PSA: Crushers aren’t in a good place.

Our lives for the Queen!
User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: PSA: Crushers aren’t in a good place.

Post by Surrealistik » 18 Mar 2018, 16:29

SovietKitty wrote:
18 Mar 2018, 15:35
Crushers are already among the most consistently safe, and game changing T3's available.
Not anymore; they don't even make top 3 most useful/powerful castes.

About the only thing Crushers are good at now is bodyblocking for ranged castes, and even then they get shredded by AP.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
MattAtlas
Registered user
Posts: 379
Joined: 21 Feb 2018, 06:31
Byond: MattAtlas

Re: PSA: Crushers aren’t in a good place.

Post by MattAtlas » 18 Mar 2018, 16:35

Surrealistik wrote:
18 Mar 2018, 16:29
Not anymore; they don't even make top 3 most useful/powerful castes.

About the only thing Crushers are good at now is bodyblocking for ranged castes, and even then they get shredded by AP.
This, pretty much. Low base HP + high armour kinda fucks over the crusher when it comes to AP and people sprinting up to crushers to shred them, which happens very commonly.

The other purpose of a Crusher, ramming barricades, is pointless right now because a boiler cloud + ravager, or just a ravager, or just a Queen, or boiler + any other xeno is infinitely better and faster, ironically.
I'm part of the Synthetic Council with ThesoldierLLJK and Jakkkk. Feel free to DM me on the forums or Discord (Matt#5881) if you have any questions about synths.

User avatar
Sambalu
Registered user
Posts: 267
Joined: 15 Feb 2018, 16:56
Location: The salt mines

Re: PSA: Crushers aren’t in a good place.

Post by Sambalu » 18 Mar 2018, 18:58

As bad as crushers are right now, I wouldn't want to see the AoE stomp return. That was extremely overpowered.
Crushers could use some buffs right now, though. Maybe a tad more health or greater speed when charging.

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: PSA: Crushers aren’t in a good place.

Post by Surrealistik » 18 Mar 2018, 19:01

Sambalu wrote:
18 Mar 2018, 18:58
As bad as crushers are right now, I wouldn't want to see the AoE stomp return. That was extremely overpowered.
Crushers could use some buffs right now, though. Maybe a tad more health or greater speed when charging.
Again, on a 30 second cooldown I think a 1 second stun + knockback would be fine; the problem with the AoE stun was the duration.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
zoboomafoo
Registered user
Posts: 240
Joined: 29 Jan 2018, 18:57
Location: Montana
Byond: zoboomafoo97

Re: PSA: Crushers aren’t in a good place.

Post by zoboomafoo » 18 Mar 2018, 22:08

A really brief knockdown ala runner pounce I feel like wouldn't be too bad. Similar to the runner pounce, on it's own all it really does is make the marines pick their guns back up.
Lyla Pycroft
I play aliens a lot too
Image x 20 Image
ImageImage

Nero3217
Registered user
Posts: 15
Joined: 05 Aug 2015, 03:52

Re: PSA: Crushers aren’t in a good place.

Post by Nero3217 » 19 Mar 2018, 00:44

Let's also not forget the fact the scout spec's A14 Velocity bullets can do some crazy damage to Crushers as well, along with the fact sniper specs have incid ammo that helps deal with Crushers from afar. Like said before, it isn't hard to 1v1 a Crusher. A flamer specifically would have the best time because the Crusher HAS to charge into them which guarantees setting them on fire. At this point, it just feels like the main point of Crushers is breaking down walls to flank around defenses-- which engineers nullify, and as said before, being the meat shield for Boilers.

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: PSA: Crushers aren’t in a good place.

Post by Surrealistik » 19 Mar 2018, 00:53

And boilers/spitters/praetorians do wall breaking better.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

Reuben Owen
Registered user
Posts: 241
Joined: 17 May 2015, 18:01

Re: PSA: Crushers aren’t in a good place.

Post by Reuben Owen » 19 Mar 2018, 09:07

Surrealistik wrote:
19 Mar 2018, 00:53
And boilers/spitters/praetorians do wall breaking better.
boilers don't since they just make holes which are basically useless
i know they can get ripped open but still

crushers can still break a wall in 1 charge if they get lucky
I play Xeno 99% of the time. All castes.

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: PSA: Crushers aren’t in a good place.

Post by Renomaki » 19 Mar 2018, 12:11

Honestly, while I agree that Crushers seem to have aged poorly over the months, I certainly don't want to go back to the time when crushers were THE caste to employ.

