Remove or Limit Ripley production

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Gentlefood
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Remove or Limit Ripley production

Post by Gentlefood » 16 Aug 2015, 12:19

Summary (a quick, 2-3 sentence summary): Ripleys are way too strong. Marines should not get 8+ Ripleys in addition to all their other gear.

Benefits (How this will benefit the server and game as a whole): No more Marine victories from massed Ripleys being used for combat.

Details (Description of how you think this would work, the benefits, etc): Remove exosuit fab or limit its production.

Implementation (Optional, if you have an idea how to implement it): Code.

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Peachy2912
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Re: Remove or Limit Ripley production

Post by Peachy2912 » 16 Aug 2015, 12:22

I disagree that just because the marines had a competent Researcher they should be instantly nerfed.

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K0NFL1QT
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Re: Remove or Limit Ripley production

Post by K0NFL1QT » 16 Aug 2015, 12:23

The Ripley is the ONLY mech that can be made with the limited resources around. And they make them in numbers when they are inevitably overrun, thanks to Ravagers, Praetorians and Crushers able to overcome any and all static defenses a marine can use.

The Ripley Rush is entirely valid. They don't even have guns and are slow as shit.
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Gentlefood
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Re: Remove or Limit Ripley production

Post by Gentlefood » 16 Aug 2015, 12:23

Peachychris2912 wrote:I disagree that just because the marines had a competent Researcher they should be instantly nerfed.
This is not about competence, this is about game balance.
K0NFL1QT wrote:The Ripley is the ONLY mech that can be made with the limited resources around. And they make them in numbers when they are inevitably overrun, thanks to Ravagers, Praetorians and Crushers able to overcome any and all static defenses a marine can use.

The Ripley Rush is entirely valid. They don't even have guns and are slow as shit.
Ripley's can push tier 3s and tier 3s cannot push Ripleys. It takes 3-4 clamp hits to kill a queen, it takes 5+ slashes to kill a Ripley. Guns hardly matter with those odds.

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Peachy2912
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Re: Remove or Limit Ripley production

Post by Peachy2912 » 16 Aug 2015, 12:26

Gentlefood wrote: This is not about competence, this is about game balance.
Agreed, but I still think that it is wrong to punish the marines for doing something just because it turned out to be an effective tactic.

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Gentlefood
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Re: Remove or Limit Ripley production

Post by Gentlefood » 16 Aug 2015, 12:29

Peachychris2912 wrote: Agreed, but I still think that it is wrong to punish the marines for doing something just because it turned out to be an effective tactic.
Its not just that its an effective tactic, its that it is literally uncounterable by aliens if Marines just sit on the Sulaco.

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Re: Remove or Limit Ripley production

Post by Kaladin » 16 Aug 2015, 12:32

K0NFL1QT wrote:The Ripley is the ONLY mech that can be made with the limited resources around. And they make them in numbers when they are inevitably overrun, thanks to Ravagers, Praetorians and Crushers able to overcome any and all static defenses a marine can use.

The Ripley Rush is entirely valid. They don't even have guns and are slow as shit.

There is a couple of problems with what you are saying. First off the marines are amassing ripleys for the 'inevitable' boarding of the aliens, but that is inherently flawed as the marines should have no idea that aliens can operate the shuttle until at most 5 minutes prior to they arrive when they first called it back to the planet. So unless those spammed ripley's and amassed marines fortifying themselves were set up in the time it took the shuttle to travel from the planet to the sulaco they are full of shit. The other issue is pretty obvious, 'HURR DURR U NEED GIT GUD SON' is what it boils down to but in this occasion it can't be applied. The limited space and nature of boarding means there is literally no way to overcome ripley spam, as the ripleys can board the shuttle and corner aliens allowing them to be crushed while the stragglers are picked off by the marines on foot.

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Re: Remove or Limit Ripley production

Post by sirnat » 16 Aug 2015, 12:34

Let's also not forget:
1. Aliens can run circles around the ripleys due to their direction attack, you have to look in the direction of the alien then click.
2. The incredibly slow speed ripley's have to even try and go at aliens.
3. If aliens would work together they could group up on ripleys and take them down.
4. Even if ripleys charge in groups, aliens have access to ventcrawl/open doors to escape away easily due to speed.

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Siserith Vassada
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Re: Remove or Limit Ripley production

Post by Siserith Vassada » 16 Aug 2015, 12:35

so what your saying is we should not have riplies as a counter to tier 3 alien spam?

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Re: Remove or Limit Ripley production

Post by Steelpoint » 16 Aug 2015, 12:36

Individually a Ripley is only useful as a scouting tool, since you can't get stunned by them and it has a powerful floodlight. Its so easy to kite a Ripley that its comical.

Ripley's only become a problem when mass produced.
This is war, survival is your responsibility.

