Anyone else kind of miss the supermatter?

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Bulaven
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Anyone else kind of miss the supermatter?

Post by Bulaven » 30 Jun 2018, 14:33

Sure, if nobody was running it, the entire ship would lose all ability to function. Or, alternatively, it'd need to be ejected because someone fucked up on the mixture. Or we could have that one round where, somehow, the ejected supermatter smacked into the hangar, blowing half of the lower deck to kingdom come, and preventing the Rasputin from coming up. OR that time that the supermatter was ejected, exploded, and ended up giving everyone on the planet radiation poisoning.

But there were the good times, right?

Like, when a savvy Engineer would set up an emitter to roast xenos/unwitting Marines. Or, my personal favorite? Making the supermatter go critical when shit hit the fan. Now, I was never able to do it justice, personally. I remember cutting holes in the walls in the chamber, setting a fuel tank next to the supermatter containment glass, and I ended up cooking twelve xenos with superheated gas. But, I also recall when an engineer made it go full Doomsday, blowing everything up until about the ladders to Kingdom Come.

Anyone else have any good memories?
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Re: Anyone else kind of miss the supermatter?

Post by Grubstank » 01 Jul 2018, 10:10

I really feel that the current engine setup is really boring -- setting up the supermatter is a lot of fun, and actually gives you something to do through the duration of the round.

In contrast, the current engines just demand that you stare at progress wheels for the first fifteen minutes of your shift, and don't demand much (if any) attention after that.
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Re: Anyone else kind of miss the supermatter?

Post by caleeb101 » 01 Jul 2018, 10:23

I did prefer old engineering because there was much more creativity/freedom with what you could do. Super heating vents actually was useful in a few cases when a xeno or two got onto the ship somehow and kept hiding in the ventilation systems.
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Re: Anyone else kind of miss the supermatter?

Post by solidfury7 » 01 Jul 2018, 10:41

I prefer the new ship for almost everything except the engine.

New one is cool and all but the supermatter and atmos system made for some really interesting plays.
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Re: Anyone else kind of miss the supermatter?

Post by Bulaven » 01 Jul 2018, 11:57

solidfury7 wrote:
01 Jul 2018, 10:41
I prefer the new ship for almost everything except the engine.

New one is cool and all but the supermatter and atmos system made for some really interesting plays.
Don't get me wrong, I am not the best engineer, but the old system kept Tech Sergeants occupied. It was nice when they had to focus on it constantly, rather than having so much free time on their hands that they just turned into the Meme Team.

Plus, with a size of the new ship, it would be doubly important to keep an eye on the supermatter.
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Re: Anyone else kind of miss the supermatter?

Post by Renomaki » 01 Jul 2018, 13:15

In my opinion, the old Supermatter was boring as shit.

Once you set it up, you just kinda... Forget about it. As long as you did everything correctly, it pretty much would last for the rest of the round without any need of player interaction beyond the setup phase, so then you'd end up with nothing to do. On the other hand, in the event you have idiots in the engineering department. it is very frustrating for marine players to suffer as a whole because one dunce fucked up and screwed everyone over. I remember one weekend where I went commander both days and both days the SM exploded... It was really annoying...

The new engine, as much as people complain about it, actually gives you something to DO throughout the round. The engine is constantly in need of checkups, so an MT is encouraged to do regular inspections of the engine room to ensure that nothing is broken, as well as that the fuel cells are full to avoid a blowout. They are also idiot proof, meaning if you have a bald MT or a griefer, they can't do much to screw the marines over because there is no way to really fuck it up and cause catastrophic damage that, more often than not, just gave xenos an advantage since they can handle pressure and don't need to breathe... Marines, on the other hand...

Hell, back in the old days, the only way you could really tinker with the SM was just... Making it output more power. Which was pointless because even at it's lowest setting it outputs enough power for the whole ship easily. There wasn't much else to do with the SM other than screwing up and getting everyone killed and/or sick.
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Re: Anyone else kind of miss the supermatter?

Post by Imperator_Titan » 01 Jul 2018, 13:27

It was fun to operate on unlike the new ones imo. The super matter sometimes led to really unique scenarios and awesome last stands, which the new engine doesn't provide.

