Hugger Combat Removal Discussion

Generic, on-topic discussion about Colonial Marines.
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Peachy2912
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Re: Hugger Combat Removal Discussion

Post by Peachy2912 » 12 May 2017, 06:42

So I played briefly on low pop during the tests as a doctor and it's quite demanding. There was myself and another doc and we had a queue of at least 5 or 6 marines at most times. Many of these casualties had multiple fractures and/or missing limbs which both increase the amount of time that it takes to conduct surgery up from about 2 minutes to 5 or 6 per patient. So needless to say a backlog could develop very quickly and this was just on low pop.

I think the docs may need a helping hand if this update goes through, perhaps even just the introduction of incision management systems to the med bay would greatly improve the situation but we'll have to wait and see whether the situation is really bad enough to warrant it.

Otherwise it's pretty nice not getting hugged constantly.

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Re: Hugger Combat Removal Discussion

Post by Steelpoint » 12 May 2017, 06:45

While casualties are higher, I should note that in many cases these people dying in medbay are people who, in the old system, would be have been infected and dragged halfway across the map.

So while they are half dead in medbay, but they are still alive.
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Re: Hugger Combat Removal Discussion

Post by caleeb101 » 12 May 2017, 11:30

Maybe making surgery take less steps is in order again?
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Re: Hugger Combat Removal Discussion

Post by Crab_Spider » 12 May 2017, 11:38

caleeb101 wrote:Maybe making surgery take less steps is in order again?
Hell no. Those doctors should be getting their tools from planetside
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Re: Hugger Combat Removal Discussion

Post by Ikmalmn » 12 May 2017, 11:47

Crab_Spider wrote:Hell no. Those doctors should be getting their tools from planetside

While I do agree on that, I've not seen ANY tools that could help a doctor up (i.e Laser scalpel, incision management tool) besides one of those in Lamda Lab. Which, mind you, is probably a xeno nest.
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Re: Hugger Combat Removal Discussion

Post by caleeb101 » 12 May 2017, 11:53

Crab_Spider wrote:Hell no. Those doctors should be getting their tools from planetside
I guess marines will just get rofl stomped harder then.
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Re: Hugger Combat Removal Discussion

Post by TheMaskedMan2 » 12 May 2017, 20:42

When it comes to doctors getting tools, hopefully a reworked research would allow time and resources to be put into creation of incision systems.
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Re: Hugger Combat Removal Discussion

Post by ZDashe » 12 May 2017, 21:04

Steelpoint wrote:While casualties are higher, I should note that in many cases these people dying in medbay are people who, in the old system, would be have been infected and dragged halfway across the map.

So while they are half dead in medbay, but they are still alive.
I agree with Steelpoint. The reason why medbay is getting more patients nowadays is because more marines actually make it back for medivac/surgery and less getting hugger stunned and cheesed, which is a good thing. I know that telling doctors to "git gud" and memorize the surgery steps to complete surgeries in 1 minute is too demanding, so I'm really hoping research can develop Laser scapels (that has 100% success rates, not the old shitty ones), or IMS to reward researcher's hard work in late rounds. It's good that the Almayer has 3 ORs now too, and a dissection room that can potentially be refurbished into an emergency OR, and with medical researchers being able to do surgery (preferably focused on larva removal), medbay should be able to cope or scale up their in-patient treatment.
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Re: Hugger Combat Removal Discussion

Post by Ikmalmn » 12 May 2017, 22:33

Yeah, so the next big step is to rework Research and make it useful once more.

As for surgery, when doctors are sufficient, treating them isn't really a problem in my opinion, all the marines have is usually one or two bone fractures. There's usually more than enough doctors to handle them all, granted if the marines haven't declared a planet evac and or someone got OD'ed.

Also, I like to hear people's opinion, what do you think on making chest bursting not available/reachable (?) when a larvae removal is in progress. Because when I at least do that, I become a nervous wreck since time is literally at the essence. Also, most of the time, marines very barely make it into medbay and have already wasted precious time walking, and waiting for the doctor before surgery, in the end, it's too late for the inevitable. Opinions?
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Re: Hugger Combat Removal Discussion

Post by Symbiosis » 12 May 2017, 23:33

ZDashe wrote:I agree with Steelpoint. The reason why medbay is getting more patients nowadays is because more marines actually make it back for medivac/surgery and less getting hugger stunned and cheesed, which is a good thing. I know that telling doctors to "git gud" and memorize the surgery steps to complete surgeries in 1 minute is too demanding, so I'm really hoping research can develop Laser scapels (that has 100% success rates, not the old shitty ones), or IMS to reward researcher's hard work in late rounds. It's good that the Almayer has 3 ORs now too, and a dissection room that can potentially be refurbished into an emergency OR, and with medical researchers being able to do surgery (preferably focused on larva removal), medbay should be able to cope or scale up their in-patient treatment.

