Removing marine latejoins during sulaco turtlefests
- Jroinc1
- Registered user
- Posts: 995
- Joined: 10 May 2016, 22:32
- Location: Changes too rapidly
- Byond: Jroinc1
Removing marine latejoins during sulaco turtlefests
Summary (a quick, 2-3 sentence summary):Once a shuttle console is used for the first time in a round, a 5 minute timer starts. Once that timer finishes, marine latejoins AND cargo ordering are only allowed if at least 10% of the UNINFECTED HUMAN mobs in the game are present on the planet z-level.
Benefits (How this will benefit the server and game as a whole):Minimize marine turtling where they know they'll receive 5-15 new players and top-line gear, while the xenos stagnate.
Details (Description of how you think this would work, the benefits, etc):If less than 10% of un-infected humans are present planetside, make an automatic announcement that the USMC/WY is displeased with the lack of progress, and has canceled any additional funding until the marine contingent resumes their jobs, then disable latejoins and cargo console. If later, 10% or more un-infected humans are present planetside, then re-enable latejoins and the cargo console.
As a marine player, the "Well, let's just wait it out" mentality is annoying, and the fact that everyone KNOWS it's the correct thing to do... eh. yeah.
As a xeno player, it's annoying to chase 10 marines onto the shuttle, see them leave, get the shuttle called, then journey onto a hangar killbox with ~25 marines, 1-3 sentries, PLUS the 5-10 ship staff.
Implementation (Optional, if you have an idea how to implement it):Run an automatic check every minute, once roundstart conditions are met?
Benefits (How this will benefit the server and game as a whole):Minimize marine turtling where they know they'll receive 5-15 new players and top-line gear, while the xenos stagnate.
Details (Description of how you think this would work, the benefits, etc):If less than 10% of un-infected humans are present planetside, make an automatic announcement that the USMC/WY is displeased with the lack of progress, and has canceled any additional funding until the marine contingent resumes their jobs, then disable latejoins and cargo console. If later, 10% or more un-infected humans are present planetside, then re-enable latejoins and the cargo console.
As a marine player, the "Well, let's just wait it out" mentality is annoying, and the fact that everyone KNOWS it's the correct thing to do... eh. yeah.
As a xeno player, it's annoying to chase 10 marines onto the shuttle, see them leave, get the shuttle called, then journey onto a hangar killbox with ~25 marines, 1-3 sentries, PLUS the 5-10 ship staff.
Implementation (Optional, if you have an idea how to implement it):Run an automatic check every minute, once roundstart conditions are met?
Mentor-
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
- darklizard45
- Registered user
- Posts: 135
- Joined: 01 Mar 2016, 22:36
Re: Removing marine latejoins during sulaco turtlefests
What about... when "UKNOWN LIFEFORM HAS ACCESS TO THE SHUTTLE" message is displayed then latejoining is disabled
- Jroinc1
- Registered user
- Posts: 995
- Joined: 10 May 2016, 22:32
- Location: Changes too rapidly
- Byond: Jroinc1
Re: Removing marine latejoins during sulaco turtlefests
Thought about that, but that's both a little too late for stopping the latejoin spam, and there's no marine counter to re-enable it.darklizard45 wrote:What about... when "UKNOWN LIFEFORM HAS ACCESS TO THE SHUTTLE" message is displayed then latejoining is disabled
I like the "No boots on the ground? Well, no more new boots for you!" approach a little better.
Ooh! Additionally, if the marines are desperate, ERT's. Because that'll TOTALLY work out.
Mentor-
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
- Joe4444
- Registered user
- Posts: 750
- Joined: 14 Feb 2015, 08:00
- Location: land of the sheep
Re: Removing marine latejoins during sulaco turtlefests
marine latejoins maybe but not cargo....we don't just use cargo to deck out latejoin marines.we use it to order essential supplies that help us push back against the xenos.
- darklizard45
- Registered user
- Posts: 135
- Joined: 01 Mar 2016, 22:36
Re: Removing marine latejoins during sulaco turtlefests
Yeah... calling for ERT's is totally a good idea...JPR wrote: Thought about that, but that's both a little too late for stopping the latejoin spam, and there's no marine counter to re-enable it.
