the salty topic: remove resin handcuffs

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MrJJJ
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Re: the salty topic: remove resin handcuffs

Post by MrJJJ » 13 May 2016, 01:04

1138 wrote:-1 no. you have explosives, 5 different ranged weapons put in your bag and an entire squad to work with what are you doing getting tackled down and picked off alone

Part of the game. Aliens always win 1v1 if the marine gets caught off guard. Likewise for the other side.
By explosives, you mean underbarrel grenades which only harm and stun anything around them and frag grenades, which are almost same, both easily dodgeable, 5 different ranged weapons? more than half can't even be put in the bag, also, tell that to crusher and queen along with boiler, or a giant alien team assaulting.

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MedicInDisquise
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Re: the salty topic: remove resin handcuffs

Post by MedicInDisquise » 13 May 2016, 02:00

MrJJJ wrote: By explosives, you mean underbarrel grenades which only harm and stun anything around them and frag grenades, which are almost same, both easily dodgeable, 5 different ranged weapons? more than half can't even be put in the bag, also, tell that to crusher and queen along with boiler, or a giant alien team assaulting.
The way I see aliens die the most is from mines, mostly.
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Re: the salty topic: remove resin handcuffs

Post by MrJJJ » 13 May 2016, 06:47

MedicInDisquise wrote: The way I see aliens die the most is from mines, mostly.
Yup, mines are usually hidden and they do a nice bit of damage to any caste, there is not that many of them tho

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Re: the salty topic: remove resin handcuffs

Post by lucashunter608 » 13 May 2016, 17:25

alien cuffs are just not fair, not at all, aliens got plenty of options to get you back in the nest when you're out, as i said above and will say again, you can get out of the nest, but after that what? it takes around around 18 seconds to take the bloody cuffs, of course there will be aliens watching the nest, and who is in the nest? YOU!, its not fair dammit, people already said it, if you leave the nest the aliens need to be stupid, it was still hard to leave a nest without the cuffs, but now its just impossible

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Re: the salty topic: remove resin handcuffs

Post by oprayx73 » 13 May 2016, 20:11

1138 wrote:-1 no. you have explosives, 5 different ranged weapons put in your bag and an entire squad to work with what are you doing getting tackled down and picked off alone

Part of the game. Aliens always win 1v1 if the marine gets caught off guard. Likewise for the other side.
no one can fit 5 smgs in their back without having autism/no space for anything else
at least youll find a guy with a single smg and a spare mag/ pistol and mag
explosives?? you mean underbarrel grenades which are really only useful when your enemy is pinned down? you're ina nest on their territory so grenades arent such a good idea
Cut them xenos up with yer machete! :D

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Re: the salty topic: remove resin handcuffs

Post by Dyne » 16 May 2016, 11:55

1138 wrote:-1 no. you have explosives, 5 different ranged weapons put in your bag and an entire squad to work with what are you doing getting tackled down and picked off alone
You do know real firearms dont fit in bags anymore, right?
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Re: the salty topic: remove resin handcuffs

Post by KingKire » 28 Jul 2016, 12:38

-1. Im against removing resin cuffs entirely. I think aliens having resin cuffs is an important way to transport prisoners but right now its being used as a secondary restraint instead of what i believe should be the ease of transport.
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Re: the salty topic: remove resin handcuffs

Post by lucashunter608 » 28 Jul 2016, 19:07

KingKire wrote:-1. Im against removing resin cuffs entirely. I think aliens having resin cuffs is an important way to transport prisoners but right now its being used as a secondary restraint instead of what i believe should be the ease of transport.
what you said didn't make any sense, you won't put resin cuffs on the marine you just recently captured right? you'll do that in the nest, if you are stupid enough to not use holes or not be fast enough to reach the nest, the human will probably rip your intestines apart and you'll be dead because you fucked up, the cuffs cause you to lose all hope in humanity if a xeno is staring in your eyes until you burst out, when you do get out of the nest...you'll wait more time to take the bloody cuffs off, enough time for the xeno to put you back IN the nest, how awesome and totally fair huh?

if you are talking about moving the host around the nest, its pretty easy, remember the lovely spitters? yeah, just spam the fuck outta the guy and he won't get back up, i assure you ;)

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Re: the salty topic: remove resin handcuffs

Post by Casany » 28 Jul 2016, 19:13

In the lore it was perma nesting. No escape. So, much better alternative to be cuffed with a small chance to escape then never escaping
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Re: the salty topic: remove resin handcuffs

