Generic, on-topic discussion about Colonial Marines.
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Jeser
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by Jeser » 15 Jul 2018, 16:30
Nicely ignored part of combat body dragging.
Which confirms my statement that xenomains prefer to ignore or even deny the issue. Most likely because they are part of it.
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BobatNight
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by BobatNight » 15 Jul 2018, 16:35
Jeser wrote: ↑15 Jul 2018, 16:30
Nicely ignored part of combat body dragging.
Which confirms my statement that xenomains prefer to ignore or even deny the issue. Most likely because they are part of it.
I didn't even reply to you in what you quoted lol, what the fuck are you on about?
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Jeser
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by Jeser » 15 Jul 2018, 16:37
Okay, since you keep on, re-read part about Hydro.
https://cm-ss13.com/viewtopic.php?p=210103#p210103
And if you say it's not common situation, it will mean either that you are indeed trying to ignore the issue, or that you play quite rare. Because you can see such episodes in each round. It's very obvious when you play medic.
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MattAtlas
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by MattAtlas » 15 Jul 2018, 17:57
Dolth wrote: ↑15 Jul 2018, 07:21
You're actually the first one giving a proper answer within this whole thread.
Say what, fair enough. There's a slight difference though between metagaming which leads to understand lore and metagaming which leads to end your round. But as an overall, I get your meaning.
I suppose a proper rule would remove the salt, really. We had metagame enforced already back in the time, the beginning of the enforcement was a pain from what I recall then it all walked among the custom and people got used to it.
Now I wouldnt mind corpse dragging being removed via a rule. Say what, I think it'd be dope but I don't mind it as it is. I have no right to complain because I drag bodies away as a xeno.
Problem is ia rule like thay would be a pain in the ass to enforce. There are a lot of edge cases for corpse dragging - a drone moving bodies around in the hive, a hunter using a corpse as bait, etc. A mechanical solution seems like a logical solution but that'd just cause more issues imo. I guess something like "You can't drag revivable bodies" mechanically would work. Braindead bodies should be fair game though.
There'd be a lot of salt about it, thats true.
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BobatNight
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by BobatNight » 15 Jul 2018, 18:04
Jeser wrote: ↑15 Jul 2018, 16:37
Okay, since you keep on, re-read part about Hydro.
https://cm-ss13.com/viewtopic.php?p=210103#p210103
And if you say it's not common situation, it will mean either that you are indeed trying to ignore the issue, or that you play quite rare. Because you can see such episodes in each round. It's very obvious when you play medic.
Oh you mean common sense things like not giving marines back their buddy to revive?
You died, get over it comes to mind.
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Dolth
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by Dolth » 15 Jul 2018, 18:56
Oh don't misunderstand me, using a body as bait is fine in my opinion. I am no expert but I bet some animals do similar stuff IRL.
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Jeser
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by Jeser » 16 Jul 2018, 02:05
MattAtlas wrote: ↑15 Jul 2018, 17:57
Now I wouldnt mind corpse dragging being removed via a rule. Say what, I think it'd be dope but I don't mind it as it is. I have no right to complain because I drag bodies away as a xeno.
Problem is ia rule like thay would be a pain in the ass to enforce. There are a lot of edge cases for corpse dragging - a drone moving bodies around in the hive, a hunter using a corpse as bait, etc. A mechanical solution seems like a logical solution but that'd just cause more issues imo. I guess something like "You can't drag revivable bodies" mechanically would work. Braindead bodies should be fair game though.
There'd be a lot of salt about it, thats true.
Easy as fuck enforcing via code, check gitlab for anti body drag suggestions. I'm 100% our devs capable of doing that. It's just a bad excuse.
Doing this also will force lore behaviour - killing humans while dragging them away.
Killing, while dragging. Not killing and then dragging.
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MattAtlas
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by MattAtlas » 16 Jul 2018, 06:21
Jeser wrote: ↑16 Jul 2018, 02:05
Easy as fuck enforcing via code, check gitlab for anti body drag suggestions. I'm 100% our devs capable of doing that. It's just a bad excuse.
Doing this also will force lore behaviour - killing humans while dragging them away.
Killing, while dragging. Not killing and then dragging.
