[Tribes] General views on HG Tribal Edition

Generic, on-topic discussion about Colonial Marines.
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McRipfist
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Re: General views on HG Tribal Edition

Post by McRipfist » 23 Apr 2017, 23:39

Shit was so ca$h. Shame that it's gonna be out of the loop for awhile.
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Re: General views on HG Tribal Edition

Post by Nubs » 24 Apr 2017, 08:55

As usual, we thank the administration team for their work in spawning the ungodly amount of items, as well as managing all the events. That said, from a personal perspective, this was the least enjoyable tribes round for me, for a number of reasons:

Firstly, there was so so, so many excited people, and so much mayhem from the start that rp only started occurring after this population had been reduced significantly. At least the tribes were more structured, with good uniforms, and better stances. Still too many sniper weapons for my liking, a number of players (including some famous names) spent most of the round hiding in the darkness mass killing new arrivals, which wasn't very fun.

The slavery mechanic was fun, and created good rp. The juxtaposition between south and north tribes didn't lead to much trading, in general i think the rp was pretty lacking in this one, with way too many people eager to kill and massacre. The round was 4 hours i think, which was a good long time. The last one was only 2 hours and that felt a little short. Tribes rounds should feel like a historical epic.

Good to see tribes coming together to try and withstand the disasters thrown their way.

In short then, suggestions for the next time (when it happens)

No scout sights or nvg goggles spawned, sniper weapons made rarer (leader of tribe gets one) On at least 2 occasions Almost our entire ert group was killed upon landing by a 2 guys with scoped mars and nvg, who was impossible to even fight back against.

Some quickclot in tribe spawns, the deaths via internal bleeding were so damn high!

Slavery mechanic kept, it was a good and interesting mechanic.

Mass summoning erts (so the shuttle is full) rather than 5 at a time worked much better, and made it easier to get to a tribe and not be killed in the wilderness by some jerk.

All tribes get 1 spawn of guns, and thats it. Although they can of course obtain more by such things as slavery, or trading, or in special events.

I have some ideas for reducing the workload on initial set-up, which i might post in suggestions if anyone is interested.

It would be interesting to see a sub 100 pop tribal round.
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Simo94
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Re: General views on HG Tribal Edition

Post by Simo94 » 24 Apr 2017, 09:25

it was good minus the sniper salt, all snipers or any weapon with a scope should get. the fuck. out. only onscreen weapons please, or make it a daytime map aka no darkness
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Re: General views on HG Tribal Edition

Post by Crab_Spider » 24 Apr 2017, 09:40

Simo94 wrote:it was good minus the sniper salt, all snipers or any weapon with a scope should get. the fuck. out. only onscreen weapons please, or make it a daytime map aka no darkness
Snipers and heavy weapons should be rarer and there should be spawns of M3 series gear and B18 series gear with USCM uniforms.
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Re: General views on HG Tribal Edition

Post by Nahchillhomebro » 24 Apr 2017, 11:35

All I gotta say is, #CaveTribeandTheOrderLiveOn.

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Re: General views on HG Tribal Edition

Post by Nubs » 24 Apr 2017, 12:35

the order and the iron tribe were both really cool tribes, well thought out, with good uniforms, rp and locations. Compared with the 'fascist' tribe anyway, which when i visited mostly sat around in the nexus spouting memes and racism. Oh, and the iron tribe sold me into slavery on my first life, that was pretty funny. the nexus tribe killed me and the others both times we made ert, bad times.
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Re: General views on HG Tribal Edition

Post by Nahchillhomebro » 24 Apr 2017, 12:49

The Order minded our business, welcomed any who wished to join our ranks, and even escorted a caravan to safety after a delightful parlay, admins conspired to crush us since no other tribe could or would dare attack us.

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Re: General views on HG Tribal Edition

Post by TopHatPenguin » 24 Apr 2017, 13:04

Duck tribe was pretty fun to be a part of for that round especially as we ended up with a decent setup.

We allied with the green tribe to improve the bath water.

Went to war with nexus, for the greater good.

We helped a few random chaps and a neutral doc, although the poor fellow had lost his hand.

Carson became an accountant for the duck tribe and conducted job interviews on the nazi refugees who wanted to seek shelter, however as we had previously been at war we imprisoned them and forced them to take a secretary job interview. All of which failed and were promptly killed.

We brought back a member of our tribe from the dead by turning them into a brain mmi, sadly they had already been put into a new body so rip robotic duck rp.

