Hugger Combat Removal Discussion

Generic, on-topic discussion about Colonial Marines.
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NoahKirchner
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Re: Hugger Combat Removal Discussion

Post by NoahKirchner » 13 May 2017, 22:11

Steelpoint wrote:To be fair in the new movie one guy gets facehugged but he manages to pull it off, with the help of a fellow soldier, in time.

More so because he was able to place his hand/gun in front of his face before it latched onto him, so the hugger did not get a good enough grip.

Though he suffered massive burns over the side of his face.
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Re: Hugger Combat Removal Discussion

Post by Steelpoint » 13 May 2017, 22:23

Well considering you kinda see it in the trailers I don't consider it a major spoiler. Also it's been out for three days so eh.
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Re: Hugger Combat Removal Discussion

Post by NoahKirchner » 13 May 2017, 22:25

Steelpoint wrote:Well considering you kinda see it in the trailers I don't consider it a major spoiler. Also it's been out for three days so eh.
Well SOOOorrYYY that I have a lack of a life to be attending to, *snaps sassily*
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Re: Hugger Combat Removal Discussion

Post by caleeb101 » 14 May 2017, 04:54

Steelpoint wrote:To be fair in the new movie one guy gets facehugged but he manages to pull it off, with the help of a fellow soldier, in time.

More so because he was able to place his hand/gun in front of his face before it latched onto him, so the hugger did not get a good enough grip.

Though he suffered massive burns over the side of his face.
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Could also argue:
- Hugger was an early version of the ones we are used to.
-Hugger was injured beforehand which is why it left acid blood on his face in the first place.
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Re: Hugger Combat Removal Discussion

Post by Symbiosis » 14 May 2017, 18:01

Marines aren't wiping the aliens with the loss of Huggers, so clearly this hasn't created an unwinnable situation for the Aliens. In fact, the rounds are quicker than ever and more one sided than ever. Various changes to Xeno slashing damage, armor, and the "Crusher rush" have made the recent matches "interesting" lately.

I've enjoyed my time here, and wouldn't mind if the aliens won -every- game, 70/30 balance be damned. It's all about the fun, IMO.

Medical is exhausting, and I'm a Medic main, I play a Doctor/Traveling Medic during tribes, it's just what I enjoy doing. Now, with the combat changes? I burn through 15+ splints, three adv. first aid kits worth of trauma/burn kits, and all my QC. The amount of delimbing is through the roof, and I'm often treating patients with three-four unsecured fractures, internal bleeding, and organ damage. Watching a Crusher bowl through a line of Marines in a hallway has been pretty common. From a fun factor, would it be possible to tweak the "fracture" threshold for limbs? Or increase the Crushers raw health and maybe decrease that insane charging power?

Perhaps adding in the Whiskey Outpost "Healing Chamber" for Medbay to use for Fractures (and fractures only) will allow them to focus on the Delimbing (which is pretty common), triage, and "other" surgeries that may arise? Then no xeno adjustments need to be made? I understand small tweaks can have huge impacts, so just throwing a few ideas out there for discussion.
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Re: Hugger Combat Removal Discussion

Post by TJ3003 » 14 May 2017, 19:43

Josephs477 wrote:Marines aren't wiping the aliens with the loss of Huggers, so clearly this hasn't created an unwinnable situation for the Aliens. In fact, the rounds are quicker than ever and more one sided than ever. Various changes to Xeno slashing damage, armor, and the "Crusher rush" have made the recent matches "interesting" lately.

I've enjoyed my time here, and wouldn't mind if the aliens won -every- game, 70/30 balance be damned. It's all about the fun, IMO.

Medical is exhausting, and I'm a Medic main, I play a Doctor/Traveling Medic during tribes, it's just what I enjoy doing. Now, with the combat changes? I burn through 15+ splints, three adv. first aid kits worth of trauma/burn kits, and all my QC. The amount of delimbing is through the roof, and I'm often treating patients with three-four unsecured fractures, internal bleeding, and organ damage. Watching a Crusher bowl through a line of Marines in a hallway has been pretty common. From a fun factor, would it be possible to tweak the "fracture" threshold for limbs? Or increase the Crushers raw health and maybe decrease that insane charging power?

