Updates discussion thread

Generic, on-topic discussion about Colonial Marines.
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spookydonut
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Re: Updates discussion thread

Post by spookydonut » 14 Feb 2018, 00:58

If someone is in pain crit only medics should be giving them drugs, if they're standing you can hand them your auto injector. PFCs shouldn't be jabbing people with drugs.

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Re: Updates discussion thread

Post by Cpkeyes » 14 Feb 2018, 01:50

The new law is pretty much unenforceable anyway. Like, how are MP's suppose to actually prove it. And Spooky, what if the medics are all dead or the medic is the one that needs medical attention on the battlefield and there are no other medics around?

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Re: Updates discussion thread

Post by SovietKitty » 14 Feb 2018, 01:55

Marines look like malnourished hotdogs. :(
hi, smile.

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Rio
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Re: Updates discussion thread

Post by Rio » 14 Feb 2018, 04:27

spookydonut wrote:
14 Feb 2018, 00:58
If someone is in pain crit only medics should be giving them drugs, if they're standing you can hand them your auto injector. PFCs shouldn't be jabbing people with drugs.
As mentioned by Keyes, there are situations in which non-medical personnel will have to act as lite-medics when shit hits the fan. Here are a few very common situations I came up with in literally 10 seconds of thinking about it.

-FOB defenders left behind without a medic nearby treating crit
-Squaddies fleeing and needing to perform first aid
-Medic is KIA
-Medic is busy reviving people and critical patients keep arriving
-Marines rescuing one another from the hive tram pen each other to prevent paincrit during their escape

That's just barely scratching the surface, but the use of equipment other than bandages, ointment and tricord pens in these situations would be violating a marine law. People can try to hand wave criticisms away by saying "nobody will enforce this/this is unenforceable" all they want but the point remains that these very common acts which are done out of necessity in the moment are now a violation of the law, and can illicit punishment if an MP decides to enforce it.

If it's not mentioned in the law, it is thus outside the law and can be interpreted as being against the law.

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Re: Updates discussion thread

Post by spheretech » 14 Feb 2018, 07:12

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Surprisingly, this is actually the most annoying update of all the recent ridiculous ones.
So after you get out of binoculars or a scope you have a cooldown of about 3 seconds before being able to zoom again.
You can keep clicking the binoculars but nothing will happen, and scopes will still make the clicking noise but won't zoom you. It's infuriating an extremely annoying. It's just a quality of life downgrade.
Getting pushed every 2 seconds by baldies means you can barely position yourself properly as a sniper or laser user, because by the time you battle the 3 second cooldown, your target is long gone.
Completely unnecessary and makes no sense to add this.

Regular sniper spec has like a 3 second wield delay AS IS, and I played one just before the bino update. It was unbearable and I would genuinely use a m41 with a scope over the spc sniper. With this zoom delay ontop of the general firerate of snipers and wield delay, playing with a scope is a thing I don't wanna do anymore...
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Re: Updates discussion thread

Post by caleeb101 » 14 Feb 2018, 07:37

I know I shouldn't but I hate MP's. But I do. And one of the reasons why is that when a MP player gets bored, they'll start looking out for the petty things to arrest people for. It's extremely retarded and if you retaliate, you'll only make your sentence longer. Or if you retaliate violently (with a gun for example) you risk admin interference for low RP. But when a dumb mug with sunglasses tells me I can't breathe because it's illegal and constantly does it, it really would make me want to blast them in the face with a revolver.
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Sir Lordington
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Re: Updates discussion thread

Post by Sir Lordington » 14 Feb 2018, 09:44

90% of these life or death situations where non-natives personnel will have to treat someone or they will die are on the field, where there are no MPs.

You'll be arrested if you do this shit in the medbay, where it's not needed because there are doctors there.
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Re: Updates discussion thread

Post by Gnorse » 14 Feb 2018, 12:32

I don't know, but these updates are making CM13 less of a thing I do to relax after school/work and more of a thing I have to actually commit to and take seriously.
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Re: Updates discussion thread

Post by CaptainYankee » 14 Feb 2018, 13:41

Prior to this update I would often, as medic, pick a PFC and equip them with a healthHUD, a rollerbed, and maybe extra stasis bags. Their job would be following me around, preventing tunnel vision, and coordinating medevacs. This I did in order to alleviate the additional pressure faced by medics after the peri/QC nerfs. I applauded the devs for necessitating this role, as medics very rarely get to interact with squad members (aside from treatment) once things get heated. This served the additional purpose of giving players who were interested in medic, but wary of the demands of the role, a chance to dip their toes in with no real consequences. Is it power-gaming to give a PFC a set of ATKS and a roller bed? I would say no, especially on high pop.

