OB beacon change

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KingKire
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OB beacon change

Post by KingKire » 18 Feb 2017, 20:39

New suggestion:
Summary:
Allow marines to disarm and pick back up armed Orbital Beacons.

Benefits:
-Simple to code
-No balance changes needed.
-Aliens still have a chance to avoid the Orbital bombardment like normal
-Marines can pick up failed tosses and try again.

Details:
This change will allow marines a chance to regrab tossed OB's. This means aliens can still run away from the beacons without a problem, but now marines can keep moving the Orbital beacon to new locations until they finally have a decent shot for launch.


Old suggestion
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Last edited by KingKire on 12 Mar 2017, 17:46, edited 1 time in total.
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...

But seriously, does uh, anyone know the way out?!


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Crab_Spider
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Re: OB beacon change

Post by Crab_Spider » 18 Feb 2017, 20:51

I mean, xenos don't necessarily meta the OBs they're using what they have gathered from past experiences of the Marines' equipment and applying it to what they're seeing in front of them. These are the same guys that are out for blood on the Brood, why would they hesitate to kill you with everything that have let alone throw something in front of them and do absolutely nothing with it?

In fact, I'll bring up the formula for these occurrences:

Mines = Boom
Boom = Red blinking light
Red blinking light = Bad
Bad = x_x

Mines = beeping
Beeping = boom
Boom = x_x

The beeping is to warn the allies it's launching and they have to pull back, lowering casualties. If the enemies hears it to they'd HAVE to pull back giving the Marines an oppurtunity to open fire.
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KingKire
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Re: OB beacon change

Post by KingKire » 18 Feb 2017, 21:03

Well i get that it blinks, thats fine. what i dont get is why it makes a sound. mines make a sound when you deploy them since they manually trigger(and then go silent if i recall), but OB's are triggered by command only. We would go under the assumption that marines would be fighting against other human forces, which begs the question why such a short range weapon would need a warning.

But thats beside the point, the bigger point is that aliens are being sneaky little suckers and running away from the short range bombardment. They can do this because they both know the range of the weapon is very limited and that they have a 2-3 second warning before it hits. I understand no one wants to stand and get hit by the OB, so i figure this is good tradeoff to being both alerted while not knowing exactly where that bombardment is going to hit.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Casgair
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Re: OB beacon change

Post by Casgair » 18 Feb 2017, 21:10

Crab_Spider wrote:If the enemies hears it to they'd HAVE to pull back giving the Marines an oppurtunity to open fire.
To back up KingKire, your logic breaks down when you consider that the marines aren't likely to be hitting anything when they open fire as the aliens pull back -- assuming they did hit anything it's going to be from afar, which usually just means slowing down a xeno for 10-20 seconds. Not only that, more often than not the marines pull away from the kill zone themselves, so it's not uncommon to make little ground after a strike.

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Sneakyr
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Re: OB beacon change

Post by Sneakyr » 18 Feb 2017, 21:21

The OB as it stands is only something you can use on xenos that are surrounded or stuck in a certain place, and they'll usually be dead soon anyway. Trying to throw one across the river to end a stalemate, on the other hand, will have the xenos pull back for the duration of the bombardment then be right back where they started. OBs are rare in the field, one for each squad leader and rarely ordered by req. Basically, +1 because OBs are (relatively) rare and need to be more useful than they are now.
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KingKire
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Re: OB beacon change

Post by KingKire » 12 Mar 2017, 17:39

Alright, i've decided to change out my suggestion for a more simple change, Allowing a trooper to disarm and regrab the Oribital beacon.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Crab_Spider
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Re: OB beacon change

Post by Crab_Spider » 12 Mar 2017, 17:40

KingKire wrote:Alright, i've decided to change out my suggestion for a more simple change, Allowing a trooper to disarm and regrab the Oribital beacon.
Sure, that works too.
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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Kerek
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Re: OB beacon change

Post by Kerek » 12 Mar 2017, 18:54

Personally I would rather it didn't beep.

but +1
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