Post by KingKire » 29 Jul 2016, 00:10

lucashunter608 wrote: what you said didn't make any sense, you won't put resin cuffs on the marine you just recently captured right? you'll do that in the nest, if you are stupid enough to not use holes or not be fast enough to reach the nest, the human will probably rip your intestines apart and you'll be dead because you fucked up, the cuffs cause you to lose all hope in humanity if a xeno is staring in your eyes until you burst out, when you do get out of the nest...you'll wait more time to take the bloody cuffs off, enough time for the xeno to put you back IN the nest, how awesome and totally fair huh?

if you are talking about moving the host around the nest, its pretty easy, remember the lovely spitters? yeah, just spam the fuck outta the guy and he won't get back up, i assure you ;)
Now i havent seen or remember all of the aliens lore, but i know that in aliens 2, the xeno's would drag their captured prey to the shadows back to the hive. Now i am thinking that they most likely didnt infect the hosts on the way, since all the captured hosts ( the colonists and marines) have opened eggs in front of their resin nests. But how would they transport them over without them kicking, screaming over? Personally i dont know, but in Colonial Marines, we have a good way to do that in the form of the resin handcuffs.

Now, nobody uses resin handcuffs since every alien is able to carry the superior version of handcuffs, huggers, without any sort of restriction. (even runners and chrushers) But what if we could get a hugger restriction going? Resin cuffs would rise up to be a suitable, and arguably more fair way of capturing marines back to the hive.
Currently, capturing marines has 3 tactics:
► Show Spoiler
Now personally, i think the resin cuffs are the best solution to what can be considered "fair" capture to both parties. It requires effort on both sides to restrain/breakfree from the cuffs. It would be nice to switch from the very restrictive hugger capture to the more tension based handcuff capture.



as for nested marines, it seems a wee bit unfair for a marine to work hard breaking out his prison to still have to deal with the handcuffs. Personally, i would trade having a harder time to break out of the nest(or requiring another human to cut the nest open) but coming out hands free then the current 2 tier lock system.

Currently:
-The nested host takes about 2ish minutes to break free from the resin nest. they have about 5 minutes before they burst.
-upon breaking free, they need to stand still for another 15 seconds while xenos now know the prisoner is free from the nest. Any movement at all resets the timer.
-This forces drones/aliens to "babysit" the nest to put the marine back. This is tedious, and very boring gameplay.

to work the point down further why cuffs should be used for transport, it seems weird why spitters would keep trying to "injure" hosts when they are being restrained and moved. I would argue that would be arguably power gaming if your just following a captured prisoner and spitting at him every few feet. It works, sure, but it goes against what the intended goal is which a healthy host.
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Re: the salty topic: remove resin handcuffs

Post by lucashunter608 » 29 Jul 2016, 10:53

KingKire wrote: Now i havent seen or remember all of the aliens lore, but i know that in aliens 2, the xeno's would drag their captured prey to the shadows back to the hive. Now i am thinking that they most likely didnt infect the hosts on the way, since all the captured hosts ( the colonists and marines) have opened eggs in front of their resin nests. But how would they transport them over without them kicking, screaming over? Personally i dont know, but in Colonial Marines, we have a good way to do that in the form of the resin handcuffs.

Now, nobody uses resin handcuffs since every alien is able to carry the superior version of handcuffs, huggers, without any sort of restriction. (even runners and chrushers) But what if we could get a hugger restriction going? Resin cuffs would rise up to be a suitable, and arguably more fair way of capturing marines back to the hive.
Currently, capturing marines has 3 tactics:
► Show Spoiler
Now personally, i think the resin cuffs are the best solution to what can be considered "fair" capture to both parties. It requires effort on both sides to restrain/breakfree from the cuffs. It would be nice to switch from the very restrictive hugger capture to the more tension based handcuff capture.



as for nested marines, it seems a wee bit unfair for a marine to work hard breaking out his prison to still have to deal with the handcuffs. Personally, i would trade having a harder time to break out of the nest(or requiring another human to cut the nest open) but coming out hands free then the current 2 tier lock system.