I remember a time when praes and ravagers were considered wasted slots due to crushers being superior in every way. Praes were just bigger, slower spitters that marines laughed at, and ravagers were nothing more than giant hunters with the health pool of a runner. Crushers, meanwhile, were fast, capable of taking a considerable beating due to their shield, immune to explosives, rarely got stunned, had a mini-queen screech, and also has a mean tackle, to name a few things at the top of the head.

Besides boilers, Crushers were the only really viable caste to deploy on the field, to the point that crusher spam was a common issue and marines often had little fun engaging the xenos when they felt like their guns had no effect on them. Hell, I myself grew to LOATHE crushers, to the point that I often am quick to banzi charge one with knife in hand when I am able, and as a predator they are a popular hunting target for me. Those days, Crushers were HORRIBLY BROKEN.

Nowadays, however, times have changed. Praes are now much better support castes due to their enhanced AoE buffs, Ravagers are more reliable killing machines that instill true terror in marines, and Crushers? Well, they are ok. They are still intimidating at times, but they gotten a lot softer over the months. Sure, their new stomp makes them deadly in a 1V1 situation, but other than that, they don't seem to have the same oomph they used to have.

I don't want crushers to have their AoE stomp back by any means, but I do think that crushers need a bit of an armor buff. It kinda defeats the purpose of being a living shield when said shield can't really stop bullets all that well until higher levels, and even then it doesn't always do a good job at it.
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

User avatar
Toroic
Donor
Donor
Posts: 1045
Joined: 25 Sep 2015, 04:05

Re: PSA: Crushers aren’t in a good place.

Post by Toroic » 19 Mar 2018, 22:51

Renomaki wrote:
19 Mar 2018, 12:11
Honestly, while I agree that Crushers seem to have aged poorly over the months, I certainly don't want to go back to the time when crushers were THE caste to employ.

I remember a time when praes and ravagers were considered wasted slots due to crushers being superior in every way. Praes were just bigger, slower spitters that marines laughed at, and ravagers were nothing more than giant hunters with the health pool of a runner. Crushers, meanwhile, were fast, capable of taking a considerable beating due to their shield, immune to explosives, rarely got stunned, had a mini-queen screech, and also has a mean tackle, to name a few things at the top of the head.

Besides boilers, Crushers were the only really viable caste to deploy on the field, to the point that crusher spam was a common issue and marines often had little fun engaging the xenos when they felt like their guns had no effect on them. Hell, I myself grew to LOATHE crushers, to the point that I often am quick to banzi charge one with knife in hand when I am able, and as a predator they are a popular hunting target for me. Those days, Crushers were HORRIBLY BROKEN.

Nowadays, however, times have changed. Praes are now much better support castes due to their enhanced AoE buffs, Ravagers are more reliable killing machines that instill true terror in marines, and Crushers? Well, they are ok. They are still intimidating at times, but they gotten a lot softer over the months. Sure, their new stomp makes them deadly in a 1V1 situation, but other than that, they don't seem to have the same oomph they used to have.

I don't want crushers to have their AoE stomp back by any means, but I do think that crushers need a bit of an armor buff. It kinda defeats the purpose of being a living shield when said shield can't really stop bullets all that well until higher levels, and even then it doesn't always do a good job at it.
The main issues I see currently with crushers in descending order of priority are:

1) Charge is too slow to be used either for offense or repositioning. Given that you can’t change direction it’s become near useless in combat unless the queen sets you up. At that point you might as well be any other offensive caste.

2) Stomp was worth about 3 slashes with a strong tackle to set it up and the weakest active ability of the t3. With a weak tackle crushers rely on other castes to set up their ability which has a 30 second cooldown. It’s not hard to see how a prae/rav are far more dangerous offensively (not to mention crushers don’t have a tail attack)

3) Crushers have lost almost all their non-combat utility as well. Weak tackles and low mobility makes them poor nest guards. They can’t break rock anymore to reshape the walls of the hive. They can’t even transfer plasma to help drones build. Stomp no longer provides CC and AP ammo tears them up fast enough that bodyblocking for a downed xeno has become a lot less reliable.

I perhaps know better than most how horribly OP crushers used to be. I avoided using hugger combat long before it was removed, and I wasn’t a fan of crushers no longer being able to self-stun if they didn’t manage their momentum or were ramming something that didn’t break in one hit. For a while crushers were considered to be a noob caste, and I worked hard to try to dispel that myth.

Right now, crushers are exclusively a noob caste and their primary ability is to stomp other noobs after the queen knocks them down.

