Stand still for 1-2s before being able to fire a SADAR

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RavingManiac
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Stand still for 1-2s before being able to fire a SADAR

Post by RavingManiac » 25 Sep 2016, 00:01

Summary
The actual firing of the SADAR will remain instant. However, the marine needs to not have moved for at least one or two seconds. Blast radius and ammunition availability may be buffed.

Benefits
Part of an overall scheme of shifting the SADAR away from being a hunting-killing weapon, towards being a powerful support, demolition and anti-armor tool.

Details
Right now, the SADAR-wielding specialist acts like the squad's designated badass/point-man. He chases after the alien and charges ahead of the others. After he fires, the rest of the squad catches up to maybe finish off whatever he was able to chase down. In effect, it's an all-or-nothing xeno-killer relying on the supreme skill and reflexes of the specialist, effective to the point of overshadowing the efforts of the rest of the squad beyond serving as the specialist's support team.

Doing this with a real-life rocket-launcher gets you killed. A rocket-launcher is a long, bulky metal tube, and takes time to aim properly. A short delay before a marine is able to fire will accurately reflect this, and shifts the SADAR to its proper role as a tactical support weapon. Instead of reflexes and connection speed, the specialist will rely on tactical placement and coordination with the rest of the squad.

Increasing the effectiveness and availibility of individual SADAR rounds will in turn make it a powerful tool against fortifications and clustered aliens. The specialist, while vulnerable on his own, will be a valuable support, demolitions and anti-armor man for his squad.

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by YungCuz » 25 Sep 2016, 00:24

Personally i think this is fine but i'm unsure if others might disagree with this.
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Casany » 25 Sep 2016, 01:05

doing this makes SADAR users much more susceptible to a runners and hunters, AND it allows more time for aliens to run away when the SADAR comes in because come on, Xenos always meta SADAR. going with -1
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Eenkogneeto » 25 Sep 2016, 07:37

I have to give a tentative -1, Not because I dont like the idea but because of the implementation and current meta would just lead to you getting rekted by one of the 6 ancient hunters.
SADAR should remain a tangible threat to ayys without the gimmick of 'Lel a pfc help intented past you right as the queen came and screeched, get fucked'
In short: Good idea, feel it would be bad in practice though.
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by MauroVega » 25 Sep 2016, 12:08

stated above -1
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Jroinc1 » 25 Sep 2016, 14:45

+1.
Was chased by a lone sadar-wielder for SIX screens who rambo-nated me.
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Edgelord » 25 Sep 2016, 15:58

This would make the SADAR useless.

-1
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Biolock » 25 Sep 2016, 16:11

+1

The specialist is meant to be a support role, not the meta-human surrounded by lesser grunts on a battlefield. A role needs to be balanced, in CM, speed is balanced with power. Right now, a rocketeer is both fast and extremely lethal, an unfair combination.
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Boltersam » 25 Sep 2016, 17:46

Biolock wrote:+1

The specialist is meant to be a support role, not the meta-human surrounded by lesser grunts on a battlefield. A role needs to be balanced, in CM, speed is balanced with power. Right now, a rocketeer is both fast and extremely lethal, an unfair combination.
I agree, not out of blind bias for the Aliens, but because the SADAR has none of the drawbacks of the other Spec options, it's used for

A, hitting big, slow moving, armoured targets! The Queen and T3s.

And B! Cracking open a fortified bunker, which, with this nerf, HE rounds will need more structural damage.

A SADAR user SHOULD have trouble with hitting fast Runners and Hunters, because the SADAR is not anti infantry. Take a smartgun for that, and stop wasting rockets on the alien equivalent of wolves.

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Eenkogneeto » 25 Sep 2016, 17:54

Boltersam wrote:
A SADAR user SHOULD have trouble with hitting fast Runners and Hunters, because the SADAR is not anti infantry. Take a smartgun for that, and stop wasting rockets on the alien equivalent of wolves.
There is nothing more worth sadaring than an ancient hunter. Even compared to the queen its a bigger target.
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by username123 » 25 Sep 2016, 18:02

-1, the sadar balances the game, if sadar specs have to wait a second or two to fire the sadar, it will become a useless weapon because:

A-) 1 second is more than enough to escape the small range that the HE and WP rocket has.
B-) It will be impossible to hit anything that is not stationary with AP rockets.
C-) You won't be able to counter ravagers, elite/ancient hunters which is the main reason the sadar exist

The only way i see this working is if the sadar gets a massive buff like increasing the range of the HE and WP rocket explosion by 3 or 4 times, AP rockets being able to auto track the target, and if the sadars gets a scope, which a lot of rocket launcher have.