Currently:
-The nested host takes about 2ish minutes to break free from the resin nest. they have about 5 minutes before they burst.
-upon breaking free, they need to stand still for another 15 seconds while xenos now know the prisoner is free from the nest. Any movement at all resets the timer.
-This forces drones/aliens to "babysit" the nest to put the marine back. This is tedious, and very boring gameplay.

to work the point down further why cuffs should be used for transport, it seems weird why spitters would keep trying to "injure" hosts when they are being restrained and moved. I would argue that would be arguably power gaming if your just following a captured prisoner and spitting at him every few feet. It works, sure, but it goes against what the intended goal is which a healthy host.
So, what you want is to make the people that got captured never see light again?, if we go with the lore, marine would never escape, but as apop said, we got our own lore in some way, if CM had the same lore of the movies predators would be killing way more people, xenos would be buffed as fuck, marines would be useless sacks of shit in battle and survivors would't even have a chance to fight, xenos should be way more OP than marines, that i agree, but making the nested marines have NO chance of survival is a bit too much man, at least remove the handcuffs and make the nested time a little more longer? if people have no handcuffs and they have a harness, they would at least have a chance of escape, and it would definetely stop some of the babysitting, since the xenos would be scared of fighting the armed marines

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Re: the salty topic: remove resin handcuffs

Post by slc97 » 29 Jul 2016, 12:39

First off, I'm on my phone, so pardon any mistakes.

What I'm thinking here is making resin cuffs a capability when transporting Marines, but not when they are stuck in a nest. If you think about it, the Marines' hands should be stuck in the resin nest as well, so why need the resin cuffs?

One of the complaints here is that Marines at least get to be captured while aliens are just killed. Thing is, if you go by the post that explains balancing which I'll post when I get home, the aliens are the nameless antagonists while the story follows the Marines. Therefore, a truly badass marine should be able to escape the nest, but this becomes astronomically more difficult, I've only done it once, when they have to sets of restraints on them.

I think a good solution to this is to make it so that resin handcuffs can be used while transporting Marines, but not while they are restrained to a nest.

I feel like this would work as a middle-ground solution that still implements resin cuffs while not making it near impossible for Marines to escape the watchful eye of the ever camping drones.

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Re: the salty topic: remove resin handcuffs

Post by Steelpoint » 29 Jul 2016, 12:43

The nature of forcing a player to spend ten or so minutes trapped in a cocoon and with no control over themselves (realistically) is simply bad game design.

Unfortunately unless we break the lore then there's no way to deal with this, you either just ghost there and then or wait ten to twenty minutes and hope either the Aliens are bad enough to give you a opening or the Marines push up fast enough so you can escape.
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Re: the salty topic: remove resin handcuffs

Post by Durper » 02 Aug 2016, 03:54

I say remove them and just make nest Perma nest, so that the only way out is when someone else tries to get you out of the nest.
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Re: the salty topic: remove resin handcuffs

Post by Ithalan » 02 Aug 2016, 04:28

slc97 wrote:First off, I'm on my phone, so pardon any mistakes.

What I'm thinking here is making resin cuffs a capability when transporting Marines, but not when they are stuck in a nest. If you think about it, the Marines' hands should be stuck in the resin nest as well, so why need the resin cuffs?

One of the complaints here is that Marines at least get to be captured while aliens are just killed. Thing is, if you go by the post that explains balancing which I'll post when I get home, the aliens are the nameless antagonists while the story follows the Marines. Therefore, a truly badass marine should be able to escape the nest, but this becomes astronomically more difficult, I've only done it once, when they have to sets of restraints on them.

I think a good solution to this is to make it so that resin handcuffs can be used while transporting Marines, but not while they are restrained to a nest.

I feel like this would work as a middle-ground solution that still implements resin cuffs while not making it near impossible for Marines to escape the watchful eye of the ever camping drones.
Currently, marines do escape occasionally to become that badass. However, not every marine, nor even half of them, can escape the nest alive or even just manage to get free long enough to die gloriously in a suicide bombing, since that would absolutely fuck the aliens over.

As it is, any reduction in the xenos' mechanical abilities to keep marines restrained would just produce an equal increase in the severity of aliens camping out at the nests until the hosts hatch, since getting them to hatch is an absolute priority for the aliens' long-term success. The only way to avoid this consequence is to provide the aliens with another method of gaining new larva after the initial supply of monkeys is exhausted.

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Re: the salty topic: remove resin handcuffs

Post by Snypehunter007 » 18 Nov 2016, 03:16

Resin cuffs removed.

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Re: the salty topic: remove resin handcuffs

Post by forwardslashN » 29 Nov 2016, 18:52

Resolved.
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