Nest Escape Timer

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tenshar
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Nest Escape Timer

Post by tenshar » 18 Jul 2015, 22:16

Colonial Marines Version: Alpha

Bug Description: Timer is set to 6 minutes, which means at most if your lucky you can escape 2 times, more often just once and if you do escape a second time, you burst moments after. I assume this is a bug because this would be 3 times as long as the main server (2 minutes) and even longer then if you struggle too much on the main server. I'd suggest if its a counteraction to the removal of gear stripping to set it to 4. As, there is a huge difference between forcing an alien to watch its hosts now, and giving a marine little to no chance to do anything once nested.


Steps to reproduce:
1.Get nested
2.Hit Resist
3.Wait 6 minutes

( timed it twice)
Last edited by tenshar on 18 Jul 2015, 22:41, edited 1 time in total.

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TheCubscout
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Re: Nest Escape Timer

Post by TheCubscout » 18 Jul 2015, 22:25

Due to one of the recent updates involving the Xeno's, the developer team disabled their ability to take any part of clothing away from the marines while equipped.
To compensate, the nest time was doubled however.


You can view it here:
http://colonial-marines.com/viewtopic.php?f=64&t=2758

Also: Here is the direct quote found at the bottom of the page
Abbysynth wrote: Fourth,

Xenos are no longer able to drag-drop people in order to access their inventories. This means no taking off ANY gear. Sorry xenos! To compensate, however, the resist time on nests has been DOUBLED, meaning there's a significant risk that the prey can burst without ever even being able to escape. Sorry marines! Another note -- a new timer has been added to stop re-buckling. If you unbuckle someone from a nest, they will not be able to be rebuckled for around 20 seconds.

tenshar
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Re: Nest Escape Timer

Post by tenshar » 18 Jul 2015, 22:32

There's a huge difference between not being able to remove gear and a 6 minute escape timer which means you can only escape twice. As is marines stand nearly no chance to escape a nest because if your forced to escape a second time, you burst only seconds after
(Again, I tried this today, got hugged and nested hit resist as soon as I was able, escaped, got instantly nested again, hit escape again, got up, burst within 5-ten seconds after escaping. This means you only have one viable chance to escape. And double would be four minutes, and four at most would be fine, anything else and your crippling the marines and removing almost any chance to escape.) On top of the tail attack, increased run speed for Big red, and a,ll the other changes, its piling up to cripple the marine side.

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TheCubscout
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Re: Nest Escape Timer

Post by TheCubscout » 18 Jul 2015, 22:36

tenshar wrote:There's a huge difference between not being able to remove gear and a 6 minute escape timer which means you can only escape twice. As is marines stand nearly no chance to escape a nest because if your forced to escape a second time, you burst only seconds after
(Again, I tried this today, got hugged and nested hit resist as soon as I was able, escaped, got instantly nested again, hit escape again, got up, burst within 5-ten seconds after escaping. This means you only have one viable chance to escape. And double would be four minutes, and four at most would be fine, anything else and your crippling the marines and removing almost any chance to escape.)

This would be something to put a request in about.
Personally I believe it is too long. (6 minutes at least)
I think you're right though, it should be 4 minutes. Perhaps you should ask an admin or include that in the bug section for the alpha preview?
It's possible the time was mistakenly bumped.

I can't put much towards this as I have not played a marine role for the alpha or any of the sort.
However I can see where you are coming from with the timer being absurd.

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Abbysynth
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Re: Nest Escape Timer

Post by Abbysynth » 07 Aug 2015, 21:29

The timer's pretty fine now.

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