Ban research grenades from use on the sulaco.

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TeknoKot
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Re: Ban research grenades from use on the sulaco.

Post by TeknoKot » 06 Aug 2016, 09:36

I'm going to +1 this, why?

It's not fun, I want to kill aliens with a challenge, not just wait out hours and hours until they board so you can throw a couple of 9x9 radius nades and murder every single alien. They're supposed to give you a last fucking stand.

I main marine a lot and I use regular fucking nades, not these frankenstein fucking hybrids.
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Re: Ban research grenades from use on the sulaco.

Post by Durper » 06 Aug 2016, 09:43

+1

I usually play as marine but winning by just dropping a Research Grenade down the ladder and killing a lot of aliens is no fun for the Xeno, and no fun for the marines,

Victory shouldn't be easy for the Marines, it should be hard fought with perpetual feeling of Hopelessness, The Research Grenades just give the marines a cheap Victory.

Maybe it's fair game if it's used at the planet but the small corridors of the Sulaco Will make the Research grenades too effective. And the Majority of the Xeno's can't even counter it.
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Re: Ban research grenades from use on the sulaco.

Post by KingKire » 06 Aug 2016, 11:03

-1/+1: im of mixed feelings on this. I like research grenades. Im probably the one person other than buildabro who knows and uses explosives to their absolute limit. I make sure to always properly label and set safety precautions when using them.

Now theres a few diffrent types of research grenades but the one most people seem concerned about is the standard explosive mix. Now usually, you can do either a 60x60 for a 2.5 meter radius grenade, or you can do the 120x120 to do a 5 meter radius. Standard infantry grenades are 1 meter explosions. they all do the same 6 second stun and "about" the same amount of damage (moderate) no matter where you are in the explosion or how much of it you use. They all lack the ability to breach the hull easily. Now, its cheesy to have aliens arrive on the sulaco and immediately get blown up by the grenades, thats a cheesy move and we should really keep the cheesy moves down.

In my opinion, theres a few ways to get around this problem.
1: Reduce/nullify explosion size when traveling through solid walls. We should treat explosives the same way we do any other fluid based object (foam/ fire grenades) and stop it from penetrating solid structures. This is a big code gap and it would reduce the explosion radius of grenades by a massive amount. Even putting 1 or two walls around the raputin would cause the explosion to be greatly diminished and fail to cover the inner workings of the rasp. This would be the more complex but more permanent and useful solution for everyone involved.

2: Disable research grenades from detonating in the hanger: A quick but decent compromise. Any research grenade that is armed and/or present in the hanger area would have a bit of code in its trigger line that said it could not detonate. This might be slightly difficult to code, but im not a coder.

3: Reduce the explosion size/ create a bombcap on the sulaco/planet for research grenades: This one is okay/good in my opinion, as its treating gameplay more importantly the lore. It also leaves a little bit of a problem of why explosives explode more on the sulaco vs. on the planet but, sometimes gameplay is more important than logic. 2 ways to do it: A
A)Reduce the scaling of explosives by 25-50% so that the standard 60x60 mix only does 1-2 meter explosions and the 120x120 mix does the 2.5-3 meter explosions.
B) Bomb cap on the sulaco so no explosives can go past 3 meters.

4: Banning the use of standard exp. mix from being used in the sulaco at all: Im not a fan of this, as i find its a quick react approach and just solves the problem by tossing it right out. I enjoy the dangers of making and using explosives. Everytime i see it go off, im reminded of the big movie scenes where your surrounded completely and utterly, and the only thing left to do is to plunge the detonator and hope that god sorts everything out in the end. It is one of those moments where it gives a small climax to a long story arc as well as some hope against the odds of surviving when hell itself has landed at your door.

Personally, i think the best solution would be to implement options 1, 2, and 3a to really make the server have robust code and ruleset for explosives.
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Re: Ban research grenades from use on the sulaco.

Post by Warnipple » 06 Aug 2016, 11:37

Research grenades definitely need a nerf.

Its insanely frustrating to be killed by a super grenade when you've survived for such a long time.

There is now way to fight it or escape, only option is to run very far away so that makes it very unavoidable.

I definitely approve of this, as said in my previous post. Research grenades are too strong and too much fun-killing to be in the game. I've heard that when people used polyacid grenades to kill aliens, they were removed. In this case, I think research grenades should be removed all together.
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Re: Ban research grenades from use on the sulaco.

Post by EMT_321 » 06 Aug 2016, 13:28

If research grenades are removed wholesale, the researcher suddenly becomes nigh-useless in its current state, especially as there are now more doctor slots.

