Slow down marine pull speed

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Re: Slow down marine pull speed

Post by apophis775 » 09 Feb 2016, 15:32

I'll think about this.

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Re: Slow down marine pull speed

Post by outordinary » 07 Jun 2016, 02:56

I guess tis the season to gravedig, bringing this back up. Still very relevant.

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Re: Slow down marine pull speed

Post by Staff Assistant » 07 Jun 2016, 08:08

People will still play as Marine no matter how much you nerf them, however, if this gets approved the "leave no man behind" rule will cease to exist. 90% of the marines won't risk their ass for a marine that is not near of their position (and even so, some won't)
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Re: Slow down marine pull speed

Post by outordinary » 08 Jun 2016, 01:13

People should be willing to grab their battle buddies no matter the speed. Just have to get more robust.

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Re: Slow down marine pull speed

Post by Killaninja12 » 08 Jun 2016, 01:54

-1
As stated prior by others, with Marines getting slower by pulling people, I just don't think anyone would risk their round over someone. If so, it'd be a rare occurrence to see someone actually tugging another Marine back in a shitstorm.
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Re: Slow down marine pull speed

Post by NoShamNoWow » 08 Jun 2016, 02:14

nah -1, fuck nerfs. I don't understand where all of a sudden people think marines need a hard ass nerf when it has been fine since the dawn of this server.
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Re: Slow down marine pull speed

Post by Tristan63 » 08 Jun 2016, 10:02

This would be fair, considering xenos get slowed down even whiles pulling their own.

+1

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Re: Slow down marine pull speed

Post by Surrealistik » 08 Jun 2016, 16:30

-1. Unnecessary nerf; working fine since server inception.
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Re: Slow down marine pull speed

Post by outordinary » 11 Jun 2016, 00:12

Killaninja12 wrote:-1
As stated prior by others, with Marines getting slower by pulling people, I just don't think anyone would risk their round over someone. If so, it'd be a rare occurrence to see someone actually tugging another Marine back in a shitstorm.
Read what I stated earlier. Plan around saving your buddies then, a hail of gunfire will halt any movement from the other side, grab your buddy then.
NoShamNoWow wrote:I don't understand where all of a sudden people think marines need a hard ass nerf when it has been fine since the dawn of this server.
I wasn't here for the "Slow down Alien pull speed " discussion, nor was I here for the "Stop alien pulling items" discussion, so I don't know the reasoning for it, but I'm pretty sure a comment like this was probably posted. A feature being in since the dawn of this server apparently isn't enough reasoning since those past suggestions went through and they were the same since "The dawn of this server" too. In case you didn't notice it before quickly shooting this down, It doesn't have to be walking speed, maybe the speed of a runner or hunter pulling. Either way, it isn't as big of a deal as you all make it.

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Re: Slow down marine pull speed

Post by stolzdude » 11 Jun 2016, 23:16

+1 I don't think marines should be able to wiled a rifle AND pull another marine at the same time, sorry.

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Re: Slow down marine pull speed

Post by DesFrSpace » 23 Jun 2016, 18:15

-1, repeating myself, it highly discourage getting every man back alive, they are Marines, quite stronger than the average male/female.
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Re: Slow down marine pull speed

Post by TopHatPenguin » 23 Jun 2016, 18:55

Just going to point out that currently if you are an injured marine you will normally have to walk back by yourself (if you are able, if not you have to talk over the comms and hope someone will come to help which usually is quite a low chance anyway especially if the marines are falling back which is the primary time when injured are taken back.) and hope either you bump into someone or that the radio message as to where you are and that you need help was heard.

Basically what I'm saying is that its generally a rare occurrence currently to be pulled back unless its by someone who has played a few rounds and knows the gist of the game, and even then they certainly won't help you if aliens are nearby.

