Remove the Ruling on FOBs

User avatar
UnknownMurder
Registered user
Posts: 2243
Joined: 15 Dec 2014, 08:03
Location: Ascension

RE: Remove the Ruling on FOBs

Post by UnknownMurder » 10 Mar 2015, 07:10

Davidchan wrote: @Unknown, I am STILL pissed off about the PDA/Welder Helmets being removed. Could the Helmets be meta'd? Yeah maybe, but every good engineer used them anyways and often walked around with the helmet flipped up so as not to be accused of power gaming. PDAs may have been under used but people still had the option to toss them if they wanted to, just like how the station bounced radios get left on the Sulaco and most of the new IFAKs. PDA messaging is how I prefer to communicate with people to get a message across, I can directly send a message to someone, it beeps on their screen and gives them a prompt to shoot one back to me.
I was never involved in the progress of removing PDAs. Second, this isn't Democracy, not like I can do a thing to the rules. I just don't touch the rules. Don't bring me into it. I'm behind Rahlzel, eating popcorns.

User avatar
coroneljones
Registered user
Posts: 1350
Joined: 15 Oct 2014, 12:46
Location: SPESS!

RE: Remove the Ruling on FOBs

Post by coroneljones » 10 Mar 2015, 11:19

Maybe..maybe

Let the marines build multiple
But only after the reason of the distress beacon is found
The commander or central allow them to start "trench" warfare
And xenos are shown to be a massive threat..such as overwhelming an entire squad or an attack on a massive hive killing multiple marines causing them to fallback
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
-Credit goes to SovietCyanide
Image Image

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

RE: Remove the Ruling on FOBs

Post by apophis775 » 10 Mar 2015, 12:04

Like I said, I'll continue to read, but I'm not being convinced, and calling the rule "retarded", is not going to help.

If you want to build or construct, go to buildstation.

Combat engineers, should be hacking doors and getting marines access to areas, or widening hallways in choke-points. Not fortifying the shit out of arrivals.
ImageImage
flamecow wrote: "unga dunga me want the attachment" - average marine

User avatar
MrGabol100
Registered user
Posts: 636
Joined: 06 Jan 2015, 17:12

RE: Remove the Ruling on FOBs

Post by MrGabol100 » 10 Mar 2015, 12:53

Apop and murder Vs. the world, Pink and Xur said it all, that's our reasons, what are yours?

You only said the thing about you in military building one, and a few minor reasons.

It's not about convincing you, it's about deciding what is the best for the gameplay, marines DONT HAVE assault equipment, and aliens ALWAYS will break into FoBs.

User avatar
mdom
Registered user
Posts: 105
Joined: 29 Jan 2015, 13:13
Location: Seattle

RE: Remove the Ruling on FOBs

Post by mdom » 10 Mar 2015, 13:52

I am in favor of the limitation. From my experience marines tend to hole up in the FOB for far too long. It slows down the round and often time leads to people logging out due to the round's inactivity.

razerwing
Registered user
Posts: 196
Joined: 22 Dec 2014, 23:44
Location: In the Salt Mines!

RE: Remove the Ruling on FOBs

Post by razerwing » 10 Mar 2015, 17:22

You see, the thing is that we have no breaching, clearing, or assault equipment. We don't have the explosives to clear walls and doors quickly enough, reinforced walls are a pain in the ass to deconstruct, and yeah, generally speaking the marines have to waste a lot of ammo just to get into a position to assault a Hive. While I support the limitation of the FOB, at the very least until first contact, I have to ask whether or not marines are going to be getting breaching or assault equipment.

The Colonial Marines doctrine focuses heavily on ease of deployment and fluidity on the battlefield. Any battlefield. That's why they were changed from three man groups to two man teams.

Things like portable defensive equipment, breaching charges, and even flamethrowers might go a long way to making it so that marines don't need an FOB to fall back to every round.
Kelly Mason says, "We taking the gun?"
Xur''Ghost''Dergens says, "Ofcourse"
Xur''Ghost''Dergens says, "Not leaving my future ex wife by herself"

User avatar
TopHatPenguin
Community Contributor
Community Contributor
Posts: 2383
Joined: 14 Dec 2014, 18:06
Location: Forever Editing The Wiki.
Byond: TopHatPenguin
Contact:

RE: Remove the Ruling on FOBs

Post by TopHatPenguin » 10 Mar 2015, 18:17

razerwing wrote: You see, the thing is that we have no breaching, clearing, or assault equipment. We don't have the explosives to clear walls and doors quickly enough, reinforced walls are a pain in the ass to deconstruct, and yeah, generally speaking the marines have to waste a lot of ammo just to get into a position to assault a Hive. While I support the limitation of the FOB, at the very least until first contact, I have to ask whether or not marines are going to be getting breaching or assault equipment.