Please don't take this the wrong way, but I humbly disagree with you! I had to stock about 2 sets of splints and 3-4 QC and I'd be fine the entire round. I burn through that within the first 30 minutes of the operation. I'm forced, as a Medic, to bring at MOST one clip/box of shells. The amount of damage we're seeing is very high. Before, the rounds would last longer, meaning a slower trickle in effect. Now they are quick, usually a sweep, and medbay is PACKED with delimbed and non-functioning Marines.
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Re: Hugger Combat Removal Discussion

Post by ZDashe » 12 May 2017, 23:54

Josephs477 wrote:Please don't take this the wrong way, but I humbly disagree with you! I had to stock about 2 sets of splints and 3-4 QC and I'd be fine the entire round. I burn through that within the first 30 minutes of the operation. I'm forced, as a Medic, to bring at MOST one clip/box of shells. The amount of damage we're seeing is very high. Before, the rounds would last longer, meaning a slower trickle in effect. Now they are quick, usually a sweep, and medbay is PACKED with delimbed and non-functioning Marines.
Are you agreeing or disagreeing with me, because it looks like you are in fact agreeing with me. In the past you don't see as much wounded as you can see now, cause they'd all be dragged away into the darkness and killed without medics being able to get to them at all, or they'd be captured and nested deep inside the alien's hive due to hugger combat then devour and run. Now at least people have a chance to run to their medic to seek treatment cause huggers are limited to certain castes.

Also, my standard medic loadout has 4 sets of splints, 4 active QC with 6 stashed in spares, 30/30 Advanced brute/burn kits in quick access with 40/30 brute/burn kits in spares along with all other essential meds, and I only roll with 5 magazines of ammo.
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Re: Hugger Combat Removal Discussion

Post by TheMaskedMan2 » 13 May 2017, 02:57

Ikmalmn wrote:
Also, I like to hear people's opinion, what do you think on making chest bursting not available/reachable (?) when a larvae removal is in progress. Because when I at least do that, I become a nervous wreck since time is literally at the essence. Also, most of the time, marines very barely make it into medbay and have already wasted precious time walking, and waiting for the doctor before surgery, in the end, it's too late for the inevitable. Opinions?
From a moderator standpoint, no. It's asking for powergaming with people starting many surgeries at once to stop larva progression, from a player standpoint, still no, there is more than enough time for marines to book it to the almayer before it bursts.
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Re: Hugger Combat Removal Discussion

Post by Ikmalmn » 13 May 2017, 05:03

TheMaskedMan2 wrote:From a moderator standpoint, no. It's asking for powergaming with people starting many surgeries at once to stop larva progression, from a player standpoint, still no, there is more than enough time for marines to book it to the almayer before it bursts.
Good points, it does seem too too abusable, so abusable, no one could glance over it's clear advantage.
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Re: Hugger Combat Removal Discussion

Post by Symbiosis » 13 May 2017, 05:38

ZDashe wrote:Are you agreeing or disagreeing with me, because it looks like you are in fact agreeing with me. In the past you don't see as much wounded as you can see now, cause they'd all be dragged away into the darkness and killed without medics being able to get to them at all, or they'd be captured and nested deep inside the alien's hive due to hugger combat then devour and run. Now at least people have a chance to run to their medic to seek treatment cause huggers are limited to certain castes.

Also, my standard medic loadout has 4 sets of splints, 4 active QC with 6 stashed in spares, 30/30 Advanced brute/burn kits in quick access with 40/30 brute/burn kits in spares along with all other essential meds, and I only roll with 5 magazines of ammo.
I don't have raw data, but it feels like that the pace of the round has changed. Before the Ayy's would only attack with Boiler Cloud/Crusher/Queen scream. By the Alien #'s I've seen from the M.O.T.H.E.R readouts, there seems to be as many/more Aliens alive. I'm not sure if there's more "wounded" than dead/hug dragged, just that the pace/tempo is quicker.

