Front Line Synths: Too Powergamey?

Generic, on-topic discussion about Colonial Marines.
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Simo94
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Re: Front Line Synths: Too Powergamey?

Post by Simo94 » 27 Feb 2018, 13:59

Heckenshutze wrote:
27 Feb 2018, 13:52
Synths can evac as long they aren't literally kicking a human of his spot
Rules are rules, but as far as Wey Yu is concerned, the human is expendable lol
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Re: Front Line Synths: Too Powergamey?

Post by Heckenshutze » 27 Feb 2018, 14:01

Simo94 wrote:
27 Feb 2018, 13:59
Rules are rules, but as far as Wey Yu is concerned, the human is expendable lol
Synths aboard the almayer are USCM issued. They have no relation with WY other than they creation and sale, in other words synths can flip off the CL and WY high directive
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Re: Front Line Synths: Too Powergamey?

Post by CaptainYankee » 27 Feb 2018, 14:31

Yeah, this behavior would really only be acceptable in extreme circumstances, e.g.. Retreating with marines through enemy territory.

This behavior cannot become standardized or we will probably see nerfs or updated synth rules to combat it.
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Re: Front Line Synths: Too Powergamey?

Post by Simo94 » 27 Feb 2018, 14:37

Heckenshutze wrote:
27 Feb 2018, 14:01
Synths aboard the almayer are USCM issued. They have no relation with WY other than they creation and sale, in other words synths can flip off the CL and WY high directive
I dont think High Command is any different lol
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Re: Front Line Synths: Too Powergamey?

Post by Thatnewguy1 » 27 Feb 2018, 14:45

Wait, how did the face hugger work in the game? did it attach to his face or only just come out of the egg? if it sticks it might be an EXTREMELY bootleg way for researchers to get a live specimen to study.
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Re: Front Line Synths: Too Powergamey?

Post by Heckenshutze » 27 Feb 2018, 14:48

CaptainYankee wrote:
27 Feb 2018, 14:31
Yeah, this behavior would really only be acceptable in extreme circumstances, e.g.. Retreating with marines through enemy territory.

This behavior cannot become standardized or we will probably see nerfs or updated synth rules to combat it.
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Re: Front Line Synths: Too Powergamey?

Post by NethIafins » 27 Feb 2018, 15:01

edda wrote:
27 Feb 2018, 13:44
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Re: Front Line Synths: Too Powergamey?

Post by Clutch » 27 Feb 2018, 15:03

edward is a frontline synth its really dumb.
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Re: Front Line Synths: Too Powergamey?

Post by Chowder McArthor » 27 Feb 2018, 15:03

edda wrote:
27 Feb 2018, 13:44
A round with me as XO. I send a synth down to do engineering, and specifically engineering, since marines had only 2 active engineers. I said as much on comms.

Ten minutes later I get a mod message asking why I sent a synth down to 'take huggers'.

Also, funny story, once as queen I got killed by a synth with a baseball bat. It was great.
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Also what's the word on synths evacing? Should they try it? Avoid it? Cowardice shouldn't be in their programming.
You have a general order to assist with the push and I took that to also mean me, as when I was doing over watch before deploying (as ordered) I didn’t see engineers at the front either. Usually when I deploy it’s just to generally assist with everything. And to be fair on that part the engineer at the front was in crit from boiler acid and the barricades were about to break.
I don’t retreat as a synth on pods. The only time i do retreat is when it’s very obvious I can’t do anything, like even everyone at the FOB is badly wounded, the queen breaks a barricade and walks in and pushes a sentry over - another time yesterday was when a MP and I were at a ladder, an xenos came and killed her quickly. I knew I didn’t have time to do anything to help her, so I left her, came back three minutes later, and grabbed the body and revived it - coincidentally that was also the last time in recent memory I directly attacked a xeno because an elite spitter decided that he wanted frags but was almost in crit already. When I do have to run, I feel like shit, and always explain to command why I did if I have the opportunity to. Usually the reasoning is like why Edward tried to use a pod - at times, self preservation is more important than helping a lost cause, especially if you can escape back to the almayer with learned information.
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Re: Front Line Synths: Too Powergamey?

Post by Stripetail » 27 Feb 2018, 15:20

I feel that synths should be able to go down to do heal marines, evac marines, build defenses and that's about it. Maybe given great circumstances something would happen to allow a great RP point, but as for that minesweeper thing, that's just bullshit.

