Resin Cuff Changes

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Resin Cuff Changes

Post by apophis775 » 13 Jun 2016, 15:53

So, I've got some potential changes for the cuffs I've been discussing with some of the dev. Here's my idea:


No leg-cuffs
Hand-cuffs dropped to 7 seconds
Resin cuffs (and only resin cuffs) will be able to be removed while moving. So you can type resist and run and you'll break out of the cuffs.


Thoughts?

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Re: Resin Cuff Changes

Post by Joe4444 » 13 Jun 2016, 15:55

hmm..I like all of them. But I'd say remove resin cuffs while moving would probably be the best option.

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Re: Resin Cuff Changes

Post by TeknoKot » 13 Jun 2016, 15:55

Make permanent nesting available, because xenos are slashing nested anyways, or hugged.
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Re: Resin Cuff Changes

Post by ParadoxSpace » 13 Jun 2016, 15:55

Remove handbiting please.

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Re: Resin Cuff Changes

Post by Sarah_U. » 13 Jun 2016, 15:57

I'm entirely fine with the idea. You're guarded either way so as long as getting nested again stop the process it's entirely fine in my opinion (I didn't see a problem with the current system even thou it angers me to get murdered to hell).
With this, I'd allow hand-chew to go if I were you :p.
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Re: Resin Cuff Changes

Post by apophis775 » 13 Jun 2016, 15:58

Yeah, I think I probably will remove handbiting...

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Re: Resin Cuff Changes

Post by Feweh » 13 Jun 2016, 15:58

Good idea.
Remove hand biting though.

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Re: Resin Cuff Changes

Post by TopHatPenguin » 13 Jun 2016, 16:02

Any of these options seem pretty good to implement, and yeah hand biting needs to go because generally it doesn't make much sense anyway from an ic stand point.(I.e being secreated in resin but you can still somehow reach your hands and bite them off.)
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Re: Resin Cuff Changes

Post by crono23 » 13 Jun 2016, 16:02

I don't really think changing them up will help sooth the frothing masses. I'd much rather just take permanesting at this point.
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Re: Resin Cuff Changes

Post by Solacian72 » 13 Jun 2016, 16:04

Yeah, there's not much of a chance to escape the Hive at this point with the current way the aliens are.

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Re: Resin Cuff Changes

Post by Sarah_U. » 13 Jun 2016, 16:05

crono23 wrote:I don't really think changing them up will help sooth the frothing masses. I'd much rather just take permanesting at this point.
The point is, if you remove the legcuff the marine can run around if the drones / queen / hivelord etc aren't doing their nesting properly.
It severely punish alien incompetence and give you a slight chance of escape so you feel a little less helpless... So that's that!
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Re: Resin Cuff Changes

Post by TeknoKot » 13 Jun 2016, 16:23

Sarah_U. wrote: The point is, if you remove the legcuff the marine can run around if the drones / queen / hivelord etc aren't doing their nesting properly.
It severely punish alien incompetence and give you a slight chance of escape so you feel a little less helpless... So that's that!
boy it's not like checkerboard nests are a thing right?
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Re: Resin Cuff Changes

Post by Machofish » 13 Jun 2016, 17:43

So let me get this clear:
Marines will be able to remove resincuffs in about 7 seconds if they're standing still.
Marines will be able to remove resincuffs even if an alien is actively dragging them around (removes powergamey tactic of xenos using forward nests to resincuff an infested marine, then unnesting the cuffed marine, and dragging them deeper into the hives with no associated risk of fumbling or letting the marine escape)
AND the removal of legcuffs?

I joined after the resincuff update, so I'm not as familiar with the salt everyone else allegedly spewed over the resincuff update. Considering these changes look like they'd only benefit marines, my instinctive question would be, "So what's the catch?"

As resincuffs currently exist as "the devil we know," I would offer that rather than reducing resincuffs to consist of a simple 7-second delay, I'd suggest changing it so that resincuffs disappear if a xeno unbuckles someone from a nest. In this way, if a marine is facehugged near the frontline, the temporary unconsciousness from being facehugged should force the xenos to nest infested marines within a certain distance from where they were facehugged: I imagine that this would also encourage the xenos to play with more strategic considerations toward taking and holding ground from the marines, and increase the chance that an infested marine can be freed by other marines raiding the forward nesting areas (and not simply by the marine breaking free of their own independent effort).

As it stands, being nested is more or less a death sentence anyway, cuffs or no cuffs: oftentimes when a marine is trying to break free, the alien drones or hivelords will just keep track of when the marine's 2-minute nest resist is about to finish up. I've often found that experienced drones and hivelords know exactly when to start babysitting a marine in the nest so they can re-nest the marines the exact second after they break out.

That being said, I haven't been around that long, and I'm sure the original resincuff changes proposed here are part of a bigger picture about what's planned in the server's future.
Now that the playerbase split between aliens/marines has settled down from the most recent update, marines seem to be able to hold their own a little better now. Again, while I would like to say that I have the utmost respect for you as the architect of this community and server, these changes seem almost 'out-of-character', for lack of better phrasing. Perhaps, if it wouldn't be too overbearing of me to ask, I could ask to hear what sort of initial discussion went into deciding that these changes ought to be made, rather than offering my own meagre two cents on the matter without having an opportunity to understand the bigger picture.

