The boilers last option

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Re: The boilers last option

Post by Boltersam » 03 Mar 2016, 02:59

GGgobbleCC wrote: They have been hyping this 'huge rework' for months now, and I'm not entirely convinced it won't be a net nerf to aliens. Everyone knows Apop fucking HATES aliens, I was on a round where there was a solo drone on the ship and he was so buttflustered it killed a few AFK marines he reported on its location every second it would vent-crawl and tried to justify it with 'well da AI can see all n' stuff'
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Logi99
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Re: The boilers last option

Post by Logi99 » 03 Mar 2016, 16:57

Well. I go queen sometimes and I hate how boilers die without getting a chance to do good shit. Apparently grilles and walls block the way when you acid glop and I rarely see boilers get a hit on peeps. So this would be a cool thing to be implemented.
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Re: The boilers last option

Post by MauroVega » 03 Mar 2016, 17:31

Logi99 wrote:Well. I go queen sometimes and I hate how boilers die without getting a chance to do good shit. Apparently grilles and walls block the way when you acid glop and I rarely see boilers get a hit on peeps. So this would be a cool thing to be implemented.
And metal barricades
Gas works so stupidily on SS13
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username123
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Re: The boilers last option

Post by username123 » 03 Mar 2016, 17:53

-1, boilers are MEANT to be in the back and support aliens with artillery, we should not promote bad boiler players that goes in the front just to be killed by a marine with a knife. Also, boiler acid bombardement already does a shit ton of damage and that is fine.

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Mitchs98
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Re: The boilers last option

Post by Mitchs98 » 04 Mar 2016, 14:46

Neutral on this, myself. Boilers are decently OP if the player playing them plays it right. Although, I DID find a trick to surviving the boiler gas so I wouldn't mind seeing this small buff.(And no, it doesn't involve running from it either)

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Re: The boilers last option

Post by ShortTemperedLeprechaun » 04 Mar 2016, 18:43

I'd also like to state, in defence of this suggestion, as it stands now, during an assault, it's nearly impossible to land a bombardment without being right at the head of it, as xeno's have a horrible habit of not getting otu of the way as you're firing, due to the delay. No one knows when it's coming. Marine snipers sort of have the same issue, but not quite, as they have no fire delay. So, as it stands now, actually getting your bombardment is a god send, and having it damage them is a miracle.
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Re: The boilers last option

Post by zskninoh » 11 Mar 2016, 07:42

Grypho wrote:-+ neutral vote. I think it would be better to boost the gas duration and area of effect instead of boosting boiler´s speed. I must admit boilers are too weak nowadays.
I have a similar opinion to Grypho's. The gas cloud is extremely obnoxious as is, adding a sonic fast movement speed kamikaze ability to the boiler would definitely be way over powered. Boilers in my personal opinion aren't the best, I feel that this would put them way over the top. Don't get me wrong, the last-ditch effort exploding concept is really nice, and I would like to see this added into the game. It's just the movement speed part that I'm not too keen on.
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Re: The boilers last option

Post by TheSlapDoctor » 11 Mar 2016, 08:55

zskninoh wrote:the last-ditch effort exploding concept is really nice, and I would like to see this added into the game.
I'm pretty sure that's already implemented.
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Re: The boilers last option

Post by Boltersam » 11 Mar 2016, 17:09

Bump. It's a balanced suggestion that isn't a straight up buff or nerf.

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Re: The boilers last option

Post by spheretech » 14 Mar 2016, 03:23

It sounds cool but you can do it without a charge. Just walk into marines and let them kill you,
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Re: The boilers last option

Post by ShortTemperedLeprechaun » 14 Mar 2016, 21:10

spheretech wrote:It sounds cool but you can do it without a charge. Just walk into marines and let them kill you,
Negative. Marines are usually smart enough to criticize you, back away. And kill you, making the walking a non viable option.
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Re: The boilers last option

Post by spheretech » 15 Mar 2016, 02:04

A doomed survivor wrote: Negative. Marines are usually smart enough to criticize you, back away. And kill you, making the walking a non viable option.
Well thats a price you have to pay, smart marines will get away. But if you're smarter, corner them.
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Re: The boilers last option

Post by Desolane900 » 15 Mar 2016, 04:22

+1 for making Boilers have another feature that doesn't suck.
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Re: The boilers last option

Post by spheretech » 15 Mar 2016, 04:36

Desolane900 wrote:+1 for making Boilers have another feature that doesn't suck.
Boilers don't suck, I think they're balanced if you don't look at crusher or ravager. Atm ravager/crusher is a no brainer compared to all the others imo. So you'd have to either buff all other aliens so people actually evolve into them or make the two worse.
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Re: The boilers last option

Post by Halinder » 15 Mar 2016, 05:18

spheretech wrote: Boilers don't suck, I think they're balanced if you don't look at crusher or ravager. Atm ravager/crusher is a no brainer compared to all the others imo. So you'd have to either buff all other aliens so people actually evolve into them or make the two worse.
I mean, boilers exploding upon death is a really cool tactic, except you NEVER get to use it purposefully. You're too slow, marines circle around you and burst fire and you die. Someone cuts you up with a knife, you explode, and they can still step away before the clouds spread to their tile. It is not a viable tactic.

The negatives here are that the boiler dies. A player that's spent most of the round evolving gives up their life for extra speed and an explosion of gas that MIGHT harm marines, but it gets to choose on its own terms as to how its natural ability is used. That seems pretty balanced to me.

And no, boilers do in fact suck if they ever have to get shot at by marines. It's already bad enough that they glow, giving away not only themselves but everyone around them, but pair that with their low health and speed that nearly matches a hivelord, boilers die in just about every direct combat scenario. Their saving graces are: bombard that costs a lot of plasma and has to be used 5+ tiles away, strong corrosive acid that melts most things in 30 seconds, and acid spray -- which is great for attacking marines over girders, but otherwise easily dodged, does not work in resin doors or airlocks, and is finicky as to whether or not it actually stuns people. How does that pair with, say, a praetorian? Praetorians have spit that stuns for around 5-10 seconds, which lets them recharge ANOTHER spit, essentially letting them stun people infinitely with the sufficient plasma stores. They also gain 15-25 plasma per tick, making that no problem. They have pretty good health. Their acid can paincrit people after 5 hits, and it has no delay, and does not depend on the spread of gas for its damage. Pair that with pheromones -- don't even get me started on what that implies -- and their pretty average speed, the praetorian is way better than a boiler.

So yeah, that's why I'm gonna give this a +1 -- even if it doesn't make the boiler stronger, at least it lets them make use of their deaths.
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Re: The boilers last option

Post by Zilenan91 » 15 Mar 2016, 11:05

Alternatively we could just make the boiler bombard go over grilles (but not tables) if we wanted to buff it.

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Re: The boilers last option

Post by MrJJJ » 17 Mar 2016, 01:36

I am gonna change my mind and +1 this instead, boilers are weak, they long range does not seem to be that really good and it seems too situational along with the other acid

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Re: The boilers last option

Post by Snypehunter007 » 10 Dec 2016, 18:49

Boilers explode now when killed.

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Re: The boilers last option

Post by forwardslashN » 10 Dec 2016, 20:24

Resolved.
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