Ive had this opinion for a while, and even though I know I am going to get flamed by 900 hour surv mains, I want to explain why.
So, lets give a common scenario. Xenos and survs have been fighting hard, survs are holed up and have managed a couple kills, but xenos are finally manageing to break down the cades. Then, john surv drops 8 molis when the cade is at half, killing everyone.
This ISNT metagame, IC this makes TOTAL sense. But it really isnt very fun for the xenos, theres a strong feeling of helplessness, because there isnt much if anything xenos could do to stop it.
So, 2 possible solutions:
Extreme solution: make surv scuicide while caded against the rules. Very much the extreme option, and even im unsure if its a good idea
Realistic solution: Give xenos 50-75% of a burrowed larva for each surv that dies, number can be tweaked as needed. Dosnt effect survs at all, but makes xenos feel like fighting the survs was worth it.
Edit: Figured I should mention im probably not going engage much with comments. This game is ruled by factionalism and ive never seen someone change their opinion based on a debate here, and I really cant be bothered to keep trying.
Ideally, you can just cap them faster. When most caps happen in a round will be as drones prior to survivors getting holed up.
Half a larva per dead surv is insane and would just prevent xenos from bothering to cap. Itâs not a huge issue, though it is annoying, you can stop it just fine. Queen for one is allowed to come to the hold whenever, and after a certain time frame it has 0 downsides for the xenos and practically guarantees most of them get captured.
Survs are there as âentertainmentâ, but can also be relevant for caps. Giving them caps automatically without having to put in the effort of said caps would not be a good change, nor would making it against the rules to kill yourself. Xenos can do plenty. Just move faster, cut them off before they hunker down. Or ask queen to come.
And, most of the time, not all survs kill themselves. The most experienced ones MIGHT do so, especially late. In an average survivor hold youâll manage to get a capture or two if you focus on it. Itâs a bit of a nothingburger issue, as I mentioned.
When survivors suicide it usually means xenos have failed to stomp bums with objectively worse equipment than actual marines. Realistically no one would want to be round removed and itâs an extreme measure.
In hindsight itâs just a straight xeno buff for absolutely nothing
Even disregarding the IC implications what exactly is wrong with survivor suicide?
Marines do this too, you know. If I feel like Iâm about to get captured I shoot myself. You donât see this sort of conversation around that: Why, exactly?
Because itâs ultimately irrelevant. Itâs usually like, what, four to six people? Thatâs nothing. Youâre not guaranteed to capture any of them at all anyway: Giving xenos more xenos just for fighting survivors? Thatâs even worse than limiting suicide. A buff without any concern to pre-existing balance against the xenomorphs primary opposition: The marines.
Yes, itâs annoying. Itâs also the most logical thing to do in the situation from the survivor players perspective. If they kill themselves thereâs a very strong chance theyâll be out of the round for good, itâs not like itâs a big âgotchaâ. Literally zero round-impact after that point. All this would do is incentivize strategies that involve even less interaction with xenomorphs than trying to fight them or fend them off of a hold (R-walling, hiding in a coffin in the middle of nowhere, molly spam etc) and thatâs not a direction I think anyone wants the role to go in.
theres a strong feeling of helplessness
You know who else feels that? The survivor youâre about to capture unless they take the literal most extreme option to avoid it: Suicide. You talk about factionalism but have failed to see that the same point raised here is applicable in the inverse.
More rules limiting otherwise innocuous behaviour would be ridiculous.
hilarious. i saw you complain about survs suiciding in a round where 2 out of the 4 survivors got capped, while the others shot themselves.
Why would it be aganist the rules? Itâs not LRP, itâs not griefing, at most its a minor inconvienience. Wow! You failed to get a cap! Not like thereâs like 5 monkeys around anyways.
Thatâs just an unneccessary xeno buff. And yes, it does affect survs if they survive, same with every other human role.
Another day in my favorite genre of CM: Xenomorphs asking for more gibs to overbuff them until marines can no longer win the game.
First things first, if a person doesnt wanna play the game as xeno - he kills himself to prevent the round balance from swinging too wildly against marines. Thatâs logical, thatâs a nice thing to do and it makes the most amount of players(marines) happy.
