Disallow mines on walls

Callabaddie
Registered user
Posts: 22
Joined: 07 Apr 2016, 05:11

Re: Disallow mines on walls

Post by Callabaddie » 31 May 2016, 10:58

Now, I don't know if you know what a girder is, but it's an interior structure that holds together and reinforces hollow structures. A steel wall in ss13 is basically girders with a steel shell.

Not a solid steel wall.

Not that heavy, how else would a marine be able to slide it open?

Claymores are triggered by an electric pulse on explosive putty.

Pressure is irrelevant unfortunately.

QED.

User avatar
Boltersam
Registered user
Posts: 1548
Joined: 22 Feb 2015, 05:43
Location: Tipperary, Ireland
Byond: Boltersam
Steam: Boltersam

Re: Disallow mines on walls

Post by Boltersam » 31 May 2016, 14:22

Callabaddie wrote:Now, I don't know if you know what a girder is, but it's an interior structure that holds together and reinforces hollow structures. A steel wall in ss13 is basically girders with a steel shell.

Not a solid steel wall.

Not that heavy, how else would a marine be able to slide it open?

Claymores are triggered by an electric pulse on explosive putty.

Pressure is irrelevant unfortunately.

QED.
I see. But, the wall would crush the parts that send the electric pulse, would they not? Or at least, make the putty less potent or drive it into the ground.

Callabaddie
Registered user
Posts: 22
Joined: 07 Apr 2016, 05:11

Re: Disallow mines on walls

Post by Callabaddie » 31 May 2016, 16:19

No, the mine itself is a solid steel casing. The putty is inside of the case, and triggered by a heat signature sensor 'seeing' something without an ID, and pulsing an electric signal to the putty. The explosion you see on a claymore is similar to a frag grenade, blasting out ball bearings in a lethal spray.

As for crushing the claymore. The claymore itself is a hard plastic casing. The walls are on ... Say, a railway track. That's how marines move them. There's no pressure on them.

User avatar
Boltersam
Registered user
Posts: 1548
Joined: 22 Feb 2015, 05:43
Location: Tipperary, Ireland
Byond: Boltersam
Steam: Boltersam

Re: Disallow mines on walls

Post by Boltersam » 31 May 2016, 17:01

Callabaddie wrote:No, the mine itself is a solid steel casing. The putty is inside of the case, and triggered by a heat signature sensor 'seeing' something without an ID, and pulsing an electric signal to the putty. The explosion you see on a claymore is similar to a frag grenade, blasting out ball bearings in a lethal spray.

As for crushing the claymore. The claymore itself is a hard plastic casing. The walls are on ... Say, a railway track. That's how marines move them. There's no pressure on them.
...because combat engineers have the skills to make railway tracks, but aside from that, how about regular walls? Plastic will not hold up to the weight of metal.

And even if none of these apply, the sensor can still be damaged beyond functionality, or blinded by the dirt or mud under the wall, preventing it from detecting heat.

Callabaddie
Registered user
Posts: 22
Joined: 07 Apr 2016, 05:11

Re: Disallow mines on walls

Post by Callabaddie » 01 Jun 2016, 10:04

Military engineers today build bridges across rivers in hours. They can build a steel track and they lay a steel cage with a thick metal shell over it, on rollers in the 2100s like nobody's business.

Claymores nowadays are designed to operate in fields, muddy trenches, jungles, tundra, and rain-slogged bogs.

Claymores on the 2100s are only going to be more robust.

If you were to place a claymore under the equivalent of a railway track, and build a wall over top of the track, there would be NO pressure on it at all. It would be in a hollow space in between the tracks.

There's literally nothing wrong with claymores under hidden doors.

User avatar
Boltersam
Registered user
Posts: 1548
Joined: 22 Feb 2015, 05:43
Location: Tipperary, Ireland
Byond: Boltersam
Steam: Boltersam

Re: Disallow mines on walls

Post by Boltersam » 01 Jun 2016, 10:09

Callabaddie wrote:Military engineers today build bridges across rivers in hours. They can build a steel track and they lay a steel cage with a thick metal shell over it, on rollers in the 2100s like nobody's business.

Claymores nowadays are designed to operate in fields, muddy trenches, jungles, tundra, and rain-slogged bogs.

Claymores on the 2100s are only going to be more robust.

If you were to place a claymore under the equivalent of a railway track, and build a wall over top of the track, there would be NO pressure on it at all. It would be in a hollow space in between the tracks.

There's literally nothing wrong with claymores under hidden doors.
Point taken, I thought only civil engineers could construct things of that complexity.

User avatar
Artouris
Registered user
Posts: 175
Joined: 03 Jul 2015, 20:42

Re: Disallow mines on walls

Post by Artouris » 01 Jun 2016, 13:49

Ok first of all. You realize people put IEDs and other explosive devices IN walls? Like its not uncommon. Also who is to say your building the WALL ATOP THE CLAYMORE. You can just as easily build the WALL AROUND it. Like hell. Anyone can drill out a bit of wall, put in a high explosive, connect the detonator to fishing wire, and make that fishing wire go across a bloody doorway so if anyone walks through it, catches the fishing wire and blows off their arm at least. This is no different other than having a different type of sensor to set the explosive off.

