Flares, the bane of any Xeno

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Butterrobber202
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Flares, the bane of any Xeno

Post by Butterrobber202 » 11 Nov 2016, 19:09

Summary (a quick, 2-3 sentence summary): ALRIGHT. All I want is for Flares to be instantly extinguished when they are on a river tile, and/or make it where Xenos can slash flares (Like floodlights) they would have to stand still for about 5-6 seconds and the text box would say something like 'In a rage you begin stabbing the flare with your tail!'

Benefits (How this will benefit the server and game as a whole): Less Xeno salt about Marines tossing flares everywhere, and the Queen doesn't have to setup the 'Light Stick Removal Squad'

Details (Description of how you think this would work, the benefits, etc): Everytime a flare touches the river it dies. And give flares floodlight slashing variabilities

Implementation (Optional, if you have an idea how to implement it): Um, I only know CCS and HTML and a bit of swift... but maybe you could add a class to river tiles, and when flares come in contact with the River tile's class it would turn their light mod to 0
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NoahKirchner
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Re: Flares, the bane of any Xeno

Post by NoahKirchner » 11 Nov 2016, 19:11

Butterrobber202 wrote:and the Queen doesn't have to setup the 'Light Stick Removal Squad'
Honestly the "Light Stick Removal Squad" sounds pretty badass.

As far as the suggestion goes, I can understand the river part, that's aboot it. Otherwise the marines would never be able to shoot at xenos that aren't right next to them without just blindfiring into the dark.
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Youbar
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Re: Flares, the bane of any Xeno

Post by Youbar » 11 Nov 2016, 19:16

NoahKirchner wrote:As far as the suggestion goes, I can understand the river part, that's aboot it.
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Re: Flares, the bane of any Xeno

Post by NoahKirchner » 11 Nov 2016, 19:27

Fair enough, though I assume that its light output would be severely hindered, so maybe have them be less bright in the river?
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Renomaki
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Re: Flares, the bane of any Xeno

Post by Renomaki » 11 Nov 2016, 20:26

It is bad enough that engineers struggle to keep up with floodlight repairs, making it so that any xeno can just smash up a flare would make things more brutal than it is worth.

You'd have to buff flares and floodlights in order to make this work fairly.
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Re: Flares, the bane of any Xeno

Post by Eenkogneeto » 11 Nov 2016, 20:57

flares are so last season in meta, building an autolathe in the FOB and filling the map with hundreds of flashlights is the new meta.
that said, If its not terribly difficult I would be all for flares being dampened or put out by the river since it would discourage the early rushes that are so frequent, especially since even runners could deal with the flares that were on the ayy side of the river.
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Re: Flares, the bane of any Xeno

Post by tempchar » 11 Nov 2016, 21:18

I mean, marines could just throw the flares to the other side of the river instead of into the water.

Also flares (and all other light sources) were already nerfed with -1 tile illumination range and are a pain to replenish once the initial stock in the vendors run out, so I give flare-slashing a -1.

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Re: Flares, the bane of any Xeno

Post by Butterrobber202 » 11 Nov 2016, 21:29

Well, I still think River flares is a good idea
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wastedfate
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Re: Flares, the bane of any Xeno

Post by wastedfate » 11 Nov 2016, 22:19

Butterrobber202 wrote:Well, I still think River flares is a good idea
I think the reduced light radius when it's in the river would be an excellent idea. This would make it harder for the marines to push the river. +1

-1 To being able to slash flares though.
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Re: Flares, the bane of any Xeno

Post by Jeser » 12 Nov 2016, 01:56

-1 on slashing flares. +1 for reducing light for 2 tiles when flare is on river tiles.
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Re: Flares, the bane of any Xeno

Post by Snypehunter007 » 14 Jun 2017, 18:30

Old topic; Lack of support.

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