Xeno Balances

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apophis775
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Xeno Balances

Post by apophis775 » 21 May 2016, 16:45

List of Xeno Balances (for reference):


Anything above t2: Can't be knocked down by standard grenades (Xeno Stun grenades will be in research update)

Cursher:
Stomp range increased
Charge distance decreased (can build the charge with less range)
Armor increased

Runner:
Decease/removal of "pounce" stun.
Increased Health

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Re: Xeno Balances

Post by Feweh » 21 May 2016, 16:53

SADAR should still knock down Aliens.

As well as Mines.... but Grenades AND Underslug shouldnt.

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Re: Xeno Balances

Post by Derpislav » 21 May 2016, 16:57

Would it be possible to make T2s be knocked down and away, but get up instantly? Is "knocking away" even possible to code without breaking physics horribly?

Sentinel castes feel somewhat underwhelming. Praetorian is essentially a spitter with more health but also slower, bigger and unable to ventcrawl.

Stronger stomp? Please no.
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Re: Xeno Balances

Post by Feweh » 21 May 2016, 17:04

Derpislav wrote:Would it be possible to make T2s be knocked down and away, but get up instantly? Is "knocking away" even possible to code without breaking physics horribly?

Sentinel castes feel somewhat underwhelming. Praetorian is essentially a spitter with more health but also slower, bigger and unable to ventcrawl.

Stronger stomp? Please no.
I think DERP makes a good point, Praetorians, Spitters and Sentinels are all kind of just meh.

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Re: Xeno Balances

Post by forwardslashN » 21 May 2016, 18:17

I don't think crushers need their stomp back. I suggest replacing it completely with a stationary stomp when you stand over a marine and stomp on them to deal extra damage. The long-range stomp we had before was ridiculous. Crushers are meh tier now because they can't effectively soak damage, so increased armor would be nice. Maybe more health too.
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Re: Xeno Balances

Post by Seehund » 21 May 2016, 18:39

Derpislav wrote: Stronger stomp? Please no.
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Re: Xeno Balances

Post by ShortTemperedLeprechaun » 21 May 2016, 20:24

Noize wrote:I don't think crushers need their stomp back. I suggest replacing it completely with a stationary stomp when you stand over a marine and stomp on them to deal extra damage. The long-range stomp we had before was ridiculous. Crushers are meh tier now because they can't effectively soak damage, so increased armor would be nice. Maybe more health too.
I am in favor of them being more tanky, especially since we plan to have caste limits planned
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Re: Xeno Balances

Post by Killaninja12 » 21 May 2016, 23:57

I'm definitely in favor of them being more tanky, but that stomp though, I have no words.
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Re: Xeno Balances

Post by ShortTemperedLeprechaun » 22 May 2016, 00:01

Killaninja12 wrote:I'm definitely in favor of them being more tanky, but that stomp though, I have no words.
I'd be okay with it being used more as a rib crushing thing. Like, use it on a marine, hear the wonderful CRUNCH of everything getting broken.
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Re: Xeno Balances

Post by Killaninja12 » 22 May 2016, 00:03

ShortTemperedLeprechaun wrote: I'd be okay with it being used more as a rib crushing thing. Like, use it on a marine, hear the wonderful CRUNCH of everything getting broken.
Yeah, that'd be completely fine, but what I mean't was the previous stomp in which it would knock down loads of Marines in the surrounding area.
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Re: Xeno Balances

Post by Gentlefood » 22 May 2016, 01:26

Give Crushers a great stun or let them tank. Do not give them both. And honestly I don't think that they need a buff.

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Re: Xeno Balances

Post by monkeysfist101 » 22 May 2016, 12:09

With the caste limit idea, I think crushers should have two to three times the health that they currently do at the expense of their stomp. If it's possible, we should make them completely immune to anything short of a SADAR from the front.
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Re: Xeno Balances

Post by ShortTemperedLeprechaun » 22 May 2016, 12:51

monkeysfist101 wrote:With the caste limit idea, I think crushers should have two to three times the health that they currently do at the expense of their stomp. If it's possible, we should make them completely immune to anything short of a SADAR from the front.
I'm in favor of this. With the caste limitation going to be in place, the xenos will have to pick and choose what they need, meaning no more (insert xeno name here) spam. A crusher would more or less be a tank. Though if we tripled it's health, I'd be in favor of low damage output, sorta like a runner, since in the game they're featured, they have hooves instead of claws pretty much.
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Re: Xeno Balances

Post by KeyWii » 22 May 2016, 13:33

Sweet baby tanker Jesus don't touch the Crusher stomp
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Re: Xeno Balances

Post by Killaninja12 » 22 May 2016, 19:16

I just wish there was more of an emphasis set out on making the Crusher an actual tank instead of a train of CC to spam with.
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Re: Xeno Balances

Post by apophis775 » 26 May 2016, 14:51

This is a "smidge" out of date...

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Re: Xeno Balances

Post by ShortTemperedLeprechaun » 27 May 2016, 23:43

Can we get an adjustment that will discourage mellee killing a hugger? like give it a proc to where it backfires and jumps you or something? I'm not talking about stunned ones, I'm talking about fully awake alert huggers.
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Re: Xeno Balances

Post by Gentlefood » 28 May 2016, 21:40

ShortTemperedLeprechaun wrote:Can we get an adjustment that will discourage mellee killing a hugger? like give it a proc to where it backfires and jumps you or something? I'm not talking about stunned ones, I'm talking about fully awake alert huggers.
This would mean thrown huggers if not taken care of immediately or those hidden around corners/walls are impossible for marines to deal with.

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Re: Xeno Balances

Post by ShortTemperedLeprechaun » 28 May 2016, 23:40

Gentlefood wrote: This would mean thrown huggers if not taken care of immediately or those hidden around corners/walls are impossible for marines to deal with.
Hmmm. How about have it run on a strict horizon and vertical axis sort of thing for a 50 percent chance, with diagonal being alot less? Huggers shouldn't be something we can walk up too unafraid and just prison shank.
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Re: Xeno Balances

Post by apophis775 » 30 May 2016, 15:55

You can't walk upto a hugger unafraid. If your on the bordering squad and it's not on cooldown from a drop/throw/heal then it will jump into your face.

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Re: Xeno Balances

Post by ShortTemperedLeprechaun » 30 May 2016, 16:03

apophis775 wrote:You can't walk upto a hugger unafraid. If your on the bordering squad and it's not on cooldown from a drop/throw/heal then it will jump into your face.
Incorrect. I've seen too many times where a marine will walk up to a hugger just to stab it. They don't panic over it or anything, they just calmly walk up, and prison shank it.
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Re: Xeno Balances

Post by forwardslashN » 30 May 2016, 17:50

ShortTemperedLeprechaun wrote: Incorrect. I've seen too many times where a marine will walk up to a hugger just to stab it. They don't panic over it or anything, they just calmly walk up, and prison shank it.
I can confirm this.
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Re: Xeno Balances

Post by ShortTemperedLeprechaun » 30 May 2016, 18:56

Noize wrote: I can confirm this.
The absolute worst part is when a squad fucking co-ordinates doing this during a hive assault. Like it bcomes some sort of bullshit river dance. Open the egg, back away, walk back, stab, repeat.
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Re: Xeno Balances

Post by Derpislav » 31 May 2016, 03:45

I'm neutral on the hugger issue. Yes, it's bullshit, but so are combat uses of huggers - or using them as minefields. A short burst across an egg room would kill everything in it. Except it doesn't.
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