I'm not saying that it shouldn't be implemented because what I said is an excuse not to, I proposed a pretty good method (revivable bodies can't be dragged).
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Dolth
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by Dolth » 16 Jul 2018, 07:40
Jeser wrote: ↑16 Jul 2018, 02:05
Easy as fuck enforcing via code, check gitlab for anti body drag suggestions. I'm 100% our devs capable of doing that. It's just a bad excuse.
Doing this also will force lore behaviour - killing humans while dragging them away.
Killing, while dragging. Not killing and then dragging.
Do that.
Look for a code to prevent xeno dragging dead revivable bodies.
That way everyone is happy, you still can use permadead to bait/hide stuff. And marines can't be hidden to prevent defib (unless the grab ain't dropped from the moment the marine was killed) but then I guess you are dead either way if that happens. Or got fucked by a runner.
Should we do a gitlab suggestion? Your thoughts?
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Believe it or not, writing this is taking me a lot of willpower and self-esteem but here it goes. I've been playing on this server and alongside this community for over 3 years. I have over 35 notes, few short temp bans, no donor tag or whatsoever nor anything, 2 board warning and most of my said notes for toxicity and two denied apps litterally just because of it, yet it's mostly my fault, and I am sick of it. So from now on, I'll keep the toxicity at bay and actually involve myself furthermore in this community that I love. Appologies to the staff for the acid remarks, and especially the devs team. This is an honest message, really, and you're invited to shrug it off if you're not concerned. No one nor any specific event pushed me to write it.
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Davidchan
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by Davidchan » 16 Jul 2018, 08:09
The only corpses Xenos need to be able to drag are those that infected hosts. Otherwise if you dropped the body fuck you no take backs, just like a primed grenade.
BobatNight wrote: ↑15 Jul 2018, 18:04
Oh you mean common sense things like not giving marines back their buddy to revive?
You died, get over it comes to mind.
And now we come full circle where the guy saying it wasn't metagaming admits it was metagaming all along. We did it reddit.
Start killing monkeys and welding vents round start, because its cool now to meta.
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MattAtlas
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by MattAtlas » 16 Jul 2018, 08:11
Dolth wrote: ↑16 Jul 2018, 07:40
Do that.
Look for a code to prevent xeno dragging dead revivable bodies.
That way everyone is happy, you still can use permadead to bait/hide stuff. And marines can't be hidden to prevent defib (unless the grab ain't dropped from the moment the marine was killed) but then I guess you are dead either way if that happens. Or got fucked by a runner.
Should we do a gitlab suggestion? Your thoughts?
Won't work. Too many suggestions already up about the same thing, except they're pretty much just "xenos can't drag dead bodies at all". Making a new suggestion like this will just get it marked as duplicate and scrapped.
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Davidchan
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by Davidchan » 16 Jul 2018, 08:12
MattAtlas wrote: ↑16 Jul 2018, 08:11
Won't work. Too many suggestions already up about the same thing, except they're pretty much just "xenos can't drag dead bodies at all". Making a new suggestion like this will just get it marked as duplicate and scrapped.
IS [CORPSE] INFECTED WITH [CHESTBURSTER]
IF FALSE: CAN NOT DRAG
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MattAtlas
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by MattAtlas » 16 Jul 2018, 08:53
Davidchan wrote: ↑16 Jul 2018, 08:12
IS [CORPSE] INFECTED WITH [CHESTBURSTER]
IF FALSE: CAN NOT DRAG
Ah, yes, I would certainly love not being able to drag dead infected marines in the hive, or marines who have had a larva burst out of them.
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Grubstank
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by Grubstank » 16 Jul 2018, 09:03
MattAtlas wrote: ↑16 Jul 2018, 08:53
Ah, yes, I would certainly love not being able to drag dead infected marines in the hive, or marines who have had a larva burst out of them.
That's exactly what that pseudocode addresses...if the corpse has a larva then you'd be able to drag it.
I think you're really overestimating how complicated this would be to code. It would essentially just be one or two checks for each of your stipulations.
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Dolth
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by Dolth » 16 Jul 2018, 09:07
Either way, a quick code or a clear specified rule would fix the issues.
