Cm dev team truley be the biggest of thunkers.
there is one stim chem that absolutely needs to get removed and thats the one that turns OD into sugars, removing the harm of OD’ing, went a round were someone made a god stim that would revive a dead marine without a docs intervention, queen would have to gib to keep em down because they combined the slow metabolic rate with it
What if a marine who takes a stim will become immune to its effects after it wears off or after a preset amount of time has passed?
This would make stims something that you can only get a short term benefit from.
I honestly think this is the case when we should just remove stims without trying to improve them. Just keep BNM and anti-parasitic, I’d say keep healing but it should be limited so you won’t be able to outheal 4 T3s slashing you (real). Nah, there is no way to fix stims.
Stims are unironically a nerf to marines on lowpop considering stims are almost never achievable yet researchers will literally rather spend every point on an unrealistic goal instead of making nanosplints like sane, rational human beings.
On highpop, marines already have a significant winrate advantage.
After countless “research overhauls” over the years, I’ve mostly lost faith in stims ever reaching a good spot. I agree, sometimes it’s just not worth keeping something that’s just a source of continuous pain.
Maybe we really should just axe them until they finish whatever rework is ongoing.
Stims shouldn’t have multiple properties and this can be achieved by making them potentially hazardous to health and life of a marine if combined.
You either take bone mending, or parasite killing, if both are taken, all of your bones break because both stimms interacting caused parasite killing stim to “think” that bones are the parasite and larvae you are infected grows faster, because bone mending stim feeds larvae calcium, or whatever scientific mumbo-jumbo.
Here you go, more, or less balanced stimms.
No more fast, stun immune, super healing stims, you have to choose which one to take at the moment if multiple are researched and distributed.
that or you could build up immunity to it to where the effects are less effective
I have never, ever, in my entire lifetime ever seen nanosplints or anything akin on lowpop. Never. This is not a joke, I’ve never seen anything but stims come out of research.
There’s no reasonable way for researchers to get nanosplints on lowpop, the past 3 140~ pop rounds research has gotten less than 3k total in biomass (not even enough to buy laser scalpel), there’s no way that lowpop (120~ pop?) would ever have enough bodies that get to research for biomass.
Literally same. You’d think people would grow a brain and realise that nanosplints are infinitely more useful due to the crippling lack of planetside surgery & medics on lowpop, but alas…
Re: @unknown920, Lowpop is more around 80-100 people.
I’ve seen xeno bodies reach research in sufficient quantities for nanosplints even on deadpop. I don’t deny it’s a potential bottleneck, but in my experience the main factor screwing nanosplint production isn’t the lack of resources, it’s researchers being stim addicts.
It’s truly a damn shame, because nanosplints are a great solution to splints being as resilient as tissue paper.
I don’t play research in general and my marine hours are about half my xeno ones. Research can actually make stuff other than stims and greenos?
I don’t want to REE too much about this, but I think I should note the entitlement mentality shift here. Instead of the Research stuff being something generally optional and niche, people now starting to expect stims and nanosplints even at lowpop as the default.
I get techweb flashback reading that. Oh god no. And now i realised it is back. Honestly, we have plated/nanosplint. Why don’t we have that every caste can weed, beacon? Sharper claws?
Because everything in the main gameplay loop actually gets more or less balanced. The broken stuff is usually some relatively niche mechanics - spec weapons, CAS, Research, rare new xeno castes… There it takes time for the playerbase to notice the brokenness after the stuff is added and by then there’s already a lobby willing to defend it being in the game.
I don’t think it’s accurate to say people “expect” stims and nanosplints on lowpop- It’s actually the complete opposite.
I see stims or nanosplints on lowpop like once a blue moon. If anything, I literally DON’T expect research to do anything useful or contribute whatsoever. Most of the time they do nothing, so I expect nothing.
It wouldn’t make sense for me to expect research to give me stims when I haven’t seen them produce stims for the past 12 rounds.
What I am saying, is that me expecting nothing shouldn’t be the norm.
I’d argue it’s more healthy for marines to expect useful products from research, similar to how marines expect unga and custom chemicals from chemistry, or OT explosives from well, the OT.
If people expect something from you, it means your department is playing an active role in the round, and consistently contributes.
For instance, I’d be very alarmed if chemistry or OT was so notoriously ineffective that people end up expecting nothing from them.
Look, that’s a reasonable perspective, and you’re not doing anything wrong, but it absolutely does not invalidate what I said.
Research has been broken for so long and that brokenness has been so established, that it sort of became an integral part of the marine faction. And it’s not only not getting nerfed, but keeps getting powercreeped: now the nanosplints are back from the techwebs, then there’s that PR that’s gonna split the points and give Research more power, then maybe someone’s gonna readd the chem transfer and so on.
Bring back husking (permadeath) and give it to all high tier stims, and clone damage that can only be healed in cryo tubes for lower tier stims so stims are a temporary advantage that have severe draw backs if you do not use the stims properly.
Boom, moment xenos know stims are active they retreat and let marines take ground, and if the marines didn’t take stims at a decisive moment, now they are fucked forever or for quite a while (since you need control of planetside medical for fast cryo heal).
Research also needs a bit more balancing population wise; aka the lower the global population, the less points you need to spend on things, so you can have things like nano splints in a reasonable amount of time on low pop. But thats just me spitballing as someone who only has surface level knowledge of stims after playing researcher and CMO for like 5 hours in the past couple months, so feel free to tell me my ideas suck.
i for one like the idea of clone damage, it makes sense well keeping super powerful still a thing.
i am thinking that it prob will do best if that many Properties give clone only after it get to a high level that way you still make lower grade stims have a point, it MAY not be as powerful but you can take it all the time with out issue, but that level 10 NST will quite fast stack up the clone damage.
EDIT:
Quite but if make it so it kind of how i am think for the clone to work, this still can happen but now if the xeno make a bad call and pull back when its only a low tier stim they will have just only shoot them self in the foot. this will stop xeno from just running anytime they see stims being used.
Ah, so you meant power creep, not actual expectations per se.
Regarding power creep, I agree on that front- Research technically has “more” power now, though I’d say it’s mostly contained in the stims. Stims are currently just shitty RNG where you either get nothing, or get something that’s hilariously broken.
I’m hoping that in those research revamps (especially the point-splitting one), stimulants get nerfed such that we can’t really get “godstims”. I’m pretty sure they’re already going for that route, so I guess all we can really do is wait and see.
I think the husking idea sounds cool- Making stims have permanent consequences depending on their strength actually sounds decent, given one of the major complaints right now is that people can just keep stabbing themselves with stims to keep the buff going 24/7.
We really migth best scrap research until its fully reworked.
The point seperation PR i made mainly trys to remove a toxic gameplay loop, that made people behave like assholes. With all the rigth to do so, because not being one meant kneecapping research.
But like.
The fact that a change to not incetevise toxic behavior, fucks up balance a good bit, is deeply fucked up. It shows how bad research kinda is.
Yeah, fuck research.
+1 on removing that dumpsterfire for now.