Donation helmets not breaking

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SASoperative
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Donation helmets not breaking

Post by SASoperative » 28 May 2015, 19:48

Summary (a quick, 2-3 sentence summary): Make donation helmets work more like the gasmasks back in the day. Where they blocked one facehugger than fell off

Benefits (How this will benefit the server and game as a whole): Donators would not loose their custom helmets anymore.

Details (Description of how you think this would work, the benefits, etc): I think it would definitely be more useful for the donators since they loose their helmets for the rest of the round

Implementation (Optional, if you have an idea how to implement it): Make the Donation helmets work like the old gasmasks, Where they blocked a facehugger than they start to just fall off afterwards instead of just breaking and poofing out of existance. (They do not block anymore face huggers after that)

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Re: Donation helmets not breaking

Post by Davidchan » 28 May 2015, 19:53

How about we do this for all helmets so this doesn't become a pay-to-win item that marines are killing each other for?

I.E. The helmet is indestructible, but any time a facehugger attacks the (non-infected) marine the helmet is ripped off and dropped to their feet. If they don't get attacked or subdued by subsequent huggers they can pick it up and put it on. Otherwise, their helmet lays in the floor somewhere with their weapon as a tell tale sign to other marines they got kidnapped.

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Re: Donation helmets not breaking

Post by valzargaming » 28 May 2015, 20:03

I'm totally all for this, as I can tell that Davidchan did not finish reading the Implementation. Give the donators what they pay for!

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Re: Donation helmets not breaking

Post by apophis775 » 28 May 2015, 20:03

Gas Masks never blocked facehuggers...

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Re: Donation helmets not breaking

Post by valzargaming » 28 May 2015, 20:13

apophis775 wrote:Gas Masks never blocked facehuggers...
I clearly remember facehuggers being blocked by gas masks a long time ago.

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Re: Donation helmets not breaking

Post by TopHatPenguin » 28 May 2015, 20:20

I'm gonna agree with David on the fact that it would just make more sense to do this to all helmets..
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Re: Donation helmets not breaking

Post by TopHatPenguin » 28 May 2015, 20:21

apophis775 wrote:Gas Masks never blocked facehuggers...
Also Apop i think Sas is referring to his old donor item maybe... which when he was hugged would just fall off and not break instead of how a normal gas mask would just be deleted.
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Re: Donation helmets not breaking

Post by apophis775 » 28 May 2015, 21:29

Yea, that was due to some "poor" coding of how they used to work.

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Re: Donation helmets not breaking

Post by xomega000x » 01 Jun 2015, 03:42

A helmet does have a chance to block a hugger.

Also, gasmasks and other clothing SHOULD be able to block a facehugger, then fall off. I mean, come on. If some shit jumps at you, your immediate reflex Is to cover the area he's jumping for...
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Re: Donation helmets not breaking

Post by SecretStamos (Joshuu) » 01 Jun 2015, 10:42

xomega000x wrote:A helmet does have a chance to block a hugger.

Also, gasmasks and other clothing SHOULD be able to block a facehugger, then fall off. I mean, come on. If some shit jumps at you, your immediate reflex Is to cover the area he's jumping for...
Facehuggers can spit acid, which allows them to get through masks and helmets. Since a gasmask isn't made out of protective material, it wouldn't hold up for very long at all.

The reason it makes sense for the helmet to block a facehugger is that it is made of a denser and stronger material.


The Colonial Marines didn't wear gasmasks in the film either.

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Re: Donation helmets not breaking

Post by Feweh » 01 Jun 2015, 18:48

Make all helmets just simply fall off... problem solved.

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Re: Donation helmets not breaking

Post by apophis775 » 01 Jun 2015, 22:37

So marines can just pick them back up and never have to worry about helmets again?

I might be convinces, to give the helmet a 33% chance to not break, but having it NEVER break, is way too OP on the marine side.

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Re: Donation helmets not breaking

Post by Davidchan » 02 Jun 2015, 07:40

apophis775 wrote:So marines can just pick them back up and never have to worry about helmets again?

I might be convinces, to give the helmet a 33% chance to not break, but having it NEVER break, is way too OP on the marine side.
I don't see how it breaks the balance at all.

The ONLY thing this prevents is passive traps (Single huggers hidden in lockers, under resin, dead aliens or other objects)

A marine STILL has to recognize their helmet got knocked off, which during a fight or tense moment is not an easy task since your eyes are focused on the left portion of the screen. Marine helmet icon is a bitch to see as well since sits high in it's tile and is very small, compared to something like an EVA helmet or pistol

Helmet's popping would not prevent;

A marine from being hugged if he walked into two huggers at the same time. (No running through hives to trigger eggs and smash them like with EVA helmets or bomb hoods)

Xenos from actively infected a marine by slapping him with two huggers, or simply removing the helmet manually and hugging him.