I like the "No boots on the ground? Well, no more new boots for you!" approach a little better.
Ooh! Additionally, if the marines are desperate, ERT's. Because that'll TOTALLY work out.
ой? слабые морские пехотинцы снова с просьбой о помощи ээ? уверен, что мы будем посылать "подкреплений", чтобы "помочь" вы "товарищи"
- YungCuz
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- Joined: 25 May 2016, 08:04
- Location: The Final Frontier
- Byond: YungCuz2
Re: Removing marine latejoins during sulaco turtlefests
I mean why would this be needed half of the time xenos would win anyway.
http://i.imgur.com/b9XSpih.png Ayyliums
^When you join and the janitor role is taken.^
I am here in the shadows.....
http://colonial-marines.com/download/fi ... &mode=view
^Closely watching.^
http://i.imgur.com/ZzopTiz.png?1
^When the RO causes problems.^
^When you join and the janitor role is taken.^
I am here in the shadows.....
http://colonial-marines.com/download/fi ... &mode=view
^Closely watching.^
http://i.imgur.com/ZzopTiz.png?1
^When the RO causes problems.^
- zskninoh
- Registered user
- Posts: 161
- Joined: 22 Oct 2015, 20:26
- Location: Florida
Re: Removing marine latejoins during sulaco turtlefests
I agree. IMO, late joins should be left as is. There's no real point in removing them, xenos would have a super fucking high winrate then. Slash a marine, go heal on weeds, slash a marine, go heal on weeds. Repeat until all marines are dead.YungCuz wrote:I mean why would this be needed half of the time xenos would win anyway.
Tᴏ ᴘʀᴏᴛᴇᴄᴛ ᴛʜᴇ ᴄʜᴀᴛ ғʀᴏᴍ ᴅᴇᴠᴀsᴛᴀᴛɪᴏɴ. ᴛᴏ ᴜɴɪᴛᴇ ᴀʟʟ sᴘᴀᴍᴍᴇʀs ᴡɪᴛʜɪɴ ᴏᴜʀ ɴᴀᴛɪᴏɴ. ᴛᴏ ᴅᴇɴᴏᴜɴᴄᴇ ᴛʜᴇ ᴇᴠɪʟ ᴏғ Tʀᴜᴍᴘ Hillary Clinton ᴀɴᴅ ᴍᴏᴅs. ᴛᴏ ᴇxᴛᴇɴᴅ ᴏᴜʀ sᴘᴀᴍ ᴛᴏ ᴛʜᴇ sᴛᴀʀs ᴀʙᴏᴠᴇ. ᴄᴏᴘʏ! ᴘᴀsᴛᴇ! ᴄʜᴀᴛ sᴘᴀᴍ ʙʟᴀsᴛ ᴏғғ ᴀᴛ ᴛʜᴇ sᴘᴇᴇᴅ ᴏғ ʟɪɢʜᴛ! sᴜʀʀᴇɴᴅᴇʀ ᴍᴏᴅs ᴏʀ ᴘʀᴇᴘᴀʀᴇ ᴛᴏ ғɪɢʜᴛ.
- Jroinc1
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- Posts: 995
- Joined: 10 May 2016, 22:32
- Location: Changes too rapidly
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Re: Removing marine latejoins during sulaco turtlefests
Buut you aren't fighting the xenos(less than 10% planetside ). No one's on the planet fighting? What're you guys doing with your budget anyway? I guess you don't really need it...Joe4444 wrote:marine latejoins maybe but not cargo....we don't just use cargo to deck out latejoin marines.we use it to order essential supplies that help us push back against the xenos.
And aliens will usually win when boarding, unless something ridiculous happens, like half a squad joining the defenders from nowhere...YungCuz wrote:I mean why would this be needed half of the time xenos would win anyway.
The last round in particular, about 10 marines escaped, with ~5 corpses. When we attacked, there were over 30 defenders on the lower deck, behind barricades, with flamers and grenade support. That's excessive. I don't want to take away your monopoly on latejoins (and revives), just limit it when it becomes a metagamey issue.