The Colonial Marines doctrine focuses heavily on ease of deployment and fluidity on the battlefield. Any battlefield. That's why they were changed from three man groups to two man teams.

Things like portable defensive equipment, breaching charges, and even flamethrowers might go a long way to making it so that marines don't need an FOB to fall back to every round.
I agree fully with you razer due to the fact that marines have nothing that gives them a edge on the attack and instead most of the items the marines get are defensive so it is only natural the marines create somewhere to fall back to as the main part of their equipment is defensive gear.
Shit cm memes: Image
Image
Image
Image
That guy called Wooki.
Resident Santa.
(THP)

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

RE: Remove the Ruling on FOBs

Post by apophis775 » 10 Mar 2015, 23:02

We can't do flamethrowers, I 100% would LOVE to, but there are too many breaches, and Atmospherics is too wild to allow flamethrowers, because of how fire functions.

If we could get people to NOT BREACH (or, admins to not use kill-air), we could allow flamethrowers, but then marines would be royally fucked when trying to engage aliens.

As far as breaching equipment, the marines have a pile of explosives, in Sulaco Storage, use those to blast through walls that are in your way.

In fact, I'll even add Shaped Charges, to the engineer dispensers, if you think that it would help.
ImageImage
flamecow wrote: "unga dunga me want the attachment" - average marine

User avatar
Davidchan
Registered user
Posts: 350
Joined: 20 Feb 2015, 22:08

RE: Remove the Ruling on FOBs

Post by Davidchan » 11 Mar 2015, 00:57

apophis775 wrote: As far as breaching equipment, the marines have a pile of explosives, in Sulaco Storage, use those to blast through walls that are in your way.
Last I checked there was a wopping 2 C4 charges and another 2 in the HiT armory. Piles and piles, I tell ya.

No satchel charges or quick breaches, no USEFUL grenades prepared in Squad Prep rooms (don't even pretend Smoke and Flash do anything to aliens. Where is my detonators) and Marines get banned for metagaming if they make grenades in Chem. All a grenade has to do to be useful at this point is have a 1 tile blast radius (I.E. the tile the grenade lands in and all the tiles around it) and do enough damage kill face huggers and moderately injure a drone. If it knocked them prone, bonus, but not needed.

Flamethrowers have been requested endlessly, and while they'd be faithful to the canon, I agree with not putting them in, unless we find a way around the Atmos system, which at this point I kinda feel we just need to remove atmospherics entirely, it's always abused or just lags the server to hell, make space tile lethals to anyone not in a suit and forget the rest, breaching is against the rules anyways so surround the station with R wall and put plating in the hangars under the shuttles, that should keep your immurshions.

I /would/ like to see combat borgs added in some manner, I know the new map update intends to fully remove synthetics, I feel that Synthetics have a good role to play not only in cannon but on CM itself, a Borg makes for an ideal scout (if the coms was fixed to let it talk on the radio with squads) and decent sentry, the power requirements of the borg would make it entirely dependant on the marines maintaining station power or having access to swap out power cells if it gets low.

Marines definitely need more attacking options. Most if not all the special gear works best when you are hunkered down in one spot and the aliens/OpFor comes to you. Riot shields at best can block spit, yet somehow don't block face huggers, and you can be damn sure they are going to throw huggers at you if you are assualting a hive.

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

RE: Remove the Ruling on FOBs

Post by MrJJJ » 11 Mar 2015, 01:35

Davidchan wrote: (don't even pretend Smoke and Flash do anything to aliens. Where is my detonators)
Fun fact: Smoke and flash do shit to aliens, if they stay in smoke too long they get knocked out, flash will make them unable to speak in hivemind and weedkiller...we all know it kills weeds.