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Kwei Ikthya-de: Predator

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K0NFL1QT
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Re: Remove or Limit Ripley production

Post by K0NFL1QT » 16 Aug 2015, 12:40

Trust me, I was dead and watching most of that happen. The Ripleys were made to take back the FOB, not to hold the hangar, but then a Marine was caught on the planet alone and ratted out your presence on the shuttle. The Aliens fired the shuttle and walked into the ambush, but that force was coming for a fight either way.
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Steelpoint
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Re: Remove or Limit Ripley production

Post by Steelpoint » 16 Aug 2015, 12:41

What Konf said is true, we were organising a massive counter attack using the Ripleys. In fact we were all in the briefing room just as we started to get messages from the Marine about the Aliens using the shuttle.

Bad timing.
This is war, survival is your responsibility.

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Gentlefood
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Re: Remove or Limit Ripley production

Post by Gentlefood » 16 Aug 2015, 13:01

K0NFL1QT wrote:Trust me, I was dead and watching most of that happen. The Ripleys were made to take back the FOB, not to hold the hangar, but then a Marine was caught on the planet alone and ratted out your presence on the shuttle. The Aliens fired the shuttle and walked into the ambush, but that force was coming for a fight either way.
Aliens did not send the shuttle back. That was the marines.

Edit:

Additionally. I don't like the idea of using Ripleys to attack the FOB. That just sorta doesn't sit well with me on a roleplay perspective.
Last edited by Gentlefood on 16 Aug 2015, 14:11, edited 1 time in total.

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LvSpecops
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Re: Remove or Limit Ripley production

Post by LvSpecops » 16 Aug 2015, 13:47

I am so sorry, but once i saw the title of this suggestion.. Can i slap you? NO offence but really.. can i?
I am speaking as a person who used to make TONS OF COMBAT MECHS ON BAY, DURANDS, GYGAX, RIPLEY, You name it. And if you think ripley is a danger to aliens... than i have to either say, you were either to slow, or to unlucky to get killed by one. Why ripley shouldnt be nerfed? It's slow. It has low health (unless you guys buffed it) it has no combat module availability, and clamp takes TO LONG TO CRUSH THE ALIENS (incase you also changed the timer on how fast it does it) really, they only way a ripley can do something, is if the alien is being dumb, doesn't circle around you and slash you all the time with benny hill theme on. This was rushed concept and small overlay of the Ripley itself.

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Gentlefood
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Re: Remove or Limit Ripley production

Post by Gentlefood » 16 Aug 2015, 14:09

LvSpecops wrote:I am so sorry, but once i saw the title of this suggestion.. Can i slap you? NO offence but really.. can i?
I am speaking as a person who used to make TONS OF COMBAT MECHS ON BAY, DURANDS, GYGAX, RIPLEY, You name it. And if you think ripley is a danger to aliens... than i have to either say, you were either to slow, or to unlucky to get killed by one. Why ripley shouldnt be nerfed? It's slow. It has low health (unless you guys buffed it) it has no combat module availability, and clamp takes TO LONG TO CRUSH THE ALIENS (incase you also changed the timer on how fast it does it) really, they only way a ripley can do something, is if the alien is being dumb, doesn't circle around you and slash you all the time with benny hill theme on. This was rushed concept and small overlay of the Ripley itself.
Clamp damage is instant. It only has a cooldown between clamps. The alpha features distinctly different gameplay than a regular SS13 server. I recommend you play it before making judgements on game balance.

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LvSpecops
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Re: Remove or Limit Ripley production

Post by LvSpecops » 16 Aug 2015, 14:28

Even if it's instantenious and has Cooldown after each clamp usage, you would still find formidably hard to attack an alien in such 'mech. Sometimes, i have to blame the players who can't deal with easy threats such as these, but in this case, i have to slap pilots on suggesting using powerloarders against aliens. If he got a few kills before dead, well good for him, but still, he was a moron for using a powerloader. And as i mentioned, since i havent played as researcher (Which i assume makes them) had any upgrades or buffs to the mechanics of Ripleys. But really, limiting that can be easily dealt with and dispatched, is simply an IC issue in my honest oppinion. If people are using them as combat mechs, even if they have other ways or means to defend them selves, ahelp it and hope the guys were not assholes and comply with the admins said requests.

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Re: Remove or Limit Ripley production

Post by Morrinn » 17 Aug 2015, 08:24

+1 the suggestion to completely remove Ripley production. Never mind limiting it, I think there should only be the two power-loaders on the Sulaco. The APLU is a cargo mech, not meant to be used in combat, its effectiveness against the xenos is meant to be a serendipitous happenstance actualized only in the last ditch effort to defend the ship from boarding aliens, not a planned method of offense by the marines.
If the marines were capable of producing mechs for offensive purposes they'd jerry rig some firepower to the sucker before sending it on the attack.

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Re: Remove or Limit Ripley production

Post by apophis775 » 15 Nov 2015, 19:13

Implemented

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