Actual Balanced Marine Comm Nerf Discussion

Generic, on-topic discussion about Colonial Marines.
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completelynewguy
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by completelynewguy » 17 Feb 2018, 20:09

DeLineFortune wrote:
17 Feb 2018, 20:06
>IRL

>Marines cant even open pill bottles or dont know about first aid medicine
B-but you got more engineers and medics and the medevac system! That should buff out not having common sense to use a hard-sci-fi equivalent to a fucking epi-pen, or a pill bottle, in space!

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Skimmy2 » 17 Feb 2018, 20:11

Apparently what everyone is saying is "I cant rambo and leave my squad now that I can only speak to them"
If you are PFC Mc Bootface, you relay your information to your SL, not another SL, and not above your SL.

Literally just stick with your squad and there are no comms problems.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Monoo » 17 Feb 2018, 20:12

Lumi Pharon wrote:
17 Feb 2018, 20:04
any discussion on the pros and cons/justification for the change should be based on balance and gameplay, bringing up realism serves zero purpose and is a weak crutch instead of an actual argument (for or against).
Despite all the points raised in this thread, the only two responses by any staff at all have been the explanation of how real comms work and a clarification on a past update. Nothing addressing any of our issues or offering a real explanation of their reasons for the change.

I'm a little disappointed by this, I gotta say. I hope they're just taking some time to write out a good response and not just pointedly ignoring any and all criticism, constructive or no.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by getfreur » 17 Feb 2018, 20:13

Skimmy2 wrote:
17 Feb 2018, 20:11
Apparently what everyone is saying is "I cant rambo and leave my squad now that I can only speak to them"
If you are PFC Mc Bootface, you relay your information to your SL, not another SL, and not above your SL.

Literally just stick with your squad and there are no comms problems.
Totally agree with you.

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by BadApple » 17 Feb 2018, 20:15

DeLineFortune wrote:
17 Feb 2018, 20:06
>IRL

>Marines cant even open pill bottles or dont know about first aid medicine
>And all radios only work if the AO has a big tower routing them all.

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by misto » 17 Feb 2018, 20:16

less clutter is good

sometimes a lot of your squad is dead and you need ways to talk with other squads, tho

and lastly, while im not super into it myself, folks do insist that this is a role playing game and that is where they find their joy, hardly surprising that the removal of their primary means of chatting and rp'ing with 3/4ths of the team is cut out results in outcry

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by taketheshot56 » 17 Feb 2018, 20:17

apophis775 wrote:
17 Feb 2018, 19:22
Let me explain how radio comms works IRL


EVERYONE had their "Squad" radio, sometimes Platoon as well (though, frequently Platoons will use a different radio to communicate between HMMWVs, called a SINCGARS). Normally, this is handled with something called an AN/PRC-148. One person in the squad, usually has a radio that connects to Company level for talking between platoons and their company. For this, they use a SINCGARS radios, as does everyone above Squad level. The HQ element of each Company has a SINGLE Battalion radio. The Battalion had a Brigade Radio. Brigade has a Divsion Radio. Above that we use satellite phones.

Here's the thing, higher ranking radios can always transfer themselves DOWN if they want. However, lower ranking radios can NEVER transfer themselves up.
If this is the case on how we want to balance squad communications, which does indeed make a lot of sense, I think it important then that each squad receive a radioman, they could share locker room with the smart gunner and receive a radio pack that goes on their back and allows them to talk to command, and all other squads.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Skimmy2 » 17 Feb 2018, 20:19

If we think about it, this is a Marine Buff as the number of PFCs who are BEed will drop to nearly 0.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by CaptainYankee » 17 Feb 2018, 20:20

We'll see how this shakes down once lowpop gets going.

The first round was a disaster and no one knew where any other squads were or what they were doing. I myself recieved info from command stating that there were wounded in administration, only to find it devoid of any signs of friend or foe. Except for a lone hunter of course.

As medic it was extremely useful to have to date info about who was wounded and where. Just because Alpha spec isn't in my squad doesn't mean i don't care about treating him.
Last edited by CaptainYankee on 17 Feb 2018, 20:21, edited 1 time in total.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Monoo » 17 Feb 2018, 20:21

Skimmy2 wrote:
17 Feb 2018, 20:11
Apparently what everyone is saying is "I cant rambo and leave my squad now that I can only speak to them"
If you are PFC Mc Bootface, you relay your information to your SL, not another SL, and not above your SL.

Literally just stick with your squad and there are no comms problems.
Dude, what? That's not what this is about at all. Did you actually read anything?

Some of the complaints:

-Marines won't be informed in real time of issues that come up on the ship, i.e escaped larva

-Marines rely on general comms in the planetside lategame, both for locating stray xenos if they're winning or communicating between squads if they're losing and the majority of different squads are dead. It's very important if marines are low in numbers that different squads mix together to get the best of their numbers and equipment.

