Vent Superheating

Generic, on-topic discussion about Colonial Marines.
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DeadLantern
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Re: Vent Superheating

Post by DeadLantern » 04 Feb 2017, 12:03

SUPERMAN112 wrote:dang, what were you? young T1 or higher?

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JDresdin
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Re: Vent Superheating

Post by JDresdin » 07 Feb 2017, 10:33

I've died to this recently, as an upgraded hunter shortly after killing command, hop back in the vents at bridge, isntadead with no warning or chance to escape.

IMO this should be removed ASAP, it makes no goddamn sense that you could "superheat vents" without also cooking marines alive, unless all vents were welded and then what would be the point.

Falls under powergaming and it's exploity as hell.

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caleeb101
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Re: Vent Superheating

Post by caleeb101 » 07 Feb 2017, 11:05

Rarely ever happens and when it does, its after xenos have been seen going through vents like for welding vents. Superheating is.. super hot. It'd roast you. That's my two cents anyways.
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Re: Vent Superheating

Post by Skelton » 07 Feb 2017, 11:24

If I'm correct the reason it doesn't roast Marines is because it needs to be below 101kpa to expel into the station atmosphere and will only occur due to a destroyed pipe as pipes above a certain pressure cannot be dismantled. I haven't played atmos at all on CM so I'm a bit hazy on the facts.

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JDresdin
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Re: Vent Superheating

Post by JDresdin » 07 Feb 2017, 18:26

Skelton wrote:If I'm correct the reason it doesn't roast Marines is because it needs to be below 101kpa to expel into the station atmosphere and will only occur due to a destroyed pipe as pipes above a certain pressure cannot be dismantled. I haven't played atmos at all on CM so I'm a bit hazy on the facts.
That might be the case from a coding perspective, but for a gameplay and logical perspective it's still pants on head retarded. The purpose and function of vents is to distribute and expel air flow. So it's either hot enough that it should be roasting marines alive, or it's dissipating out the vents and not hot enough to kill xenos.

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Re: Vent Superheating

Post by Crab_Spider » 07 Feb 2017, 18:37

JDresdin wrote:That might be the case from a coding perspective, but for a gameplay and logical perspective it's still pants on head retarded. The purpose and function of vents is to distribute and expel air flow. So it's either hot enough that it should be roasting marines alive, or it's dissipating out the vents and not hot enough to kill xenos.
When you put it like that, you remind me that he pipes on the sulaco are big enough to be used by a male Marine.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Vent Superheating

Post by Karmac » 07 Feb 2017, 18:38

Crab_Spider wrote:P I P E S
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Re: Vent Superheating

Post by Crab_Spider » 07 Feb 2017, 18:41

You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Vent Superheating

Post by Skelton » 08 Feb 2017, 06:37

JDresdin wrote:That might be the case from a coding perspective, but for a gameplay and logical perspective it's still pants on head retarded. The purpose and function of vents is to distribute and expel air flow. So it's either hot enough that it should be roasting marines alive, or it's dissipating out the vents and not hot enough to kill xenos.

I think the idea is that there is something that is supposed to stop the pipes from venting lethal gas, whether it's over pressurised or extremely hot. Like a vent shutter perhaps. When this happens no air should be coming out of the vents so marines are on a timer until atmos corrects the issue. If that's not the case and air is being expelled and is sustaining the marines then yes that is pants on head.

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Re: Vent Superheating

Post by Jroinc1 » 08 Feb 2017, 20:41

Skelton wrote:If I'm correct the reason it doesn't roast Marines is because it needs to be below 101kpa to expel into the station atmosphere and will only occur due to a destroyed pipe as pipes above a certain pressure cannot be dismantled. I haven't played atmos at all on CM so I'm a bit hazy on the facts.
Correct.
You can manually override the safeties to selectively vent gas in a single room, though this will eventually (RAPIDLY) kill everything on the deck you do it on.

I still love this, but it really needs to be tweaked. Possibly halve the damage it does? Currently it's so bad it kills ayys before they have a chance to leave.
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

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Re: Vent Superheating

Post by RedsPro » 24 Feb 2017, 21:05

This just seems like a smart Engie team. I dont see why this wouldn't be fair
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Re: Vent Superheating

Post by Swagile » 24 Feb 2017, 22:13

RedsPro wrote:This just seems like a smart Engie team. I dont see why this wouldn't be fair
Disposal traps were smart engi traps, but those got removed too.

