Adjust Pulling

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ParadoxSpace
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Adjust Pulling

Post by ParadoxSpace » 28 Jan 2016, 21:55

Summary (a quick, 2-3 sentence summary):
We adjust Pulling to adjust some bullshit.
Remove pulling lockers.
Remove pulling coffins unless both hands are empty.
Remove pulling xenos and T1s pulling T3s
That's about it
Benefits (How this will benefit the server and game as a whole):
Ceases some powergaming

Details (Description of how you think this would work, the benefits, etc):
We dive into pulling and refactor it

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

¯\_(ツ)_/¯

GGgobbleCC
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Re: Adjust Pulling

Post by GGgobbleCC » 28 Jan 2016, 22:39

+1

Seeing human sized marines pulling around big ole t3s and the queen is just silly

Fritigern
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Re: Adjust Pulling

Post by Fritigern » 29 Jan 2016, 01:14

+1

Would solve various issues on both marine and alien sides.

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Re: Adjust Pulling

Post by Wesmas » 29 Jan 2016, 01:32

I dislike the T1 pulling T3 bit, because it would make it impossible to save the ones that are hurt, and it stops the xeno express ride(where a runner drags the slower things around)
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MrJJJ
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Re: Adjust Pulling

Post by MrJJJ » 29 Jan 2016, 01:36

ParadoxSpace wrote: Remove pulling lockers.
Remove pulling coffins unless both hands are empty.
Remove pulling xenos and T1s pulling T3s
ParadoxSpace wrote: Remove pulling xenos and T1s pulling T3s
+111111111111111

all the fucking way, god, its so annoying when you see a small tiny runner able to pull away almost dead ravager before you can murder it >_>

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Arachnidnexus
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Re: Adjust Pulling

Post by Arachnidnexus » 29 Jan 2016, 03:18

I would like it if pulling decreases your speed depending on what you were pulling. That way a T1 could still save a T3 but would be at a significantly higher risk. Marines would also be slowed down to a crawl if they were dragging a locker full of stuff around behind.

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Re: Adjust Pulling

Post by Fritigern » 29 Jan 2016, 09:43

If pulling reduced your speed the same way grabbing a mob did then I'd have no issue with it. Having a runner speed the knocked down queen out of combat is always an eyerolling moment.

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Logi99
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Re: Adjust Pulling

Post by Logi99 » 29 Jan 2016, 13:29

I disagree with this whole list.
Pulling lockers on the first drop is metagaming. Pulling lockers on anything after that drop is called being aware that those creatures take a lot of hits.
Coffins aren't even important so why would you not be able to pull it
Okay this the heavy one. T1s not beign able to pull T3s? Why the fuck you pull marines with literally so much equipment? Bag probably full of shit. BElt probably full with shit too. Armor maybe too and webbing aswell. If T1s are not gonna be able to pull t3s, then Marines shouldn't be able to pull the specialists cuz dat sadar... I mean every round majority of aliens are t1. And a minority are t3. Once those t3s are all dead that's when were gonna get repeated marine victory. Just keep the game to how it is. Base ss13 is beign able to pull your friends and shit except for anchored or doors. Pulling is probably a major thing to aliens and acts like a nerf if they can't pull their fellow aliens.
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Re: Adjust Pulling

Post by Wickedtemp » 29 Jan 2016, 18:05

-1

Preventing marines from dragging lockers = Not that big of a change.

Preventing a runner from being able to save a downed higher tier xeno = Huge negative change.

So, let's look at one of the main reasons the marines still have their AOE insta-stuns. "The Xenos can just pull the stunned one away." Aside from never getting hit in the first place, that's really the Xenos only hope for survival. The game is already giving advantages towards Marines as it is. It's one reason you probably haven't seen me log in for a while because it's just not fun anymore. Either I join as a human for EZ-Mode or I play as a xeno because I feel like losing that day.

No. A million times, no. The only real power gaming was from marines dragging a shit-ton of gear with them, and there's a rule against that now. Otherwise, it's Xenos dragging each other out of the line of fire, or a runner is helping pull the Boiler along.

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Re: Adjust Pulling

Post by Azmodan412 » 29 Jan 2016, 18:46

And all the Boilers cried out as their sisters died one by one at the Nexus, slain by the vicious hosts because they were not there with their bombards. Soon, the boilers themselves were hunted down like the chaff and cattle they are.

SO MUCH -1!
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Davidchan
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Re: Adjust Pulling

Post by Davidchan » 29 Jan 2016, 19:56

-1 This is just a terrible idea. Some jobs require pulling or moving of large objects (some as engineer), and it's possible to get cornered/stuck pushing some objects. A slower pull speed, maybe. But definitely not removing a core function of SS13

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Re: Adjust Pulling

Post by Edgelord » 30 Jan 2016, 09:59

Removing the T1s pulling T3s is an absolute nerf to Aliens and makes them so much easier to kill. As for the coffins and lockers marines would find ways to work around that unless you stopped EVERY container from being pullable.

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KingKire
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Re: Adjust Pulling

Post by KingKire » 10 Jul 2016, 20:15

-1: seems this would slow the game terribly on all sides if implemented.
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Re: Adjust Pulling

Post by TopHatPenguin » 10 Jul 2016, 20:17

Well, lockers are now bolted down so that part of the suggestion is in but the rest isn't and i don't really think should be either.
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Re: Adjust Pulling

Post by Toroic » 10 Jul 2016, 20:26

T3 not being able to be pulled might be the biggest suggested xeno nerf I've ever seen.
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MrJJJ
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Re: Adjust Pulling

Post by MrJJJ » 11 Jul 2016, 04:10

Toroic wrote:T3 not being able to be pulled might be the biggest suggested xeno nerf I've ever seen.
I think this was posted back when pulling for xenos was not slowing them down, which made runners fucking run away at the speed of sound with a queen on them to safety from marines

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Re: Adjust Pulling

Post by Snypehunter007 » 03 Jun 2017, 02:31

Old, lack of continued interest.

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