Forbid crushers from changing direction at high speed
- Renomaki
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Forbid crushers from changing direction at high speed
Summary (a quick, 2-3 sentence summary): When a crusher enters a high enough charging speed, they should be made unable to change direction in any way shape or form, which would be quite realistic considering how physics work.
Benefits (How this will benefit the server and game as a whole): Currently, at least if I am witnessing things correctly, Crushers are able to make nearly impossible turns when charging at max speed. I had seen more than once a crusher perform a perfect 180 after charging and still retain a bit of speed before slowing down due to running in a new direction . A crusher shouldn't be able to just "dash" a few steps back after charging. If a crusher is gonna charge, they should plan it carefully and be ready to dedicate to it, because once they start running, they won't be able to change direction until after they slow down enough.
Details (Description of how you think this would work, the benefits, etc): at low speeds, a crusher can turn about as normal, but once they start running fast enough to enter "Charge mode", they will be locked to the direction they are charging. For instance, if a crusher wants to charge north, he has to build up speed before reaching full power, but once he does, he has to dedicate to it and keep running in that one direction until they either let go of the movement key in question and slow down considerably, or crash into something. No longer could a crusher charge into the center of an FoB and then just "Jerk" right back out before their speed withers out.
Implementation (Optional, if you have an idea how to implement it): A bit of coding to keep track of a crusher's momentum and when to lock up the other directions after entering a charging state. Anyone who has gone crusher already knows that there is a counter that tells you of your current speed, so simply adding a code that alters movement at a certain number shouldn't be too difficult... Right?
Benefits (How this will benefit the server and game as a whole): Currently, at least if I am witnessing things correctly, Crushers are able to make nearly impossible turns when charging at max speed. I had seen more than once a crusher perform a perfect 180 after charging and still retain a bit of speed before slowing down due to running in a new direction . A crusher shouldn't be able to just "dash" a few steps back after charging. If a crusher is gonna charge, they should plan it carefully and be ready to dedicate to it, because once they start running, they won't be able to change direction until after they slow down enough.
Details (Description of how you think this would work, the benefits, etc): at low speeds, a crusher can turn about as normal, but once they start running fast enough to enter "Charge mode", they will be locked to the direction they are charging. For instance, if a crusher wants to charge north, he has to build up speed before reaching full power, but once he does, he has to dedicate to it and keep running in that one direction until they either let go of the movement key in question and slow down considerably, or crash into something. No longer could a crusher charge into the center of an FoB and then just "Jerk" right back out before their speed withers out.
Implementation (Optional, if you have an idea how to implement it): A bit of coding to keep track of a crusher's momentum and when to lock up the other directions after entering a charging state. Anyone who has gone crusher already knows that there is a counter that tells you of your current speed, so simply adding a code that alters movement at a certain number shouldn't be too difficult... Right?
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- Monoo
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Re: Forbid crushers from changing direction at high speed
Massive +1. This is one of the biggest problems with crushers in their current form.
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Re: Forbid crushers from changing direction at high speed
+1 never do I wanto see crushers turning all of a sudden towards a marine again
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- Garrison
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Re: Forbid crushers from changing direction at high speed
This, we need this, they can unnerf the crusher for all I care to compensate for it, but this would AT LEAST put some form of consequence if a Crusher decides to charge in full speed into an army of marines alone.
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- driecg36
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Re: Forbid crushers from changing direction at high speed
+1
Crushers are fat monsters charging at speeds high enough to break through metal walls. The should not be able to turn on a dime at that kind of speed.
Crushers are fat monsters charging at speeds high enough to break through metal walls. The should not be able to turn on a dime at that kind of speed.
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Re: Forbid crushers from changing direction at high speed
play comical brake screeching/tire skidding sounds when they try
- Biolock
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Re: Forbid crushers from changing direction at high speed
+1 it'd be cool if once they reach their max speed they can't stop or change directions until they hit something.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....
- jusa297
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Re: Forbid crushers from changing direction at high speed
+1 make this or else
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- completelynewguy
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Re: Forbid crushers from changing direction at high speed
+1, I thought it was funny, watching what is effectively the equivalent of a small car perform sharp turns and 180s. And by funny, I thought completely overstepping my suspension of disbelief.
- Ping
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Re: Forbid crushers from changing direction at high speed
No other real comments that haven't already been said.
+1
+1
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Re: Forbid crushers from changing direction at high speed
Had crushers charge in and backpedal to off-screen at almost the same speed, it's ridiculous.
