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Weak Neuro - Survivor Immunity #6953

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Zenith00000
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@Zenith00000 Zenith00000 commented Aug 15, 2024

Changes some weak neuro values to give survivors immunity to both normal and scatter.

About the pull request

Basically this will nerf Sentinel "Neuro" spam for survivors only. A while ago survivors had "Endurance 5" which gave them an immunity to "Weak-Neuro". This will revive that without giving them the insanely overpowered "Endurance 5".

Tested and should be good.

Explain why it's good for the game

There's nothing worse then gameplay where you instantly lose, have zero chances of escaping at all or chances to actually do a single thing. I'm pretty sure when they removed the "Endurance 5" they forgot to take into account how powerful sentinel neuro spam can be against "unarmored opponents" (aka-survivors). It's a lot like how back in the day Lurkers could pounce and instantly stun you giving you zero opportunity to do anything. Just horrible gameplay and sucks the fun out of the role completely. It also forces survivors to rush somewhere to "hold", gives no opportunities to "roam" or "loot" if there's one or two decent Sentinel players around. This is especially true for maps where you can spawn without armor completely, such as "Chances". Don't get me wrong I understand playing a survivor should be hard, and that you should be with other people, but sometimes (especially if you've just spawned far away) you'll be alone, and getting insta-stunned, from range, in the dark, is just not fun, puts people off from even attempting to play survivor when you know there's sweaty Sentinel players who'll suck out all of the fun.

I hope you'll take what I've said into consideration, I know how much the Devs dislike survivors, but this isn't that big of a change, you can still have your meta-rushing tackle spamming drones, since they at least have to get into melee range and actually have to click your sprite, not just shoot infinitely (with Queen spamming plasma) from the dark with no counter or opportunity to do anything.

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Changelog

🆑
balance: gives survivors weak neuro immunity
/:cl:

changes some weak neuro values to give survivors resistance to both normal and scatter.
@github-actions github-actions bot added the Fix Fix one bug, make ten more label Aug 15, 2024
@Zenith00000 Zenith00000 marked this pull request as ready for review August 15, 2024 09:17
@Git-Nivrak
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Balance tag not fix
Also this was removed because you have around 2x the amount of survivors now, you can counter it by wearing an armor

@Zenith00000
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Balance tag not fix Also this was removed because you have around 2x the amount of survivors now, you can counter it by wearing an armor

Lowpop doesn't take into account 2x the amount of survivors. Also Where do you get "armor" on maps like "Chances Claim"? How do take into account bigger maps where you spawn far away, or newer survivors who don't know the layout well? Armor isn't so easily available for every map or every survivor. 2x the amount of survivors just means 2x the amount of easy captures, the balance is just not there. Trust me, I have over 420+ survivor hours alone. Please consider that I've played a lot on both sides, so I know the balance well between the Xeno/survivor factions very well. Sentinel is just unfair. The changes I proposed still allows Sentinels to slash, downing the survivor and then the classic "tackle-spam".

@github-actions github-actions bot added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Aug 15, 2024
@ihatethisengine
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Stop balancing the game around survs. It makes no sense that they suddenly have a superpower no marine has.

If there is not enough armor on maps, add it.

@RainbowStalin
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Balance tag not fix Also this was removed because you have around 2x the amount of survivors now, you can counter it by wearing an armor

Lowpop doesn't take into account 2x the amount of survivors. Also Where do you get "armor" on maps like "Chances Claim"? How do take into account bigger maps where you spawn far away, or newer survivors who don't know the layout well? Armor isn't so easily available for every map or every survivor. 2x the amount of survivors just means 2x the amount of easy captures, the balance is just not there. Trust me, I have over 420+ survivor hours alone. Please consider that I've played a lot on both sides, so I know the balance well between the Xeno/survivor factions very well. Sentinel is just unfair. The changes I proposed still allows Sentinels to slash, downing the survivor and then the classic "tackle-spam".

CC is balanced around survivors having a radio backpack to call in supplies from the Alamyer. Disregarding it for the sake of an argument that there are no armor spawns seems ill intended.

