Small but important change ideas

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Lemon
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Username - Europe: Lemon

Re: Small but important change ideas

Post#21 » Wed Mar 06, 2019 3:42 pm

Engi barricades are exactly the same like heavy's barricades except visual effects.
They have both 50 hp. They have both 6 armor.
And Engi's barricades don't need to be able to get heavy's shredder on, do you know why?
Because a heavy should work with a Engi togheter. They can defend the core or air Treatment easily on hell if done correctly. And if you are both good players, the Engi can leave the nest in Heavy's safe hands, making it possible for Engi to place a second nest somewhere else and defend that one instead.
I remember back in 2015 when the Agent was op... Rest in supplies, my friend.

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IgRA
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Posts: 127
Username - Americas: IgRAzm
Username - Europe: IgRA

Re: Small but important change ideas

Post#22 » Mon Mar 11, 2019 9:57 pm

Add visual indicatior of minimal range of grappling hook ability. Also, if possible, return a charge if cast failed, as they have no animation or anything and just lose stacks when used incorrectly. In some cases you can fail to land hook a lot because you don't know the mininum range, both changes would help with that.

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IgRA
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Re: Small but important change ideas

Post#23 » Wed Mar 13, 2019 11:20 am

Changes to cocoon spawn and Infestation nest:

Cocoon spawn
Cocoons appear only outside of player's vision, just like currently. But now they only spawn instantly when on creep, outside creep they will grow over a minute, regenerating to full health. If killed before grown fully the zombies won't spawn. Spreads creep only when full grown.
Cocoons spawn in random places just like now, but on creep this happens a bit more frequently. Say they spawn 25% more often than currently after the change. Overall you should see them a little more, especially near nests. Like 75% of cocoons appear on creep, the rest attempts to expand. As they spread creep by themselves they can conquer areas over time when left unattended, even without nest the infection makes it's way on the station.

Infestation nest
Infestation nest modifies the way cocoons spawn: now they can spawn on creep even in player's vision, but not instantly, over 30 seconds. They can't spawn close to players though. The frequency of spawn increases as well.
Makes infestation nest more dangerous, it's currently pretty underpowered compared to others. The change strengthens it's role of making the movement on station extremely dangerous without proper equipment.
(credit to Skeletkopf)

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IgRA
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Posts: 127
Username - Americas: IgRAzm
Username - Europe: IgRA

Re: Small but important change ideas

Post#24 » Tue Apr 16, 2019 5:02 pm

Two small ideas:
1) Add some sound effect to the automated rifle. It attack and reload looks badass but with sound it would be even nicer.
2) If there are no players at LZ at the start and no one appears the whole time then when shuttle loses 75% hp it goes off and leaves station by itself. (I think this is more realistic considering it has a real pilot. It is if not including the part about it taking so long to take off. Honestly the best idea I've got is what over that time the pilot enables the escape pods.)

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