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Jroinc1 » 25 Sep 2016, 18:08

Or you could stand in your squad and WAIT for an alien to come into sight?
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Boltersam » 25 Sep 2016, 19:05

Suroruro wrote: There is nothing more worth sadaring than an ancient hunter. Even compared to the queen its a bigger target.
The problem lies in it being too fast to hit with a rocket. That's where overwhelming firepower of the bullet kind goes in.

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Eenkogneeto » 26 Sep 2016, 10:21

Boltersam wrote:
The problem lies in it being too fast to hit with a rocket. That's where overwhelming firepower of the bullet kind goes in.
Not really the thread to discuss hunter balance so we should leave this here I think probably. We're getting off topic rapidly.
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Boltersam » 26 Sep 2016, 10:31

Suroruro wrote: Not really the thread to discuss hunter balance so we should leave this here I think probably. We're getting off topic rapidly.
Yes, but the point remains that the SADAR should get this drawback, because it's not meant to be handling what's essentially infantry, it's the big ones you should be aiming for.

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Aeleto » 26 Sep 2016, 10:46

Might as well remove it, because even the t3 can move out of the sight pretty quickly.

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Casany » 26 Sep 2016, 17:38

Going back to my point here. The SADAR has a pretty obvious Sprite, and xenos can see through walls. The second a xeno sees a SADAR they already run! Your just giving them more time to do so. And in a perfect world where the SADAR didn't FF they might be in the middle providing rocket support and protected, but they are forced into the front because of just one single marine goes in front of them they and that marine are ducked. Sticking with -1
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Fritigern » 26 Sep 2016, 18:14

-1 Awful idea.

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by kastion » 27 Sep 2016, 00:01

+1 sadar should either have to aim for a second or have a huge chance to miss and go somewhere else if you dont.

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by EMT_321 » 27 Sep 2016, 03:58

-1.

This will nerf the marines best weapon into uselessness.

Total: -2

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by bloody russkie » 27 Sep 2016, 04:13

>stand still
>moment ayy see the doom tube, he run away from sadarist screen.
Just telling you - AT rocket have shit accuracy and miss most of the time regardless if you target alien sprite itself or behind it (like trying to hit it with bullets it still have HUGE chance to miss).
And squad? These assholes gonna FF you to death most of the time, hell no.
-1.

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Bigchilly » 29 Sep 2016, 16:50

-1 You already have to deal with angry bald men eating your AT rounds because they are idiots, no way my dudes.
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by jaggaaff » 29 Sep 2016, 23:56

-1 Removes the part of what makes the SADAR truly great.

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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Jeser » 30 Sep 2016, 14:57

JPR wrote:Or you could stand in your squad and WAIT for an alien to come into sight?
You want SADAR being able to fire only after standing still for 2 seconds? Finally, we got official permission from aliens to turtle the fuck out of FoB. I'd like to see how aliens will assault FoBs with 3 SADAR Specs and one sniper and full of other marines.
Casany wrote:Going back to my point here. The SADAR has a pretty obvious Sprite, and xenos can see through walls. The second a xeno sees a SADAR they already run! Your just giving them more time to do so. And in a perfect world where the SADAR didn't FF they might be in the middle providing rocket support and protected, but they are forced into the front because of just one single marine goes in front of them they and that marine are ducked. Sticking with -1
This ^

Also, TS, please, play 3 rounds as Spec with SADAR, then return and give OBJECTIVE opinion on this subject.
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Re: Stand still for 1-2s before being able to fire a SADAR

Post by Wubs4Scrubs » 07 Apr 2017, 19:29

-1

Too exploitable by the aliens for my taste, I can already picture one ancient runner sprinting ahead of the xeno assault force which just runs in circles pushing the rocketeer so they can't shoot the crusher barreling towards their defenses. In addition, one of the most useful aspects of a SADAR spec is the stopping power they control in regards to quickly putting down the biggest xenos assaulting their defenses. When the xeno assault is approaching the defenses many marines will run away from the defenses and the SADAR spec will either be pushed or have to move a bit to adjust to all the marines moving around. While only a few seconds difference a change like this could mean the difference between the marine's defenses being broken or holding against the attack.
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