Vivsections dont give any useful items yet, R&D grants very few useful items for marines, and outside of making healing chems the researchers only real occupation is making bombs.

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Re: Ban research grenades from use on the sulaco.

Post by nodnodnod » 06 Aug 2016, 13:38

Cause research grenades to breach into space when used on the Sulaco. If a marine decides to breach, they waive their 'muh atmos!' protection.

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Re: Ban research grenades from use on the sulaco.

Post by ShortTemperedLeprechaun » 06 Aug 2016, 14:08

nodnodnod wrote:Cause research grenades to breach into space when used on the Sulaco. If a marine decides to breach, they waive their 'muh atmos!' protection.
This used to be a thing. And then it was removed, because there was a breach like, every other round. JUST LIKE THE SM
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Re: Ban research grenades from use on the sulaco.

Post by Steven Sneider » 06 Aug 2016, 15:27

+1.The FF potential is great too
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Re: Ban research grenades from use on the sulaco.

Post by DesFrSpace » 06 Aug 2016, 23:54

Since the beginning as far I can remember: META has been born.
MECH: Mechanized human versus beaten up excuse called Xeno who happen to be good at breaking Grunts.
I don't remember, there probably was an Alien caste that was TOO OP, oh yeah it Ancient Spitter nowadays, Corroder is "unofficially" back!
ATMOS: suck too much, and it suck until Atmos become salt space.
For some silly reason, we just don't like Atmos anymore. Guess air from outer space is really salt. Also, station fire and SM now are deadly.
RUSH: Nothing new here, it's either offense/defense Rush/Turtle.
Nothing new here, I mean you probably play bowling alley on the Sulaco, after two hours in the bar you decide it is good time to shoot thing.
INFO: You don't need an description you see, I type one to be valid. Seriously, we all know the basic when we get use to the game, but let say some people "META" freely while other are restricted. We won't get into that, and things don't go as planned as soon friendly "grieving" is involved.

What does all this mean you ask? Grenades are JUST TOO OP! Shut it, Xeno slash already OP. Balancing is in the hand of the Staff, but how will they "balance" the game, we should find out. Nah, as a Researcher, it take me about an average of +1 hour to make 5+ regular grenades.

NOTE to Researcher: NEVER catch Xenos alive, kill and extract. there is not point keeping in a weak cage. The locked area is for dead specimen mainly. RIP SDD Researcher. And before Alien player go off about: That bs, you should keep us alive. The state of the game as of Aug 2016 show no point, as Alien don't and couldn't with the current rule, show "friendly".

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Re: Ban research grenades from use on the sulaco.

Post by username123 » 07 Aug 2016, 00:11

Let's remove too everything that gives humans an adventage over xenos to make the game more unbalanced that it already is, we don't want xenos to lose right? they need more buffs.

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Re: Ban research grenades from use on the sulaco.

Post by DesFrSpace » 07 Aug 2016, 00:19

username123 wrote:Let's remove too everything that gives humans an adventage over xenos to make the game more unbalanced that it already is, we don't want xenos to lose right? they need more buffs.
Sound legit man, it why probably fractions game fail 50% of the time.
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Research grenades, before Alpha, grenades don't get use much, flashbang and smoke don't do much. Except for chemical grenades. If you think Chemical Grenades are weak, it will kill Xeno if created right, and that was deadly. I'm glad Grenades are useful and not useless when you are if ever, and forbade, ran out of ammunition.
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Re: Ban research grenades from use on the sulaco.

Post by Warnipple » 22 Aug 2016, 08:50

bump.
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Re: Ban research grenades from use on the sulaco.

Post by Nubs » 22 Aug 2016, 09:22

Getting instantly killed by daisy chained research nades blowing the entire hive up the second the rasp lands on the sulaco is not ok. I'm going with other posters in only allowing research nades on the planet, as well as preventing them from being used in assemblies.
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Re: Ban research grenades from use on the sulaco.

Post by EMT_321 » 23 Aug 2016, 06:11

People are already banned for using them vs rasputin arrivals. Otherwise these seems like obsoleting the Researcher position in a fell swoop with no upside.

God forbid marines win now and again.

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Re: Ban research grenades from use on the sulaco.

Post by Snypehunter007 » 14 Feb 2017, 11:42

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Re: Ban research grenades from use on the sulaco.

Post by completelynewguy » 14 Feb 2017, 17:58

-1, might as well take away Research grenades as a whole.

I'll settle for a +1, if this rule is implemented through Marine Law. AKA, implemented IC.

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Re: Ban research grenades from use on the sulaco.

Post by Snypehunter007 » 11 May 2017, 18:04

Grenades can no longer be made, invalid.

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