If a Crusher is a tank, this is an APC. It's armoured, carries xenos and huggers, but it should be fast to make up for no real solo combat ability, no?Surrealistik wrote:Sorry Azmo, there's just a lot of massive posts in this thread.
The only thing I dislike about not being able to throw the Huggers is that it leaves this caste virtually defenseless and totally worthless by itself (would probably need to have decent melee damage as a result), but if it's buffed in other ways to compensate, I guess that's fine.
Carrier T3 Evolution: Harbinger (or something else IDK whatever man)
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Re: Carrier T3 Evolution: Harbinger (or something else IDK whatever man)
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Re: Carrier T3 Evolution: Harbinger (or something else IDK whatever man)
To compensate for the loss of hugger throwing, its melee damage (even APCs have some nice armaments), armor and speed should probably be buffed in some combination.Boltersam wrote: If a Crusher is a tank, this is an APC. It's armoured, carries xenos and huggers, but it should be fast to make up for no real solo combat ability, no?
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Re: Carrier T3 Evolution: Harbinger (or something else IDK whatever man)
I don't think its melee damage should be strong, it would substitute a ravager, and have increased armour and speed. If it's really going to be able to carry so many things, heal other xenos, move fast AND have armour, then I think it's fair to say it shouldn't have many combat options. It's a noncombat transport and healing role. If really needed, it can just unleash all the Xenos it's carrying to defend it.Surrealistik wrote: To compensate for the loss of hugger throwing, its melee damage (even APCs have some nice armaments), armor and speed should probably be buffed in some combination.
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Re: Carrier T3 Evolution: Harbinger (or something else IDK whatever man)
I'd rather not buff its melee; that's the last thing I want to emphasize about it. An increase in speed and armour might suffice to make it half-decent solo simply via its sheer durability/survivability without encroaching on other castes.
And yes, while it can theoretically unleash its payload, you also have to consider how it does individually; a T3 that's useless by itself is definitely concerning.
Honestly working out the particulars will have to come down to playtesting it in game.
And yes, while it can theoretically unleash its payload, you also have to consider how it does individually; a T3 that's useless by itself is definitely concerning.
Honestly working out the particulars will have to come down to playtesting it in game.
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Re: Carrier T3 Evolution: Harbinger (or something else IDK whatever man)
Surrealistik wrote:I'd rather not buff its melee; that's the last thing I want to emphasize about it. An increase in speed and armour might suffice to make it half-decent solo simply via its sheer durability/survivability without encroaching on other castes.
And yes, while it can theoretically unleash its payload, you also have to consider how it does individually; a T3 that's useless by itself is definitely concerning.
Honestly working out the particulars will have to come down to playtesting it in game.
It would be useless by itself, because it is specifically a -SUPPORT- T3, meant to be helping more combat-focused aliens, that in turn will defend it. It is not meant to be fighting on its own, it's meant to get Aliens to the front lines safely and extract them from dangerous situations. Fast and armoured, but without much combat ability on its own, is perfect for this, and balanced so people don't get the new T3 that is almost as armoured as a crusher with nearly the same damage output as a Ravager as well as being pretty fast and able to heal other aliens. A Hivelord isn't able to fight very well on its own, because it is a SUPPORT T3. Just like this one would be.
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Re: Carrier T3 Evolution: Harbinger (or something else IDK whatever man)
+1 for the idea of a tier 3 in that tree
-1 needs a bit more to make it more enticing to evolve from a carrier, especially with the T3 cap.
Maybe retains weeds but has a reduced speed from carrier in exchange for more health and plasma. also with the load amount more like it as the same huggers count but for T1/2s take up 2 slots so its either 6 huggers or 3 xenos. basically you end up with a tougher but slower carrier that's now strong enough to carry wounded or act as a trojan
-1 needs a bit more to make it more enticing to evolve from a carrier, especially with the T3 cap.
Maybe retains weeds but has a reduced speed from carrier in exchange for more health and plasma. also with the load amount more like it as the same huggers count but for T1/2s take up 2 slots so its either 6 huggers or 3 xenos. basically you end up with a tougher but slower carrier that's now strong enough to carry wounded or act as a trojan
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Re: Carrier T3 Evolution: Harbinger (or something else IDK whatever man)
Hivelord is a T2; a Hivelord isn't useless by itself in that it can create hives. A Harbinger is pretty well useless by itself without decent offensive options or the ability to throw facehuggers, being little more than an expensive scout.Boltersam wrote:It would be useless by itself, because it is specifically a -SUPPORT- T3, meant to be helping more combat-focused aliens, that in turn will defend it. It is not meant to be fighting on its own, it's meant to get Aliens to the front lines safely and extract them from dangerous situations. Fast and armoured, but without much combat ability on its own, is perfect for this, and balanced so people don't get the new T3 that is almost as armoured as a crusher with nearly the same damage output as a Ravager as well as being pretty fast and able to heal other aliens. A Hivelord isn't able to fight very well on its own, because it is a SUPPORT T3. Just like this one would be.
Also, I wasn't proposing anywhere near the same damage output as a Ravager.
The current version that can throw facehuggers isn't enticing enough?jalen earl wrote:+1 for the idea of a tier 3 in that tree
-1 needs a bit more to make it more enticing to evolve from a carrier, especially with the T3 cap.
Maybe retains weeds but has a reduced speed from carrier in exchange for more health and plasma. also with the load amount more like it as the same huggers count but for T1/2s take up 2 slots so its either 6 huggers or 3 xenos. basically you end up with a tougher but slower carrier that's now strong enough to carry wounded or act as a trojan
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