This update is going to continue to make medic's lives both more valuable (thus more target-able) and more stressful. I'm going to have to smuggle down spare supplies on my own, or risk imprisonment for trying to give the best medical treatment I can to my squad. The fact that PFCs already couldn't use all auto-injectors was bad enough. Now that they can only use the small ones, have a chance of injecting themselves, and can get arrested for using an ATKs is a heavy handed overreaction. To a problem that in my opinion, didn't exist.
*Caveat: I play almost exclusively on highpop where xeno numbers and casualties scale with population, but medics and supplies do not. Maybe this was a problem on LowPop?
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Re: Updates discussion thread

Post by Blade2000Br » 14 Feb 2018, 13:52

You guys know that drugs can be authorized if there's a paper signed by both the CO and CMO, right? I mean, you just need this paper signed to have the drugs you want normally.

It's not like you are not allowed to use then or something.
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Re: Updates discussion thread

Post by Surrealistik » 14 Feb 2018, 13:56

CaptainYankee wrote:
14 Feb 2018, 13:41
Prior to this update I would often, as medic, pick a PFC and equip them with a healthHUD, a rollerbed, and maybe extra stasis bags. Their job would be following me around, preventing tunnel vision, and coordinating medevacs. This I did in order to alleviate the additional pressure faced by medics after the peri/QC nerfs. I applauded the devs for necessitating this role, as medics very rarely get to interact with squad members (aside from treatment) once things get heated. This served the additional purpose of giving players who were interested in medic, but wary of the demands of the role, a chance to dip their toes in with no real consequences. Is it power-gaming to give a PFC a set of ATKS and a roller bed? I would say no, especially on high pop.

This update is going to continue to make medic's lives both more valuable (thus more target-able) and more stressful. I'm going to have to smuggle down spare supplies on my own, or risk imprisonment for trying to give the best medical treatment I can to my squad. The fact that PFCs already couldn't use all auto-injectors was bad enough. Now that they can only use the small ones, have a chance of injecting themselves, and can get arrested for using an ATKs is a heavy handed overreaction. To a problem that in my opinion, didn't exist.
*Caveat: I play almost exclusively on highpop where xeno numbers and casualties scale with population, but medics and supplies do not. Maybe this was a problem on LowPop?
^

Exactly.

This update (the auto/mini-injector changes, non-Medical personnel can't benefit from the MedHUD, as well as Marine Law changes utterly prohibiting drug mixes) largely accomplishes two things:

#1: Centralizing the meta and marine/xeno gameplay even *more* around medics, and significantly compounds the already vital need to protect/assassinate them; any squad without a medic is basically FUBAR.
#2: Significantly increasing the already considerable burden and workload of said medics (while the number of medic slots have remained constant despite these changes) as utility PFCs can no longer really assist effectively, and drug mixes are gone, or at least significantly less likely to see use due to the Marine Law changes.

Second, I'm not sure I agree with this being balance related. Two weapon PFCs were a competitive and viable alternative to more utility based PFCs; in no universe was the utility PFC a hands down better choice than the dual weapon PFC. As a result of these changes two weapon PFCs are now clearly superior with the exception of maybe the occasional flare mule due to necessity.
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Symbiosis
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Re: Updates discussion thread

Post by Symbiosis » 14 Feb 2018, 14:47

CaptainYankee wrote:
14 Feb 2018, 13:41
Prior to this update I would often, as medic, pick a PFC and equip them with a healthHUD, a rollerbed, and maybe extra stasis bags. Their job would be following me around, preventing tunnel vision, and coordinating medevacs. This I did in order to alleviate the additional pressure faced by medics after the peri/QC nerfs. I applauded the devs for necessitating this role, as medics very rarely get to interact with squad members (aside from treatment) once things get heated. This served the additional purpose of giving players who were interested in medic, but wary of the demands of the role, a chance to dip their toes in with no real consequences. Is it power-gaming to give a PFC a set of ATKS and a roller bed? I would say no, especially on high pop.

This update is going to continue to make medic's lives both more valuable (thus more target-able) and more stressful. I'm going to have to smuggle down spare supplies on my own, or risk imprisonment for trying to give the best medical treatment I can to my squad. The fact that PFCs already couldn't use all auto-injectors was bad enough. Now that they can only use the small ones, have a chance of injecting themselves, and can get arrested for using an ATKs is a heavy handed overreaction. To a problem that in my opinion, didn't exist.
*Caveat: I play almost exclusively on highpop where xeno numbers and casualties scale with population, but medics and supplies do not. Maybe this was a problem on LowPop?
Well said. You can always join Xeno until things get better, because frankly getting shot by a burst is basically a death sentence to a Marine at this point. They can't do anything for themselves and the Medics are too overwhelmed to handle anything. Just as you saw Doctor mains dwindle away due to being overworked you'll likely see what few Medic players that were competent move to other things... as having to treat 40-50 damage now (which PFC's used to be able to treat) has increased their workload exponentially.

Just Join Xeno.
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Re: Updates discussion thread

Post by apophis775 » 14 Feb 2018, 15:30

I'm locking this and making a new Update Discussion thread. This one is FAR too bloated and I don't wanna go through a trillion pages.
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