Ice Map Complaint
- RedsPro
- Registered user
- Posts: 218
- Joined: 09 Oct 2015, 19:19
- Location: Sulaco
- Byond: RedsPro
Re: Ice Map Complaint
Ok I gotta put my two cents in. Maps fine. If we can just get past the meta slashing of tcoms APC everything else is reasonable. Hell the best way to beat the Xenos that map is to make them leave the fuckin underground. Switch it up is the name of the game and being able to adapt to the situation is what marines stand for. Charging the hive on this map is disgusting and a bad idea. It should be a last resort. Making Tcoms in the warehouse seems like an effort by the adminos the use more of the map and honestly. Shit worked. I have a great time on icecolony. Only problems in my eyes are Meta issues which is just the APC in Coms and maybe Engie Hive. Hydro seems like a great hive location especially now that Coms is in the warehouses.
- TheMaskedMan2
- Registered user
- Posts: 821
- Joined: 15 Feb 2017, 12:37
- Location: United States, Georgia
- Byond: TheMaskedMan2
Re: Ice Map Complaint
Er, can't you just weld the vents? Or even better, dismantle one of the pipes leading to the warehouse so they can't scout you either. Honestly to me the new location seems much more defensible. That is if the marines properly use LZ2, which they seem too scared to do most rounds. They need to take risks and try something different beyond the norm, honestly from all my experience as Xeno and Marine, (Mostly Engi). These changes seem more like a buff then a nerf to me. Marines have an easy way to get underground en mass and suitable big doors to help set up fortifications and get situated, an elevator literally five feet away straight to tcomms, seems great.EXOTICISME wrote:Thing is, if you leave them for even one minute there's always this one alien that pop out from the vent and slash the APC. To avoid that your squad might be chosen to guard that one APC for the whole round, not to mention there's two APC that need to be guarded and one FOB. Leaving you with only one squad to deal with the xenos, ice map need to be smaller
Honestly I think Ice Map is fine. (Mostly) The thing I love about it the most is that it feels varied, LV is basically the same every round, while Ice Map lets me see some different locations every once in a while. Honestly I'm a bit tired and somewhat rambling here so I'm probably overlooking a lot of complaints. So I'll probably revise my thoughts more tomorrow, if I don't go back to lurking.
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Marine: Vera Webb
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- 4thsurviver
- Registered user
- Posts: 176
- Joined: 21 Jan 2017, 15:42
- Byond: 4thsurviver
Re: Ice Map Complaint
Would it be possible to set up planet side T-comms in such way that the location that needs to be fixed changes each round? The marines would have fore knowledge before they deploy ground side and xenos would have to watch each squad to figure out where t-comms was. At least this way the marines could risk gambling by leaving it undefended because the xenos might not know where it was.
Or maybe even allow marines to establish a remote t-comm facility at their choice of location. It would most likely be at the FOB every time but it would allow the marines to use less man power guarding it and give the ayys a chance to sabotage it whenever they choose like after the marines have started to purge the underground. Then they wouldn't even have to bullshit around the meta because it would always be in a prime objective area.
Or maybe even allow marines to establish a remote t-comm facility at their choice of location. It would most likely be at the FOB every time but it would allow the marines to use less man power guarding it and give the ayys a chance to sabotage it whenever they choose like after the marines have started to purge the underground. Then they wouldn't even have to bullshit around the meta because it would always be in a prime objective area.
Bran Jast. Over worked Bridge officer, uncaring MP, injured Marine. Shrug. Now without Robot Arm!
- EXOTICISME
- Registered user
- Posts: 160
- Joined: 20 Apr 2016, 05:56
Re: Ice Map Complaint
You can't weld the vent before seeing aliens use it because meta. LZ2 is nice to use but it's too open, even though aliens rarely visit it you still need a long way to reach your destination (engi/tcomms) so people rarely use the pod. Going to underground is tricky, if aliens manage to spot your squad in the elevator chance are the whole hive will be waiting in front of it, using ladder while your vision is blocked by tons of resin door is not safe either, who know what will be waiting there. Is not really varied, every round will be marines defending LZ1, engi, tcomms, and waiting for the aliens to be stupid enough to kill themself before assaulting the underground.