Besides no one will be willing to trade off mines in walls unless we get no eggs or huggers in resin walls. While sure it makes sense (as does having explosives in walls) its not "fair" to the other side.

Also bridges built for permanent infrastructure are complex, which is why you get civil engineers. However if you need to be a across a river and i just need it for now because they blew up the bridge downstream, military engineers can slap together something in a few hours assuming they don't have those fancy foldable bridge deployers (https://en.wikipedia.org/wiki/M60_AVLB).
Image

User avatar
Boltersam
Registered user
Posts: 1548
Joined: 22 Feb 2015, 05:43
Location: Tipperary, Ireland
Byond: Boltersam
Steam: Boltersam

Re: Disallow mines on walls

Post by Boltersam » 01 Jun 2016, 15:04

Artouris wrote:Ok first of all. You realize people put IEDs and other explosive devices IN walls? Like its not uncommon. Also who is to say your building the WALL ATOP THE CLAYMORE. You can just as easily build the WALL AROUND it. Like hell. Anyone can drill out a bit of wall, put in a high explosive, connect the detonator to fishing wire, and make that fishing wire go across a bloody doorway so if anyone walks through it, catches the fishing wire and blows off their arm at least. This is no different other than having a different type of sensor to set the explosive off.

Besides no one will be willing to trade off mines in walls unless we get no eggs or huggers in resin walls. While sure it makes sense (as does having explosives in walls) its not "fair" to the other side.

Also bridges built for permanent infrastructure are complex, which is why you get civil engineers. However if you need to be a across a river and i just need it for now because they blew up the bridge downstream, military engineers can slap together something in a few hours assuming they don't have those fancy foldable bridge deployers (https://en.wikipedia.org/wiki/M60_AVLB).
I see, well, I'll guess this thread needs to be locked and archived. Majority response has been -1, and the other side of the argument has good points in their favour. Fair play, and this was an enlightening debate, to say the least.

User avatar
TeknoKot
Donor
Donor
Posts: 540
Joined: 03 Dec 2015, 10:19

Re: Disallow mines on walls

Post by TeknoKot » 02 Jun 2016, 03:13

Boltersam wrote:
Facehuggers, are not an instacrit. Because for the sake of fun, you can take them off your fellow marines, though they suffer moderate brute damage. Hell, they're a lot less than an instacrit.
"Hey uh guys, I'm totally just laying around here, don't mind me.. Fuck.."
Boltersam wrote:You can't disable mines at range.
"Crusher, see that mine? Just take it out, we can stand next to it unlike hosts who can be nearby a hugger and still get jumped on. Who needs range when we got you."
Boltersam wrote:Mines do more damage to more people than facehuggers.
"Hey uh, I stood nearby a mine when an alien got into it, I can't hear but can you but can you just use a trauma kit on me? I'll be fine then."
Boltersam wrote:You can still escape if you are facehugged and captured.
"Hey drone.. what are yo- OH GOD NOT THE CUFFS AND A SENTINEL BABYSITTING."
:blush: "I'm a soldier, that means I'm the defendant and the judge."

Image

Victor 'Orbital' Kaipov says, "You're all fucking stupid."

https://youtu.be/aLEL1ZSf4fM

TeDGamer
Registered user
Posts: 119
Joined: 09 Jun 2016, 18:45

Re: Disallow mines on walls

Post by TeDGamer » 24 Jun 2016, 01:14

If eggwalls are removed, I'm fine with this.

If not, then what's the point?

User avatar
KingKire
Registered user
Posts: 893
Joined: 30 May 2016, 11:53

Re: Disallow mines on walls

Post by KingKire » 25 Jul 2016, 17:43

Eggs in walls has been removed, so i guess this thread can be reopened with that new data in mind? Personally im neutral on this subject.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

User avatar
Boltersam
Registered user
Posts: 1548
Joined: 22 Feb 2015, 05:43
Location: Tipperary, Ireland
Byond: Boltersam
Steam: Boltersam

Re: Disallow mines on walls

Post by Boltersam » 25 Jul 2016, 18:56

KingKire wrote:Eggs in walls has been removed, so i guess this thread can be reopened with that new data in mind? Personally im neutral on this subject.
I guess. But the way it is, both logic and gameplay mechanics are against it, the latter being so eloquently displayed by Teknokot above.

Tldr, most people will still be against it and have a good argument for it, so there's really not much point.

User avatar
doodeeda
Registered user
Posts: 234
Joined: 18 Jul 2015, 00:45

Re: Disallow mines on walls

Post by doodeeda » 25 Jul 2016, 21:46

Not sure about this as the mines could just be placed one tile away to have the same effect. It does seem unintentional though as false walls were already around to be "neat" and mines were implemented in CM.
Bruce Mcmullen

User avatar
Snypehunter007
Registered user
Posts: 2750
Joined: 02 Dec 2015, 17:14
Location: Georgia
Byond: Snypehunter007
Contact:

Re: Disallow mines on walls

Post by Snypehunter007 » 18 Jun 2017, 19:35

False walls no longer exist; irrelevant.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

Staff History:
► Show Spoiler
Image

Locked