Mentor-
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
- Jroinc1
- Registered user
- Posts: 995
- Joined: 10 May 2016, 22:32
- Location: Changes too rapidly
- Byond: Jroinc1
Re: Removing marine latejoins during sulaco turtlefests
Marine latejoins ARE allowed, they just need to have 10% of their force planetside and un-infected. For a 50 man crew, that's just 5 guys on FoB duty, even if everyone else retreats.zskninoh wrote: I agree. IMO, late joins should be left as is. There's no real point in removing them, xenos would have a super fucking high winrate then. Slash a marine, go heal on weeds, slash a marine, go heal on weeds. Repeat until all marines are dead.
Mentor-
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
- zskninoh
- Registered user
- Posts: 161
- Joined: 22 Oct 2015, 20:26
- Location: Florida
Re: Removing marine latejoins during sulaco turtlefests
But then, what's the point? A five man crew would get robusted by the xenos, then after the xenos infect/kill them latjoins and cargo are disabled until atleast five more marines come planetside? It may be because I've been up 18 hours now with no sleep, but I'm just not understanding how this will help the turtling situation. Can you please elaborate more?JPR wrote: Marine latejoins ARE allowed, they just need to have 10% of their force planetside and un-infected. For a 50 man crew, that's just 5 guys on FoB duty, even if everyone else retreats.
Tᴏ ᴘʀᴏᴛᴇᴄᴛ ᴛʜᴇ ᴄʜᴀᴛ ғʀᴏᴍ ᴅᴇᴠᴀsᴛᴀᴛɪᴏɴ. ᴛᴏ ᴜɴɪᴛᴇ ᴀʟʟ sᴘᴀᴍᴍᴇʀs ᴡɪᴛʜɪɴ ᴏᴜʀ ɴᴀᴛɪᴏɴ. ᴛᴏ ᴅᴇɴᴏᴜɴᴄᴇ ᴛʜᴇ ᴇᴠɪʟ ᴏғ Tʀᴜᴍᴘ Hillary Clinton ᴀɴᴅ ᴍᴏᴅs. ᴛᴏ ᴇxᴛᴇɴᴅ ᴏᴜʀ sᴘᴀᴍ ᴛᴏ ᴛʜᴇ sᴛᴀʀs ᴀʙᴏᴠᴇ. ᴄᴏᴘʏ! ᴘᴀsᴛᴇ! ᴄʜᴀᴛ sᴘᴀᴍ ʙʟᴀsᴛ ᴏғғ ᴀᴛ ᴛʜᴇ sᴘᴇᴇᴅ ᴏғ ʟɪɢʜᴛ! sᴜʀʀᴇɴᴅᴇʀ ᴍᴏᴅs ᴏʀ ᴘʀᴇᴘᴀʀᴇ ᴛᴏ ғɪɢʜᴛ.
- Jroinc1
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- Posts: 995
- Joined: 10 May 2016, 22:32
- Location: Changes too rapidly
- Byond: Jroinc1
Re: Removing marine latejoins during sulaco turtlefests
Hmm. Lemme try again. If marines full-retreat from the planet, they get no more supplies or troops shipped in. They can heal up their existing troops, and re-arm with standard weaponry, but they know that the situation will not change for the better until they head back planetside, or the xenos come up and destroy them.zskninoh wrote: But then, what's the point? A five man crew would get robusted by the xenos, then after the xenos infect/kill them latjoins and cargo are disabled until atleast five more marines come planetside? It may be because I've been up 18 hours now with no sleep, but I'm just not understanding how this will help the turtling situation. Can you please elaborate more?
It may not help with turtling, as I can't mind-control players, but it stops a full retreat from planetside from having no negatives (which after about the hour mark, currently has no negatives (All monkeys hugged and burst, tier caps full, xenos on the really long jelly gap to mature t-3/elite t-2/ancient t-1, so it'll be a while before anything changes down there, aand xenos have to come into a choke point that can be fortified AND gives the marines a 2-6 minute warning, depending on condition of shuttle/pod)).
Mentor-
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
- Joe4444
- Registered user
- Posts: 750
- Joined: 14 Feb 2015, 08:00
- Location: land of the sheep
Re: Removing marine latejoins during sulaco turtlefests
what we're doing with our budget is ordering the necessary supplies to try retake the planet.I.E helmets,guns,sentries,ammo etc.so yeah...we kinda do need itJPR wrote: Buut you aren't fighting the xenos(less than 10% planetside ). No one's on the planet fighting? What're you guys doing with your budget anyway? I guess you don't really need it...