- TheDonkified
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Re: Forbid crushers from changing direction at high speed
+1. Pretty much what everyone's been saying.
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- Renomaki
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Re: Forbid crushers from changing direction at high speed
I hate to be that asshole, but I must bump, for this is an idea worth considering and I refuse to let it be buried.
Why we never thought of this in the past baffles me, considering how it only makes so much logical sense. I tire of Crushers pulling off insane acts of physics and being able to use their leftover momentum to dash BACKWARDS a few tiles after charging forwards, it rewards blind charging with little punishment for error. With this, crusher charges will be more risk vs reward and other T3s will be more valued for their agility, as should be intended.
Why we never thought of this in the past baffles me, considering how it only makes so much logical sense. I tire of Crushers pulling off insane acts of physics and being able to use their leftover momentum to dash BACKWARDS a few tiles after charging forwards, it rewards blind charging with little punishment for error. With this, crusher charges will be more risk vs reward and other T3s will be more valued for their agility, as should be intended.
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- Kwin_Original
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Re: Forbid crushers from changing direction at high speed
+1 for anything stated above
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- Nick123q23
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Re: Forbid crushers from changing direction at high speed
Yes, please. +1. It's time to put a stop to multi-alien drifting.
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- Garrison
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Re: Forbid crushers from changing direction at high speed
I KNOW, RIGHT?! It's as if it was blocked out of our minds.Renomaki wrote:Why we never thought of this in the past baffles me,
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- Challenger
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Re: Forbid crushers from changing direction at high speed
Okay let me be the one who shits all over this well-intentioned idea.
The game at the moment is played on two axes, X and Y. We don't usually notice these axes thanks to movement being smooth, good mapping, and a lot of effort put into keeping stuff like bullet projectiles continuous, but there are still some issues that break our immersion regarding the axes. One of these is the current model of a crusher charge. Crushers will only ever charge vertically or horizontally and people are starting to build their FOBs and defences around that: putting defenses in side pockets of a hallway rather than in it, dragging bodies to the side taking cover behind a solid object aligned vertically/horizontally, etc, which stops crushers from taking down those defences even though there's enough space for a good charge if they were to just go diagonally.
So what I would recommend is that while yes, momentum should be momentum and not like, arbitrary speed points you can expend on doing a 360 and walking away, crushers should be able to for example shift one tile to the left and keep charging in the same direction and not lose all their momentum doing it. Essentially make diagonal charges possible so we don't have to cheese the X/Y axis of the game against them and pull us out of immersion.
The game at the moment is played on two axes, X and Y. We don't usually notice these axes thanks to movement being smooth, good mapping, and a lot of effort put into keeping stuff like bullet projectiles continuous, but there are still some issues that break our immersion regarding the axes. One of these is the current model of a crusher charge. Crushers will only ever charge vertically or horizontally and people are starting to build their FOBs and defences around that: putting defenses in side pockets of a hallway rather than in it, dragging bodies to the side taking cover behind a solid object aligned vertically/horizontally, etc, which stops crushers from taking down those defences even though there's enough space for a good charge if they were to just go diagonally.
So what I would recommend is that while yes, momentum should be momentum and not like, arbitrary speed points you can expend on doing a 360 and walking away, crushers should be able to for example shift one tile to the left and keep charging in the same direction and not lose all their momentum doing it. Essentially make diagonal charges possible so we don't have to cheese the X/Y axis of the game against them and pull us out of immersion.
- caleeb101
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Re: Forbid crushers from changing direction at high speed
Or, we can just suck it up and deal with it and not add this, similarly to how aliens still have devour and the many other things we have to just deal with. No need for this.Challenger wrote:Okay let me be the one who shits all over this well-intentioned idea.
The game at the moment is played on two axes, X and Y. We don't usually notice these axes thanks to movement being smooth, good mapping, and a lot of effort put into keeping stuff like bullet projectiles continuous, but there are still some issues that break our immersion regarding the axes. One of these is the current model of a crusher charge. Crushers will only ever charge vertically or horizontally and people are starting to build their FOBs and defences around that: putting defenses in side pockets of a hallway rather than in it, dragging bodies to the side taking cover behind a solid object aligned vertically/horizontally, etc, which stops crushers from taking down those defences even though there's enough space for a good charge if they were to just go diagonally.
So what I would recommend is that while yes, momentum should be momentum and not like, arbitrary speed points you can expend on doing a 360 and walking away, crushers should be able to for example shift one tile to the left and keep charging in the same direction and not lose all their momentum doing it. Essentially make diagonal charges possible so we don't have to cheese the X/Y axis of the game against them and pull us out of immersion.
