Make SADARs great again.

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doodeeda
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Re: Make SADARs great again.

Post by doodeeda » 25 Jun 2016, 23:38

Is it even possible to shoot a downed alien with a SADAR? ..Oh god..
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Re: Make SADARs great again.

Post by Warnipple » 27 Jun 2016, 11:14

doodeeda wrote:Is it even possible to shoot a downed alien with a SADAR? ..Oh god..
Yes. Probably overkill unless its a crusher and you are using phos.
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Re: Make SADARs great again.

Post by Toroic » 27 Jun 2016, 14:05

lcass123 wrote:I think crushers relating to this should be noted , currently crushers are impossible to defeat unless you have lots of marines spamming AP rounds ( this is a situation where there is one entrance the crusher is just moving forwards). Given that there is usually 1 sadar marine every other round having it so that the SADAR using AP rockets can crit or put down a crusher would be good for balance as they are basically immune to damage even if it's mines (which is still pretty stupid).
This is not true at all.

The counter to crushers is flanking them. Their rear armor is nonexistent. The secondary counter is AP SADAR rounds and the tertiary counter is AP rounds.
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Re: Make SADARs great again.

Post by Steelpoint » 27 Jun 2016, 23:34

>flank a Alien that can turn its head on a dime and is likely defending a one way Hive entrance that can't be flanked in a reasonable time frame.

Putting everything else aside so long as a direct hit from a AT SADAR is sufficent to deal massive damage to a Crusher at all ranks but also to stun then them I'm satisfied with that.

But that's slowly going off topic with the original suggestion.
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Re: Make SADARs great again.

Post by Steelpoint » 27 Jun 2016, 23:44

I'll have to test in game but the new changelog had the following change for the SADAR.

Fixed rockets going into pockets/belts... Also fixed rocket launchers not taking the right ammo.

I thought rocket tubes fitting in belts and webbing was a feature to make carrying them around not so horrifying. But I'll let you discuss the change.
Last edited by Steelpoint on 27 Jun 2016, 23:45, edited 1 time in total.
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Re: Make SADARs great again.

Post by forwardslashN » 27 Jun 2016, 23:45

Steelpoint wrote:I'll have to test in game but the new changelog had the following change for the SADAR.

<code>Fixed rockets going into pockets/belts... Also fixed rocket launchers not taking the right ammo. </code>

I thought rocket tubes fitting in belts and webbing was a feature to make carrying them around not so horrifying. But I'll let you discuss the change.
It was a bug with how the belt/webbing dealt with ammo magazines. Rockets are meant to go in the backpack, not the belt/webbing.
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Re: Make SADARs great again.

Post by Steelpoint » 27 Jun 2016, 23:46

I thought that was a newer feature to make carrying the rockets easier?

E: Either way I would be fine with that if the SADAR was more consistant and able to hit tiles directly. As it stands with the diminished state of the SADAR I think this change is just another reason to avoid the SADAR.
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Re: Make SADARs great again.

Post by forwardslashN » 27 Jun 2016, 23:50

I'll take a look into the sadars again soonish. We'll see how that goes.
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Re: Make SADARs great again.

Post by Egorkor » 28 Jun 2016, 00:15

Warnipple wrote: Yes. Probably overkill unless its a crusher and you are using phos.
no, you cannot shoot a downed alien with it.
Toroic wrote: This is not true at all.

The counter to crushers is flanking them. Their rear armor is nonexistent. The secondary counter is AP SADAR rounds and the tertiary counter is AP rounds.
I'd agree with the secondary have the AP rockets actually been able to do any serious damage to the crusher. the plot twist is that they're apparently not.

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Re: Make SADARs great again.

Post by Toroic » 28 Jun 2016, 00:42

Egorkor wrote: no, you cannot shoot a downed alien with it. I'd agree with the secondary have the AP rockets actually been able to do any serious damage to the crusher. the plot twist is that they're apparently not.
The other thing that really fucks crushers is sniper rounds. On a young crusher an incendiary round is about 50% of their hp.
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Re: Make SADARs great again.

