Spitter Nerfs When?

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Fritigern
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Spitter Nerfs When?

Post by Fritigern » 14 Jul 2016, 10:54

After watching a single spitter CC juggle 3 marines, eventually decapping all three from max health, I think it's pretty clear something needs to be changed.

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Re: Spitter Nerfs When?

Post by YungCuz » 14 Jul 2016, 10:55

WE all know thats not gonna happen man.
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Re: Spitter Nerfs When?

Post by Edgelord » 14 Jul 2016, 11:02

YungCuz wrote:WE all know thats not gonna happen man.
Apop literally said they're still being tweaked.
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Re: Spitter Nerfs When?

Post by Steelpoint » 14 Jul 2016, 11:02

In a thread a short while back I suggested changing the Stun Spits away from draining plasma per shot to instead be buffer based.

Each Alien cast that can spit will build a buffer of Stun Spits that it can use, after firing it has to recharge its Stun Spits, meaning a Alien won't be able to Machiegun Stun Spit a lot of Marines for a extended perior, a single Sentinal vs a single Marine can still keep one Marine surpressed for some time but a single Sentinal won't be able to stun groups of Marines for a extended period.

I also suggested making the higher level Spit based Aliens less based on Stun spitting and more based on Acid spitting. My idea being that the Sentinal Alien gets the highest Stun Spit buffer whereas the Spitter and Preatorian get the lowest Stun Spit buffer, this would be a good buff and excuse to stay as a Sentinal so you have access to more Stun Spits, akin to staying as a Runner for certain advantages it has.
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Re: Spitter Nerfs When?

Post by Fritigern » 14 Jul 2016, 11:12

Honestly I'd want knockdown spit removed entirely, it's one of the silliest mechanics in the game. A ranged attack that is effectively limitless, pinpoint accurate and knocks a grown man off his feet for the same length of time that another man would be knocked down for if an alien jumped on his chest? What the hell.

The default spit should be replaced with a blind. First application smudges your view, second hit blinds you entirely. A marine can 'resist' to clear the gunk off his face.

Marines have to walk off the front line or risk going blind, thus pushing them back, and lone marines being chased down will still end up dead as they'll eventually go blind and be unable to fight back, making them easy knockdown and kill targets.

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Re: Spitter Nerfs When?

Post by Kreydis » 14 Jul 2016, 11:45

Being blinded is a hundred times worse then being knocked down for 3 seconds or until someone "Shakes" you. but I agree, perhaps have a stacking blind effect for "Stun" rather then a stun, aliens have to many ways of stunning marines anyhow, and the stun chaining is the most annoying part of CM. Otherwise we need to give marines some form of stun resistance / stunning aliens besides putting them in crit. Seeing as how you literally can't KD them.

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Re: Spitter Nerfs When?

Post by YungCuz » 14 Jul 2016, 11:52

Edgelord wrote: Apop literally said they're still being tweaked.
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Well the tweaks probably wont affect much probably.
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Re: Spitter Nerfs When?

Post by Toroic » 14 Jul 2016, 12:03

Kreydis wrote:Being blinded is a hundred times worse then being knocked down for 3 seconds or until someone "Shakes" you. but I agree, perhaps have a stacking blind effect for "Stun" rather then a stun, aliens have to many ways of stunning marines anyhow, and the stun chaining is the most annoying part of CM. Otherwise we need to give marines some form of stun resistance / stunning aliens besides putting them in crit. Seeing as how you literally can't KD them.
Shotguns and explosions stun/knockdown aliens.

Unfortunately xeno CC is a necessary part of taking marines alive, though a system where eggs couldn't be moved but xenos could drag marines easily and indefinitely would probably be a better system.
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Re: Spitter Nerfs When?

Post by Fritigern » 14 Jul 2016, 12:09

Kreydis wrote:Being blinded is a hundred times worse then being knocked down for 3 seconds or until someone "Shakes" you. but I agree, perhaps have a stacking blind effect for "Stun" rather then a stun, aliens have to many ways of stunning marines anyhow, and the stun chaining is the most annoying part of CM. Otherwise we need to give marines some form of stun resistance / stunning aliens besides putting them in crit. Seeing as how you literally can't KD them.
Yes, the end result of blind versus stun is worse for a marine, but it's a multiplicative affect means marines are given a chance to say "Okay I'm in a bad position, I should walk away," as oppossed to now where a marine can be knocked down from an attack made at the screen's edge and then jumped on and killed. And even if you are blinded, as long as you aren't an idiot, you have a good chance of still getting back behind other marines who can keep you covered while you clear your vision. This also opens up potential counter measures from the research department, non-stick glasses or a face shield attachment for your standard marine helmet. And even if a marine counters the blind via late game equipment upgrades, the spitter still has his burning acid which I think is very well balanced right now but under utilized by most spitters because knocking a marine down is infinitely better than slowly burning them to death and taxing medics to keep marines fighting.

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Re: Spitter Nerfs When?

Post by Kreydis » 14 Jul 2016, 14:15

Toroic wrote: Shotguns and explosions stun/knockdown aliens.

Unfortunately xeno CC is a necessary part of taking marines alive, though a system where eggs couldn't be moved but xenos could drag marines easily and indefinitely would probably be a better system.
Xeno CC is nessessary and you're right it sucks that their's few ways around it. Also the shotgun buckshot only works on t1-2 right? Big aliens don't get stunned do they? If so, awesome I forgot about the buckshot because unless you get a TAC, or macro hardcore, pump is trash.

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Re: Spitter Nerfs When?

Post by Casany » 14 Jul 2016, 14:19

Just make it to where you can spit at marines on the ground. That would stop the chain spitting, atleast for a little bit
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Re: Spitter Nerfs When?