Anything to keep the marines down despite how easy a lot of these traps are to circumvent.
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Re: Vent Superheating

Post by RedsPro » 24 Feb 2017, 22:14

Swagile wrote:Disposal traps were smart engi traps, but those got removed too.

Anything to keep the marines down despite how easy a lot of these traps are to circumvent.
That's a shame. I think anything a Smart Engie team can do to make them more Robust players should be encouraged.
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Re: Vent Superheating

Post by Sneakyr » 24 Feb 2017, 22:21

Problem is, vents on the Sul are hard (not impossible, though) to counter. Sure, you can weld them, but likely as not you're going to get jumped by a xeno coming out of the vent you're currently welding. I support vent superheating, but it is a bit cheesy. Perhaps it could be replaced by something requiring equal skill and knowledge that instead forces all xenos out of Sul vents for a period of time, maybe five minutes?
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Re: Vent Superheating

Post by Swagile » 24 Feb 2017, 22:34

Sneakyr wrote:Problem is, vents on the Sul are hard (not impossible, though) to counter. Sure, you can weld them, but likely as not you're going to get jumped by a xeno coming out of the vent you're currently welding. I support vent superheating, but it is a bit cheesy. Perhaps it could be replaced by something requiring equal skill and knowledge that instead forces all xenos out of Sul vents for a period of time, maybe five minutes?
You already can't use mines or SADAR on Sulaco, and the breach can cause atmos that sucks the air out of the entire top / bottom deck depending on where you land.

Can we stop taking away any possible counter that marines have against xenos on Sulaco? It kinda feels like that at this point, since super heating vents takes skill and happens rarely if ever.
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Re: Vent Superheating

Post by Crab_Spider » 24 Feb 2017, 23:35

Swagile wrote:You already can't use mines or SADAR on Sulaco, and the breach can cause atmos that sucks the air out of the entire top / bottom deck depending on where you land.

Can we stop taking away any possible counter that marines have against xenos on Sulaco? It kinda feels like that at this point, since super heating vents takes skill and happens rarely if ever.
The counter is welding the vents. That's basically it.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Swagile
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Re: Vent Superheating

Post by Swagile » 24 Feb 2017, 23:36

Crab_Spider wrote:The counter is welding the vents. That's basically it.
Superheating vents is a trap to kill unattentive xenos and many are calling for it to be removed.

Disposal traps were the same thing; attentive xenos would avoid them, unattentive ones would die and learn from experience.

But those got removed too.
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Re: Vent Superheating

Post by Sneakyr » 24 Feb 2017, 23:46

Xenos can counter the marine "counter" already - and since vents are so useful (pop out as a runner, kill an MT, doctor, even entire bridge staff if you're skilled then hide forever) there needs to be a marine hard counter for the Sulaco only. Superheating vents is good as it is - hard to do and rare, yet people still want it removed. I made my suggestion on the basis of giving a little to the xeno side and still keeping in the whole point of superheating vents - not letting xenos use them.
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Re: Vent Superheating

Post by Jroinc1 » 25 Feb 2017, 00:24

Out of curiosity, who else HAS DONE this? Not "thinks they can", but has actually done this.
Getting a gage on how common this is, it may just be me.
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

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Re: Vent Superheating

Post by Joe4444 » 25 Feb 2017, 21:56

Jroinc1 wrote:Out of curiosity, who else HAS DONE this? Not "thinks they can", but has actually done this.
Getting a gage on how common this is, it may just be me.
probably because they think they're breaking a rule doing this....

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Re: Vent Superheating

Post by caleeb101 » 26 Feb 2017, 11:16

Any little advantage marines have has to be ruined by main xeno players because they died to it once, therefore it's OP. If that's the case, I'll make a thread about Ancient Praetorian acid machine gun because I died to it once a few months ago.
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Re: Vent Superheating

Post by Crab_Spider » 26 Feb 2017, 14:02

caleeb101 wrote:Any little advantage marines have has to be ruined by main xeno players because they died to it once, therefore it's OP. If that's the case, I'll make a thread about Ancient Praetorian acid machine gun because I died to it once a few months ago.
Nice strawman, too bad it's falling.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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