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Re: Anyone else kind of miss the supermatter?

Post by Bulaven » 01 Jul 2018, 13:52

I can agree with you, Maki, but at the same time, I enjoyed the challenge of dumbasses. *Shrug*
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Re: Anyone else kind of miss the supermatter?

Post by Jonesome » 01 Jul 2018, 17:27

Renomaki wrote:
01 Jul 2018, 13:15
In my opinion, the old Supermatter was boring as shit.

Once you set it up, you just kinda... Forget about it. As long as you did everything correctly, it pretty much would last for the rest of the round without any need of player interaction beyond the setup phase, so then you'd end up with nothing to do. On the other hand, in the event you have idiots in the engineering department. it is very frustrating for marine players to suffer as a whole because one dunce fucked up and screwed everyone over. I remember one weekend where I went commander both days and both days the SM exploded... It was really annoying...
That’s actually the reason I preferred the SM, it was fun and intuitive to set up, and once it was done you didn’t have to babysit it and go through the repetitive mini game motions of wrench/crowbar every 10 minutes. It’s just a lazy time waster. The SM going critical also added some much needed urgency and wildcard to the rounds.
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Re: Anyone else kind of miss the supermatter?

Post by Renomaki » 01 Jul 2018, 19:10

Jonesome wrote:
01 Jul 2018, 17:27
That’s actually the reason I preferred the SM, it was fun and intuitive to set up, and once it was done you didn’t have to babysit it and go through the repetitive mini game motions of wrench/crowbar every 10 minutes. It’s just a lazy time waster. The SM going critical also added some much needed urgency and wildcard to the rounds.
The thing is, however... back then, MTs didn't have a lot to do.

It was set up the SM, then janitor duty. We didn't have things like tank maintance, dropship mod installation (if the POs were too lazy to do it themselves) and the recent addition of loading the artillery.

Nowadays, MTs have enough duties to keep them busy for awhile, so if we ever did return to using the SM, it wouldn't be so bad. But back then it was just dull for me. If I didn't get janitor duty, I'd just wander aimlessly waiting for something to fix.
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Re: Anyone else kind of miss the supermatter?

Post by Heckenshutze » 01 Jul 2018, 20:32

SM was a mortal weapon in the correct hands.
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Re: Anyone else kind of miss the supermatter?

Post by caleeb101 » 01 Jul 2018, 20:44

Heckenshutze wrote:
01 Jul 2018, 20:32
SM was a mortal weapon in the correct hands.
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Re: Anyone else kind of miss the supermatter?

Post by Davidchan » 02 Jul 2018, 08:56

I just want to see another round that MTs try to rig up a catapult to fling the SM at the first poor Beno that breaks into engineering and melts.

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Re: Anyone else kind of miss the supermatter?

Post by Zartam » 02 Jul 2018, 09:23

There could be an alternative way to blow up the ship meddling with the reactor units, just in case Command is dead, red alert is impossible and Baldy Mc MT is the only non-PFC alive.
Double-crowbar the reactor units, allow power override, break into the CE office and redirect all the power to the core engine. I'm not an engineer IRL so I'm just mumbling random words that could lead to a nuclear-powered spaceship blowing up.

Benos would have to watch both lower and upper deck if they don't want a Reactor/SD major.
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Re: Anyone else kind of miss the supermatter?

Post by ThesoldierLLJK » 02 Jul 2018, 10:56

Give marines the power to harness, and exploit the universe again for the purposes of generating a power that can lead to absolute destruction?
What could go wrong?

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Re: Anyone else kind of miss the supermatter?

Post by TheDonkified » 02 Jul 2018, 10:59

Blowing up the SM wasn't even what made it better than current engi. If you weren't bald, you could just set it up once and then you wouldn't really have to touch it for the next two hours instead of babysitting it.
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Re: Anyone else kind of miss the supermatter?

Post by Bulaven » 02 Jul 2018, 14:05

Thesoldier wrote:
02 Jul 2018, 10:56
Give marines the power to harness, and exploit the universe again for the purposes of generating a power that can lead to absolute destruction?
What could go wrong?
To be fair, it's the Tech Sergeants.

Okay. I admit it. We're doomed.
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