This all information was told to me by admin...so i have no idea if its true or not...
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

What vets do when bored
http://gyazo.com/9f4a679b89734596dac7801b45c316ab
Image
Image

User avatar
TopHatPenguin
Community Contributor
Community Contributor
Posts: 2383
Joined: 14 Dec 2014, 18:06
Location: Forever Editing The Wiki.
Byond: TopHatPenguin
Contact:

RE: Remove the Ruling on FOBs

Post by TopHatPenguin » 11 Mar 2015, 03:25

Davidchan wrote: Last I checked there was a wopping 2 C4 charges and another 2 in the HiT armory. Piles and piles, I tell ya.

No satchel charges or quick breaches, no USEFUL grenades prepared in Squad Prep rooms (don't even pretend Smoke and Flash do anything to aliens. Where is my detonators) and Marines get banned for metagaming if they make grenades in Chem. All a grenade has to do to be useful at this point is have a 1 tile blast radius (I.E. the tile the grenade lands in and all the tiles around it) and do enough damage kill face huggers and moderately injure a drone. If it knocked them prone, bonus, but not needed.

Flamethrowers have been requested endlessly, and while they'd be faithful to the canon, I agree with not putting them in, unless we find a way around the Atmos system, which at this point I kinda feel we just need to remove atmospherics entirely, it's always abused or just lags the server to hell, make space tile lethals to anyone not in a suit and forget the rest, breaching is against the rules anyways so surround the station with R wall and put plating in the hangars under the shuttles, that should keep your immurshions.

I /would/ like to see combat borgs added in some manner, I know the new map update intends to fully remove synthetics, I feel that Synthetics have a good role to play not only in cannon but on CM itself, a Borg makes for an ideal scout (if the coms was fixed to let it talk on the radio with squads) and decent sentry, the power requirements of the borg would make it entirely dependant on the marines maintaining station power or having access to swap out power cells if it gets low.

Marines definitely need more attacking options. Most if not all the special gear works best when you are hunkered down in one spot and the aliens/OpFor comes to you. Riot shields at best can block spit, yet somehow don't block face huggers, and you can be damn sure they are going to throw huggers at you if you are assualting a hive.

Laat i checked research is being removed along with mechs and bors so not much point for a combat borg.

Apop in regards to adding shaped charges i would be up for that but the only problem is xeno and virology walls are to close to space to blow up which would cause a breach but i think everywhere else is ok..
Shit cm memes: Image
Image
Image
Image
That guy called Wooki.
Resident Santa.
(THP)

User avatar
tristan1333
Registered user
Posts: 32
Joined: 23 Jan 2015, 12:31

RE: Remove the Ruling on FOBs

Post by tristan1333 » 11 Mar 2015, 04:23

I definitely agree there should be limitations. For the sake of fun rather than realism, I believe there should be some sort of... Building
Slagathor coming to kill yo children

User avatar
Mr.Smooooth
Registered user
Posts: 47
Joined: 25 Feb 2015, 17:07

RE: Remove the Ruling on FOBs

Post by Mr.Smooooth » 11 Mar 2015, 09:36

The chem sprayer item can be re-tooled to behave like a flame thrower, and it doesn't fuck atmos up.

I am against removing atmos as it is one of the core mechanics of ss13, though I can see why it can be frustrating to work with. As far as breaching equipment goes, shaped charges, grenades with useful payloads such as Napalm, Weedkiller, HE (Pottasium/Water does just fine for this, seeing as it kills huggers, doesn't breach and hurts aliens) or maybe if you want to give the medics some love you can give them healing grenades. (Airborne medicinal raegents are really effective, despite the smoke effect. DD/DexPlus/Tramadol/Dermaline/Bicardine mix will get anyone back on their feet in seconds)

Marines need to be able to go on the offensive, or they will always turtle, that's why marine strategy revolves around FOBs.

User avatar
Sellka
Registered user
Posts: 61
Joined: 07 Jan 2015, 12:51

RE: Remove the Ruling on FOBs

Post by Sellka » 11 Mar 2015, 11:06

Well here's an idea, redesign the station. We could avoid more breaches by replacing windows with reinforced walls. That should make it extremely difficult for breaches early game and happen more so later game depending on the players.
Last edited by Sellka on 11 Mar 2015, 11:06, edited 1 time in total.

laveney
Registered user
Posts: 13
Joined: 11 Mar 2015, 10:36

RE: Remove the Ruling on FOBs

Post by laveney » 11 Mar 2015, 11:47

I think that turtling from the start is stupid but barricading after contact with aliens and taking heavy casualties (or just being simply overpowered and overwhelmed) should justify making... well maybe not FOB per se but fortification to hide from alien attacks till rescue from sulaco comes. It gives more depth to the gameplay as it enganges in RP-oriented happening 3 parties: squad trying to barricade well enough to survive alien attacks untill help comes; aliens, who want to... well, impregnate stuff; and squad gearing up on sulaco and hurrying for a rescue mission.