- YungCuz
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- Joined: 25 May 2016, 08:04
- Location: The Final Frontier
- Byond: YungCuz2
Re: Removing marine latejoins during sulaco turtlefests
Honestly if marines can't hold the planet still due to severe casualties and or massive ff (which is pretty common) taking away the one way marines could reinforce and MAYBE take the planet back could be a massive negative.
http://i.imgur.com/b9XSpih.png Ayyliums
^When you join and the janitor role is taken.^
I am here in the shadows.....
http://colonial-marines.com/download/fi ... &mode=view
^Closely watching.^
http://i.imgur.com/ZzopTiz.png?1
^When the RO causes problems.^
^When you join and the janitor role is taken.^
I am here in the shadows.....
http://colonial-marines.com/download/fi ... &mode=view
^Closely watching.^
http://i.imgur.com/ZzopTiz.png?1
^When the RO causes problems.^
- Neray
- Registered user
- Posts: 326
- Joined: 23 Dec 2014, 22:36
Re: Removing marine latejoins during sulaco turtlefests
**** this suggestion, I'm fine with admins turning it off when aliums take over cryochambers.
Huge -1.
Huge -1.
Sigismund Lintz says, "Desperation breeds ingenuity and bravado in fantastic ways."
- Jroinc1
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- Joined: 10 May 2016, 22:32
- Location: Changes too rapidly
- Byond: Jroinc1
Re: Removing marine latejoins during sulaco turtlefests
Why? I believe I've given several valid reasons for it...Neray wrote:**** this suggestion, I'm fine with admins turning it off when aliums take over cryochambers.
Huge -1.
Additionally, asking for admins to take action means the default (i.e. always) is no
Mentor-
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
- Casany
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- Posts: 1555
- Joined: 06 Jun 2016, 09:18
- Location: US of A
- Byond: Casany
- Steam: Casany
Re: Removing marine latejoins during sulaco turtlefests
-1 for these reasons: from what I've seen, retreating to the Sulaco is almost a last resort when the situation has gone FUBAR. I can understand this when marines retreat with 50 un-injured marines PLANETSIDE that's a little exesesive but that's gotten much better. Your forcing already hurt and destryoed marines to go on the offinsive with low numbers SO they can get more people and equipment! See, most sentries are destroyed PLANETSIDE, if your lucky you might have two left. Your making it so that you can't get either sentries or ammo in the late game. Plus, marines usually only have 20-30 combat ready marines after they retreat. But usually only 10-15 escape the FOB alive! Reinforcements give us the strength to MAYBE take back PLANETSIDE so I find this a major debuff to the marine late game which already is leaned way towards the alien side. This makes no real life sense nor ingame sense so -1
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016
"Sometimes you need to stop and enjoy the little things in life, for one day you'll look back and realize they were big things"
"To quote Suits A cop follows a car long enough, he's gonna find a busted tail light. And even if he doesn't, he's gonna bust it himself." - Awan on being an MP
"Sometimes you need to stop and enjoy the little things in life, for one day you'll look back and realize they were big things"
"To quote Suits A cop follows a car long enough, he's gonna find a busted tail light. And even if he doesn't, he's gonna bust it himself." - Awan on being an MP
- Shyguychizzy
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- Byond: Shyguychizzy
Re: Removing marine latejoins during sulaco turtlefests
Casany wrote:-1 for these reasons: from what I've seen, retreating to the Sulaco is almost a last resort when the situation has gone FUBAR. I can understand this when marines retreat with 50 un-injured marines PLANETSIDE that's a little exesesive but that's gotten much better. Your forcing already hurt and destryoed marines to go on the offinsive with low numbers SO they can get more people and equipment! See, most sentries are destroyed PLANETSIDE, if your lucky you might have two left. Your making it so that you can't get either sentries or ammo in the late game. Plus, marines usually only have 20-30 combat ready marines after they retreat. But usually only 10-15 escape the FOB alive! Reinforcements give us the strength to MAYBE take back PLANETSIDE so I find this a major debuff to the marine late game which already is leaned way towards the alien side. This makes no real life sense nor ingame sense so -1
As stated above, I agree with it. Going with -1, indeed there will be a point in which we can't clone. Thanks to late joiners, that is the only way of reinforcements, anyhow. Sorta, unfair forcing late joining marines having to either observe or even join xenos, in which I think is unfair for most people late in game.