Capturing survivors is also incredibly easy, unless you play your hands too early and they band together early while having actual weapons. You can stab them until they become slow, you can tackle them down outright, you can corner them and get more xenos to drag them off. Survivors rarely kill themselves unless they are near the time marines are deploying, and by that point you already failed in your job as a xeno, any capture is a blessing that you are not owed.
Xenomorphs already have TOO MANY crutches that help them stay relevant and challenging in a round despite not having enough experienced players to give actual skill-on-skill challenge. What would giving xenos larva from killed survs do? Reward mindless âclick until its horizontalâ behavior that could actually harm actual capturing later on if a young xeno doesnt catch on it is a trick working only on survivors.
At the end of the day, if you feel like you arent ready and will do more harm than good, just dont engage with survivors and enjoy your 15 minutes of AFK gameplay before marines deploy to kill you, or to die to you.
What I wanna say is, just get more skilled at the game and you wont need to propose ridiculous things like this
We should nerf survivors alot more, make it 2 larvas for every dead survivor and 4 for every captured survivor, also if they die to bursting make it 6 larvas from 1 body, remove all weapons on the maps and only spawn in crafting materials where you need to craft ammo from sheet metal, 10 sheets for 1 bullet.
Also double the ammount of âsmall hostsâ on the maps, and remove all flashlights from the spawnpools, same goes for vests, its highly unrealistic.
I donât believe the coders original intent matters considering itâs been the case for god knows how long now that this hasnât been an issue and arguably still isnât one. Youâd have to ask whoever made it that way for clarification anyway.
Mechanically limiting self-damage would be unbelievably stupid though.
It does raise an interesting idea though that there are two different ways to do it. I guess the âaim-for-mouthâ thing is supposed to be definitive so other people canât revive you.
Xenomorphs shouldnât be rewarded for their mistakes, and there are a few methods you could use to prevent suicide.
Sentinels, survivors rarely (if ever) spawn with armor, making it so 1-2 sentinel spits can easily stun them and keep them stunned
Queen. Bit skeptical since this usually happens with the immaturity screech thing, but it surprisingly works as an unintended feature
Any stunlocker caste, like warrior with lunge, then throw them away from whatever they can use to suicide quickly, a gun will give you enough time to tackle them, a grenade will and if your lucky, you could still save a mollied survivor
Hope the survivors somehow screw up their suicide and you get the chance to drag them away while theyâre critted
Theres no need to buff xenoes if you feel suicide feels cheap. Make it cost something other than ammo, like either reducing revive timelimit or similar. Atleast then you arenât REWARDED for killing yourself.
I have the prefect solution to this whole suicide: remove every guns, knifes, sharp object. Hell, remove both sides limbs to avoid self-harm. CM should be just noodles from both sides slithering around the map, talking about the world and the only thing CO or Queen able to do is open self-help lessons for the poor noodles.
your reward as a xeno for killing survivors is round removing those players if you fail to cap them, thatâs it.
sometimes in life there are no rewards for your actions, the situation on the colony is a hopeless one.
usually, unless they hold right next to the lz and hold out for long enough they donât even get recovered due to marine incompetence,
the only exempt is forecon, which marines for some reason endlessly glaze and always plan ahead to save and drop early for.
survivors as a faction are not only outnumbered by xenomorphs, but also poorly equipped to deal with them and pretty much every fight xenos die in, they choose to.
also valid point with factionalism on cm, in the case of that topic, its funny in the case of survivors because they get universal hate from everyone, even developers.
The more toxic xeno players would get their egos fed. Nothing about survivors killing themselves would change.
Getting capped means getting round removed anyways, so it would be nothing more than a noob trap not to shoot yourself at that point.
Or theyâd rather prevent feeding the hive another larva if they dont play xeno, 9 times out of 10 they dont really get revived anyways since youâd need to die at around XX19-20 to still have some time over before you perma, which is about 5 minutes, 1-3 till they land, and 2 minutes to find, heal and revive you, though this rather depends on how quick marines are with deploying
Can you please explain the thought proccess behind this, that entire argument falls apart when you just.. Think??? Wouldnât staying alive extend the time to save them more???