Armor light dissatisfaction

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BillyBoBBizWorth
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Armor light dissatisfaction

Post by BillyBoBBizWorth » 10 Sep 2018, 18:50

Trying to get a gauge of how many people dislike this change and the reasons why, or why your for it even. Ill start :

Really not a big fan of this change in particular.Firstly maybe considered one of the least important factors, but still a major one, atleast to me, is realism.Why would a light suddenly switch off just because the person wearing the armor has became unconscious or dead?

The reasons for this change was meant to help the xenoes if i remember correctly and its kind of hard for it not to either as a marine without vision might as well be in the condition of a stun, your rendered useless, almost.It was either that or to try and prevent xenoes from moving bodies, or a mixture of both.Im still unsure if its helped with that, but i think it has, hard to tell.

Anyhow i wont list all the problems and examples that i could for this, ill skip straight to a few ideas ive been thinking about to give marines more lighting options :


Much like the recent ability with putting a knife in the mask/mouth slot, allow a torch/flare to be used the same way, in your mouth.Its realistic and easy to do.

Much like a flask being stored on the side of your helmet, allow torches to be stored/attached to the side of the helmet in the same way.One step further is to just have a mount point on all standard and higher helmets that accept the same flash lights you currently get from the vendors for weapons.It operates exactly the same as when you attach one to a weapon, but on your helmet.

Introduce a new weapon mod in the form of a underbarrel flashlight, much like you can use a RDS and laser sight currently on a weapon, allow two flash light mods for some marines to use to help illuminate, a alternative than flares.

Make flares last longer and/or have a larger radius of illumination

Increase the storage capacity of flare pouches from holding 5 flares to 10 flares

Allow some weapons to accept a flash light that currently cant, example is the M92 Grenade Launcher, it can take a magnetic harness, but not a flashlight?

This one is my personal favorite and i cant believe its not already a feature.Make a flare tube grenade variant (Flare, Smoke, Incendiary, Explosive), easy.


These would stack the same way they currently do, so even if you have all the worn lighting options, armor light, weapon lights, torch in mouth, torch in helmet etc, you still only get X amount of illumination.
However this opens alot more options up for weapon variations as having a flash light on a weapon wouldn't be considered a absolute survival must like it already is, you would have more flexibility to get the same max illumination cap you currently can with armor light and weapon light but through many other ways.


Do you want to keep flaring forever? I dont.It should be apart of it, but it shouldnt be such a chore.

What do you think?

And when was the last time you saw a mortar using a flare round? It seems under used, should it be massive in illumination to give it some merit and reason to use? It should have a shock and awe effect in the sense that would light up so much area that the xenoes scatter like cockroaches? It probably should!
Last edited by BillyBoBBizWorth on 12 Sep 2018, 06:04, edited 4 times in total.
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Re: Amor light dissatisfaction

Post by Dauntasa » 10 Sep 2018, 19:01

the point of this change is to help the xenos now that they can't corpsedrag. If lights stayed on after death the hive would be lit up forever and there'd be nothing they could do about it. In-universe, uuuuh, I guess the lights run off of bioelectricity. Yeah, that's it.

I don't understand why they go off after being hugged, though.

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Re: Amor light dissatisfaction

Post by Gigazer » 10 Sep 2018, 19:28

I guess, that the automatic lights off when killed or hugged are for the marines to have a lesser chance of being revived or cured and making a better advantage for the Xenos.
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Re: Armor Light Dissatisfaction

Post by Sulaboy » 10 Sep 2018, 19:39

The only problem I've had was breaking out of nests after being hugged. I'd like to be able to activate my shoulder lamp while nested. Besides that I see no problems with lighting. I bring a flare pouch with a rail flash and don't need much more light. Engineers could always fix APCs to get buildings lit up.
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Re: Amor light dissatisfaction

Post by Tetrino » 10 Sep 2018, 21:57

I reckon it's a fair trade for not getting my corpse dragged off into the absolute corner of the map
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Re: Amor light dissatisfaction

