Increase Spit Effectiveness on Infectees

Locked
Anewbe
Registered user
Posts: 24
Joined: 03 Dec 2015, 23:01

Increase Spit Effectiveness on Infectees

Post by Anewbe » 09 Dec 2015, 00:45

Summary (a quick, 2-3 sentence summary): Increase the stun time of Defensive Caste (Sentinel/Spitter/Praetorian/Boiler(maybe)) neurotoxin against infected individuals

Benefits (How this will benefit the server and game as a whole): This would a) make guarding the nest as a Defensive xeno less hit-or-miss, without turning them into frontline fighters; and b) help prevent rampages from infected marines who go about their business after being hugged as though nothing's wrong. This isn't a suggestion to 'make it impossible to get out of the alien hive', mind you, just a suggestion to make actually escaping and seeking medical attention the better choice than running and gunning until you burst.

Details (Description of how you think this would work, the benefits, etc): Increase the stun time of spit from the Defensive Castes against infected humans. I'm not sure what the actual number are or should be, but against uninfected humans spit would last as long as it does now, and against infected humans it would last a good deal longer. This would, ideally, make guard aliens better protectors, but keep them at the same level of effectiveness in situations that they aren't technically supposed to be in, like an early FOB siege. On the marine side of things, it would make seeking medical attention more prudent after infection, because being infected would lower your combat effectiveness against the nest castes. Marines who scramble away from the xenos after escaping would be more likely to live and get cured, while those who continue to fight will be more easily recaptured.

Implementation (Optional, if you have an idea how to implement it): I'm not sure how this would be implemented

Wickedtemp
Registered user
Posts: 603
Joined: 10 Aug 2015, 22:14

Re: Increase Spit Effectiveness on Infectees

Post by Wickedtemp » 09 Dec 2015, 00:48

+1

Neuro spit doesn't really last that long as it is, giving it a timer buff on infected would be super helpful when trying to re-nest someone.

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Increase Spit Effectiveness on Infectees

Post by apophis775 » 09 Dec 2015, 03:45

I have no problems doing this.

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

Re: Increase Spit Effectiveness on Infectees

Post by Toroic » 09 Dec 2015, 03:53

I like this idea, as nothing is more dangerous to T1 castes than an infected and free marine. Robust defensive castes being able to take care of that makes sense.
"Crush your enemies. See them driven before you..."

Xenos Vult

ForcefulCJS
Registered user
Posts: 54
Joined: 03 Dec 2015, 23:01

Re: Increase Spit Effectiveness on Infectees

Post by ForcefulCJS » 09 Dec 2015, 17:05

Yes please do, T1-T2 neurospit is a joke, a banana will keep someone on the ground longer than alien neurotoxin.

Throughout all my comments I keep hearing "just have spitters watch nest" while people don't seem to realize that if you spit someone four tiles away they will be up by the time you can even get to them.

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Increase Spit Effectiveness on Infectees

Post by apophis775 » 09 Dec 2015, 18:16

Ok, if none has objections, I'm going to approve this.

User avatar
Crab_Spider
Registered user
Posts: 2114
Joined: 20 Aug 2016, 15:52
Byond: Krab_Spider

Re: Increase Spit Effectiveness on Infectees

Post by Crab_Spider » 12 Jan 2017, 07:34

I'd be against this myself, but remembering how this will only affect me when I'm a Marine; I really don't see why not. Being infected seals the deal, and Marines have to understand they're not supposed to survive being nested, or being infected for that matter. +1
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

Harakoni warhawk
Registered user
Posts: 57
Joined: 02 Nov 2016, 20:20
Byond: Harakoni Warhawk

Re: Increase Spit Effectiveness on Infectees

Post by Harakoni warhawk » 16 Jan 2017, 14:36

As a Marine main I'm not liking the idea of Sentinels being even more cancerous but that's only my opinion.
Now we will see Sentinels tacklespamming one marine while simultaneously spitting another marine down, makes Marines feel even more useless when nested.

Spend 2 minutes breaking free and you coordinate with another marine just to be stunned and nested by a single Sentinel.

Hooray for more permastunning. :(
-1 from me.

Locked