Experimental xeno tackle changes' tackles numbers

we can add your disarm odds in the text you get when you evolve into a new caste

It’s nice to see a place where people talk about a pr. There are some pretty good opinions said here.

Marines can see how hurt xenos are with their sprite while xenos can’t.
Make it so so xenos can see the health bar on marines again so xenos don’t kill them just to get a cap.
Try capture a light armor marine and a B12 after without health bar, a guessing game, capping will turn into a slash and tackle and repeat. Like it’s surgery operation when it should be easy.
So to get a great cap chance the marine will have IB that make capping worthless so they bleed out.

Capping is a huge mechanic core for Xenos, its the only way they can expand/recover their numbers. Make it teamwork when there is few xenos left would literally just kill the chances to get captures and rebuild a hive. Capping should be encouraged, not a punishment.

Surprisiingly, IB isn’t that bad for a cap to have for xenoes. If the larva maturity inside the host goes over 50%, then the larva will guaranteed burst. And i have yet to see somoene die from IB in the span of 3 minutes (outside the inital PR where people bled out in seconds).

But otherwise i completely agree.

thinking about making internal damage less likely with castes targeted to do capture work (lurker, sentinel, runner) to prevent caps prematurely dying

im not sure why these low damage castes had the ability to cause such internal havoc anyway

i’d like opinions on this step, it wont be anything extreme, its just a measure to make sure an otherwise perfect by-the-books cap doesnt get ruined by RNG

They do a load of internal damage because the people playing those castes want to feel like they’re having an impact on marine fighting efficiency by forcing someone to get surgery - a lot of the time you can’t actually kill someone, only wound and run.

Personally I think it’s gone way overboard. Lurkers for instance have what feels like an over 50% decap chance on unarmored parts if you use your abilities (actually I think it might be near 100%, it’s incredibly reliable), it’s also a (nearly?) guaranteed bonebreak and IB per lunge, even if the marine’s wearing the heaviest armor (one of the many reasons why it’s useless imo).

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Again I think the easiest way to improve capping for xenos is to just double (maybe even triple) crit marine hp

If people stay in crit on the ground longer, it helps prevents murderhobo r*tard (are we seriously censoring this word??) xenos from killing every potential cap, it gives xenos something when they take ground instead of being forced to try and camp bodies for 5 minutes, it provides a more reliable capping method for backliners than tackling, and it circumvents the whole tackling issue where players get grabbed in 2 hits at full hp because now they get their chance, got put into crit, and actually lost the fight.

The only serious problems I can see with doubling marine crit hp is it enabling xenos to get too many bone breaks, IB’s, decaps etc. chances by just slashing crit players forever, and it would let xenos drag people in crit much further than now.

For the first case, I think xeno bone break/IB/decap/organ damage could really be tuned down anyway (It could alternatively be tuned so the odds of all those status effects decrease if the marine is unconscious in crit), and in the latter case of dragging we can just double the already existing oxyloss damage from being dragged so the distance you can be dragged in crit stays the same.

Could change it so if you reach -100% health from brute or burn you still die as normal, but you can asphyxiate up to 300%.

Then xenos can’t just maul critted marines to break every bone in their body.

increasing crit hp won’t make it easier for xenos to cap. to cap you need to devour the marine, which has a check based on marine PAIN LEVEL instead of hp.

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You can devour anyone at any time except when they’re dead…

no. devouring a marine that’s a pain level above PAIN_LEVEL_SEVERE (or higher) will cause finishing the do_after of devour finishes, it will instantly kill the marine instead of devouring. this is why xenos slash crit marines instead of devouring them.

increasing crit hp won’t mean anything because marines will still have comedically high pain levels, HOWEVER, DRAGGING a marine with PAIN_LEVEL_SEVERE (or higher) does oxy damage, meaning that increasing crit hp DOES mean xenos can drag marines further after they’re critted.

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Yeah, its very real. Once died on devour at 20% HP because i got hit by a runner explosion.

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So if the xeno tries to devour a marine who is somehow in lots of pain while having no damage, the marine will die? If so, that is very weird. Is it meant to prevent situations where marines can’t do anything as they are captured while in crit?

More generally, I think devoured and nested marines should have a rapidly-consumed chemical that doesn’t heal anything but keeps them from dying from oxy, toxin, or blood loss. This could allow xenos to rough up marines a bit as this pr encourages.

So if the xeno tries to devour a marine who is somehow in lots of pain while having no damage, the marine will die?

yes, if you lose an arm + get a fracture you’ll get paincrit and die on devour EVEN if you only have like, 50 total damage.

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We do actually have injury indicators to pick up on for xenos, its just that they are hilariously bad by being covered by armor and having to tell a 3~ pixel difference.

devouring a marine that’s a pain level above PAIN_LEVEL_SEVERE (or higher) will cause finishing the do_after of devour finishes, it will instantly kill the marine instead of devouring. this is why xenos slash crit marines instead of devouring them.

Is there any actual good reason for this to be the case?

Unless you code another way for marines to be “down”, then xenoes go back to dragging your corpse half way across the map once you’re down.

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I’m guessing the point is so that you have to tackle someone to cap them instead of just knocking them into crit. If you could cap crit people then lurkers would become solo capping machines and just in general capping would be way easier.

But if our current goal is to rework capping to make people engage with damage mechanics rather than just tackling then it makes sense to rework this mechanic

The reason is quite simple. It was introduced in like 2021 or something, and before then lurkers would crit you, swallow you, and move your body about 40 tiles from where you went into crit. It was both amazing and bullshit.

After thinking about the xeno tackling like this, I might have found a comprimise. One that makes it both better for marines and xeno side keeping the experimental tackling.

And its simple. Make it so hugged marines cannot die unless they are damaged by external forces. Be they bullets slashes, fire, whatever. While also making it so paincrit marines don’t take oxy damage/die when vored.

This both makes more sense to how other games make it (where humans gets capped once they reach critical), while also making 2 tap tackles not a thing anymore. Also makes carriers not useless as it would be essential as either a hub for player huggers, or just hugging in general for frontline capping.

Necroing this thread since the PR got re opened again.

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