If there's this rule, there is probably the need for it to be there, but admins should turn a blind eye on violating it when it's justified by situation and when it brings more fun into the round.

Lolzorz11
Registered user
Posts: 1
Joined: 11 Mar 2015, 13:43

RE: Remove the Ruling on FOBs

Post by Lolzorz11 » 11 Mar 2015, 14:06

I play aliens alot on this server and one thing I've noticed about its tactics relating to Field of Base(s) and how they turn into wall fortresses.

Are the humans in a FOB?

Here is a list of the only available options to you are...
  • Setup a Alien FoB in maintenance near both Arrival Shuttles and proceed to kidnap humans from those instead of actually attacking the FoB.
  • Fly to Sulaco and take that over because we can't take over the Nostromo FoB.
  • Fly to Sulaco, kidnap a bunch of humans, run back and lure them away from the FoB on Nostromo by doing so, then destroy the Nostromo FoB when nobody is there.
  • Wait until humans leave the Nostromo FoB and attack you outside of it, then attack them.
Notice how attacking the FoB is not even an option? That's because it isn't, nobody ever survives attacking the 3 to 1 square wide death pit. Same with and ESPECIALLY more so when Marines FoB the Sulaco or even worse FoB outside of the Shuttles. You place 2 MGs at each door, then have the Commander with a Laser gun shoot through the glass at the front if the Queen tries to leave, bam you have soundly ended the round for aliens in 10 seconds on top of having limitless reinforcements from late joiners and cloning.

Methods of Fixing the Problem:
  • Make every wall in the Nostromo not reinforced except for walls leading to space.
  • Make the process of building a wall SLOWER than the process of melting one.
  • Allow marines to build as much to their heart's content.
Its the Minecraft problem, if its faster to destroy a wall than it is to build one, then defenses only become nominally useful instead of penultimate unbeatable tactic. The abundance of Reinforced walls everywhere makes actually ripping apart the Marine's bubble kind of impossible and only allows 2-3 points of entry with 4 MG emplacements and mazes of flipped tables and other min-maxing bullshit. Their bunker should not be able to hold up indefinitely until they run out of ammo.

Aliens really are under-powered defenders (ONLY WHEN COMPARED TO MARINES) as hives have to be built only in Virology and Xeno, other spots don't have escape plans or the holes are significantly too wide or allow being trapped. The AI core is one example where Marines can take the bridge and the hallway and trap the Queen. Aliens don't need significant tweaking because bullets destroy alien defenses faster than Aliens could have any chance of building them by a factor of 10.

Its already bullshit enough that Marines come waltzing at Alien defenses with bomb suits/helmets on with stun batons and the only significant tactic they have to counter it is to kill the Marine by mauling his legs then eating his body because he'll just knife himself to death with his boot knife if we even try to facehugger him or hide 5 MP5s in their backpack. Due to the FoB shit I end up staying a drone and we cycle through 1-2 sets of entire alien armies as they all die trying to smash head first into the Marine defenses and have to win out due to Marines finally running out of ammo or being wholly incompetent.

FoBs are awful, they suck, they're not fun to fight and Id rather the aliens be able to melt 30 walls around one than actually attack it from the front.
Last edited by Lolzorz11 on 11 Mar 2015, 14:13, edited 1 time in total.

Caroes
Registered user
Posts: 16
Joined: 17 Feb 2015, 13:10

RE: Remove the Ruling on FOBs

Post by Caroes » 11 Mar 2015, 14:57

I keep flip-flopping on my opinion on whether FOBs are a good idea or not. I think the reason they've been so heavily used is that the marines are very defense-orientated - as mentioned earlier in the thread, their gear consists of MG emplacements (best used defensively), shields, ranged weapons, and not much else. They have grenades that do actually nothing and they have TWO c-4 charges that the commander can hand out if he feels like it. I remember a long, long time ago while playing on a CM server that every marine started with two blocks of C4. While that's kinda overboard, maybe adding C4 to the engineer's dispensers wouldn't be too crazy. I really think that if the marines are given more offensive options, the whole FoB turtling thing will solve itself.

