Removing the availability of placing proximines in hangar.

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sirnat
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Removing the availability of placing proximines in hangar.

Post by sirnat » 18 Aug 2015, 11:50

Summary (a quick, 2-3 sentence summary): So, yesterday the aliens all boarded the transport ship for the first time going back to Sulaco, the marines then spammed the hell out of proximity mines all around the transport ship.

Benefits (How this will benefit the server and game as a whole): It will be just like stopping marines from making defences to metagame that aliens can indeed return on the transport ship, we lost a good few of numbers when we left the ship and ran into proxi's. Luckily we had good drones/hivelords planting weeds to help those heal who had been blown to bits and in a harsh health.

Details (Description of how you think this would work, the benefits, etc): Well, the first thing was when the marines metagamed building table forts within the hangar when "knowing" the aliens could come just back, now they've found a loophole and are placing proximity mines out the wazoo. I believe this would help the server so that marine's can't metagame by placing entire boxes of mines outside the transport shuttle to try and win.

Implementation (Optional, if you have an idea how to implement it): Basically add the proximity mines to the same group of code not allowed to be placed/activated within the hangar the same way you did tables.

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kurugi
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Re: Removing the availability of placing proximines in hangar.

Post by kurugi » 18 Aug 2015, 11:51

You're already not allowed to fortify the Sulaco before they board for the first time. Once they board it's fair game.
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sirnat
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Re: Removing the availability of placing proximines in hangar.

Post by sirnat » 18 Aug 2015, 11:52

Yeah but we never boarded, the proxi mines were placed before we landed on sulaco.

cylian
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Re: Removing the availability of placing proximines in hangar.

Post by cylian » 18 Aug 2015, 11:53

Not a SINGLE alien on the ship before? This usually happens as a result of having a few aliens be on the ship previously. Kinda meta, but understandable.

sirnat
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Re: Removing the availability of placing proximines in hangar.

Post by sirnat » 18 Aug 2015, 11:54

Didn't have any aliens on the ship as far as anyone knew, queen didn't order anyone to go on their ship.

>Hell, it'd be great if they made proxi mines actually go off if marines step on them too just to be a counter act of spamming the hell out of them.

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XanderDox
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Re: Removing the availability of placing proximines in hangar.

Post by XanderDox » 18 Aug 2015, 11:54

Can we not nerf marines any further?

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Surrealistik
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Re: Removing the availability of placing proximines in hangar.

Post by Surrealistik » 18 Aug 2015, 11:56

-1. Aliens already have a strong counter to proxy mines in the form of the ludicrously explosive immune Crusher.
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sirnat
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Re: Removing the availability of placing proximines in hangar.

Post by sirnat » 18 Aug 2015, 11:56

Wouldn't need to if they didn't meta-mine. I could understand placing them in other parts of the ship /ONCE/ its confirmed aliens are onboard though.

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Dyne
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Re: Removing the availability of placing proximines in hangar.

Post by Dyne » 18 Aug 2015, 12:39

-1. Currently proxy-mines cant directly kill any alien reliably.
Just watch out for those mines.

If it was a direct meta you are sure in- adminhelp.
In most cases marines had SOME indication or they wouldn't be spending valuable unmovable assets in the first place- from a lone alien on Sulako, to a dead SL's camera still transmitting from the LZ.
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Steelpoint
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Re: Removing the availability of placing proximines in hangar.

Post by Steelpoint » 18 Aug 2015, 12:47

Currently a Proxy Mine can't even crit a Runner.

Death only occurs when your shot at by a Human.
This is war, survival is your responsibility.

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Dyne
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Re: Removing the availability of placing proximines in hangar.

Post by Dyne » 18 Aug 2015, 12:49

Technically if you are wounded already and step on a mine it can kill you sometimes, but Steelpoint is right- only mine+human(s) is what really works.
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Snoopy11
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Re: Removing the availability of placing proximines in hangar.

Post by Snoopy11 » 18 Aug 2015, 22:53

-1

Counters in place, mines barely kill things. Nerfs not needed.

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Re: Removing the availability of placing proximines in hangar.

Post by Enite » 19 Aug 2015, 18:32

-1. As a marine in that round, we had been boarded TWICE before we started spamming proxie mines. If you don't want us to fortify the hangar, keep your aliens under control as Queen and all go together.

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genjufens
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Re: Removing the availability of placing proximines in hangar.

Post by genjufens » 19 Aug 2015, 18:38

-1 I don't think you need to nerf something that barely hurts the aliens at this point. Just bring one of your many crushers with you and have them walk into it and the problem is solved.

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Re: Removing the availability of placing proximines in hangar.

Post by Wickedtemp » 19 Aug 2015, 18:51

I don't know if something was changed, or maybe I'm remembering this incorrectly, but I recall the last time I stepped on a mine it instantly knocked me down and put me into crit...

There were a couple marines shooting at me, yes, but with the instant knockdown as long as there's ONE marine nearby to shoot you, you'll be dead before you can get up.

That said, Aliens now have a counter to that... However the marines still shouldn't spam mines until there's one on every tile. "Dude, just don't step on the mines." is a very easy thing to say. Normally, mines are spammed and covered with boxes on EVERY TILE. You can't Alt click or right click on every tile while you're being shot at.

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Dyne
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Re: Removing the availability of placing proximines in hangar.

Post by Dyne » 19 Aug 2015, 19:06

Yes, getting shot and exploded will kill you, that's kinda the idea of it.
And still might not be guaranteed death if you are T2+

News flash- marines shooting at aliens repeatedly still can kill them!
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Infernus
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Re: Removing the availability of placing proximines in hangar.

Post by Infernus » 30 Aug 2015, 05:23

Added by Abby.

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