Ice but worseSwagile wrote:Pretty sure that would be hell, since Huggers remove all mask items.
Hence unless huggers provide oxygen, you'd be dead in seconds from oxy loss.
Fog Mechanics *Discussion*
- Karmac
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Re: Fog Mechanics *Discussion*
Garth Pawolski, or is it Powalski?
Back in action.
Back in action.
- MrJJJ
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- Location: Spider Lab
Re: Fog Mechanics *Discussion*
I think the Fog is alright, its also stops survivors from rushing crashed shuttle, resulting in 2 xeno-hunting badasses killing runners, hunters and etc with lots of ammo.
It also helps marines to prepare, especially once all tunnels are gone or xenos stop attacking.
It also helps marines to prepare, especially once all tunnels are gone or xenos stop attacking.
- OatzAndHoes
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Re: Fog Mechanics *Discussion*
As someone who regularly plays as both xenos and marines I'm very mixed on this. On one hand it has worked to delay river rushing or xeno LZ1 rushing, on the other it seems like a very artificial constraint that makes things boring if the marines manage to find and destroy the tunnel to the hive. I'd love to see the suggestion for the river being infested with eels for the first 50 minutes or the river having a chemical spill that needs to be cleaned up by repairing and powering a machine that slowly cleans the river implemented one day.
http://cm-ss13.com/viewtopic.p ... 69#p103069
Also it prevents survivors from going full crazed hermit mode and trying to secretly mine out a hiding hole in the mountains.
http://cm-ss13.com/viewtopic.p ... 69#p103069
Also it prevents survivors from going full crazed hermit mode and trying to secretly mine out a hiding hole in the mountains.
- Renomaki
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Re: Fog Mechanics *Discussion*
As I gained more experience with the fog, I found that it isn't perfect in preventing xenos from doing cheesy tactics. However, it has helped to numb it down a bit so marines are given more of a breather and there is more risk for xenos who decided to rambo.
The downside to the fog, as I learned playing xeno, is that it is a lot more distressing when you want to return to the hive. Back then, it was a simple matter of charging north, but now if you are across the river early and want to return home, you have to remember where the tunnels are and hope that the marines haven't blown them up yet, or else you'd be stranded, which is a very scary thing for a lone xeno dealing with patrols of upwards of 5 marines or more.
I suppose that is the intent, though: Make xenos have to think more carefully and thread more lightly until the fog rises.
The downside to the fog, as I learned playing xeno, is that it is a lot more distressing when you want to return to the hive. Back then, it was a simple matter of charging north, but now if you are across the river early and want to return home, you have to remember where the tunnels are and hope that the marines haven't blown them up yet, or else you'd be stranded, which is a very scary thing for a lone xeno dealing with patrols of upwards of 5 marines or more.
I suppose that is the intent, though: Make xenos have to think more carefully and thread more lightly until the fog rises.
Sometimes, bravery comes from the most unlikely sources.
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU
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Re: Fog Mechanics *Discussion*
Agreed on the lore/switches idea as a possible mechanic.
Can't think of anything to add.
Can't think of anything to add.