@Zenith00000
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Stop balancing the game around survs. It makes no sense that they suddenly have a superpower no marine has.

If there is not enough armor on maps, add it.

Hardly "balancing the game around survivors". You do realize there's only ever a max of like 8 survivors ever? Play both sides and come back to me when you have enough to understand my problem with neuro-spamming sentinels. You've not addressed anything I've said. Giving armor is just another solution when I've just given a perfectly fine one here. It worked in the past, it can work again.

@Zenith00000
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Balance tag not fix Also this was removed because you have around 2x the amount of survivors now, you can counter it by wearing an armor

Lowpop doesn't take into account 2x the amount of survivors. Also Where do you get "armor" on maps like "Chances Claim"? How do take into account bigger maps where you spawn far away, or newer survivors who don't know the layout well? Armor isn't so easily available for every map or every survivor. 2x the amount of survivors just means 2x the amount of easy captures, the balance is just not there. Trust me, I have over 420+ survivor hours alone. Please consider that I've played a lot on both sides, so I know the balance well between the Xeno/survivor factions very well. Sentinel is just unfair. The changes I proposed still allows Sentinels to slash, downing the survivor and then the classic "tackle-spam".

CC is balanced around survivors having a radio backpack to call in supplies from the Alamyer. Disregarding it for the sake of an argument that there are no armor spawns seems ill intended.

You do realize you can only call in supplies if a CO spawns right? Another person who doesn't at all play survivor. Come back to me when you do.

@RainbowStalin
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You do realize you can only call in supplies if a CO spawns right? Another person who doesn't at all play survivor. Come back to me when you do.

Fair on the laser pointer I guess. But instead of blanket buffing survs across the board, wouldn’t this just be a map specific fix by either also giving it to the SL, or spawning it with said telephone pack? I have about 100~ hours myself in surv, and sentinels are the least of my problems.

Also please stop being so overtly hostile to criticism.

@Zenith00000
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You do realize you can only call in supplies if a CO spawns right? Another person who doesn't at all play survivor. Come back to me when you do.

Fair on the laser pointer I guess. But instead of blanket buffing survs across the board, wouldn’t this just be a map specific fix by either also giving it to the SL, or spawning it with said telephone pack? I have about 100~ hours myself in surv, and sentinels are the least of my problems.

Also please stop being so overtly hostile to criticism.

I'm sorry if I seem hostile, I'm just very passionate about the game and the state of survivors in general. It's just very frustrating having your round instantly ended, unfairly of course. I'm just trying to get my point through. So sorry if I seem rude.

@ihatethisengine
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ihatethisengine commented Aug 15, 2024

Giving armor is just another solution when I've just given a perfectly fine one here.

How is it perfect? Again, IT MAKES NO SENSE. Sorry for caps, but you completely ignored this in my previous message. Survivors have neuro resistance because WHY? Are they a different species from humans? Did they develop some kind of immunity because WHAT?

Mind you the "no armor leads to neuro stunlock" mechanic exist to discourage people from running without armor on max speed. This is one of the gameplay problems, you now (re-)adding a way to circumvent this. Secondly, in the later stages of the game, sent has no way to distinguish between survivors and marines, and this is problematic because you can die because of it. There's no way to know if this guy is neuroresistant before you try to neuro him (and possibly die when you fail).

And you call yourself a "bothsider" when you didn't even consider the problem this PR leads to, very funny. And you even nerfed scatter spit (0.7 seconds stun) against survs for completely no reason (and you made no attempt to justify it), it has nothing to do with armor and cannot stunlock. In the end, this is clearly just an "i ded pls nerf" PR.

@CapCamIII
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While this is an issue, giving survivors special immunity is not the answer, personally I would instead simply remove the neuro-stun from weakspit without armor instead of giving survivor only special powers.

@Drulikar
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If anything sentinels need buffs. This sounds more like a symptom of some maps with poor loot choices. Not every map needs to be homogenized but there should be some tools available.

@Drulikar Drulikar closed this Aug 15, 2024
@Zenith00000 Zenith00000 deleted the weak-neuro-changes---survivor-resistance branch August 25, 2024 17:23
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6 participants