Carriers are too strong

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spheretech
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Carriers are too strong

Post by spheretech » 12 Feb 2016, 10:59

Summary:
Carriers are too good at taking down marines.

Benefits (How this will benefit the server and game as a whole):
Better marine quality of life, have an actual chance to fight back.

Details:
I'd say that carriers are by far the most deadly alien to marines. 1v1 it is absolutely impossible to kill them. Not only can they carry a large amount of huggers, they can throw them, and they basically home onto your face. It's very hard to miss. If a carrier can have 6 huggers, that means that it can disable 3 marines with fresh helmets by itself. Huggers in themselves are the most frustrating thing about aliens. They completely disable you, instantly. Just now, the server was low population and a single carrier was able to singlehandedly destroy all our helmets and slowly infect all of us, in the end 3 of us at once by just spamming huggers at us. I think this is the worst and most unfun way to die, by being instantly stunned from range from a single alien. I'd fight a ravager, praetorian, you name it. But if you say CARRIER? I will not go near that thing, it's just way too strong. Should there be a nerf to them?

Implementation:
Unsure, but some kind of nerf maybe to the range, amount of huggers carried, or the huggers themselves.
Last edited by spheretech on 12 Feb 2016, 11:08, edited 2 times in total.
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MrJJJ
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Re: Carriers are too strong

Post by MrJJJ » 12 Feb 2016, 11:02

This in suggestions, please asap get proper format or get this to general discussion... i really don't mean to be offensive or rude, but thats how forums are >_>

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spheretech
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Re: Carriers are too strong

Post by spheretech » 12 Feb 2016, 11:05

MrJJJ wrote:This in suggestions, please asap get proper format or get this to general discussion... i really don't mean to be offensive or rude, but thats how forums are >_>
You're probably right about the format, I only thought it was unnecessary to divide everything like that, since it's not that simple. I'll edit it in a second. I believe it belongs in suggestions, since it is technically a suggestion to nerf carriers.
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Re: Carriers are too strong

Post by MauroVega » 12 Feb 2016, 11:07

You know that after infecting they are weak right?

Also they got low health,also after they throw a hugger at your face there is a timer let's say
If they try to throw another one it goes to the floor

Also carriers are not strong if you dont move ;)

Edit:

+1
Last edited by MauroVega on 12 Feb 2016, 11:42, edited 1 time in total.
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Re: Carriers are too strong

Post by Wesmas » 12 Feb 2016, 11:10

AND NOW, OUR REGUARLY SHEDULED SALT SUGGESTION! In all honesty, they are balanced for team actions. If you are by yourself as a Marine you are playing it wrong.
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Re: Carriers are too strong

Post by spheretech » 12 Feb 2016, 11:11

MauroVega wrote:You know that after infecting they are weak right?

Also they got low health,also after they throw a hugger at your face there is a timer let's say
If they try to throw another one it goes to the floor

Also carriers are not strong if you dont move ;)

-1
Low health? Not exactly. Runners have low health? Yet they are effective at hit and running marines, poking with their tails and leaping + hugger. Doesn't make them weak.

If you don't move, well simply, the carrier throws the hugger right at your face, so it doesn't really matter. 99% of the time marines will be moving, either fleeing from it or running towards it, instantly getting facehugged because of the homing. I am also unaware of any timer. I've looked at a hugger just now, and they can repeatedly throw huggers just a second or two apart.
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Re: Carriers are too strong

Post by spheretech » 12 Feb 2016, 11:13

Wesmas wrote:AND NOW, OUR REGUARLY SHEDULED SALT SUGGESTION! In all honesty, they are balanced for team actions. If you are by yourself as a Marine you are playing it wrong.
Like I explained, as the server was low pop we only had about 3-5 marines at the FOB at a time. Eventually the single carrier was able to destroy all our helmets and infect 3 of us. You simply can't kill the carrier before it facehugs half your team. If you decide to go after it when it is "vulnerable" after throwing one, you are leaving your teamates behind with an infection waiting to happen. Your option is to either manage to kill it very quickly or save your allies, but the carrier just returns and continues throwing huggers at you while you attempt to save your fellow marines.
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Re: Carriers are too strong

Post by Wesmas » 12 Feb 2016, 11:17

spheretech wrote: Like I explained, as the server was low pop we only had about 3-5 marines at the FOB at a time. Eventually the single carrier was able to destroy all our helmets and infect 3 of us. You simply can't kill the carrier before it facehugs half your team. If you decide to go after it when it is "vulnerable" after throwing one, you are leaving your teamates behind with an infection waiting to happen. Your option is to either manage to kill it very quickly or save your allies, but the carrier just returns and continues throwing huggers at you while you attempt to save your fellow marines.
I know this sounds horrible, but its not balanced for low pop rounds. I do understand this, but any reduction would leave the worthless during the higher pop rounds, which effect a greater percentage of the comunity.
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Re: Carriers are too strong

Post by MauroVega » 12 Feb 2016, 11:19

spheretech wrote: Low health? Not exactly. Runners have low health? Yet they are effective at hit and running marines, poking with their tails and leaping + hugger. Doesn't make them weak.

