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Thread: Current Feature Discussion - Xeno acid damage has no long-term reprecussions

  1. #11
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    Buff pain damage from acid, a human having flesh literally turned to goo by a bioweapon should not be able to run and shoot. This would also make memey abilities like acid grenade useful as a CC, marines don't currently care about acid grenade damage, primarily due to the fact that it can be healed by a singular dose of kelo, and has minimal side effects outside of a paltry 20something damage.

    Or add in a certain amount of compounding permapain, that requires proper medical attention(nervous system restoration) at an autodoc or surgical bed, to restore. Ideally, the meta would shift from pushing over the dead, setting a timer and trying to hold to perma, to crippling marines with a combination of broken bones and perma pain, pushing whenever you break the lines and retreating when they have been treated and are at a battle ready state.

    A strange way to avoid getting capped....


  2. #12
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    You standing in a cloud of acid.. presumably breathing it in.. maybe buff the damage acid does to eyes and lungs?
    Felix the Synth: hat fanatic, nice robot, one time double agent almayer synth executed for sedition. Occasional murderous mopbot.

  3. #13
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    Quote Originally Posted by c4xmaniac View Post
    Surgical/Synth lines were the worst additions to medical in a very long time. Its a testament to the dev cycle that the OG surgical line survived for nearly 6 months, and that its successors are still in the game. It should get removed, increase kit effectiveness if worried about the ability to heal people, and while at it make it so you can't infinitely restock them from venders.
    I also find medical boring now.. but the removal would just go back to defib spam.. which is also kinda boring.
    Felix the Synth: hat fanatic, nice robot, one time double agent almayer synth executed for sedition. Occasional murderous mopbot.

  4. #14
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    Marines and SPECs are already being forced to take additional kelo because acid damage has been raised recently and we acid was never meant to outright end marines. It was always a support role and for sieging. one example where its INASANELY good is breaking splints (essentially as good as fraccing someone) from the edge of a marines screen and a prae can do it in 1 spit. This is exemplified by the fact marines get minimum 2 fracs when they die in melee because of damage creep now. Not to mention they then get to heal the queen by HALF of her health and can store enough to do that twice. On top of all this mairnes usually have 3 uses of tricord and kelo. So they themselves can withstand an encounter with a good prae 3 times before they are forced to find now a full wey-med to refill...

  5. #15
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    Xenos already win the battle of attrition so why does yet more permanent damage need to be added.

    Trapper boiler is cancerous enough, given there's no way to physically block it. Adding perma-damage on top will turn the game into dodge-the-endless-ability-circles.

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