Perhaps adding in the Whiskey Outpost "Healing Chamber" for Medbay to use for Fractures (and fractures only) will allow them to focus on the Delimbing (which is pretty common), triage, and "other" surgeries that may arise? Then no xeno adjustments need to be made? I understand small tweaks can have huge impacts, so just throwing a few ideas out there for discussion.
I feel like the damage and savage nature of the hive is just a result of the loss of huger combat, instead of dropping a huger, its now slashing to hell, I do not feel that it should be made /easier/ for medics especially due to a few things. You are fighting a hive of 30+ Savage xenomorphs that are built to kill mane and otherwise destroy, in the movies and otherwise a squad of marines is literally nothing to the xenomorphs, failing to spread out the Aliens and attack on one central point like a crusher banging its head against a wall, isn't very intelligent tactics wise.
Additionally after playing many rounds ive noticed that aliens are forced to attack the Ship with only 25-30 Aliens, so that backlog of like 30+ Marines that need injuries fixed balances out the combat just fine. As others have said those people with injuries would be dragged off, infected and become a new xenomorph, with huger combat. But now you have the difficult problem of a lack of supplies and personnel, which while I dont think shouldn't be fixed with Easier meds or otherwise, It could be fixed with a new type of Response team like a team of medics, or maybe SMALL med kits given to marines such as Tornqutes or minor amounts of drugs, like military personnel have in the real world.

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Re: Hugger Combat Removal Discussion

Post by Symbiosis » 15 May 2017, 14:10

TJ3003 wrote:I feel like the damage and savage nature of the hive is just a result of the loss of huger combat, instead of dropping a huger, its now slashing to hell, I do not feel that it should be made /easier/ for medics especially due to a few things. You are fighting a hive of 30+ Savage xenomorphs that are built to kill mane and otherwise destroy, in the movies and otherwise a squad of marines is literally nothing to the xenomorphs, failing to spread out the Aliens and attack on one central point like a crusher banging its head against a wall, isn't very intelligent tactics wise.
Additionally after playing many rounds ive noticed that aliens are forced to attack the Ship with only 25-30 Aliens, so that backlog of like 30+ Marines that need injuries fixed balances out the combat just fine. As others have said those people with injuries would be dragged off, infected and become a new xenomorph, with huger combat. But now you have the difficult problem of a lack of supplies and personnel, which while I dont think shouldn't be fixed with Easier meds or otherwise, It could be fixed with a new type of Response team like a team of medics, or maybe SMALL med kits given to marines such as Tornqutes or minor amounts of drugs, like military personnel have in the real world.

Don't get me wrong. I LOVE the new feel of the combat. It's great, it feels brutal and unforgiving. I understand that small tweaks can have big impacts in the grand scheme of things. I just don't think players enjoy being stuck in medbay for 45 minutes with fractures. Better to kill them and allow them to join Xeno in that case.
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Re: Hugger Combat Removal Discussion

Post by Ikmalmn » 15 May 2017, 18:11

True, the fast paced nature of how the game now feels actually is T O O F A S T at least in doctors terms.

By the 13:45 mark, marines are probably pushed back into the FOB and are forced to evacuate pretty soon. Once evac is called, loads of marines with broken bones will have to wait in line to get surgery. Since no one is pressuring the xeno's, they will attack the Almayer leaving countless marines with broken bones.

A couple one of those WO consoles that fix broken bones looks pretty neat to add to medical. Either that or putting more Cryoxadone at the ready on the table for cyro healing.
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Re: Hugger Combat Removal Discussion

Post by CyxthtyCyxthCyx » 19 May 2017, 06:12

Huggers really do that leap combat thing... aggressive chasing all the way. At a point, you have to legitimize hugger leaping... just watch the new movie.

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Re: Hugger Combat Removal Discussion

Post by TheMaskedMan2 » 19 May 2017, 11:35

Hugger leaping essentially has a range of 4-ish tiles. Though then a hugger is dropped or thrown, or otherwise suddenly thrown onto the ground, it is delayed and inactive as if it just pounced. Furthermore, if a carrier throws a hugger at you and it hits you dead on, it doesn't immediately leap, it will just hit the ground in-front of you, as as it is facehuggers are essentially small area of denial monsters that die in one hit, so as a carrier, it is harder to infect people than you'd think, considering marines are getting on point with popping huggers with a bullet.
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Re: Hugger Combat Removal Discussion

Post by kooarbiter » 20 May 2017, 04:31

TheMaskedMan2 wrote:Hugger leaping essentially has a range of 4-ish tiles. Though then a hugger is dropped or thrown, or otherwise suddenly thrown onto the ground, it is delayed and inactive as if it just pounced. Furthermore, if a carrier throws a hugger at you and it hits you dead on, it doesn't immediately leap, it will just hit the ground in-front of you, as as it is facehuggers are essentially small area of denial monsters that die in one hit, so as a carrier, it is harder to infect people than you'd think, considering marines are getting on point with popping huggers with a bullet.
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Re: Hugger Combat Removal Discussion

Post by Crab_Spider » 20 May 2017, 07:14

As a sidenote: xenos and other mobs seem to have a frame immunity for projectiles, even buckshot pellets. Either that or RNG+lag fucked me over
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