Prison dropship shutters don't raise when it lands

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Toroic
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Prison dropship shutters don't raise when it lands

Post by Toroic » 30 Nov 2015, 03:14

Bug Description: Prison dropship shutters don't raise when it arrives at the station on the prison map.


Steps to reproduce:
1. Call shuttle
2. See dropship shutters are down
3. Watch shuttle get called back before you can get on due to the acid taking longer than the engine cooldown.

4. Finally get on the shuttle after 15 extra minutes of hardcore marine fortifying.
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Re: Prison dropship shutters don't raise when it lands

Post by coolsurf6 » 30 Nov 2015, 03:18

A way to implement this is to just paste the code from the normal map to the prison map shuttle doors. But this would be a pain since their might be errors depending on the map but I don't see why not to fix this.
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Re: Prison dropship shutters don't raise when it lands

Post by Arachnidnexus » 30 Nov 2015, 05:00

Would be nice to get this fixed since with the new hangar building rules/warning it means aliens have to make that initial shuttle rush count.

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Re: Prison dropship shutters don't raise when it lands

Post by apophis775 » 30 Nov 2015, 16:48

Use stronger Acid? If the marines propersly secure the shuttle, why should get get penalized?

Praetorian acid, should melt it in around 2 minutes.

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Re: Prison dropship shutters don't raise when it lands

Post by Toroic » 30 Nov 2015, 17:58

apophis775 wrote:Use stronger Acid? If the marines propersly secure the shuttle, why should get get penalized?

Praetorian acid, should melt it in around 2 minutes.
Which is also the length the engine needs to cooldown, meaning a marine watching the console can spam launch -> Force launch.

On the normal map, the shutters raise when the dropship lands automatically.

On the prison map, under the current system you'll see a bunch of extra ping-pong with the ship.


The win rate is already shifting pretty heavily towards marines now that xenos can't breach on the sulaco anymore (which was and still is the most potent counter to any defenses the marines can produce) and the prison map introduced into rotation isn't favorable for xenos either (lack of a tunnel network makes xeno logistics with hosts much more difficult given the large size, instead of simply devouring and going through the tunnel).

Giving marines an extra 15 minutes to fortify on the prison map compared with the normal map is just an additional, significant move in favor of marines, because defending the sulaco and winning on it is more effective than trying to assault the hive.
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Re: Prison dropship shutters don't raise when it lands

Post by HalfdeadKiller » 30 Nov 2015, 18:02

Breaches on the Sulaco wouldn't be so bad if we had access to easier to use spacesuits. The current ones require an O2 tank be placed on your back, which is where your bag goes, which holds all the repair tools/materials. Unless you get a bunch of small O2 locker tanks, then you can keep the bag at the cost of running out of air in about... oh... twenty to thirty minutes.

I'd like to maybe have the medical hardsuit maybe reskinned or renamed, as it kinda matches the lore hardsuits, at least for civilians.

Also, making firelocks unacidable and unweldable would help SO much. Like, it would make breaches SO MUCH MORE EASIER to handle. Alies wouldn't compromise the compartmentalization of the ship which helps stop breaches from going out of control, and marines couldn't weld them to abuse their un-acidability. So, thanks Apop for thinking about that solution!

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Re: Prison dropship shutters don't raise when it lands

Post by Toroic » 30 Nov 2015, 18:08

HalfdeadKiller wrote:Breaches on the Sulaco wouldn't be so bad if we had access to easier to use spacesuits. The current ones require an O2 tank be placed on your back, which is where your bag goes, which holds all the repair tools/materials. Unless you get a bunch of small O2 locker tanks, then you can keep the bag at the cost of running out of air in about... oh... twenty to thirty minutes.

I'd like to maybe have the medical hardsuit maybe reskinned or renamed, as it kinda matches the lore hardsuits, at least for civilians.

Also, making firelocks unacidable and unweldable would help SO much. Like, it would make breaches SO MUCH MORE EASIER to handle. Alies wouldn't compromise the compartmentalization of the ship which helps stop breaches from going out of control, and marines couldn't weld them to abuse their un-acidability. So, thanks Apop for thinking about that solution!
I don't like hull breaches, from either side. It doesn't help aliens as much as people think it does, as by retreating and fortifying the upper deck and breaching the lower deck you deny xenos hosts after they land.

This suggestion is really just about not giving marines unreasonable amounts of time to fortify though.
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Re: Prison dropship shutters don't raise when it lands

Post by apophis775 » 01 Dec 2015, 03:11

Toroic wrote: Which is also the length the engine needs to cooldown, meaning a marine watching the console can spam launch -> Force launch.

On the normal map, the shutters raise when the dropship lands automatically.

On the prison map, under the current system you'll see a bunch of extra ping-pong with the ship.


The win rate is already shifting pretty heavily towards marines now that xenos can't breach on the sulaco anymore (which was and still is the most potent counter to any defenses the marines can produce) and the prison map introduced into rotation isn't favorable for xenos either (lack of a tunnel network makes xeno logistics with hosts much more difficult given the large size, instead of simply devouring and going through the tunnel).

Giving marines an extra 15 minutes to fortify on the prison map compared with the normal map is just an additional, significant move in favor of marines, because defending the sulaco and winning on it is more effective than trying to assault the hive.
Lack of a tunnel network? Use the vents...

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Re: Prison dropship shutters don't raise when it lands

Post by Toroic » 01 Dec 2015, 05:13

apophis775 wrote: Lack of a tunnel network? Use the vents...
Great for tier 1 and 2, useless for tier 3, can't be placed in out of the way areas, and can be welded shut permanently.

I mean, it's better than nothing by far, but not nearly as good as actual tunnels. A good hivelord will have tunnels to every useful area on the map, and 9 xenos can go through at once, of any size.
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Re: Prison dropship shutters don't raise when it lands

Post by apophis775 » 02 Dec 2015, 05:28

Honestly, I'm not happy with Tier 3 other than Hivelords using tunnels.

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Re: Prison dropship shutters don't raise when it lands

Post by HalfdeadKiller » 03 Dec 2015, 00:57

I would be okay with only Tier 2 and below, excluding hivelords, to use tunnels. Sounds like a place for suggestions though, instead of a bug report thread. Whoops...

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Re: Prison dropship shutters don't raise when it lands

Post by Rahlzel » 16 Feb 2016, 00:56

Spring cleaning. Is this still a problem?

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Yesterday 00 56

Post by AlonzosTes » 17 Feb 2016, 07:24

Hi,
I just logged in to my account and saw
that I got ZERO submissions yesterday.

Is this ok or is there something wrong with SS?

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Re: Prison dropship shutters don't raise when it lands

Post by ZDashe » 17 Feb 2016, 10:41

I don't think the dropship shutters is an issue anymore. Never seen this happen at all for the past few prison rounds I have played.
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Re: Prison dropship shutters don't raise when it lands

Post by forwardslashN » 29 Jun 2016, 22:56

Probably not an issue anymore.
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