Post by Toroic » 14 Jul 2016, 14:46

Kreydis wrote: Xeno CC is nessessary and you're right it sucks that their's few ways around it. Also the shotgun buckshot only works on t1-2 right? Big aliens don't get stunned do they? If so, awesome I forgot about the buckshot because unless you get a TAC, or macro hardcore, pump is trash.
The stun doesn't work on crushers though the buckshot can hit multiple times at close range, which does a lot of a crusher's hp in damage.

Two lucky shots would probably put it in crit at mature.
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Re: Spitter Nerfs When?

Post by eyelocker » 14 Jul 2016, 14:56

spitters and runners should have the spit and the pounce delay increased. It's annoying as fuck when a xeno keeps spamming spit on you or when a runner keeps pouncing on you, mainly as a survivor.
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Re: Spitter Nerfs When?

Post by BalancedGeneral » 15 Jul 2016, 09:34

Spitters will be nerfed when the reduce the amount of mines/sentries

Aka never, because admins/devs couldn't balance their way out of a wet paper bag
Your daily reminder that this server is utterly shit for balance, and the hack Apop is intent on keeping it that way. :thumbup:

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Re: Spitter Nerfs When?

Post by Kreydis » 15 Jul 2016, 12:09

BalancedGeneral wrote:Spitters will be nerfed when the reduce the amount of mines/sentries

Aka never, because admins/devs couldn't balance their way out of a wet paper bag
Couple of things,

1 You're an ass who doesn't know shit.
2. Crushers = minesweeper
3. Turrets are a bit harder to deal with but unsupported it'l get wrecked like nothing. Not to mention a strong boiler cloud will give you the opportunity to destroy it because of the vision blocking properties.
4. SADAR is the most terrifying weapon I've ever had to play against.

So unless you're going out of your way to rush into marines alone, who are clearly better defense options then aliens, you really shouldn't have to many problems with mines or turrets.

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Re: Spitter Nerfs When?

Post by Casany » 15 Jul 2016, 12:32

Kreydis wrote: Couple of things,

1 You're an ass who doesn't know shit.
2. Crushers = minesweeper
3. Turrets are a bit harder to deal with but unsupported it'l get wrecked like nothing. Not to mention a strong boiler cloud will give you the opportunity to destroy it because of the vision blocking properties.
4. SADAR is the most terrifying weapon I've ever had to play against.

So unless you're going out of your way to rush into marines alone, who are clearly better defense options then aliens, you really shouldn't have to many problems with mines or turrets.
Balancedgeneral is troll, he has posted things like this before. dont let him get your goat
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Re: Spitter Nerfs When?

Post by Joe4444 » 17 Jul 2016, 06:36

Kreydis wrote: Couple of things,

1 You're an ass who doesn't know shit.
2. Crushers = minesweeper
3. Turrets are a bit harder to deal with but unsupported it'l get wrecked like nothing. Not to mention a strong boiler cloud will give you the opportunity to destroy it because of the vision blocking properties.
4. SADAR is the most terrifying weapon I've ever had to play against.

So unless you're going out of your way to rush into marines alone, who are clearly better defense options then aliens, you really shouldn't have to many problems with mines or turrets.
A couple of other things:
5.we only get 4 sentries
6.we get like 2 mine boxes per squad
7.any smart xeno would just get a spitter or somthig to melt a wall and flank them
8.the costs for sentries is 200 points which is a lot
9.Xenos have the crusher which can block shots like a bulletproof window(and HE SADAR rounds,grenades and everything else)
10.BalancedGeneral is just a troll mang don't let him get to you...this is the guy that said apop hates xenos

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Re: Spitter Nerfs When?

Post by Steelpoint » 17 Jul 2016, 06:39

Mines are only proliferated if both Cargo is ordering explosive crates (50 a pop) AND competent people are using the Mines on planet whenever a supply drop is sent.
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Re: Spitter Nerfs When?

Post by Kreydis » 19 Jul 2016, 12:24

Elite spitter on upgrde to ancient spiter needs to be auto exploded. Ancient is the biggest cancer I've ever played against on this server. spitting like a fucking smartgun with perma stuns. It would be fine if it had a limited spit pool, but it can keep firing forever on weeds.

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Re: Spitter Nerfs When?

Post by Butterrobber202 » 19 Jul 2016, 13:35

Spitter nerf never, you guys get Auto Turrets, we get autospitters.
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Re: Spitter Nerfs When?

Post by Casany » 19 Jul 2016, 14:13

Butterrobber202 wrote:Spitter nerf never, you guys get Auto Turrets, we get autospitters.
Turrets don't stun, and can be blocked by boiler spit, and crushers are immune, do you wish for me to go on? Spitters can stun the completely reck anyone, turrets don't stun and usually don't kill.
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Re: Spitter Nerfs When?

Post by ParadoxSpace » 19 Jul 2016, 14:29

The big part is the stun. The fact that it can be chained makes it twice as absurd as turrets.

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Re: Spitter Nerfs When?

Post by Fritigern » 20 Jul 2016, 15:51

Aaand just watched a praetorian and a runner kill 5 marines. Just keep middle mouse clicking the marines to keep them perma stunned on the ground, even from across the screen, and win.

This has become straight up retarded.

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Re: Spitter Nerfs When?

Post by Kreydis » 20 Jul 2016, 16:04

Only 5? 1 ravager + ancient spitter slowly killed off 20+ marines.

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Re: Spitter Nerfs When?

Post by Fritigern » 20 Jul 2016, 16:11

Yeah, but this was a situation in which no marine could even stand up to fight back. They were literally all faceplanted the entire fight as the prae and runner killed them one by one, none able to get on their feet long enough to shoot.

No skill, no clever ambush, just ranged perma stun on 5 people. It's so stupid that it has become funny to me.

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