Kick down the severity of the new Engineering access by a peg or two.

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Dirty Old Harry
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Kick down the severity of the new Engineering access by a peg or two.

Post by Dirty Old Harry » 01 Mar 2017, 15:12

Summary (a quick, 2-3 sentence summary): The new change to Engineers with taking away the majority of their access is pretty out of the blue and feels rather overwhelming to people that play Engineer more than the other occupations. It removes our access to Engineering lockers on the planets and our access to APC units, clearing our access to Engineering seems fine and logical to maybe stop it being raided all the time at round start but it's much more heavy handed than simply that.

Benefits (How this will benefit the server and game as a whole): Bring back a bit more usefulness to Engineers so that we can fully restore power to an area, it is after all, what we're there for.

Details (Description of how you think this would work, the benefits, etc): You can tear down an old and destroyed APC and you can build a new one in but a few moments but when you do build that new one, you can't actually access it with your ID. That sounds like a giant pile of shit and if you ask me and a few other Engi mains then they'll all tell you that the new change as a whole takes away a bit of playability with that class, I've been an Engineer for as long as i can remember and with this new change it looks like that's going to change what i normally play now. As i said previously, taking Engineering access from us sounds reasonable since we can still ask for things from Engineering but you won't find us asking an MT to come down to the planet to open up a locker or two for us and to swipe a APC so we can slot a new cell in. Yes we can hack it and we can shoot out lockers but honestly, we shouldn't have to. We're Engineers so give us the access that we need to do our job efficiently. You wouldn't take a Medic's access from Medbay, would you?

Implementation (Optional, if you have an idea how to implement it): Press the "We dun goofed bois, soz." button and go back to being happy with what we had before... except without Engineering access.
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Crab_Spider » 01 Mar 2017, 15:41

Just give it back so we don't have to rely on MTs.
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Dirty Old Harry » 01 Mar 2017, 15:47

wtf? When i saw that Crab was the first to reply i had banked on it being a -1 for all those times i had negated his suggestions but it's actually not negative at all...

Have you changed man?
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That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.

http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Crab_Spider » 01 Mar 2017, 15:58

No when I learned they no longer have the ability to swipe APCs or wall mounted machines, I knew this is where to draw the line.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Dirty Old Harry » 01 Mar 2017, 16:16

Oh it's also Sentries, we can build sentries but we can't use our ID to lock them anymore.
The MAN, The MYTH, The LEGEND, https://youtu.be/1kXU14hkuSI.

That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.

http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Imperator_Titan » 01 Mar 2017, 16:21

Dirty Old Harry wrote:Oh it's also Sentries, we can build sentries but we can't use our ID to lock them anymore.
I got cucked by a baldie that accessed the sentries manual control and wasn't firing them, AT ALL. He did this to four of 'em and managed to get them all blown up by xenos that noticed it. Shame we can't use our IDs to lock 'em.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Dirty Old Harry » 01 Mar 2017, 16:32

Imperator_Titan wrote:I got cucked by a baldie that accessed the sentries manual control and wasn't firing them, AT ALL. He did this to four of 'em and managed to get them all blown up by xenos that noticed it. Shame we can't use our IDs to lock 'em.
Yeah, as i said we could do that before. I'd set up the power in Engineering and then get a Sentry to cover one of the entries and i'd have it locked so some dumb fuck can't run up and switch it from 360 to directional leaving it's back open for slicing. Obviously can't do that anymore...

I've also never used the manual setting, how does it work? Just click it then point and shoot?
The MAN, The MYTH, The LEGEND, https://youtu.be/1kXU14hkuSI.

That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.

http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by KingKire » 01 Mar 2017, 16:33

Eh. mixed -1/+1. Im on the fence on why engineer ID's would work on colony systems, but sentries definitly should be able to lock via the person who built them.

As for combat engineers losing abilities, in all fairness, they should have more abilities to focus on the combat aspect of engineering and not the infrastructure aspect. Laying mines, setting field works, opening paths, getting the nitty-gritty done. But, its also less of a head ache, and a nice QoL/hidden feature when you can use your engineering access on such and such items.

So, Idk
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Snypehunter007 » 01 Mar 2017, 16:43

If you think about it lore wise, marines wouldn't have access to ANYTHING ID Wise on a Weyland-Yutani company.
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by immaspaceninja » 01 Mar 2017, 16:54

The funniest thing is the fact that we were already unable to take materials from the engineering due to rules. Now that they took engi access it feels like they did it not to prevent stealing, bur rather to make our lives harder during sulaco defence.

Oh, by the way. Despite having no access, stealing from engineering is still an OOC issue. Well memed.
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Dirty Old Harry » 01 Mar 2017, 16:55

Snypehunter007 wrote:If you think about it lore wise, marines wouldn't have access to ANYTHING ID Wise on a Weyland-Yutani company.
If this was the case then i'd want us to have access to OUR OWN SENTRIES at the very least and access to Engineering again at the most.
The MAN, The MYTH, The LEGEND, https://youtu.be/1kXU14hkuSI.

That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.

http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by KittyLava » 01 Mar 2017, 17:00

I do have a question though about this, given the marine field engineers are being deployed to respond upon a general distress signal. Given that they're unaware of what's going on to warrant distress as it could be any number of things including disease/virus, technical malfunction, running out of supplies really, raid, or even something that crippled normal operations quite severely. Why would the marines on first deployment have the exact clearance codes to open a locker or APC on the ground imminently uploaded onto their ID for the colony or location to which they're responding to? It's not likely they were given clearance codes or authorization for those sections on an away mission, whilst in cryo or given within their marine prep gearing up.

