Increase T3' RNG chance to deflect bullets

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Crab_Spider
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Increase T3' RNG chance to deflect bullets

Post by Crab_Spider » 10 Jan 2017, 12:34

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

Benefits (How this will benefit the server and game as a whole): T3s are supposed to strike fear into the hearts of their enemies, and when you can kill a Ravager with 4 continuous shots of buckshot, there has to be some kind of change. Bullets barely deflect for T3's, and most of the time, they're killed with ease due to their low health.

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

Implementation (Optional, if you have an idea how to implement it): Coding
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Sargeantmuffinman
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Re: Increase T3' RNG chance to deflect bullets

Post by Sargeantmuffinman » 10 Jan 2017, 12:35

Isn't that what upgrading is for?
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Re: Increase T3' RNG chance to deflect bullets

Post by Crab_Spider » 10 Jan 2017, 12:42

Sargeantmuffinman wrote:Isn't that what upgrading is for?
It really doesn't do much. I've been noticing how my bullets will actually connect with an Elite Empress and how an Ancient Hunter very little defense against bullets.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: Increase T3' RNG chance to deflect bullets

Post by Nayser » 10 Jan 2017, 12:43

I kinda agree on this. Most of T3's are supposed to be really hard to pierce, notice i said most, i would really exclude boiler's armor buff. Since marines always grab armor piercing ammo anyways, it wouldn't hurt to add more chance to deflect normal bullets to T3's. It would force marines to save armor piercing ammo for T3's and not spam it on smaller aliens. Oh and shotguns with buckshot are really freaking powerful, it'd be cool if shotgun's buckshot effectiveness against t3's were shotgun's only downside (except range ofcourse).
Last edited by Nayser on 10 Jan 2017, 12:44, edited 1 time in total.
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Re: Increase T3' RNG chance to deflect bullets

Post by Dirty Old Harry » 10 Jan 2017, 12:43

Gonna -1 this one, Ravagers DO implant fear into the hearts of men. And with the thing about buckshot? That seems fair, if a Marine can get close enough (And live long enough) and if he can get all his hits in and the Ravager HASN'T ran away then he should get the kill fair and square.
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Re: Increase T3' RNG chance to deflect bullets

Post by Nayser » 10 Jan 2017, 12:50

Dirty Old Harry wrote:Gonna -1 this one, Ravagers DO implant fear into the hearts of men. And with the thing about buckshot? That seems fair, if a Marine can get close enough (And live long enough) and if he can get all his hits in and the Ravager HASN'T ran away then he should get the kill fair and square.
So you talk about marine with shotgun closing in on ravager? I suppose you know then that ravagers are scared of buckshot shotguns (if they are smart) since it's usually the aliens who are supposed to want to get close and personal, especially ravager. x)
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Re: Increase T3' RNG chance to deflect bullets

Post by LarryOrtega » 10 Jan 2017, 12:57

I´ll say -1 to this, with the speed nerf of marines, it´s very hard to go close enough to kill a Rav with shotgun, you must be a really bad ravager...
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Re: Increase T3' RNG chance to deflect bullets

Post by Sarah_U. » 10 Jan 2017, 13:11

I'll -1 this and state I'Ve played all T3s. The thing is, you shouldn't be up front untill mature and even then you should be careful. Increasing your armor will only make most xenos go too hard in and die even more. The current meta forces xenos to coordinate and regroup so that they properly push when needed and pull back when they've done the damage. You should be in the open to strike, but rather have two covers you can quickly retreat to, so that you can either restart the attack if marines push or bail as fast as possible using it to cover your retreat.

All in all, I understand your point, it is most likely good an idea, but not in the sence that it would motivate and improve the strenght of the PLAYER as a whole, which is something that should be considered. Players need to learn from their mistakes, even thou sometimes they're not fully responsible for them.

(TL:DR Xenos need to use cover and learn from their mistakes. Improving their basic ability doesn't improve their skills)
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Increase T3' RNG chance to deflect bullets

Post by Toroic » 10 Jan 2017, 13:15

-1 from me. Some castes already get better deflection as they age, and xenos in general get more durable and better damage on top of that.

I don't think xenos need a buff at this time.
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Re: Increase T3' RNG chance to deflect bullets

Post by Dirty Old Harry » 10 Jan 2017, 14:14

Nayser wrote:So you talk about marine with shotgun closing in on ravager? I suppose you know then that ravagers are scared of buckshot shotguns (if they are smart) since it's usually the aliens who are supposed to want to get close and personal, especially ravager. x)
Exactly, most marines won't try getting close which means that the chance of coming across a scenario in which a Marine is able to cuckshot a Rav is even slimmer, this only proves to add to my statement as before. In the event that a Rav tries to charge a Marine and misses and then goes for melee then it's a dangerous game for both of them and it should be, that way it all boils down to who is the more robust of the two and not who has better luck. Sounds pretty damn fair to me.
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Re: Increase T3' RNG chance to deflect bullets

Post by Nayser » 10 Jan 2017, 14:38

Dirty Old Harry wrote:Exactly, most marines won't try getting close which means that the chance of coming across a scenario in which a Marine is able to cuckshot a Rav is even slimmer, this only proves to add to my statement as before. In the event that a Rav tries to charge a Marine and misses and then goes for melee then it's a dangerous game for both of them and it should be, that way it all boils down to who is the more robust of the two and not who has better luck. Sounds pretty damn fair to me.
I think you've never been buckshoted right as you leap. And it's only stupid to keep fighting after you missed leap. Even if you kill marine you will most likely end up terribly wounded. And usually there is more than one marine.
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Re: Increase T3' RNG chance to deflect bullets

Post by Dirty Old Harry » 10 Jan 2017, 16:47

Nayser wrote:I think you've never been buckshoted right as you leap. And it's only stupid to keep fighting after you missed leap. Even if you kill marine you will most likely end up terribly wounded. And usually there is more than one marine.
I think you have forgotten that Aliens can just regen damage if they stand still on weeds AND they also have a chance to completely negate bullets (When a bullet is deflected). Marines don't get either of these, I've been cuckshoted before and trust me that getting cuckshotted as a Marine sucks so much more than being cuckshotted as an alien since all my experiences with getting cuckshotted have been FF and they have all resulted in my death, sometimes immediately and sometimes soon after. In the event of a Marine dying they either get left there or they get dragged back to the FOB to get sent back up and then you have the whole deal with actually getting evaced and waiting for some half-witted doctor to clone you and you're back in the round. In the event that a Alien dies this way then you could respawn and run the full cycle of evolving to Rav, dying and then respawning twice in the time it takes for one Marine to be processed. As for continuing to fight after missing the leap, Ravager's do this all the time, basically what they can do that most other hunters/runners can't. Check. Mate.
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That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.

http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.

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Re: Increase T3' RNG chance to deflect bullets

Post by forwardslashN » 11 Jan 2017, 06:45

T3s already have really high deflect chance, especially as they upgrade. I don't really think this is a good idea, at least how the game is balanced right now. Denied.
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