If you don't move, well simply, the carrier throws the hugger right at your face, so it doesn't really matter. 99% of the time marines will be moving, either fleeing from it or running towards it, instantly getting facehugged because of the homing. I am also unaware of any timer. I've looked at a hugger just now, and they can repeatedly throw huggers just a second or two apart.
I'm not talking about a hugger launching speed timer,once the carrier throws the hugger directly at you,he can't do it again
Let's say its an aimed shoot,they can still throw huggers but not direcly
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Re: Carriers are too strong

Post by spheretech » 12 Feb 2016, 11:21

MauroVega wrote: I'm not talking about a hugger launching speed timer,once the carrier throws the hugger directly at you,he can't do it again
Let's say its an aimed shoot,they can still throw huggers but not direcly
As a carrier you don't exactly get the chance to directly click a marine, unless you're a living aimbot. You don't have to click directly, just throwing one remotely near a marine make the hugger change direction and home onto the marines face. Just do it in the general direction.
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Re: Carriers are too strong

Post by MauroVega » 12 Feb 2016, 11:22

spheretech wrote: As a carrier you don't exactly get the chance to directly click a marine, unless you're a living aimbot. You don't have to click directly, just throwing one remotely near a marine make the hugger change direction and home onto the marines face. Just do it in the general direction.
You can,of course If they are standing XD
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Re: Carriers are too strong

Post by spheretech » 12 Feb 2016, 11:40

viewtopic.php?f=59&t=5601

A yesterdays thread also has a point.
Apophis pointed out "3. Huggers thrown by carriers that remove helmets also get "stunned" and won't leap (or be retreivable by carriers) for a bit". Yes, huggers that remove helmets get stunned. But... The helmet is removed... The marine is vulnerable. The next hugger that hits him, he's screwed unless he gets help, fast. I think he really has a point - When the carrier doesn't land a direct hit with the hugger, it still lands on the floor and automatically leaps onto the nearest marine. If there was even a second or two delay after missing a hit with the carrier throw, it would be alot more balanced.
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Re: Carriers are too strong

Post by MauroVega » 12 Feb 2016, 11:41

Agreed
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Re: Carriers are too strong

Post by forwardslashN » 12 Feb 2016, 14:26

What is the actual suggestion though? If you want to discuss carriers, there is a discussion forum.
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Re: Carriers are too strong

Post by spheretech » 12 Feb 2016, 14:29

\N wrote:What is the actual suggestion though? If you want to discuss carriers, there is a discussion forum.
As stated before, I am suggesting a nerf to the carriers. Either reducing the throw range, adding a delay to hugger leaps after the carrier misses a direct hit, or something else.
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Re: Carriers are too strong

Post by Infernus » 12 Feb 2016, 14:32

Carrier's health was nerfed today by Abby.

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Re: Carriers are too strong

Post by forwardslashN » 12 Feb 2016, 14:37

spheretech wrote: As stated before, I am suggesting a nerf to the carriers. Either reducing the throw range, adding a delay to hugger leaps after the carrier misses a direct hit, or something else.
I get that you think they are too strong. I think they are cheesy too. But it would be really helpful if you specifically posted HOW to nerf them in your summary, and how that would be beneficial. I don't know what I should be agreeing or disagreeing with based on your topic.
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Re: Carriers are too strong

Post by Leudoberct » 12 Feb 2016, 15:12

Maybe make them into glass cannons? Such as, really low health. Maybe a few rifle bullets?

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Re: Carriers are too strong

Post by Arachnidnexus » 12 Feb 2016, 15:40

Some ways of nerfing Carrier without removing their signature ability:
- restrict them to carrying 4/4 huggers instead of 6/6 huggers on their back to cause more frequent resupply
- make each throw cost plasma (scaling with distance) so that wounding carriers prevents them from being as effective
- remove pheromones or weeds to make it so that they require additional support

I think all of those nerfs at once would be overkill, but as someone who plays Carrier a lot I think they probably deserve some sort of nerf right now. The health nerf that was mentioned might be enough, but it's really hard to comment on balance if the changelog doesn't get updated and we keep getting stealth buff/nerfs.

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Re: Carriers are too strong

Post by GGgobbleCC » 12 Feb 2016, 16:23

-1

Aliens are in a sorry state as is, and carriers are the only thing that even competes with the massive amount of toys the marines have. (Smartgun, RPG, SADAR. distress beacons, etc)

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Re: Carriers are too strong

Post by apophis775 » 12 Feb 2016, 16:36

Denied.

I will never make balance adjustments or nerfs for "low pop". We spend more than 18 hours a day at greater than 40 players, I refuse to nerf an alien because of a single bad round with 12 players.

Also, Carriers PRIMARY WEAKNESS is their inability to do literally anything that isn't throwing a hugger. Their tackle/damage is pitiful, as is their health.

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