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Believe it or not, writing this is taking me a lot of willpower and self-esteem but here it goes. I've been playing on this server and alongside this community for over 3 years. I have over 35 notes, few short temp bans, no donor tag or whatsoever nor anything, 2 board warning and most of my said notes for toxicity and two denied apps litterally just because of it, yet it's mostly my fault, and I am sick of it. So from now on, I'll keep the toxicity at bay and actually involve myself furthermore in this community that I love. Appologies to the staff for the acid remarks, and especially the devs team. This is an honest message, really, and you're invited to shrug it off if you're not concerned. No one nor any specific event pushed me to write it.
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Davidchan
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by Davidchan » 16 Jul 2018, 09:20
I guess Matt doesn't code or read logic statements much.
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MattAtlas
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by MattAtlas » 16 Jul 2018, 10:43
Grubstank wrote: ↑16 Jul 2018, 09:03
That's exactly what that pseudocode addresses...if the corpse has a larva then you'd be able to drag it.
I think you're really overestimating how complicated this would be to code. It would essentially just be one or two checks for each of your stipulations.
I'm not saying it'd be hard to code, I never said that in the first place.
What I did say is that it's just better to make revivable marines undraggable and unrevivable marines/dead marines with larvas draggable.
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Grubstank
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by Grubstank » 16 Jul 2018, 10:55
MattAtlas wrote: ↑16 Jul 2018, 10:43
I'm not saying it'd be hard to code, I never said that in the first place.
What I did say is that it's just better to make revivable marines undraggable and unrevivable marines/dead marines with larvas draggable.
Okay, great! No sense attacking that guys post. You're both suggesting the same thing.
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JJG
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by JJG » 16 Jul 2018, 10:57
MattAtlas wrote: ↑16 Jul 2018, 10:43
I'm not saying it'd be hard to code, I never said that in the first place.
What I did say is that it's just better to make revivable marines undraggable and unrevivable marines/dead marines with larvas draggable.
if(permadead || infected)
xeno.draggable = true
else
xeno.draggable = false
but probably a lot more horrible because I cant imagine byond is nice to code with.
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Davidchan
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by Davidchan » 16 Jul 2018, 11:04
Not sure I agree with permadeads being dragged anyways, since you still have xenos hiding spec corpses to prevent equipment recovery. The lengths xenos go through to spite and deny marines anything than can is almost impressive.
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BobatNight
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by BobatNight » 16 Jul 2018, 12:23
Never said it didn't happen, yet again Davidchan you show a lack of basic reading skills.
You dead
There legit reasons
Common sense being one of them
Why's this still going? It's pretty much bitching that the Xeno don't let CAS blow them up the first time they see it.
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Grubstank
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by Grubstank » 16 Jul 2018, 12:57
BobatNight wrote: ↑16 Jul 2018, 12:23
Never said it didn't happen, yet again Davidchan you show a lack of basic reading skills.
You dead
There legit reasons
Common sense being one of them
Why's this still going? It's pretty much bitching that the Xeno don't let CAS blow them up the first time they see it.
Your posts consist mostly of abrasive "lol deal with it"-s. People are ignoring your posts because you aren't really engaging their arguments, and because you're just repeating yourself. We understand your point (or at least, the people who posted have). They will reply to you if they feel your points warrant further discussion. Repeating yourself will not end the discussion.
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BobatNight
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by BobatNight » 16 Jul 2018, 13:11
Grubstank wrote: ↑16 Jul 2018, 12:57
Your posts consist mostly of abrasive "lol deal with it"-s. People are ignoring your posts because you aren't really engaging their arguments, and because you're just repeating yourself. We understand your point (or at least, the people who posted have). They will reply to you if they feel your points warrant further discussion. Repeating yourself will not end the discussion.
Except I've been having an active conversation with multiple people, everyone's repeating themselves or sharing salt stories of being drug away.
You literally quoted a reply to another person mah dude.
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JJG
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by JJG » 16 Jul 2018, 13:36
Well, you can always do the Symb solution. Just exploit to its limits until it gets fixed.
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Lorem123
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by Lorem123 » 16 Jul 2018, 15:29
JJG wrote: ↑16 Jul 2018, 13:36
Well, you can always do the Symb solution. Just exploit to its limits until it gets fixed.
This is more common than you think. I've done this on a few other smaller games with bad devs to make enough playerbase outrage to get something changed.
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