-Marines won't be able to relay where the dropship crashes and rally to defend

-The flow of information is now agonizingly slow and inconvenient. Things need to be relayed from squad standards, to SLs, to command, and all way back. Be aware that each person in this chain can and probably will be dead, deaf or otherwise incompetent enough to not respond, totally fuck up the information that needs to be relayed, etc.

-For a game with SS13 code, communication should take precedence over realism.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by completelynewguy » 17 Feb 2018, 20:22

I guess the devs are finalizing what must be a radioman role, otherwise it's going to be really awkward having no general comms for the marines from now on.

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by getfreur » 17 Feb 2018, 20:24

We are not in WW2 to have a radioman!!

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by 4thsurviver » 17 Feb 2018, 20:25

I thought general comms made sense as they were. Shipside general is the ships intercom while planetside general comms was the colony radio network. We take all our planetside comms through the planetary tcomms network already it only made sense we could re-purpose the general channel too.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by RobBrown4PM » 17 Feb 2018, 20:26

Skimmy2 wrote:
17 Feb 2018, 20:11
Apparently what everyone is saying is "I cant rambo and leave my squad now that I can only speak to them"
If you are PFC Mc Bootface, you relay your information to your SL, not another SL, and not above your SL.

Literally just stick with your squad and there are no comms problems.
That's not what anyone is saying here. I suggest reading the critism and concerns of the base, as there are quite a few good ones raised.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Skimmy2 » 17 Feb 2018, 20:28

We have an SO that is perfectly capable of relaying information between squads, and why would any military relay orders over an unencrypted network that any UPP or colonist could get their hands on.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Monoo » 17 Feb 2018, 20:29

getfreur wrote:
17 Feb 2018, 20:24
We are not in WW2 to have a radioman!!
Ah yes, I too remember when all radio equipment stopped working after 1945.

I'd appreciate it if you stopped being obtuse, the rest of us are trying to find ways to fix the game here.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Monoo » 17 Feb 2018, 20:31

Skimmy2 wrote:
17 Feb 2018, 20:28
We have an SO that is perfectly capable of relaying information between squads, and why would any military relay orders over an unencrypted network that any UPP or colonist could get their hands on.
Unlike the presence of general comms, the presence of an SO for every squad isn't guaranteed. There are a shitton of rounds with an incomplete, AFK or dead bridge staff. With the current system this will ruin marine communication altogether.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by RobBrown4PM » 17 Feb 2018, 20:32

Skimmy2 wrote:
17 Feb 2018, 20:28
We have an SO that is perfectly capable of relaying information between squads, and why would any military relay orders over an unencrypted network that any UPP or colonist could get their hands on.
This is a game. Sure we're roleplaying, but it's still a game, one that I might add that is based on a cruely made 2D spessman simulator. There are a ton of limitations in the game and the general coms system goes a long way in helping to bring the community together.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by apophis775 » 17 Feb 2018, 20:36

IRL, Marines wouldn't be handed out chemicals that can near-instantly heal burn damage.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by immaspaceninja » 17 Feb 2018, 20:37

I mean, uh, it would've been okay if we weren't playing 2d spessman game where you can't even see past your screen range.
Now we'll have a harder time chasing/finding remaining aliens, which makes rounds with majority of people dead last longer.
Now we'll have a harder time gathering people for a push, if command is bad.
Lowpop is hell now.
Radio guy is not a solution, because its a person who can fuck up.
Last edited by immaspaceninja on 17 Feb 2018, 20:40, edited 1 time in total.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by getfreur » 17 Feb 2018, 20:39

immaspaceninja wrote:
17 Feb 2018, 20:37
I mean, uh, it would've been okay if we weren't playing 2d spessman game where you can't even see past your screen range.
Now we'll have a harder time chasing remaining aliens.
Now we'll have a harder time gathering people for a push, if command is bad.
Lowpop is hell now.
Radio guy is not a solution, because its a person who can fuck up.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by immaspaceninja » 17 Feb 2018, 20:41

getfreur wrote:
17 Feb 2018, 20:39
Rádio Guy Aka squad leader.....
Pretty sure people were suggesting someone who can talk to other squads, not just command radio.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Skimmy2 » 17 Feb 2018, 20:42

immaspaceninja wrote:
17 Feb 2018, 20:41
Pretty sure people were suggesting someone who can talk to other squads, not just command radio.
You mean an SO?
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by RobBrown4PM » 17 Feb 2018, 20:44

apophis775 wrote:
17 Feb 2018, 20:36
IRL, Marines wouldn't be handed out chemicals that can near-instantly heal burn damage.
Engaging in public dialogue is important. You guys can ultimately do w/e you want with this, however I think it would be a boon to both you guys and us by having conversations on some issues, specifically those that majorly alter the game.

/2 cents
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by TehSpoderman » 17 Feb 2018, 20:47

Skimmy2 wrote:
17 Feb 2018, 20:42
You mean an SO?
I am not sure if you are not reading the comments said here or you are just ignoring them at this point.
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