My point is this: Marines pulling other marines back is already pretty rare or a marine retreat especially if aliens are chasing, yes there may be a couple of rounds with a good squad of people who know to drag whoever they can back to friendly lines but lets be honest you aren't going to get that all the time, instead you'll most likely end up being ditched and left to fend for yourself.Don't get me wrong I can understand why you'd want this as from an alien perspective it is pretty unfair considering aliens have had a pull speed nerf for a while, however considering the way with how xenos heal you don't have to drag a fellow xeno far if weeds are being places in the right areas and such, where as with a marine you'll contract all manner of broken bones, bleeding, organ failures etc and to fix that they don't have to be taken to the nearest set of weeds which can be placed by a fair few different castes in most locations, instead they need to be hauled off to the nearest Lz/Fob which with any luck might be safe.(I may have missed a few of my points for this and made some spelling mistakes as this was a rushed reply but I'll add to it tomorrow when I'm able to.)
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Re: Slow down marine pull speed

Post by TeDGamer » 24 Jun 2016, 01:36

-1

The reason runners are slowed down is because...THEY DON'T HAVE HANDS. JUST THINK ABOUT IT FOR A SECOND.

A runner has 4 legs and 0 hands. HOW THE FUCK IS IT PULLING THINGS TO BEGIN WITH. It's probably wrapping it's tail around it which would obviously be slower.


But now look at marines, we have two arms and two legs. While our hands may be full, we can use our arms to grab/pull something along.

At the same time, you can think pulling as a fireman carry, which humans can do. Why would aliens even mimick this with their huge T3s?



If you really want this, here are my balancing suggestions:

There should be no longer a way for a tiny T1 or T2 to pull huge T2s or T3s. Or if they do, it would be EXTREMELY ridiculously slow. These things are giant and you're sending a humanoid to pull it. (same for marines, no more harvesting these T2s and T3s quickly)

Runners can no longer pull (or if they do, there's a chance of damaging because they're using their tail that dangerous part that can damage anything they pull).

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Re: Slow down marine pull speed

Post by MrJJJ » 24 Jun 2016, 02:34

TeDGamer wrote: But now look at marines, we have two arms and two legs. While our hands may be full, we can use our arms to grab/pull something along.
Which means you need to slowdown because you gonna be dropping stuff while handling a rifle and one guy on your arms who is preety goddamn heavy

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Re: Slow down marine pull speed

Post by TeDGamer » 24 Jun 2016, 02:41

MrJJJ wrote: Which means you need to slowdown because you gonna be dropping stuff while handling a rifle and one guy on your arms who is preety goddamn heavy
I would expect marines have went through training to assist so they have some experience.

Also, why else would pulling a body cause wounds? Cause you gotta move fast

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Re: Slow down marine pull speed

Post by monkeysfist101 » 24 Jun 2016, 02:51

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Re: Slow down marine pull speed

Post by ExGame » 24 Jun 2016, 06:27

Since when do marines need even more nerfs after the ridiculous alien buff.
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Re: Slow down marine pull speed

Post by forwardslashN » 24 Jun 2016, 10:34

I like the idea. I suppose it wouldn't be that hard to implement since weight class is a thing in SS13, so dragging small objects wouldn't cause slowdown while dragging larger objects, like fuel tanks or people, would be equivalent to a grab.
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Re: Slow down marine pull speed

Post by Toroic » 24 Jun 2016, 11:05

TeDGamer wrote:-1

The reason runners are slowed down is because...THEY DON'T HAVE HANDS. JUST THINK ABOUT IT FOR A SECOND.

A runner has 4 legs and 0 hands. HOW THE FUCK IS IT PULLING THINGS TO BEGIN WITH. It's probably wrapping it's tail around it which would obviously be slower.


But now look at marines, we have two arms and two legs. While our hands may be full, we can use our arms to grab/pull something along.

At the same time, you can think pulling as a fireman carry, which humans can do. Why would aliens even mimick this with their huge T3s?



If you really want this, here are my balancing suggestions:

There should be no longer a way for a tiny T1 or T2 to pull huge T2s or T3s. Or if they do, it would be EXTREMELY ridiculously slow. These things are giant and you're sending a humanoid to pull it. (same for marines, no more harvesting these T2s and T3s quickly)

Runners can no longer pull (or if they do, there's a chance of damaging because they're using their tail that dangerous part that can damage anything they pull).
You're my new "everything this guy says is shit" poster.

It's bad enough xenos can't pull fucking flashlights around anymore, and you're suggesting that not only do we break one of the major ways T1 can shine (saving a larger xeno) but completely break how xenos collect hosts.

