SADAR is awful, time to fix it

ForcefulCJS
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SADAR is awful, time to fix it

Post by ForcefulCJS » 04 Dec 2015, 00:47

SADAR PLZ GO, how to balance it:

Benefits: Combat becomes more balanced, multiple SADAR users doesnt become marine autowin

Details:

- Instant fire
- Large AOE of high damage that will kill roughly half of the xeno castes instantly
- Large AOE concussion stun that allows any player using ANY gun to kill ANY xeno in the game caught in the stun
- Can be fired while running
- Can fit into the "secondary" belt slot so that you can literally whip it out with almost no warning or delay, while also allowing the user freedom to use any other marine weaponry
- Nice solid 5 seconds of lag per shot
-Compare it to the boiler, which requires a specialization with 30 minutes of evolution, whereas a SADAR is basically a flat upgrade to the marine loadout


Implementation:
1) Require the SADAR to stop and channel just like the boiler, it makes sense that you can't run around 360 noscoping queens while running as fast as you can
2) Reduce the damage of HE by like 30% so that you have to rely on TEAMWORK (i.e. squadmates shooting downed xenos) instead of just instakilling/critting anything in a 3x3 radius that isn't a tier 3 caste

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apophis775
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Re: SADAR is awful, time to fix it

Post by apophis775 » 04 Dec 2015, 00:56

It's... a rocket...

ForcefulCJS
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Re: SADAR is awful, time to fix it

Post by ForcefulCJS » 04 Dec 2015, 01:09

I have never seen or heard of anyone shooting a rocket launcher while running in a full sprint.

Also this is a 2d spessman game where we fight fictional aliens, we sacrifice realism for gameplay.

The SADAR is shit gameplay.

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Re: SADAR is awful, time to fix it

Post by SkyeAuroline » 04 Dec 2015, 01:11

I actually did have something to suggest here. More of an M72 LAW system- collapsible tubes, single shot, discarded after firing. Have the backpack let you store... maybe two tubes, in their collapsed state, then register as full and disallow any other items being loaded on them. Keep the damage the same. Have a half second to full second delay before firing. I wish backblast could be simulated, but I don't think it can.

Just thoughts.

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Re: SADAR is awful, time to fix it

Post by coolsurf6 » 04 Dec 2015, 01:13

+1 thou i know its a rocket but it makes sense that it wont fit in belt slot, maybe the back pack slot might work. It should have a delay once its out and a duration of how long you need to stand still (3-5 seconds) before it can be fired. this could be implemented since the M4A1 can come up with it cant be fired again so maybe just change it to 3-5 seconds (needs balancing) and no do not change the damage its fine its just the how you can fire it while moving like a maniac and still run, anyone behind or close should be stunned very quickly and the user be unable to move for 3 seconds. these might not work but their are some suggestions that might help.
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Jack McIntyre
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Re: SADAR is awful, time to fix it

Post by Jack McIntyre » 04 Dec 2015, 01:53

If I may, are you sure this still isn't salt from the round that you and myself were blown up while fighting while you were xeno queen? I know that SADAR's are annoying, but at the same time, most specs don't use it over B-18's (don't know why they are so popular more of a sniper myself). That being said, do rockets suck when you get hit by them, hell yea they do, but at the same time, it is why you have crushers who can shrug off rockets, mines, and everything else explosive under the sun. I just don't see a need to nerf it if it isn't being constantly abused, if every round, 24/7 the marine specs all grabbed it and kept spamming it every round, then yea I would say voice my opinion, but I don't see it getting used enough to make a difference especially when there are counters against it.

Edit: Although I would agree with backblast, that is a real thing and that happens when you are fire a rocket and I would be completely agreeable with. That should probably happen.

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HalfdeadKiller
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Re: SADAR is awful, time to fix it

Post by HalfdeadKiller » 04 Dec 2015, 01:54

The SADAR requires someone who knows what they are doing with it to be effective. I've seen a lot of SADAR marines just blow themselves up and their teammates. And what is this "Secondary" belt slot? The literal belt slot? I didn't even know the SADAR could fit in your belt slot, I thought it only fit on your back or your exosuit slot. If it fits on your belt, then yeah, make it so it only fits on your exosuit storage slot.

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Re: SADAR is awful, time to fix it

Post by Egorkor » 04 Dec 2015, 03:23

It's getting removed anyway, so -1. Besides, nothing is stopping you from spitting at the guy, that's what I do as sentinel.
(regular SADAR user, bias confirmed)

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Re: SADAR is awful, time to fix it

Post by apophis775 » 04 Dec 2015, 03:32

ForcefulCJS wrote:I have never seen or heard of anyone shooting a rocket launcher while running in a full sprint.

Also this is a 2d spessman game where we fight fictional aliens, we sacrifice realism for gameplay.

The SADAR is shit gameplay.
I've actually seen Anti-tank rockets fired and considering you pretty much only do it from knelling to avoid getting knocked on your ass, I seriously doubt you could fire it from a sprint.

ALTERNATIVLY I could change it so you can, but it just knocks you unconcious for like 10 seconds.
SkyeAuroline wrote:I actually did have something to suggest here. More of an M72 LAW system- collapsible tubes, single shot, discarded after firing. Have the backpack let you store... maybe two tubes, in their collapsed state, then register as full and disallow any other items being loaded on them. Keep the damage the same. Have a half second to full second delay before firing. I wish backblast could be simulated, but I don't think it can.

Just thoughts.

Oh, backblast can be simulated. I'd have it knock everyone within 1-square of the shooter to the ground for a second or so.

