Praetorian offensive capabilities

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KittyHawkpilot019
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Praetorian offensive capabilities

Post by KittyHawkpilot019 » 25 May 2018, 02:31

I see the praetorian's new caste, now making it even more able to be offensive. I'm not saying the praetorian should be nerfed to a defensive, but rather tweaked so it couldn't take on an entire squad just using its spit.
https://gyazo.com/a38b0c8cb2e50d7df1e6dedb80caf331
In this picture you see the Praetorian's spit going from 5, 3, 1. You can see that it can go around corners, and I've seen a praetorian knock out several people by rushing spitting and falling back, barely taken any damage. Especially the cooldown on the spit, it may be too fast. I believe by making the spit possibly having a chance of stunlock, and not 100%. Maybe even just pain crit and no stunlock at all. Also when t3 xenos upgrade they get slower, is that balancing or a bug?
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Re: Praetorian offensive capabilities

Post by zoboomafoo » 25 May 2018, 02:43

I've seen far worse examples of the ridiculous spit than that screenshot. Like 7 or 8 marines at once. It's ridiculously good, combined with the speed and health of the prae in addition to pheromones, I think prae is one of the stronger t3 choices right now. Prae spray puts the boilers spray to shame.
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Re: Praetorian offensive capabilities

Post by MattAtlas » 25 May 2018, 02:43

The praetorian acid spit is so trash now that it is literally useless.

Nerf the acid spray and prae has nothing left except pheromones. And who will play a caste whose only purpose is pheromones?
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Re: Praetorian offensive capabilities

Post by KittyHawkpilot019 » 25 May 2018, 02:44

zoboomafoo wrote:
25 May 2018, 02:43
I've seen far worse examples of the ridiculous spit than that screenshot. Like 7 or 8 marines at once. It's ridiculously good, combined with the speed and health of the prae in addition to pheromones, I think prae is one of the stronger t3 choices right now. Prae spray puts the boilers spray to shame.
Yeah, especially. It beats the boiler, and the spit should be switched between the two.
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Re: Praetorian offensive capabilities

Post by KittyHawkpilot019 » 25 May 2018, 02:45

MattAtlas wrote:
25 May 2018, 02:43
The praetorian acid spit is so trash now that it is literally useless.

Nerf the acid spray and prae has nothing left except pheromones. And who will play a caste whose only purpose is pheromones?
I honestly think it would be better (now) to switch the spit spray between boiler and praetorian
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Re: Praetorian offensive capabilities

Post by MattAtlas » 25 May 2018, 02:46

KittyHawkpilot019 wrote:
25 May 2018, 02:45
I honestly think it would be better (now) to switch the spit spray between boiler and praetorian
Still, the praetorian's main focus being the acid spray doesn't resonate well with me. I just want the old acid spit back really.
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Re: Praetorian offensive capabilities

Post by KittyHawkpilot019 » 25 May 2018, 02:53

MattAtlas wrote:
25 May 2018, 02:46
Still, the praetorian's main focus being the acid spray doesn't resonate well with me. I just want the old acid spit back really.
I really just see the praetorians using the spit every time the cooldown ends, then having a few other xenos drag off the stunlocked marines to be held as hosts. It would be better as a boiler's ability rather than the prae. But I see what you're saying.
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Re: Praetorian offensive capabilities

Post by Butlerblock » 25 May 2018, 09:04

I believe the devs are changing prae damage focus away from acid spit to something else to make variety and pave the road for corroder, whose main damage source is most likely going to be acid spit. Wouldn’t want two t3’s having the same main damage source.
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Re: Praetorian offensive capabilities

