Everything is a circle
“Just have sentinels purge stims” … Yep it’s definitely fun purging one guys stims after 5 min only for them to send down 30 more stims in the meantime.
This is Ouroboros.
My thoughts on the matter is that Stims are in good place. I like onetoughcreampuff Think the issue lay in the telegraphing.
Issue is that dieing because something happens outside of the expected tends to set lads off, i know this happens to me. Its one thing to Die doing something risky but its another thing to die to risk that you aren’t even aware of.
Part of this is also feeling like you can’t act because every thing is a risk and there no way to judge if is or is not a risk. I.E you figure out that the marines have stims but can never tell who is useing at any given time…meaning you have to treat all marines as if they are on stims at all times.
Simply haveing a system like what Onetoughcreampuff came up with would alleviate much of what makes stims feel so bad to fight.
so the issue isn’t with sentis rather than high-tier stims need to actually be hard to make instead of:
3 generic ingredients easily mass produced
maybe can of Souto
also if it takes you 5 minutes to purge a guys stims, i dunno what you are doing. teamwork makes the dream work
nothing is stopping anyone here from adding like 5 new reagents that take more than 15 minutes to make a batch of
no hive is having a team of 5 sentinels dedicated to drying marines lol
marines also arent usually in a neurocloud for longer than like, 5 seconds
Despoiler has super potent chem removal gas, just saying I do not care much for stims
im so rotund
I am fairly certain if I took a shot for every time we have had this discussion I would have Omega Alcohol Poisoning.
honestly, adding a new type of spit/gas that specializes in removing medicine/chemicals but does less damage in exchange would be a nice solution to this IMO
outright removing stims isn’t an option anymore
making it manageable/counterable is
then they lose.
you adapt, or you die.
you don’t win the game by being bull headed and trying to kill a boiler with a shotgun because “it does the most damage”
you change your strategy to the situation
2u of stim per spit ok
hit them 15 times so they can just inject another dose
stims could be balanced but their design is ass and their only purpose is to undermine mechanics that heavily contribute to the gameplay loop.
also yeah just purge their stims via: the worst t1 that feels horrible to play, the okayest t3 that is boring to play, or queen(you will instantly get sadar’d)
Let xenos move xeno corpses again
Why was this removed? I completely forgot. Thank you in advance for your time and assistance.
Morrow didn’t like it because xenocorpses were important for his techpoints system.
refer back to the following quote only 8 posts above the one you replied to, thank you
My problem with stims is not just everything everyone has listed already, but also it don’t feel very “alien-coded”, you know? You mean to tell me WY is giving soldiers experimental chemical concoctions made just that day, partially derived from xenomorphs and xenomorph accessories, and it isn’t ending horribly?
I’ve long toyed with the idea that stims should be a measure between risk and reward, and given that these are experimental drugs in a setting where experimental drugs tend to have some pretty disastrous and plot relevant side effects (cough cough, Z-O1, cough cough, anathema), I feel the same should be true here. It would make for some interesting situations. These half baked ideas are littered all over my computer in various text files like this one.


