Nerf Spitters

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Warlord
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Nerf Spitters

Post by Warlord » 28 Jun 2016, 09:10

Summary (a quick, 2-3 sentence summary):

Spitters currently in the game are drastically overpowered. The cool-down for an alien to fire again, currently is only a second or two, while the stun is around four or five. At this point, Spitters could take out an entire marine squad, if they're smart. Not to mention, they shouldn't be able to capture hosts with spit ALONE (Not even mentioning stun-spamming). Now, I'm not saying that if it IS that it shouldn't be able to do damage, which it should be, being acid and all.

Benefits (How this will benefit the server and game as a whole):

It would for one, reduce the salt induced by the marines from these horrid monsters, and require spitters to use a group to hunt (as it should be), much like how the marines are set in squads, promoting teamwork. If used correctly, it WOULD still be really useful, and wouldn't need to be changed again, to boost it's effectiveness.

Details (Description of how you think this would work, the benefits, etc):

I think the cool down for firing spit again should be around four (Maybe five) seconds, and the stun around two or three. With this, the spitter wouldn't be just as effective as a hunter (As they shouldn't) while alone, but would still be very effective in groups.

Implementation (Optional, if you have an idea how to implement it):

Well, I'm no coder, but I'm fairly certain it would not need a few things changed within the codes.

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MrJJJ
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Re: Nerf Spitters

Post by MrJJJ » 28 Jun 2016, 11:43

The stun spit, if you stand on weeds, is really hard to deplete fully, the lethal one is much faster to do however, and even then, medics ALWAYS should be carrying around a pill bottle or 2 of anti-toxins (25u! that usually solves problems after you got hit and avoid being in the range of being hit for some time)

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Warlord
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Re: Nerf Spitters

Post by Warlord » 28 Jun 2016, 12:27

MrJJJ wrote:The stun spit, if you stand on weeds, is really hard to deplete fully, the lethal one is much faster to do however, and even then, medics ALWAYS should be carrying around a pill bottle or 2 of anti-toxins (25u! that usually solves problems after you got hit and avoid being in the range of being hit for some time)
..Is this a plus, or a minus?

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oprayx73
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Re: Nerf Spitters

Post by oprayx73 » 28 Jun 2016, 17:01

MrJJJ wrote:The stun spit, if you stand on weeds, is really hard to deplete fully, the lethal one is much faster to do however, and even then, medics ALWAYS should be carrying around a pill bottle or 2 of anti-toxins (25u! that usually solves problems after you got hit and avoid being in the range of being hit for some time)
Before, marines didn't really need to worry about toxin damage. That kind of shows how really effective and terrifying spitter neuro is, especially when the munitions (plasma)
is easy to get for a spitter. Iunno. maybe just decrease the knockdown and actual toxin damage so it doesnt flatout poison mehreens.

+1 for this sugg
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KingKire
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Re: Nerf Spitters

Post by KingKire » 07 Aug 2016, 09:48

Move suggestion to LOCKED and RESOLVED?

Spitters have been changed, If people still think they are OP they can resuggest the thoughts?
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for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


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forwardslashN
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Re: Nerf Spitters

Post by forwardslashN » 07 Aug 2016, 09:51

Resolved.
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