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How would you make an balance a roundstart "Brute" species?
Posted: Sun Sep 27, 2020 8:26 pm
by Armhulen
How would you make a species that is a strong brute physically that changes gameplay in a fun and meaningful way while keeping them balanced?
Re: How would you make an balance a roundstart "Brute" species?
Posted: Sun Sep 27, 2020 8:34 pm
by PepperPrepper
I'm shit at balance but I'd start with hulk fingers and slower healing.
Re: How would you make an balance a roundstart "Brute" species?
Posted: Sun Sep 27, 2020 8:40 pm
by Armhulen
Also I know that I'm gonna get some hatemail by saying this but I think a true brute species should be locked out of assistant as assistants do not interact with station equipment enough, i wouldn't want it to be a "greytide" race by bypassing all the downsides by just smashing up hopline you get me
Re: How would you make an balance a roundstart "Brute" species?
Posted: Sun Sep 27, 2020 8:41 pm
by wesoda25
Slower xd
Re: How would you make an balance a roundstart "Brute" species?
Posted: Sun Sep 27, 2020 8:41 pm
by Armhulen
wesoda25 wrote:Slower xd
You fuck
Re: How would you make an balance a roundstart "Brute" species?
Posted: Sun Sep 27, 2020 8:54 pm
by Mickyan
Double stun/knockdown duration (too clumsy to get up fast)
I would not trust the community with a race that can do any apecific job better than others, see: people only playing plasmaman as engineer to weaponize radiation
Re: How would you make an balance a roundstart "Brute" species?
Posted: Mon Sep 28, 2020 2:50 am
by Space Panda
and they have to eat a lot more
like 5 times more
Re: How would you make an balance a roundstart "Brute" species?
Posted: Mon Sep 28, 2020 3:05 am
by cacogen
Can't fit through doors has to use the wall
Re: How would you make an balance a roundstart "Brute" species?
Posted: Mon Sep 28, 2020 3:30 am
by SkeletalElite
Benefits:
Higher punch damage (not as good as hulk but better than human)
Can use their hands as a crowbar
More likely to cause wounds
Harder to escape grab
Drawbacks:
Longer knockdowns/stuns
Same weapon restrictions as hulk
Can only eat meat
Other:
Unique Interaction with hulk mutation
I feel like it could use some other benefit on top of that because the hulk weapon restriction is really bad but who knows.
Re: How would you make an balance a roundstart "Brute" species?
Posted: Mon Sep 28, 2020 7:41 am
by NecromancerAnne
Golems?
Re: How would you make an balance a roundstart "Brute" species?
Posted: Mon Sep 28, 2020 7:42 am
by Armhulen
NecromancerAnne wrote:Golems?
What about them?
Re: How would you make an balance a roundstart "Brute" species?
Posted: Mon Sep 28, 2020 7:42 am
by Stickymayhem
The idea of having like one brute on the security force as an asset you can deploy sounds fun
Re: How would you make an balance a roundstart "Brute" species?
Posted: Mon Sep 28, 2020 2:46 pm
by Tlaltecuhtli
if they get pushed down/slip they need 3x more time to go up
Re: How would you make an balance a roundstart "Brute" species?
Posted: Mon Sep 28, 2020 4:56 pm
by wesoda25
Less intelligent/can’t interact with machines
TWO BACK SLOTS (Or dual wielding duffel-bag ability)(or if we ever make objects have weight and give you slowdown, they can carry more easier)
Can speak with snakes (snake language genome)
Less pushed around by gravity stuff
Have to wear xxl jumpsuits or they tear them
Blubber reserves so resistant to cold
Can eat monkeys
Can possibly have duplicate organs
Fatal cheese allergies (bc snake genome)
If gibbed they spread way more stuff around
Super fast metab rates like people suggested will be fun
Lots of blood
Is neanderthal
Reagents having less effect, takes more sedative to drop a bear than a bunny
Re: How would you make an balance a roundstart "Brute" species?
Posted: Wed Sep 30, 2020 11:38 am
by Super Aggro Crag
I'd make them Space Cyclops they'd be harder to shove out of the way like disarm will make them stumble and not be able to move a second but you gotta hit them with it multiple times to push them back but if you knock them down they're slower to get up and they take double eye damage from blinding stuff and also they have bad depth perception so their throwing and shooting has more drift by default. Also they slow down less with heavy stuff like duffel bags and riot armor.
Put them in riot suits and give them shields and let them bap grey shirtd
Re: How would you make an balance a roundstart "Brute" species?