Traded with Eric a Krishia which was rather nice, although they did come at a wrong time due to how many injured there were.

Chased by a horde of hounds and almost died but a nazi refugee sacrificed himself to save us after we said we'd let him stay outside. I was hoping they'd live so I could recruit them as they proved themselves but it seems they died.

Iron tribe assaulted our defences but couldn't get past them.

Blown up on the last shuttle with a few other duck tribe members.

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Re: General views on HG Tribal Edition

Post by Evan Stelf » 24 Apr 2017, 13:14

I played 2 of these events, the first time I just walked around, attacked people who attacked me. I kind of jus wandered around for a while until a pred and hell hound attacked me. I accidently blew myself up with a welding tank and the pred butchered me, that was it for that time.

The second time, which was last night I thought I might as well join a tribe so I joined medbay, it was a really disfunctional place and basically for an hour we just healed and revived people who were dragged in. The admins gave us defibs, med kits, radios, and an unusual amount of guns. None of us had proper surgery tools for an hour, we had about 6 quick clots, and a lot of helmets. None of us had flashlights so we could not leave medbay since none of the spotlights worked. Some communist team came in and slaughtered everyone in medbay even if they weren't firing back. I hid under a table for a bit and then tried to make a run for it. My game gitched out so I wasnt able to see any light source or the guy chasing me behind me killing me. I then died like 6 steps outide of robotics. After that, I spawned as a merc and tried to make a graveyard of all the dead. A Russian then came and brutally murdered me when I was making it, I had barely any items on me. I left after that.

I feel like last night's round was too crowded, too many guns, not enough surgery tools, not enough RP which was intended, and sucked for anyone that wished to RP. My experience was poor for these rounds but I bet others had fun, keep working on it
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Re: General views on HG Tribal Edition

Post by Telegnats » 24 Apr 2017, 22:02

I played as a doctor in the Nexus/Nazi tribe for the better part of the round, but evacuated with a mercenary when the Empire started wrecking the place and burning the corpses. Ended up in Robotics where I tried (and failed) to do surgery, probably pissing everyone off in the process of my botched attempts at resurrection. Ended up running from hellhounds into the caves towards the end, found my way onto the shuttle. I survived the Predator explosion and was gunned down by Carson just before he was killed. The only shots I ever fired were those intended to mercy kill the mercenary who led me to robotics. I was one of the last 3 people alive on the shuttle. I liked it. It was fun.

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Re: General views on HG Tribal Edition

Post by Renomaki » 24 Apr 2017, 22:13

The recent and last Tribal games we had, I decided to be a Nexus doctor, mending the wounded to the best of my ability.

Turns out it was harder than I thought, since I never repaired internal bleeding before. Never before had I had to use fix-o-vein to repair internal bleeding, and having to guess where broken bones were simply by the amount of damage a limb taken instead of using a scanner was harsh, but I managed to save a few lives during my time as a doctor.

Woulda saved many more, but after growing tired of Nexus's insane racism and hate towards anyone not donning the black suit. I packed up my shit and left behind all the mindless warring to find a new home, which I had in the crashed ship, where my skills were... Wasted due to them being quickly raided and murdered to but a doctor. Then I became a part of the Iron Tribe, saved another life or two before being brutally murdered by hounds.

I gotta admit, if I ever become a field doctor in normal gameplay, all the tricks I learned are gonna come in handy.
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Re: General views on HG Tribal Edition

Post by TopHatPenguin » 12 May 2017, 22:11

Most recent Tribes round was pretty fun.

Became a kind of minister of defence for the shack chaps, was pretty fun telling August to plop down defences and just generally survive.

Later on preds came into our tribal area and a fight broke out, which ended with the predators being beaten surrounded by radio shack chaps.

Then a load of refugees or compound chaps arrived at our gate, then a fella displaced our gate door, after which all chaos broke lose with fighting and all manner of stuns.

Then lastly a horde of ravengers and hellhounds came in and dunked everyone.

Overall pretty fun.

Here's also the Gate to radio shack tribe just before all the chaos happened.
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Re: General views on HG Tribal Edition

Post by Swagile » 12 May 2017, 22:24

QC and Anesthetic'd the Lambda tribe members enough to kill at least 20 of them since they hoarded LZ2 food meant for Ronins and killed defenceless people.

Saved at least 10 people with splints and WeylandMed meds, then finally died to a Ravenger hoarde.

