This is concerning the latest patch. Consume system, burn corpse, flamethrower refueling, etc.
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4 posters
Balancing Suggestions?
Vicboy- Developer
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- Post n°1
Balancing Suggestions?
Probe- Developer
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- Post n°2
Re: Balancing Suggestions?
Consuming needs either 20% or scaling with the number of marines alive. Consuming makes it literally IMPOSSIBLE for the last marine to win. Scaling would be ideal because then its never OP. Its still useful according to the number of marines that you need to kill with your health.
I don't really know whats up with Burn. The buff is pretty useless. With consume needing a nerf, priority of burning will decrease and I can only suspect the marines will need more incentive to burn (the buff). I still think that the buff should increase speed by a small fraction alongside the damage buff. Perhaps 30 seconds of +0.25 speed?
Flamethrower needs a major rework. As of current, the only time anyone uses the flamethrower is A) When its full fuel at the start of the game and B) Refueling when you just happen to be passing by the fuel station anyway. I suggest we add it so it VERY SLOWLY, AGAIN VERY SLOWLY refuels the flamethrower while the building is intact no matter where the flame is on the map (eveni n your hand) . That means you don't have to camp the Fuel Station, but can instead repair it and then move on. Right now noone uses refuel because you pretty much have to camp the building and there's not enough fuel to make it worthwhile to travel there.
FRK building still needs to gtfo because NOONE USES IT. Literally, if marines are on the other side of the map and the FRK building is in the next room, you don't even bother killing it. Its so pointless and stupid.
I don't really know whats up with Burn. The buff is pretty useless. With consume needing a nerf, priority of burning will decrease and I can only suspect the marines will need more incentive to burn (the buff). I still think that the buff should increase speed by a small fraction alongside the damage buff. Perhaps 30 seconds of +0.25 speed?
Flamethrower needs a major rework. As of current, the only time anyone uses the flamethrower is A) When its full fuel at the start of the game and B) Refueling when you just happen to be passing by the fuel station anyway. I suggest we add it so it VERY SLOWLY, AGAIN VERY SLOWLY refuels the flamethrower while the building is intact no matter where the flame is on the map (eveni n your hand) . That means you don't have to camp the Fuel Station, but can instead repair it and then move on. Right now noone uses refuel because you pretty much have to camp the building and there's not enough fuel to make it worthwhile to travel there.
FRK building still needs to gtfo because NOONE USES IT. Literally, if marines are on the other side of the map and the FRK building is in the next room, you don't even bother killing it. Its so pointless and stupid.
Datasick- Game Moderator
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- Post n°3
Re: Balancing Suggestions?
Here's the thing with consuming, it's hella OP when they are able to it over and over again when there's a stock pile. We need a cool down.
Proteo- Captain
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- Post n°4
Re: Balancing Suggestions?
What if they need 2 bodies to activate the actual healing? So they consume one like 5mins in, and another one 8 mins in and it activates the 30%. Rinse and repeat. Makes it a little more difficult
Probe- Developer
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Re: Balancing Suggestions?
2 bodies is stupid because deception becomes shit tons harder. Its become much easier and I think it should stay that way.
The cooldown could definitely be a solution. However, this again takes away from deception as its harder to hide bodies. (not as much though) Something to note is that if there is a cooldown there isn't as much a need for changing the amount of health healed. (Assuming the cooldown is large)
The cooldown could definitely be a solution. However, this again takes away from deception as its harder to hide bodies. (not as much though) Something to note is that if there is a cooldown there isn't as much a need for changing the amount of health healed. (Assuming the cooldown is large)
Proteo- Captain
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Re: Balancing Suggestions?
Probe wrote:2 bodies is stupid because deception becomes shit tons harder. Its become much easier and I think it should stay that way.
The cooldown could definitely be a solution. However, this again takes away from deception as its harder to hide bodies. (not as much though) Something to note is that if there is a cooldown there isn't as much a need for changing the amount of health healed. (Assuming the cooldown is large)
Yeah but I think that's pointless then. Deception goes out the window that way too. Let's say thing is below half health, and a marines come into a trap of his. Well that marine went in with full health. When you go back to the group of marines, it's hard to convince them you're fine if you don't have full health.
Also, being able to regenerate so fast, considering you have multiple bodies, helps with camping. You can go in, hit up a few marines, come out, heal up, rinse and repeat until they disperse. It still doesn't mean victory, but it breaks up groups because you keep regenning so fast.
That's why 2 bodies would make it better. Thing would have to think about when and how to use regen, instead of just finding a body and eating it. It would call for more strategy, rather than just adding a cooldown which add's almost nothing but frustration.
Either way though, you are either going to piss off a group of marines or the person who is the thing, I guess. I just think we can come up with something more creative than cooldowns