Post by Loco52 » 01 Jun 2018, 21:59

KittyHawkpilot019 wrote:
25 May 2018, 02:31
I see the praetorian's new caste, now making it even more able to be offensive. I'm not saying the praetorian should be nerfed to a defensive, but rather tweaked so it couldn't take on an entire squad just using its spit.
https://gyazo.com/a38b0c8cb2e50d7df1e6dedb80caf331
In this picture you see the Praetorian's spit going from 5, 3, 1. You can see that it can go around corners, and I've seen a praetorian knock out several people by rushing spitting and falling back, barely taken any damage. Especially the cooldown on the spit, it may be too fast. I believe by making the spit possibly having a chance of stunlock, and not 100%. Maybe even just pain crit and no stunlock at all. Also when t3 xenos upgrade they get slower, is that balancing or a bug?
Huh, I think prae is pretty k because it's very easily killable you know. If you do only one bad acid you can instantly die as your speed decreases tremeeendously (changelog says slightly but nope). Also, your acid spit is great for narrow corridor, but it's shitty for open spaces... so if you happen to do that in an open space with little to no backup you're for sure going to get rekt. Prae is also fairly squishy young-mature... I just feel it's a caste you need to know how to use y'know, like time well your spits know when to attack, when to go back because being killed after you acid spatter is pretty easy if you make one single mistake.
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Re: Praetorian offensive capabilities

Post by TheDonkified » 01 Jun 2018, 23:13

What's stopping a prae from teaming up with a tanky xeno, like an elite+ defender or a crusher and just having that xeno back it up after it sprays. What's stopping prae from working with any xenos to fully utilize it's abilities, such as runners to drag away or warriors to grab those not in spray, and murder a lot of people? Just because a prae alone is not as strong as it was before doesn't mean it's not OP.
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Re: Praetorian offensive capabilities

Post by Clutch » 01 Jun 2018, 23:27

prae's are perfectly balanced lol idk what ur guys problem is haha
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Re: Praetorian offensive capabilities

Post by Loco52 » 02 Jun 2018, 03:47

TheDonkified wrote:
01 Jun 2018, 23:13
What's stopping a prae from teaming up with a tanky xeno, like an elite+ defender or a crusher and just having that xeno back it up after it sprays. What's stopping prae from working with any xenos to fully utilize it's abilities, such as runners to drag away or warriors to grab those not in spray, and murder a lot of people? Just because a prae alone is not as strong as it was before doesn't mean it's not OP.
Prae is all about teamwork, but riness want everything they cant one hit kill nerfed
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Re: Praetorian offensive capabilities

Post by KittyHawkpilot019 » 02 Jun 2018, 03:47

The post nerf prae is well balanced.
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Re: Praetorian offensive capabilities

Post by TheDonkified » 02 Jun 2018, 03:49

Loco52 wrote:
02 Jun 2018, 03:47
Prae is all about teamwork, but riness want everything they cant one hit kill nerfed
Yeah, but it's that team work that makes it super powerful. It can literally keep going back and forth and screwing over marines at chokepoints as long as it has support, preventing you from pushing.
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Re: Praetorian offensive capabilities

Post by Clutch » 02 Jun 2018, 05:53

TheDonkified wrote:
02 Jun 2018, 03:49
Yeah, but it's that team work that makes it super powerful. It can literally keep going back and forth and screwing over marines at chokepoints as long as it has support, preventing you from pushing.
learn how to play man prae's are perfectely balacned and spokydonut made the right call to put them in
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Re: Praetorian offensive capabilities

Post by Loco52 » 02 Jun 2018, 13:38

TheDonkified wrote:
02 Jun 2018, 03:49
Yeah, but it's that team work that makes it super powerful. It can literally keep going back and forth and screwing over marines at chokepoints as long as it has support, preventing you from pushing.
Well there was one time I was a prae memeing in a chokepoint. Marines were tired of me so they had a plan, they waited for me to attack once again and BOOM, sadar rocketed in the ass. I was stunned enough to be killed by everyone and even if I had stood up from the stun I had a 3 marine force flank coming from behind me. Problem is rines don't want to think, they only want to shoot... but when they actually do think they do wonders.
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Re: Praetorian offensive capabilities

