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Thread: Can we look into stuns?

  1. #61
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    Damage fallloff isn't coded in properly so it's not even real by the way

  2. #62
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    Quote Originally Posted by Stan_albatross View Post
    If you do make such a server I'd like to see how many current players want to return to the 70/30 winrates of old
    Most marines have a backup shotgun in their suit harnass that takes half a second to pullout and PB.

    As far as balance goes my aim would be the following:

    Xenos
    • Rebalance abilities and axe some worthless strains (combine burrower abilities into runner, spitter into sent, etc.)
    • Rebalance Pheros
    • Remove *roar *hiss *growl midis that play when xenos get shot (this causes lag)
    • Change the evolution setup. T1 should all be drones starting off.
    • Remove pointless structures - evo pods, spawning pools, egg morphers, hive pylons, etc. were terrible design decisions IMO.
    • Bring back the old nesting mechanics where you needed to put marines side by side to have them burst quickly
    • Buff slashing for all castes
    • Can weed on any tile except water
    • Latejoiners can spawn as xeno without using a larva slot
    • Adjust ventcrawling timers so that it doesn't take an hour to crawl into a vent
    • Spitter/Sent acid spit DESTROYS equipment when it hits a marine. If the marine is naked then it does burn damage.
    • Remove T3s entirely or reduce the # slots to the old days (like 10% of your hive slots)
    • Nerf and remove Queen abilities (she should be as weak as a T2, almost ALL rounds currently the queen has to CARRY the fucking xeno side in direct combat)
    • The lower the health the longer the xeno can be stunned
    • Remove bone shards


    Marines
    • Buff gun damage for every weapon
    • No helmet gives increased accuracy
    • No gloves gives increased fire rate
    • APC could function as logistics hub providing respawns, or a mobile artillery similar to boilers
    • Buff machete damage vs resin structures
    • CAS, Artillery, and OBs work in any location.
    • Shotguns would have reduced ammo capacity to 3 shots before reloading (Tac Shotty is 5)
    • Resin nodes can ONLY be destroyed via machete or flamethrower.
    • All inventory slots would get cut in half
    • Lighting radius would get cut in half or removed entirely (lighting is a huge source of lag atm)
    • Barricades would be nerfed
    • Dropship doors would never be able to be bolted shut
    • Remove autoinjector slots for helmet and remove regular marines being able to use autoinjectors without being a minimedic.
    • Mag harnass only works for med and heavy armor. Unable to fire another gun while a gun is in your suit storage slot. (except for sidearms)
    • The more damage you have the easier it is for an xeno to knock you down
    • Paincrit threshold is at 100 instead of 150
    • Broken limb pain rework that makes firing sidearms cause minimal pain but firing a two handed weapon give a severe amount of pain



    Lighting and inventory space are two very underutilized game mechanics right now. Also I would probably consolidate all the +50 APCs on the map to be in only a half dozen spots in the map.

    Basically the bottom line would be that xenos and marines are both become super squishy. Marines guns are only effective near good light sources. Marines have a bigger beast of burden when it comes to logistics since lighting, inventory space, and xenos ability to melt gear all makes it harder to survive. However, their guns are now even more effective. Any xeno who is foolish enough to attack in a well lit area bursts into gibs just like the movies. Xenos strengths is in CQC and speed. Marines have their equipment, but without it they are very vulnerable.

    This would be a drastic rebalancing task but the payoff would be a smoother lag-free and challenging CM experience for both sides.


    Rocco 'Blackhole' Ward | RI-288-P
    Marine Total Playtime - 191:23
    Xeno Total Playtime - 128:33
    Updated - 04/17/2020

  3. #63
    Senior Member Stan_albatross's Avatar
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    Quote Originally Posted by Rocco Ward View Post
    Snipped LRP TDM capture frenzy playground with meaningless changes
    Yeah not one guy would ever want to play this. Just sounds like a TDM with idiotic video gamey shit like no helmet = shoot better that just destroys all semblance of RP.

