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Thread: Strain Ideas/Suggestions

  1. #1
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    Strain Ideas/Suggestions

    This is purely for new strain ideas and suggestions for changes to new strains only

    Keep it sweet, and simple, this is for devs to glance through quickly.

    I'll start off with one of my ideas
    New Ideas should include a MALICE (A negative) and a BUFF/ADDITION (Something positive.)
    Try and stick to a format similar to the one below.

    Crusher: Axe the AOE stomp. It's too hard to balance once seen in practice.
    Replacement idea
    Charger: 1Horn- Remove the crushers armored crest in favor of a spiked horn that increases it's charge damage.
    2: Crusher gets the ability to impale, which could be anything from a headbutt++ or during the charge stab a marine and carry it with you for the charge. Marine can either resist off/Falloff when momentum dies.
    3: Can use the horn as a strong headbutt, that causes both knockdown (No knockback) and damage/stamina with increased internal bleeding/organ damage chances.

    Malices:1Lose the armored crest (If they still have it)
    2: Less armor/resistances
    3: Ramming into walls will damage the crusher or put their charge on cooldown/flicker stun. This works for cades as well, but without the flicker stun/cooldown

    Boiler
    Railgun The Railgun Boiler has a few drawbacks, one being that it's outranged. This could be more detrimental than previously thought with the new L42. Engineers can currently repair cades faster than the railgun can actually damage it. Keloderm can nearly outheal it's damage. a 15/15U pill was able to heal through two Railgunglobs. And come out of the second one with minimal damage. Maybe make it cause pain like a stunbaton on hit.
    Balancing change: Cause the railgun glob to explode in the direction it was travelling, this can cause a number of things.
    1:Spawn multiple 'spits' AKA shrapnel that fly out in an arc from where it landed, bypassing the cade it collided with.
    2: Spawn something similar to the new spitters acid spray in a cone out from the glob.
    3: Just have it smack everyone behind it in a similar way to the old claymores with a shifted 3x3 explosion that can do like 30/20/10 brute
    Last edited by sargash; 04-08-2019 at 05:34 AM.

  2. #2
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    Sentinel "Caustic" : Loses neuro spit, but you gain a new ability "Neuro Gas". Basically, you activate it to spawn neuro gas on that tile, and the gas spreads out to 1 tile further and lingers for the same amount of non-Lingering Gas Boiler before disappearing. 5 second CD (could be changed if too weak/strong)

    Rav "Dragon" : You lose charge and special delimb chance, but you can breath fire (basically just grab Ravenger's fire breath skill, but make it non damaging for fellow xeno) and you gain a new active ability called "Fire Walker" which makes it so that the next 5 tiles that you walk on will become fire tiles that don't damage friendly xeno

    Lurker "Assasin" : Loses Pounce, but Stealth is now an active skill (that lets you run in full speed) and the first attack in stealth will break cloak and stuns the target and deals extra damage. Duration can be like a bit longer than runner's pounce, but definitely not as long as current lurker pounce
    Last edited by DefinitelyAlone0309; 03-10-2019 at 11:59 AM.

  3. #3
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    I'd say for crusher. A strain that removes stomp, but makes charge faster. Base crusher speed faster, and thickens the crest a bit. Or just make it nudge marines aside if you're not on a full charge-up. aka knock em down but don't deal full damage for like 0.1 second. At like three tiles or four? So you cannot just be that crusher who runs through crowds of marines knocking em all down for a moment lol
    Last edited by Ketrai; 03-10-2019 at 12:27 PM.

  4. #4
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    Runner strain currently has basically no drawback. When you're ancient runner, you're moving so fast moving that tiny bit slower is actually a buff. It also allows runners to deal damage much more reliably. End result is:

    Old runner:
    Great speed, low health, low damage

    New runner:
    Great(er?) speed, low health, good damage

    Out in the open, this is murder.
    Tyson 'Bunny' Sphere


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    Abductor (Lurker strain): lose Stealth and movement speed, but Pounce now automatically grabs marines and has no movement delay post-Pounce. Your pullspeed is the same as your movement speed.

    Berserker (Ravager strain): lose delimbing chance and movement speed, but Charge now hits all marines in a line AoE 3 tiles wide.

    Neurotoxic Grasp (Sentinel strain): lose Spit, but gain increased tackle chance and successful tackles stun marines for a moderate duration.

  6. #6
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    Ravager: Hot Blooded. Fire immunity is replaced with 50% fire damage resistance. While on fire, you move and attack much faster and your attacks will light marines on fire, and any acid blood splashes you leave will burst into flame.

    Lurker: Trapdoor Spider. You lose the ability to move while stealthed and can no longer pounce. In exchange, you are more transparent while stealthed and you gain the Deathblow ability. Deathblow can be performed on a marine who is within two tiles of you if you have been stealthed for more than 10 seconds. It deals extreme damage and ignores armour, generally killing instantly.

    Sentinel: Radioactive Spit. You glow in the dark like a Boiler, and your spit no longer knocks people down. In exchange, your spit puts 5 units of a chemical into the target's bloodstream which causes them to slow down and take toxin damage over time, decaying within about 30 seconds. This chemical has an overdose threshold of 15, and above that they will fall unconscious and begin to take organ damage which will be fatal quickly.

    Crusher: Juggernaut. Lose the ability to charge and a good portion of your movement speed. Gain increased armour, and anything you walk into takes damage as though you had charged it.

  7. #7
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    Ravager: since rav has fire immunity, trade charge for fire spit. Lit marines on fire for a short duration, dealing DoT.
    Former staff, also former Synthetic senator.

    Now just a shitposter and lurker.

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    For boiler, fix some of these railgun strain issues. 1. it stops a tile before the tile you're aiming at, let it keep going, even a few tiles off-screen. since snipers, a19, and every marine with a scope can outrange you. 2. make the charge-up way faster, it's way too hard to predict, a good marine doesn't stand still. 3. It actually does pitiful damage against barricades. An engineer has all the time in the world to fix it because there isn't a painful gas cloud on it.

    It's a terrible trade-off currently.

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    Crusher - Carrying Momentum
    Malice: Increases minimum charge distance to
    6? tiles.
    Boon: Max momentum is increased, Less
    slowdown upon hitting Marines.

  10. #10
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    Due to the Boiler having extreme sniping abilities, the tank gets absolutely decimated as it can't contend early round. Does anyone have any good compromises in mind for this?

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