User avatar
Mycroft Macarthur
Donor
Donor
Posts: 256
Joined: 19 Feb 2015, 14:05
Location: this small blue-green planet called earth, came here for the beer and the bitches.
Byond: Feodrich
Contact:

RE: Remove the Ruling on FOBs

Post by Mycroft Macarthur » 11 Mar 2015, 15:07

the reason marines tend to grab those bio hoods and so on first off is that we need to replace lost helmets and its the only thing which happens to be nearby (and BECAUSE you are in xeno/viro, they tend to be right next to us at the time), second off we have to make up for the fact that huggers are regularly being placed in places we cant shoot at, so our choices boil down to "dont attack at ALL" or "acquire the means to push safely", its a really shitty situation but aliens cant be blamed for using strategies that make sense and marines cant be blamed for responding TO those strategies, save for the scrubs the marines arent flat out retarded, they wont make a choice which will OBVIOUSLY lead to their deaths/captures when the chance of success isnt even 10%.

as a bonus point, you can always turn it against them by hiding facehuggers in the lockers which have the bio hoods (ripping off their helmets if they already have them, and immediately hugging them if they dont), building traps of this variety should be high on the alien priority list, especially if you play classes which suck at combat like drone, hivelord, carrier to a limited extent (they're epic at throwing huggers but worthless at everything else).

i also agree that the times for acid to melt shit should be modified abit, as it is it takes a LONG time for acid to melt though shit, maybe it should take forever to melt through R-Walls and perhaps some tables (r-tables certainly) but we shouldnt wait half the game to get through a single damn door, i almost never see praetorians and when i do they never use their super acid to melt shit, so we're waiting minutes at a time.

as an example, i was once preparing viro for a hive, making it look nice and all that, getting rid of all the wasted space and i even melted some of the bedsheets and beds and so on because they were in the way and the like, and you expect me to believe it takes the SAME amount of time to melt as an airlock? its a BEDSHEET! if the cloth gets any thinner it would be PAPER! and this is the super badass acid from aliens, when my mother left my jacket on a car battery once the acid it was leaking left a hole large enough for my hand to fit through, REGULAR BATTERY ACID, you expect me to believe that melting bits of cloth takes just as long to melt as a gigantic solid steel door? come ON people, even tiny handguns and knives take forever, shouldnt melt times be variable based upon the size of the item or the material its made of or something?

that said however, the fuck game have YOU been playing? aliens breach marine fobs all the time, sometimes it works and sometimes it doesnt, GRANTED there are certain things we (as aliens) can do nothing about, those emitters for example will always fucking END us, electrified grilles can be complete bullshit (esp since the sprite bugs and the little yellow bits which inform you that a grille is electrified dont always show up) but they definitely dont show up all over the ship, sec barriers COULD be bullshit but i hardly ever see them used in a manner which isnt more harmful to marines then it is to aliens, just because YOU dont always breach doesn't mean it NEVER happens, aside from which of COURSE you will die horribly if you charge their MG's directly from the front, did it ever occurr to you to flank in large numbers? probe the various weaknesses, i guarantee the marines arent watching all sides at all times and if they are they're doing a shitty job, if you use acid to melt a door the marines will usually think you intend to breach from there and move alot of their guys there, which leaves you free to come in from another area, you can also melt multiple doors and entrances at once so they dont know which end you will emerge from, those stun batons the marines use? do NOTHING to aliens at all UNLESS they have the stun prods from research (of which there is only one or two anyways).

use your abilities as best as you can, spam that neurotoxin shit (it does tox damage in addition to the brief stun) get queen to use her screech tactically, throw huggers (trust me, not everyone has weld masks or bio hoods) and hives can be built in places other then viro or xeno as long as you have good teamwork, people who know what they are doing and you just in general dont suck (not long ago we set up in CHAPEL and it was the single best round of alien i had ever played, VERY intense, we ended up pushing marines into viro where we had to push THEM out of viro for a change)

however, i do concede that there are places where R-walls SHOULD exist and currently do not (because that fucking WINDOW will sure as hell protect you from space *sarcasm*, cant we just rip off star treks transparent aluminum and give them a wall we can see through if they want to be able to see through space so damn bad? i know window/grille combos are traditional but that aint stoppin SHIT and you know it) as well as places where R-Walls are everywhere and shouldnt be, on another level we should probably also design the ship in a way specific to CM, for example.

