Suggestion talk:20070530 Brain Rot Clickety-Click Preference Schmeference
A Question
I'm kinda curious if anyone will look here, well that and I want to know a good reason why this suggestion shouldn't be done. All the kill voters keep contradicting themselves. Between there is no going back and this stops combat revives you are all making no sense. If it does one it's not doing the other, right? If it stops combat reviving in a Necrotech so what, survivors actually have to make up for the AP bonus they gain on cading by shooting, My god what nonsense, that almost makes practical sense?! --karek 04:39, 7 June 2007 (BST)
I will bite; Brainrot is a skill to stop zeds being revived. Its purpose is/was to stop harmans insta-killing zeds who wanted to play as zeds, it is further usefull for clogging revive Q's and genrally annoying harmanz who revive without scanning. All this is good (if possibly griefy) fun and in genre. However because some idiots changed their minds and whined about wanting to be harman again it got nerfed so as to allow them to seek out a powered NT and be able to get their revive. OK fair enough, if its a choice thing then i am fine with that, problem is though that because of what i see as a bug the needs power but can be ransacked making NTs very poor targets for Rotters to raid! As far as i can guess rotter revive clinics work because the complex machinery allows the scientist to overcome the problem of brain rot while the zed stands still and lets him plug bits into his skull. Sadly the game can't distinguish between a rotter who is hungry (is trying to eat said scientist) and one who wants a revive (and is thus passive)Net result is that real rotters keep getting screwed when they raid clinics and can't hold em even if they do take em cos some bugger need only plop down a gennie and he and his mates can make and use syringes on the very annoyed rotter who does not want a revive! A flag to allow rotters to be immune to revive even inside clinics is a keep for me but frankly i think i would prefer it if the clinic had too be powered as well!--Honestmistake 10:37, 7 June 2007 (BST)
- Yes, but this also negates the need for something as silly as a rotter revive clinic by allowing them to stand in normal revive lines. The rotters get to attempt to clog them again, Survivors don't have to hold NTs in perma-sack to run a revive clinic, Survivors save more on gen's and fuel cause they don't get destroyed as often(rotter revive clinic), Rotters that don't want to get revived can't get revived, brainrot actually becomes useful in a real way. The only downsides I can see for anyone from this change would be No forced reviving in an NT(very good for zombies only slightly bad for humans[use a gun/knife]) and Humans know if the rotter is hostile or not(very good for humans only slightly bad for zombies[less wasted AP but you still get to hold the 'sack]). Yeah it allows rot to go off, but it also allows it to really work, if it was changed so you couldn't be revived anywhere tons of survivors would complain cause it is just a major nerf to them. --karek 22:00, 7 June 2007 (BST)
- Thats how Rot used to work... no revives anywhere ever! It wasn't changed for survivor benefit nor cos they complained. It was changed because some zed players changed their minds and cos some wanted the new skills so they could stay at maxed out level! Making rot an on/off thing would be to remove its main point; removing the survivor ability to grief zeds or get a quick fix to zed break-ins is in spirit with both the skill and the fix to what was frankly never a major problem and if done in a way that still allowed rotters to "come back" then all should be fine and dandy? I might be convinced if revives worked on a % basis and rot just made it harder but as is its all or nothing and MY zed wants nothing but your brainz!!! --Honestmistake 23:53, 7 June 2007 (BST)
- Hey, I'm on the staying a zombie side, but I don't think it's at all right that they basically get to nerf a zombie skill completely with their own skill, there is no other skill in the game, aside from rot blocking the 100% insta kill that is needling(wtf needle at level 1?). Yeah the new rot allows for zombie players to change later on, but isn't that a good thing? Letting players play how they want? --karek 02:46, 8 June 2007 (BST)
- If it was just about giving zombies the choice it should be available to all zombies regardless of level, its not and nor should it be. The immunity to (most) revives is worth a skill and a high level one at that but a mechanism introduced to allow the minority of rotters that want to change back should not punish those of us that don't. This would stop that but in such a way as to detract from the game. Brainrot protects you from instakill revives but at a cost, take away that cost and you damage both harmanz and zeds. All zeds will take rot knowing they can just turn it off. Choice can be good but i think this will more seriously impact the game dynamics than anything i have seen suggested for a very long time! --Honestmistake 09:56, 8 June 2007 (BST)
- Hey, I'm on the staying a zombie side, but I don't think it's at all right that they basically get to nerf a zombie skill completely with their own skill, there is no other skill in the game, aside from rot blocking the 100% insta kill that is needling(wtf needle at level 1?). Yeah the new rot allows for zombie players to change later on, but isn't that a good thing? Letting players play how they want? --karek 02:46, 8 June 2007 (BST)