Sadar Set up time
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Sadar Set up time
Summary (a quick, 2-3 sentence summary): The sadar as it was before the latest update allowed marines to snap fire and kill an alien with one good shot. The latest update seems to have tried to solve this problem by nerfing damage of the rocket. Instead of lowering damage, just make it so the sadar has a setup time in which the marine needs to prepare to fire. Thus the sadar is still a lethal weapon when defending a position or laying seige to an enemy hive but it no longer allows marines to run around the jungle killing any alien that gets on their screen.
Benefits (How this will benefit the server and game as a whole): Sadar is no longer able to one shot aliens in all scenarios, and makes it more specialized to certain situations.
Details (Description of how you think this would work, the benefits, etc): Clicking once readies the sadar changing the sprite to indicate it being readied, this takes a second or two. Once readied clicking again fires the weapon. Marines can walk without being made unready how ever running will return it to being made unready. To prevent marines from bumping a readied sadar and stopping them from firing the sadar will only be made unready after 2-3 bumps in quick succession. The reason for this is to prevent a marine from pushing a readied sadar marine around the map as if he was running around anyway. The sadar would also be made unready if the marine is pulled by another marine.
Implementation (Optional, if you have an idea how to implement it):
Benefits (How this will benefit the server and game as a whole): Sadar is no longer able to one shot aliens in all scenarios, and makes it more specialized to certain situations.
Details (Description of how you think this would work, the benefits, etc): Clicking once readies the sadar changing the sprite to indicate it being readied, this takes a second or two. Once readied clicking again fires the weapon. Marines can walk without being made unready how ever running will return it to being made unready. To prevent marines from bumping a readied sadar and stopping them from firing the sadar will only be made unready after 2-3 bumps in quick succession. The reason for this is to prevent a marine from pushing a readied sadar marine around the map as if he was running around anyway. The sadar would also be made unready if the marine is pulled by another marine.
Implementation (Optional, if you have an idea how to implement it):
- LocalizedDownpour
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Re: Sadar Set up time
The only thing it doesn't outright kill is a T3. T1's and T2's should be fair game for exploding into chucks if they're unlucky enough to be hit -1
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Re: Sadar Set up time
-1. SADAR is a single-shot weapon with bulky, expensive ammo that takes a lot of time to reload and has some harsh FF potential. It should be powerful, it has plenty of tradeoffs already without making it completely worthless by making you take two seconds standing still in the middle of a fast-paced fight to use it.
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Re: Sadar Set up time
nah. the SADAR is somewhat shite right now since the health of the aliens has been buffed, and the HE rockets bug isn't helping it, too.
-1.
-1.
- Azmodan412
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Re: Sadar Set up time
Xeno health has not been buffed, probably your aim is still shit.Egorkor wrote:nah. the SADAR is somewhat shite right now since the health of the aliens has been buffed, and the HE rockets bug isn't helping it, too.
-1.
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Re: Sadar Set up time
no, it has been. go and play on the server please.Azmodan412 wrote: Xeno health has not been buffed, probably your aim is still shit.
I shot at the single larva 5 times pointblank with a SMG and all of them hit, then someone shot it two times with the shotgun pointblank too, and hit. It didn't die and ran off.
Volund mentioned he confirmed that 8 barrel charged smartgun bullets kill a runner now, contrary to 3 before. so no. the health has been buffed, seeing as apop said there's some balancing tweaking going around.
- Dyne
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Re: Sadar Set up time
As I was the one to ask the SADAR be two handed, have my -1 on this suggestion.
It is balanced as is, as soon the double HE is (maybe) dealt with.
It is balanced as is, as soon the double HE is (maybe) dealt with.
Natalie 'Snow-Cries-a-lot' Reyes
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Re: Sadar Set up time
the double HE may be dealt with, but the damage has to be buffed a bit, especially the AP one. they do nothing against the crushers, but they were intended as a counter to them.
- Dyne
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Re: Sadar Set up time
I'd like AP to actually pierce a Crusher well enough, true.Egorkor wrote:the double HE may be dealt with, but the damage has to be buffed a bit, especially the AP one. they do nothing against the crushers, but they were intended as a counter to them.
Natalie 'Snow-Cries-a-lot' Reyes
- Warnipple
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Re: Sadar Set up time
AP direct hit is still enough to knock down most aliens so I dont see the problem. Buffing AP against crushers feels like it could have unintended side effects.
Anyway -1 here, I think the SADAR is currently fine as it is. Its a good assault and defense weapon, the projectile is not instant and it requires skill to lead your targets if they are moving. Ammo is scarce enough that every round is precious, reload time takes exactly as long as I'd expect it and it takes skill to not hit your team mates.
Anyway -1 here, I think the SADAR is currently fine as it is. Its a good assault and defense weapon, the projectile is not instant and it requires skill to lead your targets if they are moving. Ammo is scarce enough that every round is precious, reload time takes exactly as long as I'd expect it and it takes skill to not hit your team mates.
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- forwardslashN
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Re: Sadar Set up time
Sadar is already pretty hard to hit the way it is right now, and it has a reload time. Once it's ready, there's really nothing stopping it from shooting again. Denied.
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