    >>>>>>>>inventory space underutilised

    the sheer VARIETY of pouches, belts, webbings we have is not good enough?

    also WAY too much strain on req and medics with this

    and the buffs to capping would result in really aids gameplay loops. Especially with marine respawn, which even TGMC, the gameified LRP CM, has limited to once per hour.
    Karl Karlsson, the man who is (probably) good at everything

    Maxwell the synth, the robot who wants your metal and always recycles
    11/9/20 : Synth WL, 13/9/20, Mentor


  4. #64
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    Quote Originally Posted by Rocco Ward View Post
    Most marines have a backup shotgun in their suit harnass that takes half a second to pullout and PB.

    As far as balance goes my aim would be the following:

    Xenos
    • Rebalance abilities and axe some worthless strains (combine burrower abilities into runner, spitter into sent, etc.)
    • Rebalance Pheros
    • Remove *roar *hiss *growl midis that play when xenos get shot (this causes lag)
    • Change the evolution setup. T1 should all be drones starting off.
    • Remove pointless structures - evo pods, spawning pools, egg morphers, hive pylons, etc. were terrible design decisions IMO.
    • Bring back the old nesting mechanics where you needed to put marines side by side to have them burst quickly
    • Buff slashing for all castes
    • Can weed on any tile except water
    • Latejoiners can spawn as xeno without using a larva slot
    • Adjust ventcrawling timers so that it doesn't take an hour to crawl into a vent
    • Spitter/Sent acid spit DESTROYS equipment when it hits a marine. If the marine is naked then it does burn damage.
    • Remove T3s entirely or reduce the # slots to the old days (like 10% of your hive slots)
    • Nerf and remove Queen abilities (she should be as weak as a T2, almost ALL rounds currently the queen has to CARRY the fucking xeno side in direct combat)
    • The lower the health the longer the xeno can be stunned
    • Remove bone shards


    Marines
    • Buff gun damage for every weapon
    • No helmet gives increased accuracy
    • No gloves gives increased fire rate
    • APC could function as logistics hub providing respawns, or a mobile artillery similar to boilers
    • Buff machete damage vs resin structures
    • CAS, Artillery, and OBs work in any location.
    • Shotguns would have reduced ammo capacity to 3 shots before reloading (Tac Shotty is 5)
    • Resin nodes can ONLY be destroyed via machete or flamethrower.
    • All inventory slots would get cut in half
    • Lighting radius would get cut in half or removed entirely (lighting is a huge source of lag atm)
    • Barricades would be nerfed
    • Dropship doors would never be able to be bolted shut
    • Remove autoinjector slots for helmet and remove regular marines being able to use autoinjectors without being a minimedic.
    • Mag harnass only works for med and heavy armor. Unable to fire another gun while a gun is in your suit storage slot. (except for sidearms)
    • The more damage you have the easier it is for an xeno to knock you down
    • Paincrit threshold is at 100 instead of 150
    • Broken limb pain rework that makes firing sidearms cause minimal pain but firing a two handed weapon give a severe amount of pain



    Lighting and inventory space are two very underutilized game mechanics right now. Also I would probably consolidate all the +50 APCs on the map to be in only a half dozen spots in the map.

    Basically the bottom line would be that xenos and marines are both become super squishy. Marines guns are only effective near good light sources. Marines have a bigger beast of burden when it comes to logistics since lighting, inventory space, and xenos ability to melt gear all makes it harder to survive. However, their guns are now even more effective. Any xeno who is foolish enough to attack in a well lit area bursts into gibs just like the movies. Xenos strengths is in CQC and speed. Marines have their equipment, but without it they are very vulnerable.

    This would be a drastic rebalancing task but the payoff would be a smoother lag-free and challenging CM experience for both sides.



    hide-pain-harold-title-red -web.jpg



    what
    i play delta sl sometimes





    delta guy

  5. #65
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    This guy hasn't laid off the black tar heroin and as a result his brain has shrunk

  6. #66
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    Quote Originally Posted by Stan_albatross View Post
    Yeah not one guy would ever want to play this. Just sounds like a TDM with idiotic video gamey shit like no helmet = shoot better that just destroys all semblance of RP.
    It's actual the opposite of TDM. It's survival horror, which I would argue is what CM once was initially with the 70:30 winrate. Every choice and decision should have consequences with tradeoffs. Everything from your loadout has a set of pros and cons.