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Re: Forbid crushers from changing direction at high speed
I remember when crushers would self-stun via skidding with their charges. Absolutely no one used charging offensively, and we often had it turned off as a result.
Crushers already lost stomp as a defensive option, if you take away their mobility they won't be able to get in and out of a fight.
I'd 100% support their bonus speed from charging hitting 0 at the same time that they momentum hits zero (as their momentum does the moment they change direction) but any more than that and crushers are going to be relegated to being living walls for boilers and occasionally breaking through obstacles.
Crushers already lost stomp as a defensive option, if you take away their mobility they won't be able to get in and out of a fight.
I'd 100% support their bonus speed from charging hitting 0 at the same time that they momentum hits zero (as their momentum does the moment they change direction) but any more than that and crushers are going to be relegated to being living walls for boilers and occasionally breaking through obstacles.
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- jusa297
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Re: Forbid crushers from changing direction at high speed
That's what crushers are for. Crushers with reflection were cool because you could just stand in front of a boiler and yell "IS THAT ALL YOU GOT YOU STUPID AP HOARDIN' MEDIC KILLIN' BALDY?!?!?!?!" And after that you would charge in, destroy everything and your sisters that were ment to kill the hosts like ravs and hunters could come in and swarm the fuck out of them. The thing is, ravagers are now shit compared to crushers. Crushers shouldn't be "Makes a lot of damage in burst, but lack it in sustained fights" because that's just what ravagers should be "Makes a lot of damage and haves movility, but can't stay for sustained fights due to it's low health". Crushers can do what ravs do but better, since they are less likley to die.Toroic wrote:I remember when crushers would self-stun via skidding with their charges. Absolutely no one used charging offensively, and we often had it turned off as a result.
Crushers already lost stomp as a defensive option, if you take away their mobility they won't be able to get in and out of a fight.
I'd 100% support their bonus speed from charging hitting 0 at the same time that they momentum hits zero (as their momentum does the moment they change direction) but any more than that and crushers are going to be relegated to being living walls for boilers and occasionally breaking through obstacles.
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- caleeb101
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Re: Forbid crushers from changing direction at high speed
You keep saying this as if you're forgetting that Crushers without stun-stomp recently had to get NERFED. They'll still be fine with this change.Toroic wrote:I remember when crushers would self-stun via skidding with their charges. Absolutely no one used charging offensively, and we often had it turned off as a result.
Crushers already lost stomp as a defensive option, if you take away their mobility they won't be able to get in and out of a fight.
I'd 100% support their bonus speed from charging hitting 0 at the same time that they momentum hits zero (as their momentum does the moment they change direction) but any more than that and crushers are going to be relegated to being living walls for boilers and occasionally breaking through obstacles.
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Re: Forbid crushers from changing direction at high speed
They should be allowed to move to the side, but not allowed to go back. Moving at high speed and making a turn is possible
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- solidfury7
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Re: Forbid crushers from changing direction at high speed
This post makes so much sense, Crushes should be high risk, high reward.
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Re: Forbid crushers from changing direction at high speed
Playing a crusher that can't get into and out of combat means the optimal strategy is to spend a lot of time standing in one place, not making plays.jusa297 wrote:That's what crushers are for. Crushers with reflection were cool because you could just stand in front of a boiler and yell "IS THAT ALL YOU GOT YOU STUPID AP HOARDIN' MEDIC KILLIN' BALDY?!?!?!?!" And after that you would charge in, destroy everything and your sisters that were ment to kill the hosts like ravs and hunters could come in and swarm the fuck out of them. The thing is, ravagers are now shit compared to crushers. Crushers shouldn't be "Makes a lot of damage in burst, but lack it in sustained fights" because that's just what ravagers should be "Makes a lot of damage and haves movility, but can't stay for sustained fights due to it's low health". Crushers can do what ravs do but better, since they are less likley to die.
They had simultaneously lost the stun stomp, but become faster, much more durable, and could charge through multiple things. To pretend they didn't get heavily buffed in other ways is disingenuous.caleeb101 wrote:
You keep saying this as if you're forgetting that Crushers without stun-stomp recently had to get NERFED. They'll still be fine with this change.
The most polite way I can express my sentiments on this quote is that if you think crushers are meant to be "high risk, high reward" then you fundamentally misunderstand the caste.solidfury7 wrote:This post makes so much sense, Crushes should be high risk, high reward.
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Xenos Vult
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