Ice Colony T-Comms Meta

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Karmac
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Ice Colony T-Comms Meta

Post by Karmac » 30 Jan 2017, 05:54

Summary (a quick, 2-3 sentence summary): In Ice Colony rounds, at least 5 times now on seperate occasions, I've watched aliens meta-melt into T-Comms after it's been walled off, with no prior notion as to what's in there, just melting in for the sake of it. This is done literally for the benefit of destroying marine comms, and is one of the most metagaming actions I've seen in the past few months.

Benefits (How this will benefit the server and game as a whole): Marines will actually have communications without having to build defences in an area that logically, they shouldn't have to if they deny vision of the equipment, to ensure it isn't sabotaged again. And this will thoroughly discourage xeno players that prefer to meta/power game to win rounds.

Details (Description of how you think this would work, the benefits, etc): Add this as an example under the rule 'Metagaming', and treat it as such, punish those who break the rule accordingly.

Implementation (Optional, if you have an idea how to implement it): Add this under the existing 'Metagaming' rule.

Evidence:

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Miranda
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Re: Ice Colony T-Comms Meta

Post by Miranda » 30 Jan 2017, 07:44

Well its same with sulaco comms, when ayys just rush to kill its APC and ignore rest of APC. In reality i can agree with ayys slashing and destroing lights because they can see the light, but comms? How the hell did they even know what's that? There is no damn IC reason for aliums to destroy comms.

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Re: Ice Colony T-Comms Meta

Post by zskninoh » 30 Jan 2017, 08:28

Yea... I agree 100%, this is one of the most meta things ever.
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Re: Ice Colony T-Comms Meta

Post by Swagile » 30 Jan 2017, 11:24

Or instead of making it a rule, actually move tcomms to engineering instead of making it so marines have to split their forces between protecting Tcomms, Engineering, and LZ1.

And no, this isn't metagaming, because aliens KNOW the entire layout of the planet just like survivors do, so when they stumble upon marines landing and then walling off a PARTICULAR spot on the map, of COURSE they'd realize its "important to the tallhosts". So they'd acid it down and destroy anything of worth inside of it that could do damage to them and/or deny the marines an advantage, which includes the APC since the aliens would be smart enough to realize that broken APC > no power after doing it enough times to enough APC's.

They wouldn't know the concept of power, but they would realize APCs connect to something that makes everything work for the marines, so they'd break it anyway.
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Re: Ice Colony T-Comms Meta

Post by Houlihan » 30 Jan 2017, 11:38

Swagile wrote:Or instead of making it a rule, actually move tcomms to engineering instead of making it so marines have to split their forces between protecting Tcomms, Engineering, and LZ1.

And no, this isn't metagaming, because aliens KNOW the entire layout of the planet just like survivors do, so when they stumble upon marines landing and then walling off a PARTICULAR spot on the map, of COURSE they'd realize its "important to the tallhosts". So they'd acid it down and destroy anything of worth inside of it that could do damage to them and/or deny the marines an advantage, which includes the APC since the aliens would be smart enough to realize that broken APC > no power after doing it enough times to enough APC's.

They wouldn't know the concept of power, but they would realize APCs connect to something that makes everything work for the marines, so they'd break it anyway.
Icemap is a super pain in the dick because the marine forces are split up to three ways to defend all the vital spots, that I agree on.

On the second point: marines didn't use to wall tcommms, they brought comms up and fucked off, then xenos came right after. Each fucking time. Of course marines started to systematically walling in answer to the crippling gameplay downgrade this metatargeting generated. This time the xeno chicken came before the marine egg and you have your causality wrong.

Now, even if it's not meta because xenos just "stumble" upon comms and see the APC is different "somehow", it's just really, really awful and needs to be solved. Either by moving Tcomms, and/or make it somehow untamperable once marines set it up (but in a harder place to reach)
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Re: Ice Colony T-Comms Meta

Post by immaspaceninja » 30 Jan 2017, 11:56

I've already told this story a good billion times, but i'll do it again.
So after seeing ayyyliens wrecking comms over and over i decided to try something else. Another round, aliens slashed the comms APC. I went there as an engie to fix it, but instead of walling the APC off and stuff, i just fixed it's wires, turned lights off and left APC's cover open so it'd look like it's still broken, and left back to LZ1. 15 minutes later comms were down, the APC got slashed again.

So, uh, 'aliens see you walling it off which means its important'-thing doesnt work here. It's just meta.
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Re: Ice Colony T-Comms Meta

Post by Swagile » 30 Jan 2017, 12:02

So is "metatargeting" medics, combat engis, and SL's but it still happens.

The better way is to implement a mapping solution, which is one of MANY problems with Ice Colony that makes it insufferable to play on. Just use the empty space to the left or right of engineering and put the tcomms tower then surrounded by r-walls and problem solved.
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Re: Ice Colony T-Comms Meta

Post by zskninoh » 30 Jan 2017, 12:10

Swagile wrote:And no, this isn't metagaming, because aliens KNOW the entire layout of the planet just like survivors do, so when they stumble upon marines landing and then walling off a PARTICULAR spot on the map, of COURSE they'd realize its "important to the tallhosts". So they'd acid it down and destroy anything of worth inside of it that could do damage to them and/or deny the marines an advantage, which includes the APC since the aliens would be smart enough to realize that broken APC > no power after doing it enough times to enough APC's.

