Daedalus Prison?

Generic, on-topic discussion about Colonial Marines.
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Sebro
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Daedalus Prison?

Post by Sebro » 30 Nov 2015, 22:34

Anyone care to tell me what that is? I've been gone a while, so I have no idea what it is.

A new map?
:(

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Releasing
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Re: Daedalus Prison?

Post by Releasing » 30 Nov 2015, 22:40

Yeah, a new map that's being run sometimes. It's just a huge prison gone wrong. Breaches a lot more easily, etc etc.

Not really much else to tell in words besides it's a new prison map, you'll have to see for yourself in game.
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Re: Daedalus Prison?

Post by Sargeantmuffinman » 03 Dec 2015, 16:29

Well what I can say is that the crusher in CQC is deadly.

The boiler is good at taking down marines in tight spaces but they really need to AIM properly with the correct acids.
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Re: Daedalus Prison?

Post by monkeysfist101 » 03 Dec 2015, 17:48

It's a run and gun compared to LV-624's cat and mouse gameplay.
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Re: Daedalus Prison?

Post by Azmodan412 » 03 Dec 2015, 17:50

I'm a fan of the Cat n Mouse gameplay.
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Re: Daedalus Prison?

Post by monkeysfist101 » 03 Dec 2015, 18:09

Honestly, I like them both about equally. The cat and mouse map is reminiscent of the operations building fight where the marines were dug in like a tick but were still overrun. The run and gun of the prison map was pulled straight out of the atmospheric processing center scene. Both maps are entertaining and stay faithful to the movie's feel.
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Re: Daedalus Prison?

Post by Edgelord » 04 Dec 2015, 00:20

I think the prison gets more flak than it deserves. The prison feels very claustrophobic, which is very reminiscent (at least for me) of Hadley's Hope. It also makes sentries a lot more devastating because they can effectively shut down an entire main passage with the right barricades. It might need some reworking to help out the xenos.
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Re: Daedalus Prison?

Post by Arachnidnexus » 04 Dec 2015, 06:39

Why does a maximum security prison not have any security cameras? Kidding, I like the prison setting but I really want the dropship hangar to be enclosed in an actual simulated tile hangar so that entering/exiting the shuttle doesn't cause air loss and so that xenos can actually try to get into the shuttle via the windows.

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Re: Daedalus Prison?

Post by LordLoko » 04 Dec 2015, 09:53

Arachnidnexus wrote:Why does a maximum security prison not have any security cameras? Kidding, I like the prison setting but I really want the dropship hangar to be enclosed in an actual simulated tile hangar so that entering/exiting the shuttle doesn't cause air loss and so that xenos can actually try to get into the shuttle via the windows.
Funny how the first place you drop on the prision is the medbay, shouldn't be some kind of cargo hangar?
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Re: Daedalus Prison?

Post by monkeysfist101 » 04 Dec 2015, 11:47

I'd like to see the dropship and pod drop on opposite ends of the prison so that all of those halls and rooms that the marines never see are opened for play.
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Re: Daedalus Prison?

Post by Toroic » 06 Dec 2015, 16:21

Edgelord wrote:I think the prison gets more flak than it deserves. The prison feels very claustrophobic, which is very reminiscent (at least for me) of Hadley's Hope. It also makes sentries a lot more devastating because they can effectively shut down an entire main passage with the right barricades. It might need some reworking to help out the xenos.
I think the prison map has clearly had a lot of work put into it, but I absolutely hate playing on it.

The long hallways really benefit marines, and it is very easy to blindfire a clip or two and take out a significant amount of resin.

Unlike the planet map, xeno mobility gets worse as the game goes on and vents are welded, and T3 are a lot less mobile.

A lot of xenos being successful seems to be individuals using the vents and picking off marines, before returning to the hive via the vents.



The dropship and droppod being further apart is helpful to marines, and the glowshrooms are uncounterable light sources.

Xenos can lose on that map, in my opinion, in two ways.

1) Xenos wait in their hive, marines push up while welding vents as they go. Xenos lose all mobility, and will probably be bored.

2) Xenos aggressively push out, pushing the marines back to the sulaco. The game can drag, because marines may only have sent dozen or so. If the marines got spanked they don't want to drop in very quickly, and unlike the planet map there's no structure that is useful and easy to hold against the xenos.

Between the glowshrooms, long hallways, and many lights, it can be an extremely useful place to use a sniper and scoped rifles. Host numbers seem much more limited, and in high pop unrobust runners will use up all the backup hosts for no/little gain.

The main features besides lack of tunnels that make this map unfriendly to xeno players are the many open spaces, and the straight 3 tile hallways with cover on the sides and many lights all over the place.

As a mixed xeno group with T1-T3, sticking together is much more difficult, and there are much more limited angles of attack compared with attacking the FOB.


I readily admit that hivelord is my favorite caste, and the prison map is particularly unfavorable to hivelord, who sometimes have trouble contributing as much as if the player went carrier instead.



Overall, I believe that with equal skill on both sides, the planet map is more balanced, and the prison map is unfavorable to xenos. It certainly seems like getting host starved happens more on the prison map, and it only gets worse in high-pop.
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