Partial revive of Lurker changes (!1887) · Merge requests · CM Devs / CM13 · GitLab
Hopefully makes lurkers both funnier to play as and against. Riskier gameplay due to health loss and shorter stun times, but a higher skill ceiling, floor and potential for actually making an impact on the round, since it has fallen way behind other xenos overtime.
Should be alot more enjoyable to play against aswell, since it doesn’t apply giga CC anymore and its easier to 1v1 if it fucks up a pounce.
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Existing abilities
Crippling strike - Slow removed, gives the lurker a 1 second 250 hp shield.
Invisibility - Speed buff changed to a slow, roughly same speed as walking, unlimited duration, alpha from 25 to 15, cannot rest while invisible, no plasma cost, can be toggled on/off with no cooldown. Using pounce while uncloaked applies a 10s cooldown to this though.
Pounce - stun down from 2.5s to 1.5s, cooldown down from 6s to 5s, no longer requires invisibility to stun.
Passive Slow on slashes vs knocked down targets removed -
Base stats
Health from 450 to 350
Tackle from 2-6 to 4-4 and duration from 2-3 to 3-3 (barely enough to keep a permastun as long as the lurker keeps tackling non-stop). -
Extra
Headbite - give it to base lurker and modify to the same behavior as warrior head pull - channeling for 10-15(more?) seconds on a crit marine makes the helmet fly off, channeling again causes a literal headbite, piercing the marine’s skull perma’ing him on the spot and updating the sprite with a hole in the marine’s head. If there’s no helmet, do it on first channel.
The only difference between base lurker and vampire should be that vampire gets some kinda bonus off this - maybe small stacking ability buffs like abom so the strain stops being clown weak if it miraculously pulls this off a few times?
It’s so soulful it should be merged instantly. Pure kino. Lets lurkers finally perma someone again. Unsure if we’ve a sprite, worst case someone could offset the chest wound one onto head kek.
Contrary to the first thought that pops up, it wouldn’t even be particularly imbalanced - warrior has had this ability for years and most of the time it goes unused because there is neither the time due to other marines, or because the crit person simply dies way before this can finish. In my 300+ hours of woyering I’ve pulled off maybe 10-15 heads and some because of other xenos tackling for me.
MorrowForm @Morrow
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Gameplay:
Does it feel good to use?
Thats the goal. Slightly less oppressive in 1v1 but more potential to wreak havoc if playing well and actually perma the marines if they keep walking in1 by 1 in 12 second intervals like its a warrior choke.
Tackle fixes will no longer torment the player with shitty RNG, its finally both fair and reliable. Old lurker felt better to use than current and this is going for the same energy without the issues.
Does it feel good to play against?
It should, yes, considering the stun times and health pool are reduced it should be way easier to punish. No more superspeed in stealth is also a massive gamechanger - MDs are more useful at warning you before the lurker’s already pouncing and less freedom for them to run all over the map.
And no more stuns into tackle. Old lurker cloak felt better to play against, now that the biggest complaint (total stunlock) is out of the way it should be a definitive improvement.
Does it affect other systems?
Well, combat in general. Specifically bravo/fobbits but I think its a welcome change for them - less health means even stray bravo bullets will force it back earlier. Smartscopes, sentries (sniper!) etc aswell -
Roleplay:
Does it increase immersion?
Hell yeah. It’s a lurker, it’s finally lurking again. Headbite is gonna literally save CM atmosphere if allowed.
Does it increase communication/interaction between players?
Maybe some more value in gardener drone fruits. Other than that not any more than it already does -dont walk alone. -
Simulation:
Does it fit in the CM universe aesthetically?
Yeah, no new visuals. Alpha fits other cloaks better aswell.
Does it fit in the lore of CM?
Hell yeah its the OG lurker, except no longer unfun to fight.
Does it make sense “realistically”
Yep. Lurker no longer being a sprinter does. Shield not really but I dont think its a big deal - alternatively could give it 100% evasion if thats possible. That way it’d be realistic, but would probably lead to FF with bullets going through it, which would be fun, but not very fair.
Video showcase
Cloak alpha and speed
Pounce stun and cooldown
Tackling window and duration (the last tackle near clip end is intentionally delivered with a delay to showcase whats the timer before marine gets up, should be able to infer from attack speed but you CAN deliver 4/permatackle)
Edit: Will likely have to buff ability numbers and slash speed to reduce ttk if gets approved but need to see how it performs first. I.e numbers by any means not final