Post by TheDonkified » 02 Jun 2018, 13:43

Loco52 wrote:
02 Jun 2018, 13:38
Well there was one time I was a prae memeing in a chokepoint. Marines were tired of me so they had a plan, they waited for me to attack once again and BOOM, sadar rocketed in the ass. I was stunned enough to be killed by everyone and even if I had stood up from the stun I had a 3 marine force flank coming from behind me. Problem is rines don't want to think, they only want to shoot... but when they actually do think they do wonders.
Were you alone? Did you have any xenos supporting your flanks? If you're going to meme a chokepoint like that, you need an escape plan. Being confident and pushing the marines without a backup plan or support is asking to die with the recent prae nerfs. A lone warrior dying in an open field does not mean it's not OP. You need to take into account the circumstances of your death instead of just the death.
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Re: Praetorian offensive capabilities

Post by Loco52 » 02 Jun 2018, 14:11

TheDonkified wrote:
02 Jun 2018, 13:43
Were you alone? Did you have any xenos supporting your flanks? If you're going to meme a chokepoint like that, you need an escape plan. Being confident and pushing the marines without a backup plan or support is asking to die with the recent prae nerfs. A lone warrior dying in an open field does not mean it's not OP. You need to take into account the circumstances of your death instead of just the death.
Two way corridor being attacked by a big force of aliens. I'm just saying here that T3s are not supposed to be easy to kill and I think that makes a lot of sense. If you see a Prae memeing a chokepoint as a marine force you move away from there into a more advantageous area rather than throwing yourself to death every time.
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Re: Praetorian offensive capabilities

Post by TheDonkified » 02 Jun 2018, 14:42

Loco52 wrote:
02 Jun 2018, 14:11
Two way corridor being attacked by a big force of aliens. I'm just saying here that T3s are not supposed to be easy to kill and I think that makes a lot of sense. If you see a Prae memeing a chokepoint as a marine force you move away from there into a more advantageous area rather than throwing yourself to death every time.
Fair point. My problem with prae is that it has way too much offensive and defensive capabilities, especially in maps such as Prison, Underground Ice, and LV caves. Flanking is a good tactic, and it has the capabilities of working. However, you need perfect coordination in order to have successful flanks, and what's stopping a group of xenos, such as warriors, hivelords, or ravs, to completely shut down a flank on their own? So many times have I seen LV cave flanks shut down because xenos use tight spaces to completely prevent marines from pushing in, and it's not easy when you need to ensure your spec doesn't get rushed by certain xenos or your main strategy hinges upon surprise when a decent runner will scout for any flanking forces.
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Re: Praetorian offensive capabilities

Post by VortexGaming » 02 Jun 2018, 16:42

My opinion on the matter is to lower the damage that the prae's acid cone does, from what I'm seeing it does more damage than the boilers acid spray. to be fair they shouldnt have it slow you down when you use it just raise the cooldown equal to the boilers or something.
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Re: Praetorian offensive capabilities

Post by Gnorse » 04 Jun 2018, 17:32

remove the spray stun, keep the damage. Boom, balanced.
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Re: Praetorian offensive capabilities

Post by misto » 04 Jun 2018, 17:57

removing the stun will put people at risk of continuing to walk around on the acid, building up damage and pain, possibly putting themselves in paincrit. so it would be a buff against the reckless if a nerf vs wise marines

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Re: Praetorian offensive capabilities

Post by Gnorse » 04 Jun 2018, 18:37

misto wrote:
04 Jun 2018, 17:57
-snip-
two words.
Natural selection. /s


But seriously, SOMETHING has to be done to the shotgun spray.
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Re: Praetorian offensive capabilities

Post by KittyHawkpilot019 » 04 Jun 2018, 21:51

Gnorse wrote:
04 Jun 2018, 17:32
remove the spray stun, keep the damage. Boom, balanced.
Removing the stun of the current spray (post nerf) would make it useless now
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Re: Praetorian offensive capabilities

Post by Sulaboy » 04 Jun 2018, 21:54

KittyHawkpilot019 wrote:
04 Jun 2018, 21:51
Removing the stun of the current spray (post nerf) would make it useless now
It would still be a shotgun acid spit that can go over barricades. Plus praetorians still have their old acid/neuro spit which I haven't seen used as often since the change. It would make the ability more niche, and put the other back into relevance.
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