Until you actually play as a xeno a few times, you have absolutely no business suggesting a goddamn thing.
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Re: Slow down marine pull speed

Post by Steelpoint » 24 Jun 2016, 11:11

I would not be so against this change if Combat Medics could fit folded up roller beds into their backpack, maybe even their lifesaver bag if your feeling generous.
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Re: Slow down marine pull speed

Post by TopHatPenguin » 24 Jun 2016, 11:20

Steelpoint wrote:I would not be so against this change if Combat Medics could fit folded up roller beds into their backpack, maybe even their lifesaver bag if your feeling generous.
Perhaps even have a folded roller bed be able to be stored in bacpack slot? (As lets be honest the rollers beds are pretty much combat stretchers when they are on the ground.)
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Re: Slow down marine pull speed

Post by Steelpoint » 24 Jun 2016, 11:22

Medics can't afford to lose their backpack slot.

Just wave off allowing you to store the roller bed in your backpack as a "FUTURE TECH" thing that lets you really collapse the bed down to a compact size, akin to fitting a big Defibrillator unit or multiple large first aid kits into your backpack.
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Re: Slow down marine pull speed

Post by TopHatPenguin » 24 Jun 2016, 11:52

Steelpoint wrote:Medics can't afford to lose their backpack slot.

Just wave off allowing you to store the roller bed in your backpack as a "FUTURE TECH" thing that lets you really collapse the bed down to a compact size, akin to fitting a big Defibrillator unit or multiple large first aid kits into your backpack.
It wouldn't only be medics (Primarily medics, but most likely squadmates would also end up carrying one if asked to hence why the backpack slot is also a good alternative.) carrying rollers beds though, however I see your point.
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Re: Slow down marine pull speed

Post by TeDGamer » 24 Jun 2016, 13:22

Toroic wrote: You're my new "everything this guy says is shit" poster.

It's bad enough xenos can't pull fucking flashlights around anymore, and you're suggesting that not only do we break one of the major ways T1 can shine (saving a larger xeno) but completely break how xenos collect hosts.

Until you actually play as a xeno a few times, you have absolutely no business suggesting a goddamn thing.
Alright first things first, explain to me, IF and IF a marine will be slowed down just for pulling another marine, how a tiny ass T1 can in fact pull larger ones? Tell me how this is possible. LIKE I SAID, if this is implemented, we need to balance both sides. If you're going to reduce the chances of a marine saving a marine (by making them slower so they can't pull them away from combat to remove alien), why not reduce the chances of an alien saving an alien? I don't get why you're targetting me for a suggestion I make instead of commenting on just my suggestion.

How does this break xenos collecting host? You never seem to explain yourself and you clearly said in another forum post that you know I'm new yet you assume I know everything. First off, the tail is extremely dangerous, it does tons of damage. Second there's a reason for devouring AND grabbing as a xenos. Third, don't tell me you think pulling someone along won't worsen their wounds. When marines do it to marines, it damages them. If you pull someone by your tail, do you really think you're going to pull them standing up?

I have played as xenos, marines and observed plenty of times. I know that pulling is done to save others for either side. Now tell me, if they are going to nerf marines, why not nerf aliens pulling?

Also, why are you targeting your slander at me than attacking my suggestion instead? You don't even explain why you think my suggestion is bad, you immediately target and insult me even though I'm placing a suggestion out there.

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Re: Slow down marine pull speed

Post by Toroic » 24 Jun 2016, 15:01

TeDGamer wrote:
If you really want this, here are my balancing suggestions:

Runners can no longer pull.

TeDGamer wrote:Alright first things first, explain to me, IF and IF a marine will be slowed down just for pulling another marine, how a tiny ass T1 can in fact pull larger ones?
Because xenos are stronger than humans compared to their size.
TeDGamer wrote:LIKE I SAID, if this is implemented, we need to balance both sides.
Xenos already got nerfed, yet somehow marines pull other marines faster than T3 xenos do.

TeDGamer wrote:How does this break xenos collecting host?
How the fuck are runners supposed to collect monkeys and get marines back to the hive if they cannot pull?
TeDGamer wrote:Also, why are you targeting your slander at me than attacking my suggestion instead? You don't even explain why you think my suggestion is bad, you immediately target and insult me even though I'm placing a suggestion out there.
Because you don't even know what you don't know. As far as you placing a suggestion out there, anyone who has played this game for a week and on both sides should know why your suggestion is terrible, and you don't get credit for effort, only results.

I'm directing it at you specifically because you're consistently confidently wrong.
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