Boiler acid.

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Boiler acid.

Post by TopHatPenguin » 17 Feb 2016, 09:49

Summary (a quick, 2-3 sentence summary): This suggestion is just generally to make the Boiler acid cloud and/or the flamethrower boiler acid to have a chance to actually melt off a limb as you know the acid is highly corrosive. Basically it would make the boiler a tad more useful then in it's current state.

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Benefits (How this will benefit the server and game as a whole): Some immersion for acid.

Details (Description of how you think this would work, the benefits, etc): So making it somehow through code that if or when a player is hit by a boiler acid cloud or by the flamethrower acid it would have a chance to disintegrate a limb like shown in the above gif.

Implementation (Optional, if you have an idea how to implement it): In regards of implementation i know it would be through coding but I have no idea on what you would actually need to do to get it to work functionally. (Any help with the coding side of actually figuring out how it could work would be great.)
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Re: Boiler acid.

Post by Leudoberct » 17 Feb 2016, 09:53

+1

I like it.

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Re: Boiler acid.

Post by Infernus » 17 Feb 2016, 09:58

The actual proc that would melt off limbs is quite easy to code, but <b>when</b> should the limb melt?

Should there be minimum burn damage for limb to get melted off?
What are the chances of it to happen?
Is there something that can protect from it?
What prevents the boiler to just melt of everyone's limbs away easily?

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Re: Boiler acid.

Post by ZDashe » 17 Feb 2016, 10:04

Is it possible to let limbs melt when they sustain a certain threshold of burn damage? I imagine it could be similar to brute damage where your limb flies off after reaching a certain limit.

+1 if there's a way to implement concentrated burn damage for this to happen, without breaking game balance.

Edit: I was thinking.. boiler acid cloud disperses into 3x3 gas clouds right? Could we make it such that if a human stands in the middle, he sustains full body burns when the damage procs, but when he stands at the edge of the cloud, the damage is concentrated on a random extremity? For the M240 incinerator, if you get hit by the initial blast, you sustain full body burns, but if you walk on flaming tile, it'll be on your feet.
Last edited by ZDashe on 17 Feb 2016, 10:15, edited 1 time in total.
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Re: Boiler acid.

Post by TopHatPenguin » 17 Feb 2016, 10:14

Infernus wrote:The actual proc that would melt off limbs is quite easy to code, but <b>when</b> should the limb melt?

1) Should there be minimum burn damage for limb to get melted off?
2) What are the chances of it to happen?
3) Is there something that can protect from it?
4) What prevents the boiler to just melt of everyone's limbs away easily?

1) Yes, but as to the actual damage value i'm not too sure because as you stated earlier in-theory this could lead to electro grilles melting arms off.
2) Well you would have to probably receive x amount of burn damage, as well as something else as a check to make sure that all burn damage types doesn't lead to melting limbs.
3) Possibly a new item research could make? or the research item 'Anti-Acid spray' which could protect from the limb melting but the boiler acid would still be dangerous.
4) I'm currently stumped for this one, perhaps just having a percentage chance?

Rather rough on the answers as i'm mostly not sure currently.
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Re: Boiler acid.

Post by TheSlapDoctor » 17 Feb 2016, 10:34

Should there be minimum burn damage for limb to get melted off?

Perhaps instead of having a limb melt off when a threshold is reached, how about a limb melts when a certain amount of burn damage is applied all at once, or over a very short period of time?
What prevents the boiler to just melt of everyone's limbs away easily?
As for preventing Boilers from overusing the ability, melted limbs should kill Marines reasonably quickly, penalising the Aliens (by way of losing a host). However, applying burn packs to the limb should stabilise the wound.

Aliens are already able to kill Marines rather easily, slashing to the head a couple of times takes a Marine out of the action at the very least.

I personally think that this is a bad idea, broken limbs can be splinted, but having a limb removed is only a small step away from death in terms of taking a player out of the round.
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Re: Boiler acid.

Post by MauroVega » 17 Feb 2016, 12:47

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Re: Boiler acid.

Post by Edgelord » 17 Feb 2016, 15:21

That's pretty nifty, I always loved the shock value of losing a limb in CM.

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Re: Boiler acid.

Post by ShortTemperedLeprechaun » 17 Feb 2016, 16:39

+1. Add a little terror to boilers in my opinion. As is now, the clouds PAINFULLY easy to get away from, and at best it's an expensive smokescreen half the time for aliens. Not sure on the implementation, but losing a limb would give them a real point besides being glowsticks.
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Re: Boiler acid.