They used to have the ability to make big plays. Cracking marine defenses, initiating fights for xenos, hit and run attacks in narrow hallways, defending downed allies. A crusher who was clever and robust could be dangerous to a small squad of marines and there really wasn’t any hope for an effective 1v1 at equal skill levels. Literally none of what I said is still true and any reasonably robust marine with any fire weapon should be able to easily kill a crusher in the open 1v1.

They’re doubly not intimidating right now because not only are they mechanically inferior to their counterparts, robust xenos learned not to waste their time. Prae are good at blocking for boilers too, and can sticky resin a hallway and provide pheromones as they do so.

Given the direction of xeno changes I would be pleasantly surprised if crushers again become a caste with a significant skill ceiling, they’ve recieved a ton of dumbing down.

I’ve played crushers when they were OP, and I played them when robust hunters and ravagers (Halinder being the legendary example of this) were the main workhorses of the hive. Before t3s were capped crushers were fast and relatively fragile, dying in as few as 6 shots with unlucky rng. However, they were still exciting to play because of their situational speed, utility, and playmaking ability. I can stick with a weak caste, but not a boring one.
"Crush your enemies. See them driven before you..."

Xenos Vult

User avatar
Symbiosis
Registered user
Posts: 673
Joined: 17 Apr 2017, 12:13
Byond: Symbiosis

Re: PSA: Crushers aren’t in a good place.

Post by Symbiosis » 20 Mar 2018, 06:01

Dumblike wrote:
15 Mar 2018, 13:26
I'd rather say nerf the Queen and T3s and buff T1/T2s. The xenos rely too much on T3s, making they end up being 'starplayers'.

Also, having to rely on 7-12 players instead of the whole team isn't something good

That's half the Xeno team. Imagine removing Deltas ability to use attachments, AP, etc every round (1/4 of the Marines) and tell me there wouldn't be a change.
Cliff "Chubs" Campbell

"Hey, did anyone bring any food with them?”

Thwei Kv’var - Blood Hunter

User avatar
Symbiosis
Registered user
Posts: 673
Joined: 17 Apr 2017, 12:13
Byond: Symbiosis

Re: PSA: Crushers aren’t in a good place.

Post by Symbiosis » 20 Mar 2018, 06:04

Crushers: Yeah they're garbage. But you don't need to give them AOE stun or anything crazy to compensate for the current meta. (AP and lots of fire)

Instead, give them the ability to shift into "tank mode" which allows them to have a huge base damage reduction.. with significant slow. Call it "Stonewall" or something. You prevent everyone's greatest fears and also Buff a near useless T3.
Cliff "Chubs" Campbell

"Hey, did anyone bring any food with them?”

Thwei Kv’var - Blood Hunter

User avatar
dasWurmtMich
Registered user
Posts: 45
Joined: 08 Mar 2018, 12:26

Re: PSA: Crushers aren’t in a good place.

Post by dasWurmtMich » 20 Mar 2018, 12:56

I think buffing base HP and movement speed would be a good way to start.
Athena Blackburn - Spec, doctor, medic,PFC and professional deltard.
Image
"You are the physical manifestation of a Tank. Almost nothing can harm you."

The alpha crusher.
Image

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: PSA: Crushers aren’t in a good place.

Post by Surrealistik » 20 Mar 2018, 13:23

Dumblike wrote:
15 Mar 2018, 13:26
I'd rather say nerf the Queen and T3s and buff T1/T2s. The xenos rely too much on T3s, making they end up being 'starplayers'.

Also, having to rely on 7-12 players instead of the whole team isn't something good
I very much agree with this; there should be a decentralization of power as the hive is far too dependent on a handful of players for victory, though there are exceptions to the T3-Queen power hegemony like the Hivelord which can feature significantly more impact than all but the boiler.
Symbiosis wrote:
20 Mar 2018, 06:04
Crushers: Yeah they're garbage. But you don't need to give them AOE stun or anything crazy to compensate for the current meta. (AP and lots of fire)

Instead, give them the ability to shift into "tank mode" which allows them to have a huge base damage reduction.. with significant slow. Call it "Stonewall" or something. You prevent everyone's greatest fears and also Buff a near useless T3.
I think they need a developed and unique tactical role other than being meatshield supreme, which is why I'm a big proponent of retooling them to be forced movement bullies for disrupting/displacing marines to offensive or defensive ends.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
AverageSpitter
Registered user
Posts: 168
Joined: 01 Feb 2018, 16:53
Byond: TotallyNotAWizard

Re: PSA: Crushers aren’t in a good place.