    Quote Originally Posted by Stan_albatross View Post
    >>>>>>>>inventory space underutilised

    the sheer VARIETY of pouches, belts, webbings we have is not good enough?

    also WAY too much strain on req and medics with this
    The variety isn't the problem. Rather it's the excessive amount of space available to hold equipment that is silly. Right now you can carry medical equipment, plenty of ammo, 2-3 primary weapons, and extras like grenades with ease. There is no hard choices to make for tradeoffs. If you cut the inventory in half, then suddenly things become challenging. Also with guns doing more damage, there shouldn't be a need to carry as much ammo.

    Quote Originally Posted by Stan_albatross View Post
    and the buffs to capping would result in really aids gameplay loops. Especially with marine respawn, which even TGMC, the gameified LRP CM, has limited to once per hour.
    I don't understand what you mean. You're saying that there would be an infinite loop of respawns?


    Rocco 'Blackhole' Ward | RI-288-P
    Marine Total Playtime - 191:23
    Xeno Total Playtime - 128:33
    Updated - 04/17/2020

  7. #67
    Junior Member Nunk's Avatar
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    I honestly do think that certain T1s and T2s are too vulnerable to stuns but with how Beno mains are repeatedly shooting themselves in the foot in the thread it's funnier to keep things the way they are

  8. #68
    Senior Member kooarbiter's Avatar
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    stuns are so prevalent in the marine arsenal because they rarely have enough coordination and firepower to put down a xeno without trapping it somehow, and with the nature of xeno weeds, and the fact that most xenos can easily retreat for a nigh guaranteed full heal with enough time, marines have to rely on crowd control to reliably kill tankier xenos, which tend to take the form of chasing, boxing them in, giving them a status effect (like flames) or stunning them with explosives, to create a big enough time window to damage the xenos enough to crit them, otherwise it'll all just be wasted ammo that gets healed off.









    I want off this sad ride, mister grim.

  9. #69
    Predator Council Member ChainsawMullet's Avatar
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    Quote Originally Posted by Rocco Ward View Post
    It's actual the opposite of TDM. It's survival horror, which I would argue is what CM once was initially with the 70:30 winrate. Every choice and decision should have consequences with tradeoffs. Everything from your loadout has a set of pros and cons.
    Consequences don't make a game a horror game. Making the other side drastically punishing or overpowered doesn't make them scary, it makes them cheap. Cheap =/= fun horror.


    Gigabeast ChainsawMullet seen dodging discord bans that would result in whitelist suspensions.



    Who the fuck does this guy play????

  10. #70
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    Quote Originally Posted by ChainsawMullet View Post
    Consequences don't make a game a horror game. Making the other side drastically punishing or overpowered doesn't make them scary, it makes them cheap. Cheap =/= fun horror.
    Game mechanics should be robust and offer challenges to the player. CM does this with their inventory system compared to vanilla SS13 with items being different weight values. However I would argue that there are too many inventory slots available right now. A player shouldn't be able to carry literally everything. If you are a good game designer then you want a player to have to make sacrifices with their choices.

    In regards to horror games in general, I would say you are dead wrong. Alien isolation, Amensia, and many other popular horror games make the monsters unbeatable and overpowered for a clear reason. IT FORCES THE PLAYER TO RUN!

    Resident Evil 2 with the Tyrant does a nice job of setting up the atmosphere of you being hunted.

    It's not because the player has 30 inventory slots.
    It's not because the player can 1 shot PB and kill the boss.
    It's not because the player can unga via banzai charge and get revived instantly without any major setbacks

    The monsters have to be able to overpower the player. In the current CM meta it's the other way around. The xenos have to run away from the marines. The marines are the masters of CQC. They don't die. It's literally hilarious that the sides are switched 180. It seems that xenos are genuinely more afraid of the marines than vice versa.

    Old CM didn't have this problem. Being a marine was scary. It was challenging. And I would argue it was much more satisfying and fun than the current game.


    Rocco 'Blackhole' Ward | RI-288-P
    Marine Total Playtime - 191:23
    Xeno Total Playtime - 128:33
    Updated - 04/17/2020

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