"Young Carrier (920) (follow) hisses, "Shut up both of you or we aren't going to invade disneyland."
Long time ago, I, Ka'Torag-na Halkrath, Skilled Master Hunter Of Prey, Unleashed an unspeakable evil upon Xenos and Humans! But a foolish Xeno Hunter wielder of robustness stepped forth and opposed me. Before the final blow was struck, I tore a gate of Salt of Solitude and flung em into the world of CM, and took out their Facehugger Capabilities! Now, this Xeno Fool seeks to return the favour, and undo my evil reign and of many other predator predecessors!
A friendly message from Biolock in Dchat:
https://gyazo.com/24abd880ae896556691c5c6e5229d9ee
Second friendly message from Biolock in D chat:
https://gyazo.com/f97decded6da48e04a9b75dbb77d06e7
Long time ago, I, Ka'Torag-na Halkrath, Skilled Master Hunter Of Prey, Unleashed an unspeakable evil upon Xenos and Humans! But a foolish Xeno Hunter wielder of robustness stepped forth and opposed me. Before the final blow was struck, I tore a gate of Salt of Solitude and flung em into the world of CM, and took out their Facehugger Capabilities! Now, this Xeno Fool seeks to return the favour, and undo my evil reign and of many other predator predecessors!
A friendly message from Biolock in Dchat:
https://gyazo.com/24abd880ae896556691c5c6e5229d9ee
Second friendly message from Biolock in D chat:
https://gyazo.com/f97decded6da48e04a9b75dbb77d06e7
- MikeHdez97
- Registered user
- Posts: 90
- Joined: 19 Dec 2014, 17:45
- Location: In the bar
Re: Removing marine latejoins during sulaco turtlefests
As marine it's pretty annoying to chase a last runner...JPR wrote:As a xeno player, it's annoying to chase 10 marines onto the shuttle, see them leave, get the shuttle called, then journey onto a hangar killbox with ~25 marines, 1-3 sentries, PLUS the 5-10 ship staff.
Maybe with a solution for both sides I would agree with you but for now.
-1
- Snypehunter007
- Registered user
- Posts: 2750
- Joined: 02 Dec 2015, 17:14
- Location: Georgia
- Byond: Snypehunter007
- Contact:
Re: Removing marine latejoins during sulaco turtlefests
Don't think this really applies anymore due to hangar defense not being a thing.
Also we can just turn off late joins if xenos take the cryogenic area.
Asking this to be locked.
Also we can just turn off late joins if xenos take the cryogenic area.
Asking this to be locked.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017
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Death of the Suggestion Killer - 11/30/2017
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- Simo94
- Registered user
- Posts: 715
- Joined: 19 Mar 2016, 19:14
Re: Removing marine latejoins during sulaco turtlefests
-1
more marines means more fun and meat for the xenos to wreck, besides this current system makes sense, when xenos make it to cryo rooms no more marines waking up, it just needs to be hard coded instead of manually by admuns
more marines means more fun and meat for the xenos to wreck, besides this current system makes sense, when xenos make it to cryo rooms no more marines waking up, it just needs to be hard coded instead of manually by admuns
- Jroinc1
- Registered user
- Posts: 995
- Joined: 10 May 2016, 22:32
- Location: Changes too rapidly
- Byond: Jroinc1
Re: Removing marine latejoins during sulaco turtlefests
Yeah. With removal of hangar fortifications, I'm fine with having this locked.
Mentor-
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
3 Nov 16-15 Jan 17
Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0
Upper deck engines made-1
Lower deck engines made-1
Total kills with SM- 6
Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u
- Snypehunter007
- Registered user
- Posts: 2750
- Joined: 02 Dec 2015, 17:14
- Location: Georgia
- Byond: Snypehunter007
- Contact:
Re: Removing marine latejoins during sulaco turtlefests
No longer a problem.
Locking.
Locking.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017
Staff History:
Death of the Suggestion Killer - 11/30/2017
Staff History:
► Show Spoiler