the ai core.

realistically? yes, the ai core would be reinforced since the moment you kill it the ship loses half its functions, worse if it gets rewritten then the enemy has basically just taken over the ship, even worse, if you do a bad job of rewriting it then you just set shodan loose and he's going to murder the entire crew, raise an army of robot brothers and brofist his buddy skynet before wiping out the entire human race.

however this isn't a regular server, this is CM, the ai core is literally EMPTY, there is NOTHING THERE, even the TURRETS do nothing, why does this need to be reinforced exactly? immersion purposes? there comes a point when gameplay mechanics and making sure the game actually works takes precedence over making everything look "pwetty" or people deciding that the ai core WOULD have been reinforced.

thats just ONE example

i feel that circumstances as they are now are bad for BOTH parties, aliens dont need hugely drastic changes but at bare minimum acid should melt shit faster (i mean jesus fucking christ, ten minutes for a goddamn bedsheet), praetorian charge should knock down tables in its path and dislodge MG's (not destroy but force you to wrench down again at least) and marines need more tools for breaching tactics and assault, we need more C4, it needs to be harder to cause breaches (or the affects of a breach need to be way, way, WAY reduced), we need some kind of frag or HE grenades or acid sprayers (esp if we could get stronger acid later that eats through the resin walls, doors and vines n shit) and in general we need more tools to flank the enemy with (triple the supply of sec hardsuits onboard and allow marines to get the ones, including REG hardsuits from the sulaco and nostromo, then we can flank viro and xeno from space)
Last edited by Mycroft Macarthur on 11 Mar 2015, 15:11, edited 1 time in total.
Image

User avatar
Mitchs98
Registered user
Posts: 662
Joined: 23 Jan 2015, 21:56

RE: Remove the Ruling on FOBs

Post by Mitchs98 » 11 Mar 2015, 15:13

Mycroft Macarthur wrote: the reason marines tend to grab those bio hoods and so on first off is that we need to replace lost helmets and its the only thing which happens to be nearby (and BECAUSE you are in xeno/viro, they tend to be right next to us at the time), second off we have to make up for the fact that huggers are regularly being placed in places we cant shoot at, so our choices boil down to "dont attack at ALL" or "acquire the means to push safely", its a really shitty situation but aliens cant be blamed for using strategies that make sense and marines cant be blamed for responding TO those strategies, save for the scrubs the marines arent flat out retarded, they wont make a choice which will OBVIOUSLY lead to their deaths/captures when the chance of success isnt even 10%.

as a bonus point, you can always turn it against them by hiding facehuggers in the lockers which have the bio hoods (ripping off their helmets if they already have them, and immediately hugging them if they dont), building traps of this variety should be high on the alien priority list, especially if you play classes which suck at combat like drone, hivelord, carrier to a limited extent (they're epic at throwing huggers but worthless at everything else).

i also agree that the times for acid to melt shit should be modified abit, as it is it takes a LONG time for acid to melt though shit, maybe it should take forever to melt through R-Walls and perhaps some tables (r-tables certainly) but we shouldnt wait half the game to get through a single damn door, i almost never see praetorians and when i do they never use their super acid to melt shit, so we're waiting minutes at a time.

as an example, i was once preparing viro for a hive, making it look nice and all that, getting rid of all the wasted space and i even melted some of the bedsheets and beds and so on because they were in the way and the like, and you expect me to believe it takes the SAME amount of time to melt as an airlock? its a BEDSHEET! if the cloth gets any thinner it would be PAPER! and this is the super badass acid from aliens, when my mother left my jacket on a car battery once the acid it was leaking left a hole large enough for my hand to fit through, REGULAR BATTERY ACID, you expect me to believe that melting bits of cloth takes just as long to melt as a gigantic solid steel door? come ON people, even tiny handguns and knives take forever, shouldnt melt times be variable based upon the size of the item or the material its made of or something?