A great round, gotta say.
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Re: [Tribes] General views on HG Tribal Edition

Post by Martzin » 12 May 2017, 22:31

Based on first impression this has got to be one of the funnest and best game-modes so far in CM, though i didnt do alot beside live in the caves as a scavenger and get in a bloody scuffle. Tribes should be done more often
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Re: [Tribes] General views on HG Tribal Edition

Post by Renomaki » 12 May 2017, 22:47

I spent the recent round living as a hermit, having salvaged the majority of my personal items and built my own humble hut, where I tried to live a peaceful life free from the mindless wars that troubled the land.

I sadly died during the skirmish at LZ1 for survival at the hands of a Hound, but at least I managed to live an interesting life as a lonely hermit, going on little adventures, visiting both of the major tribes to trade, and even fended of a bandit and survived due to the kindness of strangers. Was probably the most fun I had in awhile during a Tribes game.
Sometimes, bravery comes from the most unlikely sources.

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Re: [Tribes] General views on HG Tribal Edition

Post by Snypehunter007 » 12 May 2017, 22:53

Le *sad* wish we had pictures of the glorious Radio Shack before the nuke detonated inside.
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Re: [Tribes] General views on HG Tribal Edition

Post by Nick123q23 » 13 May 2017, 02:07

Mostly melee tribes is fun, there's less internal bleeding involved.
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Re: [Tribes] General views on HG Tribal Edition

Post by Challenger » 13 May 2017, 03:11

And a lot more overdosing on internal bleeding medications.

The gamemode is about to devolve into who can click on the other person with their anaesthetic autoinjector first.
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Re: [Tribes] General views on HG Tribal Edition

Post by Nubs » 13 May 2017, 06:07

Much more rp last tribes round, was good. Last tribes round showed how important it is for admins to pick a competent king though, as the lambda king was hardly ever in his throne room, so missed out on a bunch of visitors and converts, and eventually died early in the round in a raid (why was a king raiding when they have underlings?) the kings premature death pretty much killed lambda tribe, it never recovered.

Had good fun on my 2nd life playing as a kings guard, checking out visitors before letting them in the throne room, chasing away thieves, and eventually losing all my limbs to a pred, which allowed one of the other members to get a lucky KO on the pred at least. Best tribe that round was clearly the lz/radio shack tribe, who rose from nothing to become the most powerful tribe, and eventually had to be eliminated with hell hounds and ravangeners
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Re: [Tribes] General views on HG Tribal Edition

Post by Feweh » 13 May 2017, 13:42

Both Kings/Leaders were pretty bad and none of then really stood out really.

Lambda got screwed early on from their first king dying 30 minutes in and then the second one decided to attack instantly after as well.

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Re: [Tribes] General views on HG Tribal Edition

Post by Sailor Dave » 13 May 2017, 14:02

One of the big reasons that the Lambda leader didn't stand out is because there was a petty squabble at the start between Ryan and John(?) about who the leader should be, and then when Ryan was eventually decided on, he barely interacted with the rest of the tribe. He disappeared from Lambda for a good while, presumably to get food from LZ1, and then didn't do much until the attack on Compound.

If someone is going to be a leader, they should probably make an effort to make themselves noticed and actually communicate with everyone. Ryan didn't even have a radio until I told him to get one, after he'd disappeared and everyone was asking for him.

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Re: [Tribes] General views on HG Tribal Edition

Post by Crab_Spider » 13 May 2017, 14:34

Feweh wrote:Both Kings/Leaders were pretty bad and none of then really stood out really.

Lambda got screwed early on from their first king dying 30 minutes in and then the second one decided to attack instantly after as well.
Yeah I know, too many people talking, meds wore off, and I was questioning what to do that'd create peace.
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.

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Re: [Tribes] General views on HG Tribal Edition

Post by Challenger » 13 May 2017, 23:20

Laughing my ass off at admins declaring that "one hit stuns" are permabannable in the middle of the last Tribes despite that it'd been rampant the last two Tribes round prior and I even posted here about it.
The gamemode is about to devolve into who can click on the other person with their anaesthetic autoinjector first.
While I don't disagree with the decision, I'm surprised it took them this long to realize that removing the guns and features unique to Colonial Marines from Tribes will just result in it becoming basic ss13 which thrives off one hit stuns. Chloral/sopo/QC autos/hypos/harmsyringes, prods, gloves, tasers, flashes, flash powder, disarm spam, are the standard experience in 99% of other SS13 servers and the reason why no one ever gives a shit about how big your sword/gun is in those when being hit by a stun guarantees your eventual death.

