Carriers are the worst caste in the game right now

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Bronimin
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Re: Carriers are the worst caste in the game right now

Post by Bronimin » 22 Sep 2017, 04:34

Claymores are good because they are small and the xenos it usually catches (runners, hunters) move so fast that they can miss the mine at a glance.

Resin holes aren't that obvious, but they are pretty big and the facehugger itself is also huge. Marines will get better at finding resin holes over time. Reducing the size of the hugger sprite might go a long way to making carrier better but that said I played a game of carrier the other day and it was alright: the boost to max huggers really helped when our egg fields kept getting destroyed and when I had to use them to zone marines away from the queen so that I could drag her to safety (twice).

The max effective range of 4 tiles is killer, it means that you HAVE to rely on queen screech to get in range to infect offensively because you are too fragile, too slow (even with frenzy) and too big to do it otherwise. Neuro gas might do it as well, but good luck getting your boiler to switch.

I noticed that game that stunned huggers can attach to marines as long as the marine is prone and the marine is dragged onto their tile. For some reason I could also /sometimes/ place a hugger on an adjacent tile and not have it stunned but I couldn't figure out what was triggering that to happen. I wasn't doing it intentionally.

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GoliathTheDespoiler
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Re: Carriers are the worst caste in the game right now

Post by GoliathTheDespoiler » 30 Sep 2017, 17:55

Truly I believe the best thing for carriers to become very viable is to buff Drone evolve time. 500 to start off with means that all the furry hosts would be captured, all the slots would be taken, and it'll be 800 to upgrade to MATURE.

It is way too long for what it delivers and makes drone teir twos incredibly rare, despite how extremely important they are for the hive.

For instance, drone walls take 3/4 shots before breaking, hivelords can take 10 or more and produces them faster (higher plas regen, multi-build, etc).

Carriers are vital for hunting and combat hugging to be successful because devouring is near-useless for capturing. A carrier can quickly infect a tacklespammed marine, devour them safely (since they're unconscious for about 5 minutes and return them to the hive safely for nesting.

The fact that its so hard to drag a marine safely into the hive is what makes carriers so important.
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Re: Carriers are the worst caste in the game right now

Post by misto » 02 Oct 2017, 06:29

are drone t2s tracked on the same t2 limiting counter as the combat classes are? if so, maybe putting them into a separate category in that respect would help? then combat classes dont have to worry about carriers/hivelords filling their slots and stopping their evo progress, and drones will only have to worry about other drones taking their t2 spots
blease upvote to help demand that ice colony be made consistent between its levels. https://gitlab.com/cmdevs/ColonialMarines/issues/2688 blease upvote

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Re: Carriers are the worst caste in the game right now

Post by Crab_Spider » 02 Oct 2017, 06:48

misto wrote:
02 Oct 2017, 06:29
are drone t2s tracked on the same t2 limiting counter as the combat classes are? if so, maybe putting them into a separate category in that respect would help? then combat classes dont have to worry about carriers/hivelords filling their slots and stopping their evo progress, and drones will only have to worry about other drones taking their t2 spots
no
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: Carriers are the worst caste in the game right now

Post by misto » 02 Oct 2017, 09:09

is that "no, theyre not tracked on the same counter" or "no thats a bad idea" or both or something else
blease upvote to help demand that ice colony be made consistent between its levels. https://gitlab.com/cmdevs/ColonialMarines/issues/2688 blease upvote

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Re: Carriers are the worst caste in the game right now

Post by Crab_Spider » 02 Oct 2017, 09:22

misto wrote:
02 Oct 2017, 09:09
is that "no, theyre not tracked on the same counter" or "no thats a bad idea" or both or something else
former latter
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: Carriers are the worst caste in the game right now

Post by Printer16 » 02 Oct 2017, 15:21

I like playing carrier every now and then. You just can't play it as a "I'll peek this corner where marines are and throw a hugger and hope to get someone" because you won't.

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Re: Carriers are the worst caste in the game right now

Post by Tidomann » 02 Oct 2017, 18:10

misto wrote:
02 Oct 2017, 09:09
is that "no, theyre not tracked on the same counter" or "no thats a bad idea" or both or something else
They are tracked on the same counter.

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Re: Carriers are the worst caste in the game right now

Post by misto » 03 Oct 2017, 10:19

well then. do you think that would be an alright change to suggest? to track them on separate counters so the support and combat classes dont step on each others toes when it comes to t2 slots?
blease upvote to help demand that ice colony be made consistent between its levels. https://gitlab.com/cmdevs/ColonialMarines/issues/2688 blease upvote

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