You can also sprite click someone with buckshot twice, and it either crits, or almost crits most non t3 castes, but very consistently leads to a followup kill.
hey all! im the person who revived the PR, feedback is always welcomed and appreciated, along with help on the coding side of things, since i am still very new to this
otherwise, i ask that everything is kept civilized, respect others opinions, even if you dont agree with them
if they can slowly drag you away after they tackle you down without dying or getting stunned, that’s 100% the fault of the marines around you
The number one thing i’m concerned over is that its a pretty hefty nerf for xenoes, where it isn’t bundled with something else to either balance it out or not make it as devestating.
we’re working on that as we speak! corey is making use of his skills in spriting to impliment an indicator for xenos to see marine states
If I had any personal balancing remarks i’d either make tackle_strength always 3, meaning that xenos actually have a consistent tackles, and that the minimum_tackles aren’t increased by the PR
ex: a drone caste tackling a marine with 30 hp (70 damage dealt) should be able to 2 tap tackle, and the tackle will always last 3 full seconds. it already has the marine at minimal HP, meaning that they’ve either not been healing OR they’ve been getting slashed.
also: give xenos advanced health hud (or normal health hud, depending on whether you want them to be able to see pred player HP or not)
ill take it into consideration, other opinions/views on this suggestion helps as well
Maybe one way to encourage teamwork between xenos could be to decrease the tackles needed if the marine is CCed (e.g. if a marine is slowed they require 1 less tackle than they normally would at their current health state)
That way you could make sentinel less useless atleast
This would be the nail in the coffin for capping I’d wager. Not particularly bothered as I primarily kill anyway.
I feel like this PR would make capping unreasonably risky to attempt for little to no reward.
I’m not sure a confirmed extra xeno is little-to-no reward. I think you’re wrong on that.
If xenos only cap because its easy, then thats on part the xenos fault.
I don’t think capping is easy currently. If it was, the entire frontline would just become caps instead of dead bodies. Capping is challanging to do, and making it even harder is just gonna make capping either not fun enough to do, or simply too hard to pull off.
Capping is actually easy. People just keep killing them.
I feel like the only reason tackling isn’t as common is because xenos are way too focused on getting frags and clips, rather than capping a marine. To add onto this, capping should be a secondary consideration on the front, and it is. That’s why the front isn’t all caps.
TL;DR Kill thirsty xenos and frontline castes being unable to cap is not an issue on the PR’s part
This, this is also a reason why caps are mostly not taken on the front.
To be honest, if this PR is supposed to make capping more frequent, then I think you are gonna get the opposite results, since the ones not capping won’t change much, and the ones who do will think its too contrived to do.
And if its punishing players for NOT capping when they should, then thats a playerbase issue that you probably won’t get rid of by punishing the ones actually trying to cap.
Everything besides the removal of randomness is in my eyes not only completely and utterly unnecessary but also detrimental to the state of the game as a whole and the enjoyment of both sides.
Injured marines taking less tackles
This on the surface seems like a good idea (which is probably how it got into the first PR), as it decreases the odds that a perfectly healthy marine gets instantly capped. However it’d be very hard to judge whether or not somebody is capping or killing if you’re just joining the fight (the exact reason you never slash caps currently, along with the chance of killing them), and it’s also fairly difficult to tell how injured a marine is, especially when they take chems mid fight, there’s already been the healthbar suggestions which I am heavily opposed to and will elaborate my position on if they ever make their way into a PR.
The nerfs to Warrior, Runner, and lurker (and the general increase in difficulty of capping)
I do not believe the nerfs to the three ambush castes were necessary, nor did I when the PR was first made, it’d already be more difficult for them to cap when having to hit their max instead of most of the time hitting somewhere inbetween, so a further nerf just seems too much to me. This will also effect every other caste in the game, as they now have to hit their max too, leading to a much more difficult capping experience all around, meaning you’ll get less people wanting to cap, but need more, meaning you’ll get less caps, less xenos and more stomp rounds that nobody likes.
On the topic of “capping is bullshit and OP”
One man with stuns can make all the difference in the world.
Here is a list of viable ways to escape a stun:
- Nearby marines DPS checking the capper
- A nearby marine with a shotgun (slugs or buck, but slugs are more practical for this)
- A nearby marine with a UBGL with baton rounds, or impact grenades, or a strategic use of timed grenades
- A nearby marine with a revolver with heavy rounds
- A nearby marine using their UB flamethrower strategically
- A nearby marine with a UB shotgun
- A nearby marine that’s particularly aggressive chasing the capper
- A nearby marine that’s particularly aggressive bodyblocking the capper
Unfortunately, none of these are something you can do yourself, because individual skill can only go so far in a team game like this, once you’re stunned it’s on your teammates to save you, the skill issue isn’t always yours, but sometimes the other marine’s, and while this can be maddening you rely on other people’s skill all the time in this game.
- CAS knowing how any of the MFDs work
- CAS taking a good loadout, making good firemissions, Etc.
- Command giving accurate, relevant, current information and quick announcements
- Req understanding how to do line or make a good FOB crate
- The Chemline guy knowing how to make chems
- The IOs not dying instantly so you can get techs
- Research not making a regular hive by accident and all dying
- The FTL or SL getting good coords for mortar or OB
- Your teammates to not FF you (even if this one happens a lot)
- Your teammates to recover you when you do die
- Medics to know how to fix IB, splint you, not OD you, give you the right drugs, Etc.
- Engineers to place turrets in good spots, not cade front, make a good FOB, decon walls, not place C4 in dumb places, Etc.
- SOs to tell the rest of your squad where you are when you scream for help over comms
- Medbay to know how to do the surgery you need (preferably in a timely manner)
- Req sending good crates to front with ammo you actually need instead of Pvt. Stanley’s ten flechette boxes
This is a team game, and not all problems can be solved by yourself.
Capping is actually easy. People just keep killing them.
Its a select group of players who go out of their way to kill confirmed caps (ie: 3 people shoving, 1 person walks up just to slash to kill) because ‘muh end of round snowflake leaderboards’
happened multiple times with the exact same people
I think it would emphasize queen screeches for capping a lot more. Warrior capping would still be somewhat viable if you’re on the front with a bunch of other xenos to swarm whoever you fling, but you’re going to end up with a lot more situations where the marine just gets up and PBs themself, or where your allies kill the cap because they were trying to weaken them, which I think will just make even more people think “why bother?” and end up just killing everything.
Please PR them, I really doubt admins would rule it as anything but griefing.