Post by AverageSpitter » 20 Mar 2018, 13:41

Well, Stomp AOE sounds OP, aside of that, making crusher a bit tankier and faster would be a good start. I like the concept Surrealistik got, of making the crushers more of a force of nature, able to disrupt whole squads of marines.
Marine: Reed Schaefer.

Xenomorph Queen Wins: 6

Image

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: PSA: Crushers aren’t in a good place.

Post by Surrealistik » 20 Mar 2018, 13:48

AverageSpitter wrote:
20 Mar 2018, 13:41
Well, Stomp AOE sounds OP, aside of that, making crusher a bit tankier and faster would be a good start. I like the concept Surrealistik got, of making the crushers more of a force of nature, able to disrupt whole squads of marines.
Again, I don't understand this phobia over a Stomp AOE; again, we're talking about an ability that has a 30 second cooldown. If the effect of the AOE isn't excessive, it'll be fine. I proposed a 1 second knockdown + 1 tile knockback (barring the epicentre tile which fucks up any marine on it).
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
Iatots
Registered user
Posts: 87
Joined: 15 Jun 2016, 18:54

Re: PSA: Crushers aren’t in a good place.

Post by Iatots » 20 Mar 2018, 14:25

Because there is no counter to them other than "not be there". Stun combat is shallow and every ss13 codebase has been trying to work around it since forever.
Donovar "Slug" Vanlee

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: PSA: Crushers aren’t in a good place.

Post by Surrealistik » 20 Mar 2018, 15:05

Iatots wrote:
20 Mar 2018, 14:25
Because there is no counter to them other than "not be there". Stun combat is shallow and every ss13 codebase has been trying to work around it since forever.
Again, I repeat: 1 second stun. On a 30 second cooldown.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

Troika
Registered user
Posts: 72
Joined: 25 Nov 2015, 18:34

Re: PSA: Crushers aren’t in a good place.

Post by Troika » 21 Mar 2018, 17:44

Crushers are a waste of a T3 slot. The charge is useless and for breaking walls, etc, spitters and even praes do everything they do better.
Image

User avatar
zoboomafoo
Registered user
Posts: 240
Joined: 29 Jan 2018, 18:57
Location: Montana
Byond: zoboomafoo97

Re: PSA: Crushers aren’t in a good place.

Post by zoboomafoo » 23 Mar 2018, 21:43

Iatots wrote:
20 Mar 2018, 14:25
Stun combat is shallow and every ss13 codebase has been trying to work around it since forever.
Except xeno combat is designed around stuns reeeeeeee
Lyla Pycroft
I play aliens a lot too
Image x 20 Image
ImageImage

User avatar
MattAtlas
Registered user
Posts: 379
Joined: 21 Feb 2018, 06:31
Byond: MattAtlas

Re: PSA: Crushers aren’t in a good place.

Post by MattAtlas » 02 Apr 2018, 07:17

"dylanstrategie updated:
Crusher base health has been increased. Crusher upgrade health has been significantly increased."

Praise God, for he has delivered us crusher buffs.
I'm part of the Synthetic Council with ThesoldierLLJK and Jakkkk. Feel free to DM me on the forums or Discord (Matt#5881) if you have any questions about synths.

User avatar
BillyBob
Registered user
Posts: 6
Joined: 25 Mar 2018, 23:02
Byond: Billybobjoejoe

Re: PSA: Crushers aren’t in a good place.

Post by BillyBob » 02 Apr 2018, 11:41

Didn't they just buff the crushers overall health today?
John 'Viper' Daniels

User avatar
caleeb101
Registered user
Posts: 539
Joined: 26 Nov 2016, 06:04
Byond: Caleboz45

Re: PSA: Crushers aren’t in a good place.

Post by caleeb101 » 03 Apr 2018, 06:26

BillyBob wrote:
02 Apr 2018, 11:41
Didn't they just buff the crushers overall health today?
this was made before this happened
Frank Jensen/Al 'Varez' Suarez

User avatar
Madventurer
Registered user
Posts: 158
Joined: 23 Nov 2017, 03:50
Byond: Madventurer

Re: PSA: Crushers aren’t in a good place.

Post by Madventurer » 03 Apr 2018, 11:06

Praise Crusher buff.
Tyson 'Burny' Sphere the bearded support soldier / Queen and drone main

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: PSA: Crushers aren’t in a good place.

Post by Surrealistik » 03 Apr 2018, 14:33

I don't think this really fixes what's wrong with the Crusher: It has no real niche, and 'bullet sponge' alone isn't adequate (and even in this capacity I've seen them get dusted fast post-buff).
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

Post Reply