That being said, eggs shouldn't even react with a synth, much less huggers.
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Re: Front Line Synths: Too Powergamey?

Post by RobBrown4PM » 27 Feb 2018, 21:58

Got murder boned by a number of CLF combat synths the other day. 3 of them managed to hold off 12 marines or so. One took several magazines to down, and in fact I don't even think it ended up dying.
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Re: Front Line Synths: Too Powergamey?

Post by SovietKitty » 28 Feb 2018, 00:54

Synthetics with guns aren't really comparable to the normal role. They can't shoot, or self-heal.
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Re: Front Line Synths: Too Powergamey?

Post by Bancrose » 28 Feb 2018, 01:02

Every synthetic that I've had. I have only ordered them to stay along with me when I go down planetside because they have good medical knowledge and I honestly enjoy the synthetic sidekick.

But I am not ordering any of them to run head first into the hugger traps to trigger them because I know it is going to cuck the aliens horrendously. Even tho I'm a marine main that's just unfair tbh.

And whats up with them getting riot suits, machetes and riot suits on. I am all for giving them a machete so that the Synthetic can DEFEND himself. But literally trying to turn them into the terminator xd. But most of these incidents I want to say is not the synthetics fault but its more so the people that order them.
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Re: Front Line Synths: Too Powergamey?

Post by False_Enigma » 28 Feb 2018, 21:02

TheMaskedMan2 wrote:
27 Feb 2018, 09:45
Alright so as a Synth myself, I really find myself not enjoying seeing these planetside Synths much. I personally don’t think a Synth should be anywhere near the frontlines unless things are getting desperate, let alone asking for it.

I also believe a Synth shouldn’t be equipped with anything larger than a combat knife and bulletproof vest unless the Xenos are boarding the Almayer and everything is basically blowing up. You’re an RP role, you don’t need to be running around looking like a god damn doofus with a helmet, marine armor, and every tool from every department.

I like a beret and labcoat, makes me look snazzy.

Nothing slightly annoys me more than seeing a Synth running around and responding to the first sign of combat with a riot shield, helmet, and a machete. Come on man.

I rarely ever deploy as Synth, and never ask to deploy unless ordered, unless it’s to retrieve RP material. (Xeno Hive cleared, go collect an egg. Big Red Virology, I like to grab the fluff bottles and stuff)

Unfortunately I think a lot of Synth players enjoy being “popular” and showing off their “robustness”. Myself? I’ll fight Xenos if they board as self defense and then try to evac if i’m not taking a spot from a civilian.

Honestly, slight rambling rant I guess, but I just think a few Synths seem more focused on frontline combat than actual RP. Hell, just chill with the command or research staff on the ship. That’s fun.
double riot shield, some sort of poorly made suit vest, and cowboy hat should be the only things allowed for a synth. Besides maybe a baseball bat when forced into self defense, but I only say that because the two times I've seen it I haven't a single clue where the bat came from, the synth didn't previously have it, it came from some sort of magical bat repository, it was used for self defense, and to top it all off, it was H I L A R I O U S.

I've also seen synths use machetes for their actual purpose, just cutting weeds and things around FOB, which was neat and cathartic to watch. I didn't know you could hold a machete without hitting another marine with it. Simply fascinating.

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Re: Front Line Synths: Too Powergamey?

Post by Renomaki » 28 Feb 2018, 21:56

Honestly, when I get around to playing as a synth, I prefer to just stick on the Almayer.

Sure, a planetside synth can be helpful for the marines, but there are just as many situations on the Almayer that need tending, be it either fixing up the engines that the MTs neglected, to assisting medbay during rush hour, to even doing things as simple as overwatch duty.

Synths were mainly created with the intent to act as a Swiss army knife for command staff to use to help fill in gaps and assist during emergencies, not to behave as sword swinging commandos decked in battle armor.

Hell, I remember one round where Carson ordered me, a SYNTH, to act as his bodyguard, decked out in predator armor and weaponry. I didn't want to do it, but they kept persisting. The round was already pretty much over at the time, but still... It annoyed me so.
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Re: Front Line Synths: Too Powergamey?

Post by Heckenshutze » 01 Mar 2018, 06:19

Synthetic rules about combat have been tweaked, go check it out, don't risk your whitelist. It's pretty much what I sayed in my previous comments
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Re: Front Line Synths: Too Powergamey?