Egorkor wrote:It's getting removed anyway, so -1. Besides, nothing is stopping you from spitting at the guy, that's what I do as sentinel.
(regular SADAR user, bias confirmed)
It's probably not getting removed. I think I have a way to just "disable" it from being a vending selection for game modes where it's problematic.

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Re: SADAR is awful, time to fix it

Post by Egorkor » 04 Dec 2015, 03:36

If I could give you a hug, I would do it right now.
It'd also be nice if the backblast would knock only those standing behind the rocketeer down, not everyone in the radius.

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Re: SADAR is awful, time to fix it

Post by Arachnidnexus » 04 Dec 2015, 06:55

+1 If it could be possible to reduce the SADAR accuracy while the user is running/in sprint mode it would made it a less effective rambo weapon. Right now it hits a pretty huge area, stuns, removes weeds, and because of the increase in marine damage it becomes very risky to drag back a stunned xeno especially if you're a T1 or T2.

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Re: SADAR is awful, time to fix it

Post by monkeysfist101 » 04 Dec 2015, 10:08

The actual SADAR is a single use much like the LAW. At the same time, it turns whatever you hit into slag. Unfortunately, upping the damage and reducing it to a single use would probably start a riot on both sides.
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Re: SADAR is awful, time to fix it

Post by coroneljones » 04 Dec 2015, 10:09

monkeysfist101 wrote:The actual SADAR is a single use much like the LAW. At the same time, it turns whatever you hit into slag. Unfortunately, upping the damage and reducing it to a single use would probably start a riot on both sides.
The actual SADAR also has a lock on feature


I could smell the rage/salt now..
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
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Re: SADAR is awful, time to fix it

Post by Egorkor » 04 Dec 2015, 10:15

and it has an additional type of ammo, because people thought that breaching armor is not enough, so they made it to obliterate the tank and the crew instead.

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Re: SADAR is awful, time to fix it

Post by Wickedtemp » 04 Dec 2015, 11:03

+1

SADAR is basically a 1-hit KO superweapon because of the sheer damage and knockdown. The team that has two, three, sometimes four times the numbers shouldn't have a kill button as well. All it would take to take down the hive is one or two people with SADARs, which has happened. I've seen that happen, where they go Rambo and obliterate any xeno they see, sometimes the Queen and anything protecting her.

And now, since any marine weapon is perfectly viable, they don't need it anyways. The sniper is a 1-hit KO to the first and second xeno castes as well.

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Re: SADAR is awful, time to fix it

Post by Jack McIntyre » 04 Dec 2015, 12:25

Sniper has always been one shot for T-1's just to point out. And maybe we should put in the lock on system then people wouldn't be upset by the rocket system if we thus removed it :p. Just saying is all.

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Re: SADAR is awful, time to fix it

Post by Arachnidnexus » 04 Dec 2015, 12:30

Obviously the solution here to increase the Carrier's capacity and upgrade their throwing speed and range to match the SADAR in terms of stun time and inability for the other side to counter it. :P

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Re: SADAR is awful, time to fix it

Post by Wickedtemp » 04 Dec 2015, 12:40

Arachnidnexus wrote:Obviously the solution here to increase the Carrier's capacity and upgrade their throwing speed and range to match the SADAR in terms of stun time and inability for the other side to counter it. :P
For it to be completely countered, a carrier throwing a hugger would also need to be an AOE insta-death. Or in this case, Insta-infect.

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Re: SADAR is awful, time to fix it

Post by Arachnidnexus » 04 Dec 2015, 12:43

Wickedtemp wrote: For it to be completely countered, a carrier throwing a hugger would also need to be an AOE insta-death. Or in this case, Insta-infect.
The AOE multi-hugger. Truly the pinnacle of ayy lmao technology.

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Re: SADAR is awful, time to fix it

Post by monkeysfist101 » 04 Dec 2015, 12:45

The carrier has swords for hands that point downward. How does it throw huggers in the first place?
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Re: SADAR is awful, time to fix it

Post by Arachnidnexus » 04 Dec 2015, 13:07

A bit like Jai Alai I guess? More like flinging huggers at high speed.

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Re: SADAR is awful, time to fix it

Post by ForcefulCJS » 04 Dec 2015, 14:17

Jack McIntyre wrote:Sniper has always been one shot for T-1's just to point out. And maybe we should put in the lock on system then people wouldn't be upset by the rocket system if we thus removed it :p. Just saying is all.
SNipers dont even one shot T1's.

They don't even stun T1's due to getting slammed with a sniper round.

They just get badly hurt and then light on fire that will eventually crit them if they aren't on weeds.

Just this round I hit a runner with my sniper, had to chase his flaming ass down and finish him off with a revolver.

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Re: SADAR is awful, time to fix it

Post by monkeysfist101 » 04 Dec 2015, 14:28

The SADAR is much like the Javelin in that it fires up and comes down on top of the target.
In open ground, the SADAR should be able to bring down anything in one hit. Conversely, when used in confined spaces such as a cave system, in a building, or aboard a space ship, it should detonate on the user or refuse to fire.
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In addition to that, it's a single use disposable launcher.
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Re: SADAR is awful, time to fix it

Post by Arachnidnexus » 04 Dec 2015, 14:29

One shot kill weapons have much less counterplay and that is the issue I have with the SADAR.
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Re: SADAR is awful, time to fix it

Post by HalfdeadKiller » 04 Dec 2015, 14:33

This is the weapon our rocket launcher performs most like.

http://avp.wikia.com/wiki/M-6B_Rocket_Launcher
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