if devs are serious about keeping blue flame as fucking OP as it is then xenos need a fireproof strain for every caste. There is no fucking counter to WP blue flame rockets and no counter to double flamethrower tank.
if devs are serious about keeping blue flame as fucking OP as it is then xenos need a fireproof strain for every caste. There is no fucking counter to WP blue flame rockets and no counter to double flamethrower tank.
https://streamable.com/z8f9x
Thats me with WP rocket.
Not sure how balanced it would be but I would give up my neuro as a sentinel for the ability to make marines drunk/high
boilers railgun needs a more severe cooldown imo, it doesnt come out fast enough to be viable compared to cloud for defense purposes, which is awkward when boilers are a cornerstone defensive caste and you only have 1 or 2, at the same time gas seems to get kills easier as well
i think removing the windup from railgun would be enough actually, then you don't have to worry about a marine moving awayfrom where you targeted while you're trying to build up the gas shot
and railgun needs a change in the sound/sprite it makes when you fire it, cause I tend to see other castes try to rush with my "gas cloud" for cover only for it to not expand and then get hit up
Last edited by reuben owen; 03-26-2019 at 05:17 PM.
Some of these are pretty fun ideas.
Runners really suffer from any kind of flame. Their low health means if other xenos aren't present they will die before the can extinguish themselves.
A runners strain that trades their stealth (hiding under objects) for a passive 50% resistance to flame would be pretty good.
Makes them capable of surviving fire without being immune to it. Whilst they does essentially double their health vs fire, runners have low health anyway and it won't effect bullets.
EDIT: You could call it Mini Ravager
The Abductor - Spitter Strain
-Removes Acid spit
-Buffs neuro stun to 1 level higher maturity-wise
-Increased drag speed
-Decreased health
This is a subset of the spitter specifically meant to capture marines. You lose the ability to damage shotgunners for being able to yoink those lone, or even a pair of marines, to the hive.
Ravager: "Enforcer" - +Armor
Trades Charge for the ability to Pummel. Pummel is a toggle-able ability. Costs 80 plasma (or some very high cost) to toggle on, after which it will be used once. While toggled on, Ravager does not regenerate plasma. Toggles off after use.
"You feel strength flow through your arms. Use it."
While Pummel is toggled on, attempting to click a marine will have different effects depending on the intent. *While Pummel is toggled on, Ravager can attack from up to 2 squares away (so 1 attack at a 2 tile distance).
On Disarm: 100% chance to successfully tackle. Extended stun duration. Target unconscious while stunned.
On Harm: Performs three attacks instead of one.
On Grab: Immediately after grab, the enemy is thrown four squares away whichever way the Ravager was facing. Very slight stun. No damage. If used on a barricade, will rip apart the barricade after a short duration, even with barbed wire.
On Grab (Overpowered but cool version): Rips off helmet/breaks the helmet. If used on a Marine with no helmet/a broken helmet, rips the head off. Also works on Preds.
Last edited by reuben owen; 04-22-2019 at 03:42 PM.