If needed the field engineers could bypass some things upon the ground to restore power there temporarially to a location, examine the locations where power is generated for faults there, or even the wiring it self. Ideally in those situations once landing, you'd probably want to encounter the authorized personal down there within that region and coordinate with them; or perhaps bypass the systems by multitool depending on the situation after identification of the exact nature to which emergency they're responding to.

For the sentry's case however, the marines should have the clearance codes for their own field turrets to fortifications.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Karmac » 01 Mar 2017, 17:05

Morale of the story is this was a half-assed solution to something that was never a real issue and people are gonna realise it.
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Imperator_Titan » 01 Mar 2017, 17:08

Dirty Old Harry wrote:Yeah, as i said we could do that before. I'd set up the power in Engineering and then get a Sentry to cover one of the entries and i'd have it locked so some dumb fuck can't run up and switch it from 360 to directional leaving it's back open for slicing. Obviously can't do that anymore...

I've also never used the manual setting, how does it work? Just click it then point and shoot?
Haven't tried it for myself yet since I'm busy making other defenses most of the time, but I imagine that it's roughly the same as WO's turret. I'll try it later though.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by KingKire » 01 Mar 2017, 17:26

Carmac wrote:Morale of the story is this was a half-assed solution to something that was never a real issue and people are gonna realise it.
ehh, i wouldnt say the issue was solved in a half ass way or that it wasnt a real issue. I remember engineers stealing from engineering without permission was quite an old issue, as old as when i first started. People complained about upgraded welding tools being stolen in-masse, steel plates, spare phoron/ generators. It was definitly annoying as a CE, who, at the start of the round had to essentially play hide-n-seek with important gear/metal. If you didnt, it was likely going to be taken as soon as you went to turn on the SM. Hell, ive stolen my fair-share of autolathes (both chips) and tooken them down to the planet. It was a softly enforced rule that needed stricter measures.

As for possible half-assed-ness, the only thing i think was messed up was sentry control. Everything else seems in line with lore reasons, and nothing done couldnt be undone by a skilled engineer who can hack.

i guess this is the part where you insert _>get gud? /s
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...

But seriously, does uh, anyone know the way out?!


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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Dirty Old Harry » 01 Mar 2017, 17:30

Imperator_Titan wrote:Haven't tried it for myself yet since I'm busy making other defenses most of the time, but I imagine that it's roughly the same as WO's turret. I'll try it later though.
I've never actually seen WO, just the map for it so i haven't seen the gun emplacements either.
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That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.

http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Imperator_Titan » 01 Mar 2017, 17:34

Dirty Old Harry wrote:I've never actually seen WO, just the map for it so i haven't seen the gun emplacements either.
Well, for the WO turret, you drag yourself onto the turret sprite/vice versa, don't remember which one it is, I usually try both. And then you get the binocular/sniper vision and you can click anywhere and the turret will fire. On WO however, it does FF and there's ALWAYS, ALWAYS that one baldie that uses the smartgun and sees the xeno horde but not the marines that are trying to defend against 'em.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Karmac » 01 Mar 2017, 17:42

KingKire wrote:ehh, i wouldnt say the issue was solved in a half ass way or that it wasnt a real issue. I remember engineers stealing from engineering without permission was quite an old issue, as old as when i first started. People complained about upgraded welding tools being stolen in-masse, steel plates, spare phoron/ generators. It was definitly annoying as a CE, who, at the start of the round had to essentially play hide-n-seek with important gear/metal. If you didnt, it was likely going to be taken as soon as you went to turn on the SM. Hell, ive stolen my fair-share of autolathes (both chips) and tooken them down to the planet. It was a softly enforced rule that needed stricter measures.

As for possible half-assed-ness, the only thing i think was messed up was sentry control. Everything else seems in line with lore reasons, and nothing done couldnt be undone by a skilled engineer who can hack.

i guess this is the part where you insert _>get gud? /s
then an easy solution would be to make it illegal to take things without asking, also an MP could consider this stealing, instead of going "naw man you can't have nothing, no access no supplies"
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Dirty Old Harry » 01 Mar 2017, 17:56

As Carmac said above, if stealing from Engineering is why it was enforced then isn't that an IC thing? Also the whole gig with no access to the colony is fair, just make it so that the dead bodies with ID's there have access so that it's a bit more IC-ey. "Hmm, can't open this door, gonna have to ha- oh! This chump over here could help me out! *Swipe*"
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That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.

http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.

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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Anticept » 01 Mar 2017, 17:59

From a lore standpoint, I feel like WY would give the USCM the auth codes and such for systems on the planet.
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Casany » 01 Mar 2017, 17:59

Also, if what Snype said was the case, then how come we can open doors and access the planet vendors? Wouldn't they be ID locked aswell?
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by Crab_Spider » 01 Mar 2017, 18:21

Casany wrote:Also, if what Snype said was the case, then how come we can open doors and access the planet vendors? Wouldn't they be ID locked aswell?
They're not ID locked, in fact, Engivend is locked to everyone but standards, and so is RobcoMaker. The airlocks are universal for the sake of emergencies , medical or otherwise.
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by YungCuz » 02 Mar 2017, 03:58

So on one hand theres no more Combat engis stealing from the MTs which means no more anger.
On the other theres a severe lack of actual usefulness since they couldn't really access the colony APCs or their own turrets. (seriously why.)
So the way i see it is everything else should be reverted just not having access to Sulaco Engineering. (this was probably already said but whatever.)
Theres most likely gonna be complaining still but its very simple for the combat engis to ask the MTs for stuff. (itsprobablyforthebestanyway.)
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Re: Kick down the severity of the new Engineering access by a peg or two.

Post by forwardslashN » 02 Mar 2017, 12:32

Combat engies will not get access to Sulaco engineering back. The other stuff I will fix. Resolved.
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