Aliens: Beginning Round

Generic, on-topic discussion about Colonial Marines.
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bustered1
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Aliens: Beginning Round

Post by bustered1 » 22 Sep 2015, 13:22

I enjoy playing aliens, and most of the time I prefer them over marines. Playing as an alien most of the time, I have to say this:

-Generally out of the 5 larva, 3/5 are active (ACTUALLY evolve into higher castes)
-When new larva burst, they tend to evolve ask for jelly then go afk (Seen most with sentinels)

I'd like a way for the afk aliens to be taken over by ghosts (just like the larva) because it's becoming increasingly difficult to maintain the hive with 5 active aliens and 3 or 4 afk aliens.

Thoughts?

Oh and melee specialist weapons, armor, and helmets seem like really cool ideas IMO.

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Re: Aliens: Beginning Round

Post by Sargeantmuffinman » 22 Sep 2015, 13:30

Melee specialist weapons?

What?

And the AFK things well some sentinels just want to be boilers and spitters but that's when there is a high pop of aliens thinking "Hey the other guys can do that shit" and suddenly the marines storm in to kill them all.

Yeah I know it's sucky as hell but it would be nice for us to be aliens from ghost buth the aliens have 15 minutes to come back.
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Re: Aliens: Beginning Round

Post by bustered1 » 22 Sep 2015, 13:40

You know, melee specialist weapons. This specialist would only be allowed to carry melee weapons (katana, riot shield, spear, etc) and has stronger armor than normal for lacking of a ranged weapons, possibly allows use of pistols. I like the idea of being able to go face to face with an alien close range and NOT losing instantly... I see that friendly fire would be a huge issue, but maybe can take more bullets than the average marine. Just a tankier marine in general that can't carry heavy firepower.

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Re: Aliens: Beginning Round

Post by TopHatPenguin » 22 Sep 2015, 14:49

I'd like a way for the afk aliens to be taken over by ghosts (just like the larva) because it's becoming increasingly difficult to maintain the hive with 5 active aliens and 3 or 4 afk aliens.
This is a good idea and would allow aliens to be more effective but maybe lengthen the time abit more to 15 or 20 minutes.

Oh and melee specialist weapons, armor, and helmets.
I don't really see this being useful besides the fact that they could act as bait for aliens.

My opinions on this:
1) Hit by friendly fire then complain about it.
2) Would get damaged by alien acid for every other melee slash he landed.
3) Medics would get fed up of using all their drugs and tools to fix a melee spec due to how often they would most likely be injured.
4) I have a feeling that if we did get melee specs people would just use them for ramboing.
5) Your squad would probably not like you very much for choosing a melee spec over something like a smartgun or a sniper etc.
6) Could work as a effective suicide class.. but that's not really what we need.
There are probably more but these are the thoughts i have currently.

Just to be clear if we are doing the +/- thing..

+1 to the first idea.
-1 to the second idea for now.
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Re: Aliens: Beginning Round

Post by Sargeantmuffinman » 22 Sep 2015, 14:57

Also I don't see ANY weapon the marines used as melee other than the bayonet we have,so yeah.....problem for your idea mate.
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Re: Aliens: Beginning Round

Post by WyattH » 22 Sep 2015, 15:01

Sargeantmuffinman wrote:Also I don't see ANY weapon the marines used as melee other than the bayonet we have,so yeah.....problem for your idea mate.
I killed a runner with a cane once.

Also I've seen people use the doctors saw, scalpel, spears, chain of command, harm batons, toolboxes, etc

But yeah +1 to the aliens being able to be taken over, right now it's just when an admin is feeling generous to have deadchat peeps come in as aliums.

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Re: Aliens: Beginning Round

Post by bustered1 » 22 Sep 2015, 16:44

Mr. Penguin: I see the melee specialist as a front runner tank. I'd say he'd be the meat shield like a crusher is to the aliens you know? He'd be able to soak up huggers and a good amount of hits. It'd give the marines a little bit more of a chance if there's one in each squad if they're going off into the caves. No one wants to be at the front of the lines because the moment you cross that corner, HUG, disarm, nest. I know because I've done it so much as an alien.

