consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

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misto
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consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by misto » 06 Jun 2017, 03:08

Summary (a quick, 2-3 sentence summary): stuns are the king of ss13 combat. explosives were one of the few options marines had for putting a stun on an alien, while aliens enjoy a wealth of ways to rapidly and efficiently stun marines(pounces, tackles, screeches, neurotoxins, charges). im sure youre watching closely and noticing the effects of this change.

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

Details (Description of how you think this would work, the benefits, etc): i put the (?) there because chargers have been made "less robust" and i do not know the exact details of this, such as if theyre still utterly resistant to explosives to the point of being used as minesweepers or not.

a sensible alien team is more capable than ever before of keeping their big aliens alive nearly indefinitely, barring the big alien trying to go rambo and overextending while young.

grenades were bad enough beforehand due to the fuse that regularly lets aliens run away from them to the point that most marines rarely bothered with them. (while im here making a thread i may as well also mention: shorten that fuse too!)

a stunned alien is one of the few ways to get them to sit still long enough for you to kill them rather than just making them go into timeout to nap on some weeds and huff recovery pheromones for 20sec

PLEASE NOTE: you do not have to make this a binary thing (always vulnerable to explosive stuns/always immune to explosive stuns) for example, you could give crushers 60% chance of going unstunned, 50% for ravagers, further percentage improvements as they ascend to mature, elite, ancient, etc. i am unsure of how much coding work it would require, but you have options to explore for carefully fine tuning the balance here. good luck!

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Crab_Spider
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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Crab_Spider » 06 Jun 2017, 06:46

No, in SS13 combat, stuns are cancer. Crushers were always used as minesweepers, and that was the point of them. They're the only T3 immune to explosives and RNG on Byond is one thing that fucks everyone over, so yeah, hell fucking no to that. T3s were also killed in such anti-climatic and downright ridiculous ways with explosive stuns, it became common place. Rather than shooting them to death (which was more effective for a couple of reasons), Marines would often lob a few grenades trying to kill a T3, sometimes just being inconsiderate to the people they killed in the process. THAT was the consequence of those stuns.

HELL FUCKIN NO -1

I'll be waiting here reading my newspaper.
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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Biolock
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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Biolock » 06 Jun 2017, 07:08

You know you can cook grenades... right?
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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immaspaceninja
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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by immaspaceninja » 06 Jun 2017, 08:21

Biolock wrote:You know you can cook grenades... right?
You're aware that you cant cook UGL nades, right?
Pyotr Nachocheese

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Crab_Spider
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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Crab_Spider » 06 Jun 2017, 08:24

immaspaceninja wrote:You're aware that you cant cook UGL nades, right?
Yes you can.
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

Araulius
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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Araulius » 06 Jun 2017, 08:30

No you can't

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Crab_Spider
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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Crab_Spider » 06 Jun 2017, 08:44

Araulius wrote:No you can't
I don't want to ruin the surprise but to keep it vague, you can.
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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Steven Sneider
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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Steven Sneider » 06 Jun 2017, 09:04

Araulius wrote:No you can't
Shoot UGL under your feet and grab the nade ASAP and throw.
NO MERCY! NO RESPITE!

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Sarah_U.
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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Sarah_U. » 06 Jun 2017, 11:42

Heavy -1, I don't like my games with CC.

Wait, rethinking it: -2, I really don't like my games with CC.

Although I'm for heavy-explosives knocking out T3s.
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
► Show Spoiler

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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Crab_Spider » 06 Jun 2017, 12:31

Sarah_U. wrote:Heavy -1, I don't like my games with CC.

Wait, rethinking it: -2, I really don't like my games with CC.

Although I'm for heavy-explosives knocking out T3s.
CC?
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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Sarah_U.
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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Sarah_U. » 06 Jun 2017, 12:37

Crowd control, any abilities or elements of a game that's meant to slow or deter abilities from a player/crowd.

Screech, old stomp, neurotoxin, flashbang, etc.
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
► Show Spoiler

misto
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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by misto » 06 Jun 2017, 12:49

Crab_Spider wrote:No, in SS13 combat, stuns are cancer.
hmmm. does that mean i can count on your support if i make a thread about toning down some of the numerous stuns aliens enjoy, such as infinite tackles, rapidly reusable pounces, cheap neurotoxin spits, etc.?

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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by MrJJJ » 06 Jun 2017, 12:50

A ravager can charge in and then get out with no consequence while that mine blows up nearby marines and fucks them up

Queen can survive OB's fairly easily now along with all the other castes who would usually get stunned by this and die

Do i need to say anything more?
It sucks having CC, but with the click delay, its really fucking hard to win or have fun

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Re: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Crab_Spider » 06 Jun 2017, 12:55

misto wrote:hmmm. does that mean i can count on your support if i make a thread about toning down some of the numerous stuns aliens enjoy, such as infinite tackles, rapidly reusable pounces, cheap neurotoxin spits, etc.?
Just because I said stuns are cancer doesn't mean xenomorphs don't need them. There are many other ways to fix the combat, but they would involve certain other even worse methods. Like handcuffs or a reinforced grab. Marines may last stuns but they can kill T3s just fine.

Also, no. You cannot count on my support because I'm a xeno main.
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: consider rethinking large alien explosive stun immunity, charger explosive immunity(?)

Post by Bmc777 » 22 Jul 2017, 23:30

Crushers are meant to have total stun immunity because they are the closest the Xenos have to a tank. Remember that the amount of marines far outnumbers Xenos, large Xenos are meant to be very strong and require a team effort to take down. Denied.

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