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Re: Resin Cuff Changes

Post by jalen earl » 13 Jun 2016, 18:43

The whole transporting thing is what gets me and was the main reason for them at first i think

But from what ive seen with the new update there's now tonnes of runners on the front line who act as devour couriers for hugged marines getting them back to main hive as quick as they can. As long as they aren't going from one corner to the other most can make the run in time
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Re: Resin Cuff Changes

Post by Egorkor » 13 Jun 2016, 21:15

wasn't there a suggestion about the resist times of cuffs and nests combined so it'd take longer to break out of the nest but'd remove the cuffs?
besides, if we're going for the "IC standpoint" thing, how can you even resist out of a nest and still remain legcuffed and handcuffed yet somehow free? what, you did it with the power of your glistening abs or something?
oh and also about the handchewing, a lot of alien players are being salty about it, yet I rarely see the ones that take time to eat a chill pill and think. I've been telling you over and over in dsay and over the hivemind, if you don't want a guy who feels that resincuffs are bullshite to bite his hands off because he wants to get back at you and is in his right to do so, then do not fucking cuff. handchewing only works if you're cuffed, so don't do that if you don't want to lose a guy. it's not like aliens aren't puppyguarding and cuffing the hosts at the same time, especially with the praetorians and spitters sitting atop of them and stunlocking every time a marine bursts free, ignoring the toxins it gives 'em - seen that both as an alien and a marine.

now, about the cuffs as a whole. I firmly believe that the amount of salt they create is because they work, but not completely if I can say that. from what I've gathered, the cuffs were supposed to make it easier for aliens to manage the captured hosts, thus removing the need for puppyguarding and checkerboarding or honeycombing or any other kinda shite drones can come up with. indeed, there were less aliens than the usual half of the hive guarding the marines after the update, but however, the checkerboards and the babysitting were and are also used with the cuffs, which pissed the hell out of the marine players, and then the hand chewing was re-introduced and the usual alien tears ensued, yadda yadda. point is, either the cuffs have to go, or the checkerboards and babysitting. or let's just, you know, be honest and toss in the fucking permanesting because that's what it basically is, though it'll spawn its own chunka problems. but at least it's, again, going to be honest and blunt instead of giving you a false hope of ever getting recovered the current system does.

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Re: Resin Cuff Changes

Post by Rey » 13 Jun 2016, 22:01

I don't understand one thing, are you giving us 3 options we can choose from, or are all of those gonna be implemented?
Overall I like all of them. I thought that leg cuffs were already gone, but my mistake I guess.

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Re: Resin Cuff Changes

Post by apophis775 » 14 Jun 2016, 00:42

So, nest escaping has ALWAYS been more for escaping when marines are nearby, or from nests that aren't fortified. You really shouldn't be able to escape the primary hive by yourself. That's why we've never (and probably will never) make a rule about checkboard nesting.

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Re: Resin Cuff Changes

Post by MrJJJ » 14 Jun 2016, 02:09

Hand-cuffed to 7 seconds would be much more preferable, the third option is something you have to score quite high on a lottery than the second, since leg-cuffs slow you down and most xenos probably already caught up to you by the time you close to removing the resin cuffs, 7 seconds can be passed quickly enough if lucky, the first option just seems pointless as its not the leg-cuffs causing the salt, because you are in the nest with barely anywhere to run.

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Re: Resin Cuff Changes

Post by Monoo » 14 Jun 2016, 06:47

This is good. Protects the ayys from a marine popping up and grenading himself/other marines/larvae into oblivion, but also gives the marine an ample window of escape if the aliens are doing their job badly. If we're removing hand biting too, all the better. 10/10 work guys
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Re: Resin Cuff Changes

Post by NoShamNoWow » 14 Jun 2016, 08:38

If your adding all three of these, hell yes. Otherwise, Option two. Though I would rather have 5 or 6 second delay as it doesn't take long for a xeno to open a resin door and disarm you instantly.
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Re: Resin Cuff Changes

Post by vtipoman » 14 Jun 2016, 10:05

Allow people to remove cuffs before breaking free from the nest.
That way it takes the same time to do, but marines aren't so helpless after getting up and can start defending themselves/fighting right away.

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Re: Resin Cuff Changes

Post by Ocnjak20 » 14 Jun 2016, 10:18

I just want to say that, there are still people that unbuckle bug themselves on purpose. I agree with that completely and removal of hand biting.

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Re: Resin Cuff Changes

Post by Boltersam » 14 Jun 2016, 10:36

I'll vote for option 2. At least if there's an alien that just BARELY glimpses you get free at the edge of their screen, and they rush over, you might get them off in time to fight back, or at the very least make them get another builder caste to recuff you and waste their time.

ALSO, the shorter timer should apply to legcuffs, too.

Apop, you really should've made this a poll for clearer votes, but you have an option 2 vote from me.

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Re: Resin Cuff Changes

Post by Alanto » 17 Jun 2016, 11:09

These all sound good to me, though more from seeing captured marines as a xeno than being caught much.

Would being able to remove cuffs while moving include while being dragged?

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Re: Resin Cuff Changes

Post by apophis775 » 18 Jun 2016, 15:54

Yes and No.

A tackle will be sufficient to interrupt the cuff removal.

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