Endgame Suggestion (post marine retreat and pre alien invasion)

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photonn
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Endgame Suggestion (post marine retreat and pre alien invasion)

Post by photonn » 07 Aug 2015, 12:04

Summary: :
Extending the dropship landing area slightly, making it unable to be constructed upon due to the ship needing a clear area to take off from and land on.

Benefits and Details:
I just joined CM recently, and have seen this issue be brought up many times. Aliens fight them off the planet barely, ready an invasion, and the moment they arrive all windows are barred, cockpit has rwall around it, and they are choked into a few areas and bombarded with grenades and RPGs. This kills the rounds momentum immediately and forces a drawn out extermination of the aliens on board. It is basically round over and a win for the Marines. I've heard several pro marine players saying it should be allowed to reinforce the area before the ship lands, and I agree, you should be able to. But magically knowing where the ship will land and it's parameters so you can make it land inside your pre build choke points is just asinine. If you extend the landing pad area outwards, the aliens can have a buffer area to move around on and attempt an assault, while the marines can build a fortification to the west of the ship and hold them off from accessing the bridge and upper areas. This would create a much more exciting and fast paced round end, with either aliens overrunning them, or marines managing to pull off a comeback from a defeat on the planet.

Implementation:
Simply extend the dropship area landing pad by 2 blocks on all sides, and make it a zone that cannot be built upon. "This area must remain clear in order to allow for dropship landings and takeoffs." This is realistic to how an actual landing pad would be treated and allows for the aliens to have a SLIGHT bit of breathing room to attempt to mount an attack on. This would harldy be unfair to the marines as they have a large area around the ship to use for their own fortifications.

This is not a perfect method though, there is the issue of the marines possibly just building a massive wall around the entire dropship area and firing over it or even having only 1 or 2 exits which would create more chokepoint issues, so this should be discouraged. The other issue comes from mines. They could place them all around the dropship area and the moment any alien left, boom. So mines should also not be allowed to be placed on the dropship landing pad. This also makes sense because, why the hell would you allow live mines to be feet away from your dropship that normally carries troops?

This is my mere suggestion, I like this game mode alot and I want it to remain balanced, currently at the end of a round when marines retreat to the ship, it is HEAVILY in their favor, to the amount that when I see them retreat, I would almost rather ghost out and wait for a new round than suffer through the endless hail of bullets and explosives stuck in the dropship until they pick us all off.

Thank you.
Last edited by photonn on 07 Aug 2015, 12:08, edited 2 times in total.

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Caryl
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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by Caryl » 07 Aug 2015, 12:06

Good suggestion in my opionion... I'd say we give this a shot! +1

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by TopHatPenguin » 07 Aug 2015, 12:07

Might as well try this out to see if it improves anything. +1
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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by Jeser » 07 Aug 2015, 12:10

This is good suggestion, I like that. Here +1 from me.
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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by LordLoko » 07 Aug 2015, 12:42

Agree.
+1

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by Themaster » 07 Aug 2015, 12:45

I like this. +1

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by Felkvir » 07 Aug 2015, 12:58

Just +1 it all to infinity and beyond.

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by Feweh » 07 Aug 2015, 14:55

+1

For all the above reasons

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by johners12345 » 07 Aug 2015, 15:07

+1 as pink said for all these reasons.

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by Pillow » 07 Aug 2015, 19:30

Me like +1
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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by photonn » 08 Aug 2015, 01:15

Glad to hear you guys like it, hopefully it's given a chance.

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by Siserith Vassada » 08 Aug 2015, 02:57

how about.... no building in the hanger at all. and moving the ladder in requisitions back into the firing range.

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by outordinary » 08 Aug 2015, 23:24

Sounds perfect +1.

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by Evilkyle24 » 10 Aug 2015, 00:43

+1 to no building in the hanger, filling the area with landmines killed all the aliens one round.

Seriously, they put land mines fucking everywhere and after the first wave of T3's all died to the stun and a mass of fire, they launched nades and RPG's into the shuttle and everyone died.
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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by Jeser » 10 Aug 2015, 01:18

Evilkyle24 wrote:+1 to no building in the hanger, filling the area with landmines killed all the aliens one round.

Seriously, they put land mines fucking everywhere and after the first wave of T3's all died to the stun and a mass of fire, they launched nades and RPG's into the shuttle and everyone died.
Wow. So much organised marines... Wow... I'd like to see that.
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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by apophis775 » 13 Sep 2015, 17:17

Anything more on this?

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by UnknownMurder » 13 Sep 2015, 21:36

http://colonial-marines.com/viewtopic.php?f=59&t=3392

Make this to be start of the infection.
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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by Arachnidnexus » 14 Sep 2015, 17:27

With the whole no-building in the hangar thing it's become a lot less of an issue. I feel like it's shifted the chokepoint to the central stairs and briefing, though.

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by GingerCultLeader » 14 Sep 2015, 23:37

I wish I had a picture of the barricade at the end of last round in cargo. Nearly killed a T3.

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Re: Endgame Suggestion (post marine retreat and pre alien invasion)

Post by apophis775 » 15 Nov 2015, 02:28

Denied...

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