[Marines, Research] Weedkiller

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Crab_Spider
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[Marines, Research] Weedkiller

Post by Crab_Spider » 24 Feb 2017, 15:06

Summary (a quick, 2-3 sentence summary): Bring back a form of Plant-B-Gone, but make it only available through RnD and only created through xeno corpses.

Benefits (How this will benefit the server and game as a whole): Marines can stop being scared little b!tches and actually make some sort of effort to push. RnD gets their mojo back. Xenomorphs now know why dying is a shitty idea and Drones truly have a counter to their mojo: The USCM and their anti-hippie policy (TAKE THAT HIPPIESTATION!)

Details (Description of how you think this would work, the benefits, etc): Simply through the synthesis of 2 acid viles, 3 chitin, and 3 resin glands (?) with a bit of phoron and a glass beaker (or bucket), you too can be an environmentalist and crush that black weed hugging hippie's dreams of becoming a botanist! Simply put, by inserting these strange alien organs into the W-Y Bioprinter, you'll be able to produce 200 units of plant-b-gone which are able to be inserted into a chemsprayer and used to destroy weeds and plant nodes. IIRC this is the equivalent of 6 shots and an accidental misfire would cause slight toxin damage. The containers cannot be used for anything else and once the beaker is depleted into a chemsprayer, it's deleted.

Implementation (Optional, if you have an idea how to implement it): Coding. Just coding.
Last edited by Crab_Spider on 02 Mar 2017, 07:43, edited 1 time in total.
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Ragolution
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Re: [Marines, Research] Weedkiller

Post by Ragolution » 24 Feb 2017, 15:14

That seems like a really excessive investment for what is, at best, area denial tools, and not any that could be used in any kind of combat application.

Using the plant spray to push in an offensive is just unfeasible, especially considering the black sacks (probably?) will recoup the small amount of tiles you've cleared up. At best, the chem sprayer is going to cut up 12 tiles per burst, use 30 units and get stopped by any resin, ice walls, or just any wall in general. And if you hit a person with it, they're taking minor toxin damage.

Doesn't really seem worth it unless you rebalance the idea; either make it easier to obtain or beneficial in some other way than 'kills weeds'.

Obviously we can't have it clear up Sticky Resin or it'd be op broke as fuck do not allow but the flamethrower, and by extension, the machete does a fine job of clearing up weeds, as-is.

If there was something added to the game where xenos could infest machines or apcs or something with weeds, and this spray would accelerate the removal process (instead of needing to hack and slash it 20 times) it could be beneficial, but I see a lack of purpose in adding back an incredibly high-investment version of a chemical that would see little day-to-day use.
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Re: [Marines, Research] Weedkiller

Post by RedsPro » 24 Feb 2017, 16:21

Make it like a Cleaner Nade but with plant killer.
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Re: [Marines, Research] Weedkiller

Post by Swagile » 24 Feb 2017, 17:12

We can already clear weeds pretty fast with a flame thrower, but flamethrower has been nerfed so bad no one ever takes them unless their bored or pyromaniacs.
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Re: [Marines, Research] Weedkiller

Post by MauroVega » 24 Feb 2017, 18:05

Flashback to past Weedkillers that did more toxins than boiler gas does burns in the small room before hydro/viro
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Re: [Marines, Research] Weedkiller

Post by Casgair » 24 Feb 2017, 19:01

Oh hey, I mentioned this in mChat just the other day, nice to see someone took the time to write it up as a suggestion.

While I agree the cost is pretty outrageous for a spray bottle, if you were smart and used plantkiller in smoke/surfactant grenades you -could- end up with a handful of nades that could clear the entire barrens and then some.
MauroVega wrote:Flashback to past Weedkillers that did more toxins than boiler gas does burns in the small room before hydro/viro
Which is why reasonable people should use surfactant ("cleaning foam") grenades for these sorts of things. While I haven't been able to test it out because weedkiller is gone from chem mixing, a foam nade spiked with weed killer should accomplish exactly the same thing as a smoke nade without being a major health hazard.

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Re: [Marines, Research] Weedkiller

Post by Crab_Spider » 24 Feb 2017, 21:19

The cost is high to prevent Marines curbstomping the xenos with on 3 corpses, and like the other 3 experimental products from RnD, this can do so much. The biggest problem the Marines have with pushing is the weeds, which heal xenos and make them faster, while the Marines are much slower on them. In the event this is implemented, I want Marines to be more careful and actually have a bit of a reason to care about not fibbing xenos corpses, in tangent with more well throughout pushes. I want xenos to be more careful with their reckless decisions and foresee the consequences of their actions.
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: [Marines, Research] Weedkiller

Post by Ragolution » 25 Feb 2017, 12:16

You know, this is unrelated, but it would be really great to see a marine drag a live Xeno in crit back to the Sulaco only for them to pop up and go rape on the Research staff.
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Re: [Marines, Research] Weedkiller

Post by Crab_Spider » 28 Feb 2017, 13:35

Ragolution wrote:You know, this is unrelated, but it would be really great to see a marine drag a live Xeno in crit back to the Sulaco only for them to pop up and go rape on the Research staff.
Greenlight this now.
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: [Marines, Research] Weedkiller

Post by Joe4444 » 28 Feb 2017, 13:39

Crab_Spider wrote:Greenlight this now.
weren't you the one who suggested that marines can't grab downed xenos?

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Re: [Marines, Research] Weedkiller

Post by Joe4444 » 28 Feb 2017, 13:39

Crab_Spider wrote:Greenlight this now.
weren't you the one who suggested that marines can't grab downed xenos?

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Re: [Marines, Research] Weedkiller

Post by Crab_Spider » 28 Feb 2017, 13:41

Joe4444 wrote:weren't you the one who suggested that marines can't grab downed xenos?
I never suggested that, that's a feature. A very, unfair, and sometimes annoying feature.
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: [Marines, Research] Weedkiller

Post by Crab_Spider » 02 Mar 2017, 07:44

Bumping.
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: [Marines, Research] Weedkiller

Post by TheMaskedMan2 » 08 Mar 2017, 02:28

Honestly I like the general idea. I personally would propose just an alternative research grenade that acts like cleaning fluid, but for weeds and sticky resin. It would then make covered surfaces similiar to mopped. (Without slipping) This effect makes it weed immune temporarily.

This relatively expensive grenade would allow marines a more interesting tool specifically researched to fight Xenomorphs, and allow marines to secure a spot to push towards and hunker down in.

I sorta interpreted it my own way I guess but the idea for research to have more things to do, and a better weed killing tool... +1. Sorta. Maybe more neutral. Ehhhh.
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Re: [Marines, Research] Weedkiller

Post by KingKire » 08 Mar 2017, 02:41

okay, well i do like idea of some sort of weed killer toxin.

There was another idea suggested of using the weed sacs as fuel for weed killer, which i think is nice. i would like to have weed sacs be the root for weed killer somehow.
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Re: [Marines, Research] Weedkiller

Post by Snypehunter007 » 24 Apr 2017, 14:48

We are currently rethinking research. This is going to be locked for now.
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