The delimbing also adds to that. Just spend a high pop round watching medbay; for simple things like fractures having the whiskey outpost fracture fixer in game may be a good balance idea. That way the Aliens dont receive a nerf, just a minor quality of life buff for the Marines.
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Re: Hugger Combat Removal Discussion

Post by Nick123q23 » 13 May 2017, 06:20

I'd have to agree that the rounds seem a bit faster now.

I like how aliens are more lethal and closer to they are in the games and movies though. We're getting closer to canon
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Re: Hugger Combat Removal Discussion

Post by Ikmalmn » 13 May 2017, 06:29

I think medics really needs more QC in the medic vendors. You run out of this like it's Black Friday. Or at the least, make it possible to make it via chemistry. Especially when Apop has considered increasing the limit of medics per squad to 3. Simply 5 QC in the vendor is not enough for both medics (the good ones that take extra especially). Also, most of the time, medics wouldn't really retreat back to Almayer to restock since they risk wasting time where they could have been healing and deffibing marines, unless of course, their injured themselves.

For the quick paced feel on playing medic and running out of supplies, this doesn't seem to happen much if you have a couple of medics together with their respectful squads. However, seeing how this is not including the possibility the medic is KIA or wounded (via baldie moments), you'll probably run out of meds pretty fast seeing how you'll have to take over the medic's position. Plus, we (at least I,) don't even think of looting their medical stuff.

You run out of both QC and splints faster if the scumbag ayy lmaos attacked limbs (arms and legs) where it's seemed guaranteed to give internal bleeding and of course, fractures. Since it's the part of the body where it's open and unarmored.
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Re: Hugger Combat Removal Discussion

Post by FelixG » 13 May 2017, 09:56

I don't get it is it currently on server or no?
I'm currently playing new Vietnam game and don't want to change gears in the middle.

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Re: Hugger Combat Removal Discussion

Post by Ikmalmn » 13 May 2017, 10:14

FelixG wrote:I don't get it is it currently on server or no?
I'm currently playing new Vietnam game and don't want to change gears in the middle.
What???
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Re: Hugger Combat Removal Discussion

Post by FelixG » 13 May 2017, 11:06

Ikmalmn wrote:What???
I was playing new Red Orchestra - Rising Storm : Vietnam when I heard about hugger combat removal. So I asked is it implemented ATM, cuz I have a limited time to play games etc.

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Re: Hugger Combat Removal Discussion

Post by Steelpoint » 13 May 2017, 11:16

One thing that I think the hugger removal/rework will/is doing is bringing to light the other, less enjoyable, combat systems we have.

Hugger combat was the focal point of how most combat went, but now that its mostly gone we are seeing Aliens use other combat styles that are going to get a lot more scrutiny.
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Re: Hugger Combat Removal Discussion

Post by OatzAndHoes » 13 May 2017, 13:19

The one change I'm not really happy with is the ridiculously fast speed of hugger infection. You really don't have a chance to pull huggers off anymore.

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Re: Hugger Combat Removal Discussion

Post by TJ3003 » 13 May 2017, 13:37

OatzAndHoes wrote:The one change I'm not really happy with is the ridiculously fast speed of hugger infection. You really don't have a chance to pull huggers off anymore.
You Cant remove huggers anymore(I believe) Much like it were in the movies its almost impossible to remove the huggers, that why its so fast in terms of infection I think.

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Re: Hugger Combat Removal Discussion

Post by Sargeantmuffinman » 13 May 2017, 13:38

The xenos are definetly faster and combat is as everyone says, more lethal.
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Re: Hugger Combat Removal Discussion

Post by TheMaskedMan2 » 13 May 2017, 16:01

TJ3003 wrote:You Cant remove huggers anymore(I believe) Much like it were in the movies its almost impossible to remove the huggers, that why its so fast in terms of infection I think.
I think you should always get infected if a facehugger leaps on your face. You don't see anybody in the movies just go "Hey I pulled it off quick enough it's fine!". Also marines are finally adapting fairly well, the hugger A.I. makes them more dangerous and have to be treating in a different manner, just pop em with a bullet when you can. In order to be infected they really do need to catch you off guard or your being tackled.
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Re: Hugger Combat Removal Discussion

Post by Steelpoint » 13 May 2017, 22:08

To be fair in the new movie one guy gets facehugged but he manages to pull it off, with the help of a fellow soldier, in time.

More so because he was able to place his hand/gun in front of his face before it latched onto him, so the hugger did not get a good enough grip.

Though he suffered massive burns over the side of his face.
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