Carriers from throwing a 2nd hugger at the marine in the time it would take to try and put his helmet on (which is also time that could be used by the carrier to run in and disarm tackle)

In doing this, powergaming marines lose pretty much any excuse to wear anything BUT a Marine helmet, as the most common excuse (and often purposely done) is that they are wearing that EVA helmet or Bomb hood because their old one got destroyed. Their helmet could theoretically defend against 100 huggers, but only if they took the time to pick it up and put it back on before the next hugger had a chance to pounce, and given that 5+ huggers can pounce you at once if you are standing up in their range, it's very limited in how useful this tactic would be.

Plus, if we made helmets unbreakable we could make them customizable with names or even tac lights to strap onto them.

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Re: Donation helmets not breaking

Post by speedybst » 03 Jun 2015, 02:00

I can see your point with that. That wouldn't drastically alter the balance to my mind - perhaps you could have a test day, apophis, and see if it alters the balance by too much?

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Re: Donation helmets not breaking

Post by xomega000x » 03 Jun 2015, 11:49

speedybst wrote:I can see your point with that. That wouldn't drastically alter the balance to my mind - perhaps you could have a test day, apophis, and see if it alters the balance by too much?
His Idea is pretty good, but I'm skeptical about the "not gonna make the marines better" thing. Since most marine players know not to get too close to corners,eggs,etc, It MIGHT actually alter It.

And the whole test Idea Is pretty nice to see.
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Re: Donation helmets not breaking

Post by speedybst » 03 Jun 2015, 21:42

xomega000x wrote: His Idea is pretty good, but I'm skeptical about the "not gonna make the marines better" thing. Since most marine players know not to get too close to corners,eggs,etc, It MIGHT actually alter It.

And the whole test Idea Is pretty nice to see.
Her idea, thnx :)

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Re: Donation helmets not breaking

Post by Biolock » 04 Jun 2015, 04:17

I posted about this exact topic for all helmets a while back. There was a great level of support from the community on this topic, but not much input from staff (I was not a mod at the time).
http://colonial-marines.com/viewtopic.php?f=59&t=2052
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Re: Donation helmets not breaking

Post by apophis775 » 04 Jun 2015, 12:12

No. This would alter the balance of the game, too much.

I will not allow donation items, to EVER have an affect on game balance.

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Re: Donation helmets not breaking

Post by Davidchan » 04 Jun 2015, 17:07

apophis775 wrote:No. This would alter the balance of the game, too much.

I will not allow donation items, to EVER have an affect on game balance.
Davidchan wrote:How about we do this for all helmets
Mr. Penguin wrote:I'm gonna agree with David on the fact that it would just make more sense to do this to all helmets..
Pink wrote:Make all helmets just simply fall off... problem solved.
speedybst wrote:I can see your point with that. That wouldn't drastically alter the balance to my mind - perhaps you could have a test day, apophis, and see if it alters the balance by too much?
People want this for all helmets, not just donator ones...

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Re: Donation helmets not breaking

Post by Adjective » 04 Jun 2015, 17:36

I think some of you don't realize that there is percentage chance that a face hugger doesn't remove your hat/helmet at all and just dies.

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Re: Donation helmets not breaking

Post by Juninho77 » 04 Jun 2015, 18:44

Vrai wrote:I think some of you don't realize that there is percentage chance that a face hugger doesn't remove your hat/helmet at all and just dies.
Wut? Tell me more, please.
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Re: Donation helmets not breaking

Post by apophis775 » 04 Jun 2015, 18:47

Again, doing this for all helmets, will SEVERELY alter gameplay.

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Re: Donation helmets not breaking

Post by Feweh » 04 Jun 2015, 19:06

re-thought this...

Slowly widdling the attackers down to having no helmets is a actual strategy. There's been countless times where I've waited as a Xeno till the attacking marines weren't all fully helmed before going on.

Simply picking up helmets right after going down would be very game altering.

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Re: Donation helmets not breaking

Post by Biolock » 04 Jun 2015, 20:17

There should at least be a way for someone to get their helmet back, especially if it was a donor item.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Re: Donation helmets not breaking

Post by Juninho77 » 04 Jun 2015, 20:39

Biolock wrote:There should at least be a way for someone to get their helmet back, especially if it was a donor item.
Well... Wait for a new round.
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