Post by Grypho » 17 Feb 2016, 17:08

Boiler is currently a funny joke to a group of marines, because it is slow and all it can do is spit and fart acid gas. Hopeless alone against a group, or even one marine. I always thought boiler as quite under-powered, so yes why not, +support.

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Re: Boiler acid.

Post by GGgobbleCC » 17 Feb 2016, 18:55

+1

If do-able it'd be great and make the awful boilers actually scary

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Re: Boiler acid.

Post by Jack McIntyre » 17 Feb 2016, 21:16

This is going to be a nightmare if cloning gets removed too....and seeing how medbay is usually full of people who don't know how to put a robotic limb on.....what could go wrong with this -.-

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Re: Boiler acid.

Post by MysteriousSpy » 18 Feb 2016, 00:06

... I feeeeel like its this or Cloning, because this will def lead to a need for cloning, a lot...But otherwise I think the boiler needs a buff

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Re: Boiler acid.

Post by Deadlymight » 18 Feb 2016, 13:28

Neutral here....Yeah, boiler might feel a bit weak right now, but melting limbs off....I think its too much of a buff. Maybe a damage buff or something.
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Re: Boiler acid.

Post by ShortTemperedLeprechaun » 18 Feb 2016, 16:41

Deadlymight wrote:Neutral here....Yeah, boiler might feel a bit weak right now, but melting limbs off....I think its too much of a buff. Maybe a damage buff or something.
If not a damage buff, a buff to the cloud spread speed. As is now, it's painfully easy to get out of the clouds way, and then it's just a smoke screen.
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Re: Boiler acid.

Post by monkeysfist101 » 18 Feb 2016, 18:24

I'm against having the boiler be able to melt off limbs willy-nilly, but it would be pretty great to have the boiler's death cloud do this. Being near a dying boiler should be a death sentence.

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Re: Boiler acid.

Post by Derpislav » 19 Feb 2016, 10:58

Last time the acid glob hit me, I died on the spot. Died, not went into crit. Instantly. But that was on direct hit, standing in the cloud does laughable damage. Perhaps make the area where the glob lands a 3x3 of limb-melting instead of 1x1 instant death/cloud doing jackshit combo it is now?

And I'm all in for the acid spray having a chance to melt (30% roll to see if it melts anything, then another one with 70% to melt a hand/foot off, 30% entire limb?) as long as it's on initial impact. Walking over it should only melt your feet if you remain in it for way longer than a sane person would. (marine combat boots are of course made of the same material Iron Man's suit is)

The limb re-attachment surgery is provided on the wiki. Just LOOC it to the doctor if he doesn't already know it.
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Re: Boiler acid.

Post by MilesWolfe » 19 Feb 2016, 13:51

Derpislav wrote:Last time the acid glob hit me, I died on the spot. Died, not went into crit. Instantly.
This right here. The boilers acid attacks are pretty robust, most of the time they dont kill you, instead forcing you into pain critical. I like the idea of limbs melting, but... I think they might be fine as they are. adding a certain amount of burn damage to a limb before it melts seems like its gonna cause issues, particularly for burn damage in general. for example, at that point, would an incinerator that causes damage to the melting threshold also cause a limb to melt since they both cause burn damage?
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Re: Boiler acid.

Post by Jeser » 22 Feb 2016, 01:33

Ehm, Idea is cool, actually, but then cloning should remain in game, really.
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Re: Boiler acid.

Post by TopHatPenguin » 10 Jul 2016, 20:33

MilesWolfe wrote: This right here. The boilers acid attacks are pretty robust, most of the time they dont kill you, instead forcing you into pain critical. I like the idea of limbs melting, but... I think they might be fine as they are. adding a certain amount of burn damage to a limb before it melts seems like its gonna cause issues, particularly for burn damage in general. for example, at that point, would an incinerator that causes damage to the melting threshold also cause a limb to melt since they both cause burn damage?
-Bump with new thoughts.

Just trying to think of poptential viable ways this could be done..
Perhaps if X amount of burn damage as well as being in the acid cloud tile radius causes a 40% chance of the limb melting.

No idea if you can code it by doing if Y stands on X tile while the acid cloud is there then Y triggers the % chance to lose a limb.

Took me a while to think about this but surely if you are in pain critical then it would make 'somewhat' sense to have a large reason to be for example a missing limb?
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Re: Boiler acid.

Post by MrJJJ » 11 Jul 2016, 04:06

I would personally say somewhere 50-80 burn damage TBH, boiler acid does a ton of damage...

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Re: Boiler acid.

Post by TopHatPenguin » 20 Jan 2017, 21:54

Bump for melted limbs.

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Re: Boiler acid.

Post by Snypehunter007 » 02 Mar 2017, 09:44

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