Resin Cuff Changes

Generic, on-topic discussion about Colonial Marines.
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monkeysfist101
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Re: Resin Cuff Changes

Post by monkeysfist101 » 18 Jun 2016, 16:08

Resisting when cuffnested should break the cuffs first, then break out of the nest. This would mean the cuffs really only come into play when being moved by a xeno or rescued by another marine. This would prevent one escapee from breaking everyone out and having half a squad of pissed off hugger-immune marines. If you break out on your own, you should be good to go.
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Re: Resin Cuff Changes

Post by coroneljones » 18 Jun 2016, 16:35

Only saw this now,I think being able to run and uncuff at the same time would be a good one
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Re: Resin Cuff Changes

Post by Jeser » 20 Jun 2016, 16:37

Totally yes. I'd be okay with cuffs on such conditions.
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Re: Resin Cuff Changes

Post by apophis775 » 20 Jun 2016, 17:24

I'm gonna wait to work on this, until we finish our conversion to 510

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Re: Resin Cuff Changes

Post by ShortTemperedLeprechaun » 20 Jun 2016, 17:29

I'd be alright with this.
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Re: Resin Cuff Changes

Post by northcote4 » 21 Jun 2016, 07:16

+1 in favour of being able to resist out of resin cuffs while on the move, or the reduction in break time. Whichever is more feasibly applicable.
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Re: Resin Cuff Changes

Post by RadiantFlash » 28 Jun 2016, 18:20

I've joined the discussion on this rather late, but by god...
The shear amount of salt the cuffs produce, is killer. I'm fine with cuffs transporting humans back, that makes sense to me.

But for humans to remove cuffs while they're moving makes the cuffs is pointless. That defeats there point.
I HIGHLY prefer Monkey's suggestion:
monkeysfist101 wrote:Resisting when cuffnested should break the cuffs first, then break out of the nest. This would mean the cuffs really only come into play when being moved by a xeno or rescued by another marine. This would prevent one escapee from breaking everyone out and having half a squad of pissed off hugger-immune marines. If you break out on your own, you should be good to go.
At the moment, you can be nested on the front line, only guarded by the occational runner, and surrouned by other marines, and it won't matter. Currently the twenty five second timer on trying to break out of the handcuffs, is basically turning any nesting at all, into permenate capture for any marines.

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Re: Resin Cuff Changes

Post by Toroic » 28 Jun 2016, 21:37

I am 100% in support of reducing cuffs, and personally feel that they are an unnecessary crutch that ultimately makes nesting more boring for everyone involved. for everyone involved.

Good nest design already makes it nearly impossible to escape, and the Marine who fights back hard enough that he is killed because it is not worth the risk is a very satisfying way to go out, and he could in theory take out an unrobust xeno as well.

What I have seen many players not understand is that taking in a lot of infected Marines all at once deep into the hive represents a lot of risk, and for a small hive or one that is poorly built, a disaster.

With xeno strategy, knowing when to a infect and when to kill is essential. I've seen dozens of games lost because too much emphasis was put on infection, as infected Marines who are free are the most dangerous kind. Because of this, I outright kill marines who have shown a high level of robustness, as the extra larva they may produce isn't worth the havoc they are likely to cause.

It's an interesting part of the meta, to me.
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Re: Resin Cuff Changes

Post by Ms.Degrasse » 29 Jun 2016, 16:21

If I were to do some changes on this game, I would actually remove Nesting mechanics and embryo removal surgery.
I would add alien biomass as cloning pod fuel.
And I would add a code for spawning monkeys or analogues from time to time on the planet.

Usually I turn the times my character is nested into some roleplay fun or even into a tactical oportunity for spying on the aliens nest (meson scanners help a lot by giving away the place's structure).

But the whole "getting nested and xeno-babysitting" thing is quite boring for most players.

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Re: Resin Cuff Changes

Post by BalancedGeneral » 05 Jul 2016, 07:21

The nests are already cushy waterbeds that are easily gotten out of, the cuffs were a move in the right direction. If anything I think a 3rd option in [Subdue] that permanently affixes them would be great. Reduces baby-sitting and forces other marines to come save their friends, and their friends not easily breaking out and sucidieing/destroying the entire nest because magstraps
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Re: Resin Cuff Changes

Post by outordinary » 05 Jul 2016, 19:41

How did i miss this? Either way, I feel the hand and leg cuffs were in the right direction, the hive is something that should be easier to escape WHEN MARINES COME TO SAVE YOU. That said, removing the leg cuffs is fine, but allowing cuffs to be removed while moving kind of defeats the purpose. If anything, make it so if you are being transported, you can't remove them. If you AREN'T BEING PULLED, then they can be removed while moving.

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Re: Resin Cuff Changes

Post by Shyguychizzy » 05 Jul 2016, 20:33

I do like the idea, it is quite frustrating running from xenos, having to wait the original time, especially when leg-cuffed is the worst. Your unable to move say to a position in which you can hide in a corner and break free. Ima want to give dis a +1 because what you have listed seems fair, gives marines a bit more of a chance and so this can be can be implemented to resin cuffs.
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Re: Resin Cuff Changes

Post by Bigchilly » 05 Jul 2016, 21:39

I dont mind these changes as long as handbiting is taken out, since there is no way to stop it xeno side. The same amount of time should still exsist for getting out of the nest but taking off cuffs and leg cuffs should be much shorter. Must i say that taking the cuffs off as a marine is really annoying and just a pain.
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Re: Resin Cuff Changes

Post by apophis775 » 16 Jul 2016, 19:02

UPDATE:
I'm working on this right now. Expected outcome:

Handbiting will be VERY nerfed. It will deal 1 brute (instead of 3) and have a 15 second cooldown between bites, instead of 5 seconds.
No more Leg-cuffs
Resin Cuff time will be 30 seconds.
Trying to get it to work with moving, but it might not be able too.
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Re: Resin Cuff Changes

Post by Jeser » 17 Jul 2016, 04:15

Nice to hear that. We'll see how that will work out.
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Re: Resin Cuff Changes

Post by BalancedGeneral » 23 Jul 2016, 23:37

apophis775 wrote:UPDATE:
I'm working on this right now. Expected outcome:

Handbiting will be VERY nerfed. It will deal 1 brute (instead of 3) and have a 15 second cooldown between bites, instead of 5 seconds.
No more Leg-cuffs
Resin Cuff time will be 30 seconds.
Trying to get it to work with moving, but it might not be able too.
Oh boy I can't wait for nesting to be awful baby-sitting affairs again! Much balance, very fun.
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Re: Resin Cuff Changes

Post by MrJJJ » 24 Jul 2016, 01:22

BalancedGeneral wrote: Oh boy I can't wait for nesting to be awful baby-sitting affairs again! Much balance, very fun.
It was always like that

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Re: Resin Cuff Changes

Post by Jeser » 24 Jul 2016, 02:57

MrJJJ wrote: It was always like that
Since Pre-Alpha. And everything was fine. Until people started whining about that on Alpha. Because too many newbies came and started playing.
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Re: Resin Cuff Changes

Post by MrJJJ » 25 Jul 2016, 03:03

Jeser wrote: Since Pre-Alpha. And everything was fine. Until people started whining about that on Alpha. Because too many newbies came and started playing.
It wasn't exactly fine, but the complaints where much less, especially due to TEAMWORK we somehow did

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