Sargeantmuffinman: I've been playing SS13 long enough to know that there are plenty of blunt force weapons and melee weapons. Spears (maybe add a little bit more damage on it if it isn't enough), I've seen harpoons in the game it'd be cool to have like a harpoon gun or something, as an alien I've seen the predator's sword thing maybe duplicate it and put it inside one of the vendors in the specialist vending machines, regular katanas.

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Re: Aliens: Beginning Round

Post by TopHatPenguin » 22 Sep 2015, 16:55

bustered1 wrote:I see the melee specialist as a front runner tank. I'd say he'd be the meat shield like a crusher is to the aliens you know? He'd be able to soak up huggers and a good amount of hits. It'd give the marines a little bit more of a chance if there's one in each squad if they're going off into the caves.
When you decide on how many huggers the helmet can take and how defensive the armor will be, after that is taken care of i'll view my opinion.
For reference would this armor:
1)Have a high percentage not to be tackled.
2)How many huggers will the helmet take ?

How would you make it a 'meat shield' like the crusher because the crusher has only a very high percentage to refelct/block bullets with it's head, the rest of the body you can shoot through and the main idea why the crusher works well is due to how long the body is..i mean we can't have a stretched marine so i'm not entirely sure how this would work besides maybe a High protection value on a extremely limited riot shield variant.
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Re: Aliens: Beginning Round

Post by Mono » 22 Sep 2015, 16:58

Melee weapons? One word, chainswords. You should be ashamed for wanting to use a katana as an actual weapon.
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Re: Aliens: Beginning Round

Post by Gamerofthegame » 22 Sep 2015, 17:19

I haven't seen any of this before.

S h r u g


That said it'd be nice if starting aliens automatically got jelly just to cut that two minute rigmarole at the start.

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Re: Aliens: Beginning Round

Post by bustered1 » 22 Sep 2015, 17:26

Armor: 75% chance not being knocked down, 20% quicker get up rate.

Helmet: 75% chance to deflect huggers, can take up to -5- successful hits. (Huggers don't die on contact like the SL's helmet instead they get knocked off like when a runner throws a hugger and fails.)

That way the helmets can be ruined and it's not so overly powerful.

I can see that using the aliens as a tank reference isn't the greatest, except when referencing the queen.

As a marine it's always terrifying going out into the jungle alone, you can't even send a successful patrol with just 3 people because you will be hunted down by 1 or 2 aliens if the aliens are good.

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Re: Aliens: Beginning Round

Post by Meww » 22 Sep 2015, 19:42

I've seen a marine with a scythe go to town on some aliens (it was great)

As for the alien thing, I agree with the taking over AFK aliens. I've also seen a few rounds where Queen SSD- which kind of ruined the whole round for everyone. I don't have a particular solution, but maybe a text box confirming being an alien? Some people are all 'my prefs were on woops lol afk' I dunno. Its workable currently, but just a little annoying.

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Re: Aliens: Beginning Round

Post by Jdobbin49 » 22 Sep 2015, 19:54

That sounds like a great idea about being able to spawn in as an evolved alien this would help the aliens I would say and as said before could possibly lengthen the time but I am definitely down with that idea +1 not the melee spc tho that's -1

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Re: Aliens: Beginning Round

Post by Jack McIntyre » 22 Sep 2015, 20:07

So not to nitpick, but this isn't on the same subject before. I think the meele should become a new suggestion and we get back to the first suggestion.

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Re: Aliens: Beginning Round

Post by bustered1 » 22 Sep 2015, 21:01

Started new melee marine specialist thread viewtopic.php?f=64&t=3980

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Re: Aliens: Beginning Round

Post by apophis775 » 22 Sep 2015, 21:12

This sounds like a suggestion, but suggestions are closed. Hold onto this, until they re-open. Posting it here isn't going to get it done, it's going to get it forgotten about, because those of us who make the decisions, rarely remember things like this, as we are busy doing other stuff.

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