Move Ice Colony Telecomms/Power Closer To LZ1

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Steelpoint
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Move Ice Colony Telecomms/Power Closer To LZ1

Post by Steelpoint » 21 Jul 2017, 11:49

Summary: Relocate Telecoms, and on a lower priority Engineering, closer to LZ1.

Benefits: Chief among my complaints about Ice Colony is how Telecomms is as far away as possible from LZ1, with Power being half the distance but still very far away. It is not uncommon for Telecomms to die off since it is utterly unfeasible to expect a Marine squad to waste a round defending a small hole on the opposite side of the combat area that never see's activity sans to get comms online.

I believe that in moving Telecomms closer to LZ1 that it would benefit the Marines in allowing easier access to communications, and it may help incentivise pushing out a second FoB outside of LZ1 as the meta is to only make a FoB at LZ1.
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Challenger
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Re: Move Ice Colony Telecomms/Power Closer To LZ1

Post by Challenger » 21 Jul 2017, 11:57

The only real solution to getting telecomms to work consistently on Ice Colony, I've found, is to slap a super capacity cell in the APC, wall it off, and then ahelp every time comms gets cut.

I've even seen an instance of getting comms up, then two minutes after it happens comms gets cut, I take the elevator back up, and I see that only the telecomms APC is cut (which doesn't control even any lighting, outside of the APC itself being slashed the xenos see no benefit) while the lighting-controlling APC next to it is fully intact along with all the lights. In another case the first time I went up to restore comms there was acid... solely on the telecomms APC (not even sure how) and the PACMAN generator next to it.
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Fourth Gear
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Re: Move Ice Colony Telecomms/Power Closer To LZ1

Post by Fourth Gear » 21 Jul 2017, 12:01

I believe that in moving Telecomms closer to LZ1 that it would benefit the Marines in allowing easier access to communications, and it may help incentivise pushing out a second FoB outside of LZ1 as the meta is to only make a FoB at LZ1.
According to some people it isn't suppose to be easier for the marines.

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Re: Move Ice Colony Telecomms/Power Closer To LZ1

Post by Swagile » 21 Jul 2017, 14:28

Its not supposed to be easier for marines.

But at some point we have to step back and think "shit, these guys are players too who are spending hours of their time on this game". And then realize that Tcomms is so far away that you usually only get the very RP focused people wanting to stay in Tcomms, and thats rare as hell in normal marine numbers. Most people want to shoot something when they choose the marine role, not "sit in a corner of the map and stare into space" simulator. Most people who get tcomms duty, 90% of the time, rambo into the dark either together or alone and are never seen again.

Its extremely frusterating for whoever gets tcomms duty, makes you lose an entire squad to subtle insubordination early on, and severely hampers the entire USCM if you don't station them at tcomms and a Young Runner or Spitter comes around and takes comms down with little to no effort.
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Re: Move Ice Colony Telecomms/Power Closer To LZ1

Post by misto » 21 Jul 2017, 16:50

this would be solved easily with buildable comm tower equipment as proposed in other threads - then the base building/guard squads would also be guarding tcomms at the same time

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Re: Move Ice Colony Telecomms/Power Closer To LZ1

Post by Bmc777 » 22 Jul 2017, 00:16

Telecoms was originally very close to LZ1. It was moved because it forced a FoB at LZ1 and marines never went underground for fear of straying too far from Comms. It's currently close enough to LZ2 while being far enough away to provide the intended gameplay of forcing marines to have some presence on the map other than at LZ1. Denied.

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