Good luck getting rid of this shit, and I mean it, you will have to do a lot of work to get rid of cheese until you get the sword and gunfights you want. Speaking of which, last tribes round, despite having a helmet, I got knocked out in one hit by someone attacking me in the head with a spear, so... not much of an improvement anyway.
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Re: [Tribes] General views on HG Tribal Edition

Post by Renomaki » 13 May 2017, 23:51

The recent Tribes game was an interesting experiment, I give it that. While it wasn't as interesting being the only major nation of the bunch, it did lead to some interesting thought afterwards, such as how easily power can go to people's heads when they are the the main power on the map.

So often did the troops of the Solaris Kingdom show so little self control, all too eager to display their might towards anything they deem worth killing, no matter if they are a real threat or if the queen wished it. I heard that one or more of our patrols thought it would be a good idea to attack random people and invade a church, killing a holy person and sparking what would become the end of days as a result. Had those patrolling troops showed more self control, we could have avoided the apocalypse.

Hell, a lot of important events were often not because the nobility demanded it, but because the troops couldn't control themselves and were so restless that they were willing to or have just plain jumped at the opportunity for a fight. When I was leading a small band of men to conduct tasks for the queen, the men were constantly jumpy as fuck, and in one case even attacked someone without any provocation WHILE I was trying to earn the trust of the tribe that person belonged to.

Even if we had comms, no doubt we would have had a lot of situations where troops would instigate fights and give our kingdom a bad name, simply because people were impatient and wanted to fight shit with their higher quality weapons.

I still had a good time being Viceroy, though.. Was my first time in a position of power, and while I think I coulda done better, for the most part I feel I did a decent enough job at it.. Although one day I hope to become king and make a real difference... Provided my troops don't repeat what happened during this recent round and screw me over again.
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

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Re: [Tribes] General views on HG Tribal Edition

Post by Swagile » 14 May 2017, 00:17

Well since I got a board warning for asking for the original "how to improve tribes" thread to be unlocked with the only way normal players can do so (the report format), I guess ill state my sentiments here.

QC use in hyposprays was banned, yet later on the Solaris kingdom abused flash stuns and predator weapons and/or ganging up on vampires to kill them.

Either set a standard for "powergaming", or have no standards at all, because banning one type of powergaming while allowing the only major tribe in the game to use all the other major types of stuns is bullshit. QC and anesthetics was the only way to get past the fact that Solaris Kingdom had riot shields + good melee weapons + most of the organization in the game, and that was arbitrarily banned by administration. And then those same overkitted tribals started using one hit stun weapons + predator weapons + spears alongside their armor + riot shields, which made it almost impossible to fight them until the hellhounds were called it.

Stop these bullshit double standards on powergaming, is the tl;dr.

If you think im BSing, here's a rundown:

Flash

- Stuns through armor and riot shield
- You can do nothing about it except sunglasses / welding helmet / welding goggles, which were in extremely short supply and/or required a niche machine that very few had access to (autolathe) but that made vision shit and shit vision in a big battle is how you get killed
- Can be gotten from sec lockers and sec tec (unless Feweh removed that) or trading with the admins
- Can be used almost indefinitely unless you get the RNG of it burning out on you (rare) [never had a flash burn out on me, so not sure if it was just removed or it takes a long time for it to burn out]

Anesthetic / QC

- Can be gotten from WeylandMeds
- Anesthetics can stun through armor / riot shield, but QC injectors requires you to stab twice
- Hypospray removes that, but there is only 2 in each WeylandMed and WeylandMeds are rare outside of Major Tribes as most minor tribes or hermits steal them.
- Can be restocked, but takes some time, and can only hold 30u each hypospray.
- Can sleep / kill 6 people at a time per hypospray.


Essentially, both are just as dangerous as each other; being flashed and hit by predator weapons or even a spear kills you just as fast as 5u of QC from a hypospray or 5u of Anesthetic then getting speared / predator weaponed... same result, different methods.


Food for thought, you can make stun prods really easily through high cap batteries, metal rod, cable coils, and wire cutters. They can stun someone up to four times, and the stun is enough for you to beat the person into critical with a decent melee weapon even if they have armor on. And they can be made by almost anyone at any time.
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