that said however, the fuck game have YOU been playing? aliens breach marine fobs all the time, sometimes it works and sometimes it doesnt, GRANTED there are certain things we (as aliens) can do nothing about, those emitters for example will always fucking END us, electrified grilles can be complete bullshit (esp since the sprite bugs and the little yellow bits which inform you that a grille is electrified dont always show up) but they definitely dont show up all over the ship, sec barriers COULD be bullshit but i hardly ever see them used in a manner which isnt more harmful to marines then it is to aliens, just because YOU dont always breach doesn't mean it NEVER happens, aside from which of COURSE you will die horribly if you charge their MG's directly from the front, did it ever occurr to you to flank in large numbers? probe the various weaknesses, i guarantee the marines arent watching all sides at all times and if they are they're doing a shitty job, if you use acid to melt a door the marines will usually think you intend to breach from there and move alot of their guys there, which leaves you free to come in from another area, you can also melt multiple doors and entrances at once so they dont know which end you will emerge from, those stun batons the marines use? do NOTHING to aliens at all UNLESS they have the stun prods from research (of which there is only one or two anyways).

use your abilities as best as you can, spam that neurotoxin shit (it does tox damage in addition to the brief stun) get queen to use her screech tactically, throw huggers (trust me, not everyone has weld masks or bio hoods) and hives can be built in places other then viro or xeno as long as you have good teamwork, people who know what they are doing and you just in general dont suck (not long ago we set up in CHAPEL and it was the single best round of alien i had ever played, VERY intense, we ended up pushing marines into viro where we had to push THEM out of viro for a change)

however, i do concede that there are places where R-walls SHOULD exist and currently do not (because that fucking WINDOW will sure as hell protect you from space *sarcasm*, cant we just rip off star treks transparent aluminum and give them a wall we can see through if they want to be able to see through space so damn bad? i know window/grille combos are traditional but that aint stoppin SHIT and you know it) as well as places where R-Walls are everywhere and shouldnt be, on another level we should probably also design the ship in a way specific to CM, for example.

the ai core.

realistically? yes, the ai core would be reinforced since the moment you kill it the ship loses half its functions, worse if it gets rewritten then the enemy has basically just taken over the ship, even worse, if you do a bad job of rewriting it then you just set shodan loose and he's going to murder the entire crew, raise an army of robot brothers and brofist his buddy skynet before wiping out the entire human race.

however this isn't a regular server, this is CM, the ai core is literally EMPTY, there is NOTHING THERE, even the TURRETS do nothing, why does this need to be reinforced exactly? immersion purposes? there comes a point when gameplay mechanics and making sure the game actually works takes precedence over making everything look "pwetty" or people deciding that the ai core WOULD have been reinforced.

thats just ONE example

i feel that circumstances as they are now are bad for BOTH parties, aliens dont need hugely drastic changes but at bare minimum acid should melt shit faster (i mean jesus fucking christ, ten minutes for a goddamn bedsheet), praetorian charge should knock down tables in its path and dislodge MG's (not destroy but force you to wrench down again at least) and marines need more tools for breaching tactics and assault, we need more C4, it needs to be harder to cause breaches (or the affects of a breach need to be way, way, WAY reduced), we need some kind of frag or HE grenades or acid sprayers (esp if we could get stronger acid later that eats through the resin walls, doors and vines n shit) and in general we need more tools to flank the enemy with (triple the supply of sec hardsuits onboard and allow marines to get the ones, including REG hardsuits from the sulaco and nostromo, then we can flank viro and xeno from space)
The only thing I have problems with is the fact of marines attacking from space. Just...no. Especially given the fact they are wearing hardsuits.

User avatar
Mycroft Macarthur
Donor
Donor
Posts: 256
Joined: 19 Feb 2015, 14:05
Location: this small blue-green planet called earth, came here for the beer and the bitches.
Byond: Feodrich
Contact:

RE: Remove the Ruling on FOBs

Post by Mycroft Macarthur » 11 Mar 2015, 15:16

well its not like viro and xeno have a BACK entrance, if you attempt to flank from space you would NEED a hardsuit just to survive space ITSELF, its not like there is a SOFT suit we could be using.
Image

User avatar
Xurphorus
Registered user
Posts: 234
Joined: 05 Mar 2015, 22:17
Location: The Sulaco Brig
Byond: Xurphorus

RE: Remove the Ruling on FOBs

Post by Xurphorus » 11 Mar 2015, 15:55

Some of you guys fail to realize that Aliens HAVE the means of utterly destroying FoBs, Spitters, Praetorians, Hivelords, and the Queen have stronger acid that can melt through objects faster than the lesser tiers, The Praetorian is a fucking ''Turtle Buster'' because of the Super Corrosive Acid that literally melts things in seconds. If I played as an alien, I'd wait to evolve to that point, find a flank and melt it down to nothing while the lesser aliens would distract them at the front. Its a legit sting OP here people, use your damn brains, after melting through the back just send in the warrior pack. Consider the FoB wrekt after that. Its not like the FoBs we construct are nigh omnipotent, I may like to call it that but they are not, use your brains, think strategically and show me that I'm right. If noobs stop playing as aliens and running out into the open like morons, maybe they would actually have the number to overrun us utterly.

