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Thread: Things you don't like about current balance and what you'd do to fix it

  1. #21
    Whitelisted Synthetic Kineem's Avatar
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    Quote Originally Posted by DefinitelyAlone0309 View Post
    And then the 2 hour mark hits and ASRS takes a big shit on your 3rd point with spec kits to turn PFCs into Specs. Also, "multiple opportunities to rejoin the round" just feel like shit because you're still having to wait for 20+ minutes (5 minutes after each death to even get a chance for a larva) to get to a decent enough age to actually play the game (but the current flattened xeno power curve system will help with this somewhat)
    while i can't 100% confirm it i played in a round where I got the first spec kit from the ASRS console, picked SADAR, then heard from other players who got kits in that round that they couldn't pick SADAR after i had already chosen it.

    assuming this is true, then at most there will be the new SADAR and the original SADAR, but at that point in the game the original one is probably lying dead somewhere
    Chance Warden

    Duke the Synthetic, Karr'Thesh the Yautja
    ex-synth councilman and retired moderator

  2. #22
    Senior Member Madventurer's Avatar
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    Xeno reliance on the Boiler really needs to be changed. Just making the gas less controlling overall would be quite a nice change, perhaps slightly increased cooldown (5-10 seconds more per gas cloud) or slightly faster dissipation (1-2 seconds) would keep boiler powerful but less overwhelmingly strong, actually forcing xenos to use the gas cover fast.
    Tyson 'Bunny' Sphere


  3. #23
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    Quote Originally Posted by Madventurer View Post
    Xeno reliance on the Boiler really needs to be changed. Just making the gas less controlling overall would be quite a nice change, perhaps slightly increased cooldown (5-10 seconds more per gas cloud) or slightly faster dissipation (1-2 seconds) would keep boiler powerful but less overwhelmingly strong, actually forcing xenos to use the gas cover fast.
    Can't say there is a significant reliance there unless Queen asked for the hive to be that way. Especially if you are playing with the standard "2 of each T3" rule, you are going to run into that reliance then.

  4. #24
    Whitelisted Synthetic themaskedman2's Avatar
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    I mean Xenos do rely on the Boiler a ton, but if you nerf the Boiler than Xenos are going to get omega stomped. Xenos need more options to deal with crowds/fulfill the role the boiler fills before it's nerfed because without our gassy bois the Xeno-beans are gonna be bamboozled to sausage town.

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    Quote Originally Posted by themaskedman2 View Post
    I mean Xenos do rely on the Boiler a ton, but if you nerf the Boiler than Xenos are going to get omega stomped. Xenos need more options to deal with crowds/fulfill the role the boiler fills before it's nerfed because without our gassy bois the Xeno-beans are gonna be bamboozled to sausage town.
    Heh

    Gameplay isn't just about the mechanics and role set. I've seen Lurker and Warriors, Lurkers and Runners, and Prae with Spitters do massive damage to whole teams because Queens weren't stingy with role proportion. Right now the season of players are very fresh, so the true depth of play hasn't shown itself.

  6. #26
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    Before I dive in, a Disclaimer:

    Heartfully I believe a lot more synergies on the Marine side would abate a lot of this in degrees. The biggest thing I've seen is that xeno roles manage to chain into each other in combat, in tactics, in building up hive; and in turn ALL 3 minor syngeries blend well for xeno's modest goal to be opposition and expand.
    Marines are ironically the driving force to a lot of the loreplay and setup - They have a lot more responsibility to the gameplay than it looks.
    So not around would marine players get more out of the round by doing less memeing and more 'role-gameplay' ; having more chances and more rewards to do so will allow the creative gameplay to start occuring. In basic, marines have to be serious first in order to have fun.

    Now for the Original Post:

    Neurospam - that's a yup. Be nicer if it had diminishing returns on the target whether the same xeno shot it or another

    The Screech - I agree with the idea, but the real thing to the screech is that it both DOWNS and DISARMS the players. (Again smart players can mitigate it with good tactics, anyone during the SD defense times will know but the hurt is there). If Screech can do a standing stun, like how the TGCode has caffeine and paralysis shaking, then I believe its more valid feedback. Added it is a good idea to[ have those most in front of the screech to take the most of effect

    Barricades - This can be a fun fix, I really would like to see Engineers upgrade items in the field. Namely emplacements that are made by building 2 metal cades in the same spot. ( it gets taken down the same way with an added wrench step ) Given its military-grade its naturally resistant to acidic hazards.
    Heck, even a chemical glass option instead of the usual barbed wire is a nice change of pace. So engineers can get a choice over time via ASRS

    Grenades - It seems that Damage-Based 'nades get whooped in the updates and WILL be whipped by the new xeno level. So let's get tactical:
    Concussion types derived from Impact rounds
    Foam Grenade type derived from the Inflatable Wall and Snow cades for insta-cover ( Perfect for Medical rush-ins and upping recovering Marines being pulled away.
    Caltrops aka Spike Ball Grenade - considering the throwing knifes and the sticky resin, marines deserve static area denials like these. a 7x7 checkered diamond radius sounds like a good max. And it won't harm Marines unless dragging a already wounded player

  7. #27
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    Quote Originally Posted by SunaLova View Post
    Before I dive in, a Disclaimer:

    Heartfully I believe a lot more synergies on the Marine side would abate a lot of this in degrees. The biggest thing I've seen is that xeno roles manage to chain into each other in combat, in tactics, in building up hive; and in turn ALL 3 minor syngeries blend well for xeno's modest goal to be opposition and expand.
    Marines are ironically the driving force to a lot of the loreplay and setup - They have a lot more responsibility to the gameplay than it looks.
    So not around would marine players get more out of the round by doing less memeing and more 'role-gameplay' ; having more chances and more rewards to do so will allow the creative gameplay to start occuring. In basic, marines have to be serious first in order to have fun.