Posted: Thu Oct 01, 2020 1:14 am
by thehogshotgun
Ooh we adding ogryns?
Re: How would you make an balance a roundstart "Brute" species?
Posted: Thu Oct 01, 2020 5:09 am
by SkeletalElite
Super Aggro Crag wrote:I'd make them Space Cyclops they'd be harder to shove out of the way like disarm will make them stumble and not be able to move a second but you gotta hit them with it multiple times to push them back but if you knock them down they're slower to get up and they take double eye damage from blinding stuff and also they have bad depth perception so their throwing and shooting has more drift by default. Also they slow down less with heavy stuff like duffel bags and riot armor.
Put them in riot suits and give them shields and let them bap grey shirtd
riot armor doesn't have slowdown anymore boomer
Re: How would you make an balance a roundstart "Brute" species?
Posted: Thu Oct 01, 2020 3:53 pm
by Super Aggro Crag
SkeletalElite wrote:Super Aggro Crag wrote:I'd make them Space Cyclops they'd be harder to shove out of the way like disarm will make them stumble and not be able to move a second but you gotta hit them with it multiple times to push them back but if you knock them down they're slower to get up and they take double eye damage from blinding stuff and also they have bad depth perception so their throwing and shooting has more drift by default. Also they slow down less with heavy stuff like duffel bags and riot armor.
Put them in riot suits and give them shields and let them bap grey shirtd
riot armor doesn't have slowdown anymore boomer
Im usually the one rioting these days
Gray lives matter
Re: How would you make an balance a roundstart "Brute" species?
Posted: Thu Oct 01, 2020 4:51 pm
by NecromancerAnne
Armhulen wrote:NecromancerAnne wrote:Golems?
What about them?
They are to me the quintessential 'brute'. Slow, lumbering, but strong and easily able to overwhelm an opponent. I just don't see how you can improve upon that.
Re: How would you make an balance a roundstart "Brute" species?
Posted: Fri Oct 02, 2020 1:02 pm
by BrianBackslide
Crab people. They get natural space protection and one big arm that can bash down doors. The downside? No helmet slot, no gloves, their exosuit slot can't hold anything larger than an armor vest, and they only get one free hand.
Re: How would you make an balance a roundstart "Brute" species?
Posted: Fri Oct 02, 2020 7:10 pm
by Armhulen
NecromancerAnne wrote:Armhulen wrote:NecromancerAnne wrote:Golems?
What about them?
They are to me the quintessential 'brute'. Slow, lumbering, but strong and easily able to overwhelm an opponent. I just don't see how you can improve upon that.
Yeah, but they have factors that would make them bad roundstarts.
Re: How would you make an balance a roundstart "Brute" species?
Posted: Sat Oct 03, 2020 9:06 am
by PKPenguin321
You joke but making them slow is really probably the way to go if you want a simple solution. Being able to do things quickly makes or breaks you in this game, from moving to fighting. If you make a good fighter who can win faster, they should have to make up for it in their movement speed.
Re: How would you make an balance a roundstart "Brute" species?
Posted: Sat Oct 03, 2020 2:59 pm
by terranaut
+1 to any result on a fist damage roll
slightly less damage from pressure and fire
Slower action timer on things requiring dexterity (like sutures and such)
cant wear gloves because they have big meaty claws fingers and nanotrasen doesn't make XXXXXL gloves just yet
Re: How would you make an balance a roundstart "Brute" species?
Posted: Thu Oct 08, 2020 3:36 am
by Suspicious
While prone, still dense.
Can't crawl under things.
Can grab and throw a mob at 'passive' grip.
Gets hungry more quickly.
Slows down in 1-tile-wide gaps (dunno if this is possible)
Armor is less effective, or requires special modification to be effective.
Just a few ideas.
Re: How would you make an balance a roundstart "Brute" species?
Posted: Thu Oct 08, 2020 5:46 am
by cacogen
Is capable of pulling up a big rock where it stands and throwing it at you but its hitbox is bigger so it's easier to hit with a Molotov than common infected. Also it causes the ground to shake when it moves which throws your aim off.
Re: How would you make an balance a roundstart "Brute" species?
Posted: Thu Oct 08, 2020 3:20 pm
by trollbreeder
cacogen wrote:Is capable of pulling up a big rock where it stands and throwing it at you but its hitbox is bigger so it's easier to hit with a Molotov than common infected. Also it causes the ground to shake when it moves which throws your aim off.
Wrong thread, the left 4 dead 2 thread is up there, above Off Topic, in Video Games