They wouldn't know the concept of power, but they would realize APCs connect to something that makes everything work for the marines, so they'd break it anyway.
How is that not meta? How the hell doXenos know that all the planetside comm traffic is routed through that particular installation? I can understand them slashing APCs and what not, as Xenos are somewhat aware of items such as power (What do you mean *they* cut the power? How could they cut the power, man? They're animals!) but not to the extent that it has been recently done.
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Re: Ice Colony T-Comms Meta

Post by Swagile » 30 Jan 2017, 12:34

zskninoh wrote:How is that not meta? How the hell doXenos know that all the planetside comm traffic is routed through that particular installation? I can understand them slashing APCs and what not, as Xenos are somewhat aware of items such as power (What do you mean *they* cut the power? How could they cut the power, man? They're animals!) but not to the extent that it has been recently done.
They would know what power is, just not how it works in technical terms.

They are known to be intelligent creatures, and considering they know that when generators in engineering go online, the APC's they have slashed are filled with a charge that hurts, and things start turning on, they'd realize that power = bad for them.

If they attack tcomms when no one is guarding it and its disguised as a broken APC, then sure its metagame. But if you wall off an area the xenos know shouldn't be walled off, is it any wonder that the xenos would acid it down and destroy anything they can get their hands on in said room? Especially considering the xenos know that you waste resources to build said walls, so why waste resources on a certain area unless your guarding something important?

If this rule DOES go through, it should only be done for if the marines leave tcomms completely unguarded and disguised as a broken APC but xenos still slash it, not when marines so blatantly wall it off and/or guard it with marines to show its importance to the xenos.
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Re: Ice Colony T-Comms Meta

Post by SUPERMAN112 » 30 Jan 2017, 12:37

Swagile wrote:They would know what power is, just not how it works in technical terms.

They are known to be intelligent creatures, and considering they know that when generators in engineering go online, the APC's they have slashed are filled with a charge that hurts, and things start turning on, they'd realize that power = bad for them.

If they attack tcomms when no one is guarding it and its disguised as a broken APC, then sure its metagame. But if you wall off an area the xenos know shouldn't be walled off, is it any wonder that the xenos would acid it down and destroy anything they can get their hands on in said room? Especially considering the xenos know that you waste resources to build said walls, so why waste resources on a certain area unless your guarding something important?

If this rule DOES go through, it should only be done for if the marines leave tcomms completely unguarded and disguised as a broken APC but xenos still slash it, not when marines so blatantly wall it off and/or guard it with marines to show its importance to the xenos.

This, xenos aren't stupid, it's like saying if marines see a bunch if resin walls and start breaking them to get into the hive that it's meta
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Re: Ice Colony T-Comms Meta

Post by Houlihan » 30 Jan 2017, 13:17

>xenos are as smart as humans

In your dreams, resincuck.
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Re: Ice Colony T-Comms Meta

Post by Miranda » 30 Jan 2017, 14:36

Swagile wrote: And no, this isn't metagaming, because aliens KNOW the entire layout of the planet just like survivors do, so when they stumble upon marines landing and then walling off a PARTICULAR spot on the map, of COURSE they'd realize its "important to the tallhosts". So they'd acid it down and destroy anything of worth inside of it that could do damage to them and/or deny the marines an advantage, which includes the APC since the aliens would be smart enough to realize that broken APC > no power after doing it enough times to enough APC's.

They wouldn't know the concept of power, but they would realize APCs connect to something that makes everything work for the marines, so they'd break it anyway.
Wow thats perhaps the most stupid thing i read in years.

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Re: Ice Colony T-Comms Meta

Post by Surrealistik » 30 Jan 2017, 14:59

In general, Ice Colony as it stands features horrible map design that is compounded by blatant meta.

I do agree revising the map is probably the best policy, so marines aren't diffused between LZ1, 2 (if the aliens mass on either the pod or Rasputin and then crash the Sulaco while bypassing the majority of the marine forces, it's GG), Engineering and Tcomms.

Also Pod needs to not crash.
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Re: Ice Colony T-Comms Meta

Post by Swagile » 30 Jan 2017, 15:29

Miranda wrote:Wow thats perhaps the most stupid thing i read in years.
Can you explain to me how that is stupid?
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Re: Ice Colony T-Comms Meta

Post by Feweh » 30 Jan 2017, 16:03

Denied.

Let me make this clear.
Defending T-Coms on Ice colony is a priority thing. If we didn't want aliens actively disabling it, we'd move it off of the colony.

It's very close to LZ1 for a reason, so it's easily reachable and repairable.
This is a game-play mechanic we've added for Ice Colony specifically. If you're just going to build mass walls around it and then fuck off, expect it to be disabled.

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