Post by Thatnewguy1 » 01 Mar 2018, 09:25

Benos are now targeting synths more often now that they know we cant hold machetes anymore. Used to be if you started smacking one with the big blade they would turn tail and run, now we just got to go full on Muhammad Ali on anything that tries to attack us till we beat it into submission
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Re: Front Line Synths: Too Powergamey?

Post by Renomaki » 01 Mar 2018, 21:50

Thatnewguy1 wrote:
01 Mar 2018, 09:25
Benos are now targeting synths more often now that they know we cant hold machetes anymore. Used to be if you started smacking one with the big blade they would turn tail and run, now we just got to go full on Muhammad Ali on anything that tries to attack us till we beat it into submission
Then that just means synths are going to need to stay from the front lines more often now, or just stay on the ship altogether.

As shitty as it is that xenos meta synths, it can easily be avoided by denying them the pleasure to begin with.
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Re: Front Line Synths: Too Powergamey?

Post by False_Enigma » 02 Mar 2018, 00:42

On an unrelated note, I do like the combat synth ERTs and invasion forces.

Seeing those in action was pretty damn cool.

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Re: Front Line Synths: Too Powergamey?

Post by Heckenshutze » 02 Mar 2018, 07:28

Thatnewguy1 wrote:
01 Mar 2018, 09:25
Benos are now targeting synths more often now that they know we cant hold machetes anymore. Used to be if you started smacking one with the big blade they would turn tail and run, now we just got to go full on Muhammad Ali on anything that tries to attack us till we beat it into submission
Remember what we talked, circunstances tend to favor or cripple you. In that specific case, if you're doing your synth passive duties at the frontlines and you get mauled to almost scrap, next time it's ok for you to have at least a knife.


Wouldn't be cool if Synths were able to body-slam T1-T2 like predators? I mean, if they can throw a male human far away like nothing, sure they can do that to the average xeno. That way synths wouldn't have the need to get a weapon or a tool to defend themselves. Just body-slam your way out to safety.
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Re: Front Line Synths: Too Powergamey?

Post by Thatnewguy1 » 02 Mar 2018, 07:55

Heckenshutze wrote:
02 Mar 2018, 07:28

Wouldn't be cool if Synths were able to body-slam T1-T2 like predators? I mean, if they can throw a male human far away like nothing, sure they can do that to the average xeno. That way synths wouldn't have the need to get a weapon or a tool to defend themselves. Just body-slam your way out to safety.
I just kinda want a passive defense boost for synths, like pounces just completely missing at times due to the inhuman reflexes a hyper-advanced supercomputer would have. Or just the ability to knock a smaller xeno to the ground if the synth disarms them, allowing the guy to run off. Don't really want their counters to ayys in combat to do damage, just to give them a chance to flee.
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Re: Front Line Synths: Too Powergamey?

Post by Heckenshutze » 02 Mar 2018, 07:59

Thatnewguy1 wrote:
02 Mar 2018, 07:55
I just kinda want a passive defense boost for synths, like pounces just completely missing at times due to the inhuman reflexes a hyper-advanced supercomputer would have. Or just the ability to knock a smaller xeno to the ground if the synth disarms them, allowing the guy to run off. Don't really want their counters to ayys in combat to do damage, just to give them a chance to flee.
Well body-slams don't hurt xenos, just leave them stunned for a short time (short enough to flee)
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Re: Front Line Synths: Too Powergamey?

Post by coroneljones » 02 Mar 2018, 08:20

Heckenshutze wrote:
02 Mar 2018, 07:59
Well body-slams don't hurt xenos, just leave them stunned for a short time (short enough to flee)
The issue would probably be that then the synth would stab said stunned xeno, or act as a stun-shield for the marines, stunning a xeno and letting them shoot it

Not talking about the players, but just a possible downside from a technical/theoretical standpoint
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Re: Front Line Synths: Too Powergamey?

Post by Heckenshutze » 02 Mar 2018, 08:23

coroneljones wrote:
02 Mar 2018, 08:20
The issue would probably be that then the synth would stab said stunned xeno, or act as a stun-shield for the marines, stunning a xeno and letting them shoot it

Not talking about the players, but just a possible downside from a technical/theoretical standpoint
True, maybe allowing the disarm intent to shove xenos? no stuns or damage, just a shove so they can't slash you. Shove your way to safety
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Re: Front Line Synths: Too Powergamey?

Post by Thatnewguy1 » 02 Mar 2018, 09:09

!Spoiler for alien covenant!


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