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Fix Xenomorphs


zyymurgy

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Posted

Hey babes, after watching an event run by Yonnimer which featured xenomorphs, it was discussed in OOC and dchat that the xenomorphs in code are bad. And honestly, watching them scamper around, they didn't seem terribly powerful at all. They were also said to be buggy.

Some people said revert baymorphs to earlier code. I don't know jack about shit so my request is to just examine them and make whatever changes deemed necessary. Not at all high priority or anything that's actually important even in the slightest... but people were angry and I said "make a suggestion thread then" and they said there was no point and nothing would ever change.

I am aware the devs are working on a big content update right now so, again, not at all important, but it is something I would like to see put real low on somebody's list.

I would also understand a straight up "nah" reply to this because xenos are a novelty and aren't intended to be used very often.

Posted
1 hour ago, DeadLantern said:

CM's code is up for grabs, right...?

Legally, yes.
Morally, no. Since it has not been released intentionally.
Our current policy is that we do not use code that has not been released intentionally.

Posted
5 hours ago, zyymurgy said:

Hey babes, after watching an event run by Yonnimer which featured xenomorphs, it was discussed in OOC and dchat that the xenomorphs in code are bad. And honestly, watching them scamper around, they didn't seem terribly powerful at all. They were also said to be buggy.

Some people said revert baymorphs to earlier code. I don't know jack about shit so my request is to just examine them and make whatever changes deemed necessary. Not at all high priority or anything that's actually important even in the slightest... but people were angry and I said "make a suggestion thread then" and they said there was no point and nothing would ever change.

I am aware the devs are working on a big content update right now so, again, not at all important, but it is something I would like to see put real low on somebody's list.

I would also understand a straight up "nah" reply to this because xenos are a novelty and aren't intended to be used very often.

While you have explained that there is an issue, you did not explain what that issue is, or what should be changed in sufficient detail.

Please update your post with information about what you would like to see changed.

Posted (edited)
25 minutes ago, Arrow768 said:

While you have explained that there is an issue, you did not explain what that issue is, or what should be changed in sufficient detail.

Please update your post with information about what you would like to see changed.

Xenomorphs act much like human mobs, this already brings up a variety of problems however,
Their old disarm was an almost guaranteed for the matter, this was their only tool of holding a target down long enough to nest them, with the current xenos this isnt possible and most often they're forced to field execute a target as disarm spamming does nothing due the host getting up on their feet rather quickly. Disarm also had a side effect on cyborgs, stunning them for 5-6 ticks but also knocking them back a bit, this was extremely helpful as right now Cyborgs are a deadly hardcounter against xenos due to the military module 4 hitting most castes with their laser rifle.

Facehuggers are also glitched and often dont infect a target when you click on them with a facehugger, but rather just fall down on the same tile the target is on and not doing anything. This seems to happen rather regularly and during last nights round I was only able to infect 2 people out of 14 attempts. This is even more severe considering the mass of helmets and protective headgear the crew has, making facehugging near impossible near the end as everyone is more or less immune.

On the topic of damage, xenos recieve too much of it and that is in the form of burn damage. While its no secret that xenos recieve double the burn damage this makes it rather hard for a xenomorph to spend any time in combat as there are a stupid amount of laser weapons onboard the station, this can be solved by removing the double damage they recieve or increasing the xenomorph health pool.

Xenomorph weed sprites also overlap almost every sprite, making it extremely hard to interact with anything when the tile is weeded, this includes nests, xenomorph eggs and facehuggers. They also suffer from a hilariously broken UI, with most textures not working properly and some features also being broken, such as their pockets which were used prior by xenomorphs to store extra facehuggers.

Xenomorphs are also unable to effectively utilize the vents as they cannot carry facehuggers with them, making vent crawling almost completely pointless aside from the time it takes to escape into a vent, making it not even viable as an escape method. Xenomorph structures also seem bugged when it comes to their interaction, help intent regularly destroying them for no reason, which also includes doors, they also have laughable structural HP, breaking down after a few hits with weapons such as the stun baton.

Most of these problems didnt exist prior to Bay changing the xeno code for some god forsaken reason.


 

Edited by DaTimeSmog
Posted

Xenos need to be their Mob, with their own interactions. The fact that some joe-shmoe can run up to an alien predator and shove it to the ground and sprint away before it picks his fat-ass up is laughable. 

Posted
9 hours ago, Arrow768 said:

While you have explained that there is an issue, you did not explain what that issue is, or what should be changed in sufficient detail.

Please update your post with information about what you would like to see changed.

I would update the OP but Smog came in and explained the issue better than I ever could, as someone who has only limited experience with benomorphs on Aurora.

Posted

Xenomorphs are not intended to be a part of normal gameplay. The fact they are in the game at all is simply to supplement admin abuse. They're a throwback to the old SS13 when it was a mish-mash of various movie, film, videogame and novel references all merged into one individual experience. They're still around because nobody bothered to remove them from Aurora.

Furthermore, xenomorphs are broken and left unfinished in a lot of ways because they were not intended to be a regular game mode. A lot of effort went into them on bay's side to create something unusual but when we merged with them, they were hardly finished. I do not think pulling from Bay just to update something that will only be spawned once in a blue moon is much of a good idea either.

Xenos would be better off removed from the code for the most part, in my opinion, but ultimately it's an objectively fruitless adventure to have someone tasked to fix a type of mobs that are only present for admin events and goofing off at the thunderdome. There is a way to make the effort not go to waste and also make sense, and that's make it its own game-mode distinctly outside of secret. This generates its own problems, however, as xenomorphs are not directly covered by the lore whatsoever, and that 'infestation' game-types tend to be far better suited for servers further away from the RP spectrum. Also considering that only the xenomorph Queen can directly talk to the crew, and the lesser xenos don't understand them at all, to my recollection.

Posted

Yeah, really xenos needs to be removed or rebuilt from the ground up into something that better suits HRP. It does as well as Colonial Marines RP which is, you know, talking to people about; 

a) How you all got into this mess.

b) Screaming in pain.

c) How many kills you have.

Really, we already have an infestation mode. It's cult. The only major difference is the cult, unlike the xenos, hide in plain sight and speak Anglish. So we should rework cult. Oh, and ling. 

 

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