On a side note, Drones need to ''stop'' running out of the hive to hunt. That is not their job, they should wait until they are evolved or just leave to infect monkeys. Hell collect them in lockers, bring them back to the nest, and infect them to maximize your numbers.
Hello, I'm Xur. I'm the resident Badass Marine, want my autograph?
<3 Feweh
Image
Image
http://imgur.com/vChtTWW

User avatar
Allan1234
Donor
Donor
Posts: 583
Joined: 15 Oct 2014, 20:16
Location: Canada, BC, Vernon

RE: Remove the Ruling on FOBs

Post by Allan1234 » 11 Mar 2015, 17:15

Remember you are not SPACE marines you are colonial marines, you should NOT be flying around in space with hard suits acting like a bad ass because you are not, you are not trained in eva you are a marine not a Engineer
M.O.T.H.E.R. Status Update


Warning.

Continued actions may result in loyalty chip activation, as well as the implementation of Politically Correct subsystems. We don't want that, now do we?


ADMIN LOG: Apophis775/(Erin Kowalski) has created a M.O.T.H.E.R. report



Image

http://www.moddb.com/mods/dwu-battlestar-galactica-mod

User avatar
Davidchan
Registered user
Posts: 350
Joined: 20 Feb 2015, 22:08

RE: Remove the Ruling on FOBs

Post by Davidchan » 11 Mar 2015, 17:21

Heinrick Archsider wrote: Remember you are not SPACE marines you are colonial marines, you should NOT be flying around in space with hard suits acting like a bad ass because you are not, you are not trained in eva you are a marine not a Engineer
If this is a comment about Ward and Knives going on EVA one round, it was because the same queen spaced herself (and a few marines) three times. It took us 15 minutes to track her down and I don't know how many ahelps went out because at that point the queen was abusing the breaches.

User avatar
Xurphorus
Registered user
Posts: 234
Joined: 05 Mar 2015, 22:17
Location: The Sulaco Brig
Byond: Xurphorus

RE: Remove the Ruling on FOBs

Post by Xurphorus » 11 Mar 2015, 17:24

Davidchan wrote: If this is a comment about Ward and Knives going on EVA one round, it was because the same queen spaced herself (and a few marines) three times. It took us 15 minutes to track her down and I don't know how many ahelps went out because at that point the queen was abusing the breaches.
Lets keep this subject about the ruling people, not people gallivanting in space.
Hello, I'm Xur. I'm the resident Badass Marine, want my autograph?
<3 Feweh
Image
Image
http://imgur.com/vChtTWW

razerwing
Registered user
Posts: 196
Joined: 22 Dec 2014, 23:44
Location: In the Salt Mines!

RE: Remove the Ruling on FOBs

Post by razerwing » 11 Mar 2015, 19:29

apophis775 wrote: We can't do flamethrowers, I 100% would LOVE to, but there are too many breaches, and Atmospherics is too wild to allow flamethrowers, because of how fire functions.

If we could get people to NOT BREACH (or, admins to not use kill-air), we could allow flamethrowers, but then marines would be royally fucked when trying to engage aliens.

As far as breaching equipment, the marines have a pile of explosives, in Sulaco Storage, use those to blast through walls that are in your way.

In fact, I'll even add Shaped Charges, to the engineer dispensers, if you think that it would help.

It doesn't have to be fire. Time and time again, we can use modified chemical sprayers. Modify the chemical mix. Re-sprite the damned thing, stick it in the standard prep room (or make it it's own class), and bam. You've just given the marines an effective area-clearing system.

Can C4 take down the reinforced walls that are up by Virology and the Xenobio entrance? If not, would it be possible to make them powerful enough to remove said R-walls?
Kelly Mason says, "We taking the gun?"
Xur''Ghost''Dergens says, "Ofcourse"
Xur''Ghost''Dergens says, "Not leaving my future ex wife by herself"

Locked