optional, if you have an idea how to implement it):Sorry, i'm not a coder at all, and obviously don't have access to the code. :(
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YungCuz
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Re: Ravager rework

Post by YungCuz » 23 Sep 2016, 17:51

I uh...feel like this might make ravager a bit too much of a issue but to make it more viable to a elite/ancient hunter seems nice.
I sorta wish this was a suggestion about Praetorian though
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Sarah_U.
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Re: Ravager rework

Post by Sarah_U. » 27 Sep 2016, 10:40

This is horribly unbalanced and overpowered. Sorry, but I'm going for a -1, balance it or this as a whole would make ravagers EXTREMELY POWERFUL and cause entire platoons to die when their lore counterpart actually have NO LEAPING ABILITY and are meant to be the slowest aside from walking crusher (Which is a lot, saying that even crusher can outspeed a ravager when they normally run).
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Toroic
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Re: Ravager rework

Post by Toroic » 27 Sep 2016, 12:31

Sarah_U. wrote:This is horribly unbalanced and overpowered. Sorry, but I'm going for a -1, balance it or this as a whole would make ravagers EXTREMELY POWERFUL and cause entire platoons to die when their lore counterpart actually have NO LEAPING ABILITY and are meant to be the slowest aside from walking crusher (Which is a lot, saying that even crusher can outspeed a ravager when they normally run).
Crushers that aren't charging are extremely slow compared to Ravagers.

But Ravs need speed because in the game that Ravagers exist in, they're a heavily armored unit. If we had them like that there'd be a lot of overlap with crushers.
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username123
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Re: Ravager rework

Post by username123 » 27 Sep 2016, 13:19

I agree that ravagers need a rework because right now, there's no reason to play as ravager when upgraded hunters are far better in the most important aspects (speed, chance of evasion of projectiles, armor and pounce cooldown), but adding what you are saying in this thread would make ravagers too overpowered, -1 from me.

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Sarah_U.
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Re: Ravager rework

Post by Sarah_U. » 29 Sep 2016, 04:29

Toroic wrote:Crushers that aren't charging are extremely slow compared to Ravagers.

But Ravs need speed because in the game that Ravagers exist in, they're a heavily armored unit. If we had them like that there'd be a lot of overlap with crushers.

Ik ik, but I was mostly referencing for information.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Boltersam
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Re: Ravager rework

Post by Boltersam » 29 Sep 2016, 12:17

If we were going to change this to make it more balanced, the Charge cooldown could be reduced/negated if certain actions are completed. Such as the mentioned decapitation, fire, and Frenzy.

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