Post by Egorkor » 28 Jun 2016, 01:10

yeah, but this thread is not about them snipers however.

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Re: Make SADARs great again.

Post by SUPERMAN112 » 28 Jun 2016, 01:54

-1, SADAR should take some skill to use, not be a one click death tool.
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Re: Make SADARs great again.

Post by Steelpoint » 28 Jun 2016, 02:01

SUPERMAN wrote:-1, SADAR should take some skill to use, not be a one click death tool.
Did you read the thread or just the title?

How is making the SADAR a bit more easier to use making it unstoppable? This thread's suggestion is not asking to buff the damage of the weapon but to simply correct a few problems facing the SADAR.
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Re: Make SADARs great again.

Post by SUPERMAN112 » 28 Jun 2016, 02:06

Steelpoint wrote: Did you read the thread or just the title?

How is making the SADAR a bit more easier to use making it unstoppable? This thread's suggestion is not asking to buff the damage of the weapon but to simply correct a few problems facing the SADAR.
I read the threat, you want the SADAR to explode on the tile you click on, no? Someone who fires a SADAR should have the skill to hit the target/a wall near it, not just click the tile in the general area and have instant death.
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Re: Make SADARs great again.

Post by Egorkor » 28 Jun 2016, 07:42

SUPERMAN wrote:-1, SADAR should take some skill to use, not be a one click death tool.
go play as the carrier then, because I can say the same about them.

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Re: Make SADARs great again.

Post by SUPERMAN112 » 28 Jun 2016, 19:38

Egorkor wrote: go play as the carrier then, because I can say the same about them.
Carriers are not even close... you have to click on the exact tile or once tile away and hope they dont just kill it. Boilers are the only somewhat comparable alien since their toxic gas does so much damage, but most marines just dodge it since its so slow
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Re: Make SADARs great again.

Post by Egorkor » 28 Jun 2016, 20:46

SUPERMAN wrote: Carriers are not even close... you have to click on the exact tile or once tile away and hope they dont just kill it. Boilers are the only somewhat comparable alien since their toxic gas does so much damage, but most marines just dodge it since its so slow
alright, so here we go again. I've played a carrier and infected and nested over 5 marines in the span of 10 minutes, in close combat, and took almost no damage. all I did was run, shift click, repeat, pull, nest, repeat it all. if that requires skill and isn't a two click death then [insert a witty comparison here] because I honestly felt I was a some kinda brainless thing doing the same thing over and over again with no risks albeit no rewards too. simply spamming shift click.

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Re: Make SADARs great again.

Post by SUPERMAN112 » 29 Jun 2016, 04:36

Egorkor wrote: alright, so here we go again. I've played a carrier and infected and nested over 5 marines in the span of 10 minutes, in close combat, and took almost no damage. all I did was run, shift click, repeat, pull, nest, repeat it all. if that requires skill and isn't a two click death then [insert a witty comparison here] because I honestly felt I was a some kinda brainless thing doing the same thing over and over again with no risks albeit no rewards too. simply spamming shift click.
all it takes to kill a carrier is a queen who doesn't plant eggs, or an infected marine that gets loose, either can easily kill one
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Re: Make SADARs great again.

Post by Steelpoint » 29 Jun 2016, 05:16

All it takes to kill a SADAR is a cargo who dosn't order rockets, or a fast moving T1/T2 alien that gets loose.

Irrespective of your thoughts the SADAR is one of the few direct counters to T3 xenos, Crushers, Queens, hoards of lower level aliens as well.

The weakness of the SADAR is the ammo is expensive to get, hard to carry around and the SADAR very cumbersome to carry around.

The main objective of this thread is NOT to buff the SADAR, but to iron out any bugs and quality of life issues with the weapon so its not frustrating to use, NOT due to the inherent mechanics meant to balance out a powerful weapon but from annoying gameplay issues and bugs.
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Re: Make SADARs great again.

Post by forwardslashN » 29 Jun 2016, 16:07

Implemented. We'll see how it goes.
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