    Now for the Original Post:

    Neurospam - that's a yup. Be nicer if it had diminishing returns on the target whether the same xeno shot it or another

    The Screech - I agree with the idea, but the real thing to the screech is that it both DOWNS and DISARMS the players. (Again smart players can mitigate it with good tactics, anyone during the SD defense times will know but the hurt is there). If Screech can do a standing stun, like how the TGCode has caffeine and paralysis shaking, then I believe its more valid feedback. Added it is a good idea to[ have those most in front of the screech to take the most of effect

    Barricades - This can be a fun fix, I really would like to see Engineers upgrade items in the field. Namely emplacements that are made by building 2 metal cades in the same spot. ( it gets taken down the same way with an added wrench step ) Given its military-grade its naturally resistant to acidic hazards.
    Heck, even a chemical glass option instead of the usual barbed wire is a nice change of pace. So engineers can get a choice over time via ASRS

    Grenades - It seems that Damage-Based 'nades get whooped in the updates and WILL be whipped by the new xeno level. So let's get tactical:
    Concussion types derived from Impact rounds
    Foam Grenade type derived from the Inflatable Wall and Snow cades for insta-cover ( Perfect for Medical rush-ins and upping recovering Marines being pulled away.
    Caltrops aka Spike Ball Grenade - considering the throwing knifes and the sticky resin, marines deserve static area denials like these. a 7x7 checkered diamond radius sounds like a good max. And it won't harm Marines unless dragging a already wounded player
    Just wanted to clarify some of your points:

    The Screech: Yes, I agree with this. Maybe just a making marines drop their weapons and adding extended screenshake would be more balanced.

    Barricades: This is already possible by stacking metal cades with sandbags.

    Grenades:
    Concussion grenades: This is essentially how nades work right now. I can see where you're coming from, and I too think having specialist concussion nades would be great, but you can basically achieve a similar effect with normal nades.

    Foam Grenades: This already exists in the form of metal foam nades which can be made by research. It used to be used a lot on Sulaco, but the devs nerfed it to the ground by reducing metal foam strength and restricting it to research (Used to prespawn in engineering)

    Caltrops: This is essentially HEFA/Incendiary. HEFA is great area denial while Incendiary is area denial with a timer.

  8. #28
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    I see where you wanted to clarify Popjin. The 'derived' details in the Grenade sub-topic are key to the reason. HEFA doesn't leave sprites that acts as harsh ground. the Concussion details are there because the base line force isn't enough for the tactical application, the suckers need to feel like multiple slugs and impact rounds. And nothing says the 'foam' wouldn't have a despawn timer/deflate sprite as it is temporary.

    In regards to the temporary cover, I'm surprised we don't have a Infantry Fighting Vehicle, as opposed to a tank, which would be the big decider to a lot fo this balance talk

    Added, the Metal + Sandbags is not enough. There is a Engineering meta I'm suggesting for a sense of tiered play. Its tough to create routines that can condition newer players to have some creativity and still achieve results for the match. This is one avenue to add in on that.

    Marines need so much force multiplication to make the struggle real

  9. #29
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    Quote Originally Posted by SunaLova View Post
    I see where you wanted to clarify Popjin. The 'derived' details in the Grenade sub-topic are key to the reason. HEFA doesn't leave sprites that acts as harsh ground. the Concussion details are there because the base line force isn't enough for the tactical application, the suckers need to feel like multiple slugs and impact rounds. And nothing says the 'foam' wouldn't have a despawn timer/deflate sprite as it is temporary.

    In regards to the temporary cover, I'm surprised we don't have a Infantry Fighting Vehicle, as opposed to a tank, which would be the big decider to a lot fo this balance talk

    Added, the Metal + Sandbags is not enough. There is a Engineering meta I'm suggesting for a sense of tiered play. Its tough to create routines that can condition newer players to have some creativity and still achieve results for the match. This is one avenue to add in on that.

    Marines need so much force multiplication to make the struggle real
    Ahh, I think I get what you're trying to say now.

    I agree with the adding of a concussion grenade, sort like a sting grenade or something. For your idea of a Infantry Fighting Vehicle, I think that might just be technical restrictions on the server. Maybe something like a portable riot shield that can be deployed and pushed along would work?

    As for engineering, more options are always better.

    It's the Caltrops idea I'm most concerned about. I don't think it really needs to be a grenade. And how would they work? Right now, I'm just imagining barbed wire on the ground.

  10. #30
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    Think a mini 'several throwing knifes that acts as damaging glass shards and low to no noise' . Once on the ground, another grenade blast should not move them

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