Author Topic: Blaster & miscellaneous revision  (Read 4645 times)

Molarmass

  • Posts: 1
  • Turrets: +0/-0
Blaster & miscellaneous revision
« on: July 17, 2010, 02:30:34 am »
I'm sure that the majority agree to my sentiment that using the blaster is akin to basically ringing the cowbell for alien alerting them it's dinner time.Killing a full-health :dretch: is only once a full-moon and anything above nigh impossible. While the blaster counterpart the  :granger: slash is actually a viable alternative in the case of 1.2. A competent/proficient alien player can battle-grange a naked human with relativity absurd chance 20% compared to the blaster against a dretch 5%(Calculated through extensive study*). Furthermore at stage 2  :granger: obtains the granger spit which does minuscule damage(1), but can make the difference between sawed  :overmind:, :booster: or other essential structure through it's underrated effect of slowing the rushing party. On the other hand the human's equivalent is the flare-gun aka blaster is only good for making pretty shiny beam, which alerts alien to a free meal. In short I'm just curiously to why is there so much :granger: love since there is no comparison between which secondary/last resort is superior.

*Numbers pulled from my @ss

Revision
Personally I believe the best option to rectify the blaster be comparable to the :granger: slash is for the blaster to adapt the role of a magnum(clip based weapon 7 ammo per clip with 3 clips speed instantaneous damage current *10 interval same as mass driver range medium) and if god forbid the player somehow survives and used up the ammo add an secondary attack for it to be the flaregun(current blaster), This revision should be relative easy to implement as there are no new model need and should have a minuscule effect on the balance of the game since it is last resort weapon. Additionally to compensate for :granger: spit at stage two give the blaster an additional clip or my personal favorite give the ckit the ability to "overload" charge up akin to pounce/trample/luci so that it can blast a burst of electricity(range short speed instantaneous damage same as tesla interval charge up time). This will effectively make the ckit a viable alternative to defend the base compare to the hassle of going to the armory and switching weapons which takes precious seconds(keep in mind that not every player uses binds thus increasing time lapsing before they acquire a weapon) off a alive  :armoury:, :reactor: or dead :armoury:, :reactor:. This is my own input to instill the some level deterrence to the blaster and ckit compare to the :granger:. In closing yes I'm a  :granger: hater unlike those fanatical/revolting  :granger: lovers at GT  
« Last Edit: July 17, 2010, 02:34:19 am by Molarmass »

condor

  • Posts: 64
  • Turrets: +4/-1
Re: Blaster & miscellaneous revision
« Reply #1 on: July 17, 2010, 04:21:21 am »
I recall a US1 game where during sd our armoury was destroyed and we were camping taking out rants with about 15 blasters (we obviously lost though). NEVER underestimate things in lager numbers  and
I'm a :granger: hater


GTFO
« Last Edit: July 17, 2010, 04:25:06 am by condor »
A guy tk me, i callvote for a mute.
Where's the logic in this, did he TK you with his words?

Conzul

  • Posts: 1064
  • Turrets: +78/-17
Re: Blaster & miscellaneous revision
« Reply #2 on: July 17, 2010, 04:31:53 am »
I like the idea of adding a small stun burst 2 the ckit, but everything else you bring up is kinda BS

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: Blaster & miscellaneous revision
« Reply #3 on: July 17, 2010, 11:26:17 am »
The blaster wouldn't be that much of a last resort weapon if you make those changes.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Blaster & miscellaneous revision
« Reply #4 on: July 17, 2010, 11:22:07 pm »
Blaster is way better then that, you really need to try it more. I've killed tons of dretches with it, and lots of any other class too. A good blaster/dodger can sometimes even kill/scare off a newb goon/rant.

wolfbr

  • Posts: 222
  • Turrets: +5/-25
Re: Blaster & miscellaneous revision
« Reply #5 on: July 17, 2010, 11:36:35 pm »
my feedback: would be more interesting/cool if the buiders possess a 2xblaster, but, the baster is more similar to a DE(7 ammo per clip).

Meisseli

  • Spam Killer
  • *
  • Posts: 765
  • Turrets: +83/-25
Re: Blaster & miscellaneous revision
« Reply #6 on: July 18, 2010, 04:18:57 pm »
You really should blaster more, because really, no kidding, a good blaster is equal to a good dretch.

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: Blaster & miscellaneous revision
« Reply #7 on: July 18, 2010, 04:56:24 pm »
no, a good blaster is equal to a mediocre dretch.
spam spam spam, waste waste waste!

superspirality

  • Guest
Re: Blaster & miscellaneous revision
« Reply #8 on: July 25, 2010, 09:54:06 pm »
no, a good blaster is equal to a mediocre dretch.
No, organics are supreme over those yucky robotic things.
*Numbers pulled from my @ss
That surely isn't a healthy thing to do to your ass unless you like butthurt.