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Thread: Beno tech idea(s)

  1. #1
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    Beno tech idea(s)

    I hate Xenos, as a forever marine main. But perhaps to appease the cries to improve the tech tree I have here an extremely evil idea.
    Bioscanner disruption. makes the bioscanner read either 50% above, or 50% below the actual value, chosen by the queen.
    Evil huh? And tactically would be helpful

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    Considering like 60% of the techweb for beans is "tactical or strategic" I would not say that beans getting more tactical or strategic gear would help. Also, with metagaming like it is, any XO/SO/CO will just look through the roster and see how many beans could really exist from potential caps. So no thats a pretty shit idea for a techweb item, considering we already have all sorts of benobuffs, like blockade(wow a weakresinwallogosh) and Telecomms outage(jokes on you beans, you can only fight the most baldy of the ungas, because the rest are in a deathball 35 deep and are not even listening to radio anyway). Compared to marines, who get armor, toxin/fire/wall pierce ammo, CZSP that negates 90% of the weakness of marines, a railgun to make pushing mindnumbingly simple, budget increases to make attrition almost impossible, combat stims to remove the ability to stun them, combat implants to remove bonebreak and grant night vision, a xenomorph motherfuckign ERT, and oh, a fucking tank. And the wake up more troops bullshit, but thats neither here nor there, as its less relevant than all the things that marines get at T1-T2 that just completely break the matchup. And honestly, the final thing is the cheapness of AP, and the general uselessness of armor in most rounds, in addition to acid blood being shit even when buffed, due to the innate tankiness that marines get from having meds in them, easily healing 5 burn damage per second. A simple way to fix the bean techtree is to treat it like marine tech tree, give beans longterm power like shield slash and fort weeds, remove build distro and just give it to all beans as a standard, make drones produce thick walls and doors and give hivelords an acid door/wall that deals damage to ungas that strike them, to make pushes slower and less aids to deal with machetemen charging through 15 minutes of building with a small sliver of steel.

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    I think a T3 tech where any xeno can lay weeds would be really good. Might be too OP idk

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    The bioscan is more of a 'hurry up and end the round' tool. It's a cool idea but I don't think it fits.

    Imo the problems with the xeno tech tree are:
    The jelly being the only reason to even tech into T3.
    Tech that's single use or drains tech points.
    No significant choice at the lower tech levels.

    The only viable xeno tech path is "defensive or distribute, or both -> Shielding Slash -> T3 and Jelly or Fortifying Weeds and no more tech for the rest of the round."
    By the time Shielding Slash is unlocked the round is pretty much decided, and the choice after that has little impact on the game.

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    Basically cryo marines but reserved for xenos.

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    I absolutely agree that majority of xeno techs are "tactical or strategical". Or "might be useful in some cases but not really". Or straight up meme like Acid Blood or whatever it's called. I have no idea why didn't dev go for the obvious solution: tech that gives +dmg or +hp or -cooldown. Marines have these kind of techs, why xenos don't? If you think it would be a bit OP, you can limit the buff to a tier or even a caste so queen would have to choose whether she should buy upgrade for T2s or wait for more techpoints and make T3s a little bit stronger. Buffing T2s could be a real meta since T2s usually get absolutely destroyed as soon as marines receive ammo from techwebs.

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    Dev Team Manager Stan_albatross's Avatar
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    Quote Originally Posted by ihatethisengine View Post
    I have no idea why didn't dev go for the obvious solution: tech that gives +dmg or +hp or -cooldown.
    Because it's boring, offers no possibilty for skillful use of the tech, and isn't fun to fight against and can't really be countered. It creates no new interesting gameplay opportunities for either side and is just low effort and really really boring. The armour plates tech is interesting because it isn't just a straight buff in hp, it's a decision the player has to make on what type of damage they want to negate, and also something they have to maintain and pay attention to.

    The day they add "+15% slash damage" as a tech instead of something interesting, fun, and able to be used in creative and clever ways like pushable walls, hive beacon etc, is the day devs basically give up on techwebs.
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    Quote Originally Posted by Stan_albatross View Post
    The armour plates tech is interesting because it isn't just a straight buff in hp, it's a decision the player has to make on what type of damage they want to negate, and also something they have to maintain and pay attention to.
    Oh yeah, this is a very good point. But why don't give xenos the same choice? Like choose resistance against buckshot or resistance against AP. More chance of delimb or additional organ/bone damage. It would be really interesting implementation, also we already had mutators a while ago. But instead you offer xenos the notorious queen beacon, which is very situational, can wipe out the entire hive and gives almost nothing in the long run. Marines have interesting techs with meaningful choices but majority of xenos techs are situational abilities or structures that depend on certain castes (hivelords and drones - If they bad, said techs will be useless for the hive).
    Last edited by ihatethisengine; 07-19-2021 at 07:19 PM.

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    Quote Originally Posted by ihatethisengine View Post
    Oh yeah, this is a very good point. But why don't give xenos the same choice? Like choose resistance against buckshot or resistance against AP. More chance of delimb or additional organ/bone damage. It would be really interesting implementation, also we already had mutators a while ago. But instead you offer xenos the notorious queen beacon, which is very situational, can wipe out the entire hive and gives almost nothing in the long run. Marines have interesting techs with meaningful choices but majority of xenos techs are situational abilities or structures that depend on certain castes (hivelords and drones - If they bad, said techs will be useless for the hive).
    Mutators are the second worst idea after putting HEFA order in canon.
    Anyone who thinks otherwise either doesn't know shit, or is just a benomain.
    Why mutators were bad requires no explenation, as this is so obvious.
    Mutators for additional delimb chance, or AP ressistance are just a retarded idea.

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    Quote Originally Posted by CABAL View Post
    Mutators for additional delimb chance, or AP ressistance are just a retarded idea.
    Ok. And various types of ammo including incend and anti-bio/implants that revive you or protect from stun/armor against certain type of damage/stims are not retarded?

    Mutators were badly implemented, I am not trying to defend this mechanic. It was bad and actually allowed minmax. My point is that it would be better to add tech that gives straight up buff instead of yet another situational ability. You can make this buff more interesting, but it should be useful and not depend on the queen/drones/baldness of marines.

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