Post by Kineem » 10 Sep 2018, 22:03

Tetrino wrote:
10 Sep 2018, 21:57
I reckon it's a fair trade for not getting my corpse dragged off into the absolute corner of the map
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Re: Amor light dissatisfaction

Post by Garrison » 10 Sep 2018, 23:35

Tetrino wrote:
10 Sep 2018, 21:57
I reckon it's a fair trade for not getting my corpse dragged off into the absolute corner of the map
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Re: Amor light dissatisfaction

Post by Gnorse » 11 Sep 2018, 09:06

I'm fine with this, and hell, it's probably needed since xenos can't drag corpses but it makes breaking out of nests utter cancer.
Either make it so that you can turn your light on while nested OR make it so that it turns on automatically when you get nested.
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Re: Amor light dissatisfaction

Post by David Stormwell » 11 Sep 2018, 09:26

I don't really mind all to much just maybe It would be nice to have a underbarrel flashlight and for the light not to turn off when facehugged
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Re: Amor light dissatisfaction

Post by BillyBoBBizWorth » 11 Sep 2018, 11:17

Dauntasa wrote:
10 Sep 2018, 19:01
the point of this change is to help the xenos now that they can't corpsedrag. If lights stayed on after death the hive would be lit up forever and there'd be nothing they could do about it. In-universe, uuuuh, I guess the lights run off of bioelectricity. Yeah, that's it.

I don't understand why they go off after being hugged, though.
I might have missed that in the changelog if its true, so the xenoes literally dont have the ability to drag a human dead body anymore?

Haha, bio electricity, i was thinking maybe it has a body sensor and knew when the person wearing it was dead, but why would it still turn off? To save power lol?
Gigazer wrote:
10 Sep 2018, 19:28
I guess, that the automatic lights off when killed or hugged are for the marines to have a lesser chance of being revived or cured and making a better advantage for the Xenos.
Thats definitely a effect its having, marines have a much lesser chance alot of the time.
Sulaboy wrote:
10 Sep 2018, 19:39
The only problem I've had was breaking out of nests after being hugged. I'd like to be able to activate my shoulder lamp while nested. Besides that I see no problems with lighting. I bring a flare pouch with a rail flash and don't need much more light. Engineers could always fix APCs to get buildings lit up.
Same, its bad enough already that when you finally even manage to escape a nest, everything you click on doesnt want to work like it usually does and its like theres a delay on everything, now youve also got to turn your light on as well, it shouldnt even be off in the first place.
Gnorse wrote:
11 Sep 2018, 09:06
I'm fine with this, and hell, it's probably needed since xenos can't drag corpses but it makes breaking out of nests utter cancer.
Either make it so that you can turn your light on while nested OR make it so that it turns on automatically when you get nested.
David Stormwell wrote:
11 Sep 2018, 09:26
I don't really mind all to much just maybe It would be nice to have a underbarrel flashlight and for the light not to turn off when facehugged
Lol, i dont get you guys.You guys are making it clear that your not too fussed with the change and what it was for and its intended effect, but then say it should turn on when you get nested automatically or you should be able to move your arms and turn it on.None of this makes any sense, when..

Why would it even turn off in the first place!! Why cant the armor light stay on if its been activated, it stays on even if you get hugged, BUT if you end up dying in that suit, for whatever magical reasons(preventing body dragging) the armor light turns off, simple? Its the best of both worlds, and honestly make more sense than a light just turning off, its actually for me very unrealistic and effects immersion abit when i play.A positive thing of this though is that it makes you even more of a survivalist to not allow yourself to even get into the position of being nested because of the crap byproducts, like your armor light turning off 4no raisins, power/meta gaming you could argue.

This is also about marines having more variation with lighting options as much as it is about this armor light change.This change with the armor light was just a catalyst to be finally making a post about more variation for lighting, because it is a big part of what the marines have to do currently and if it could be more fun and less of a chore, that would be excellent.


I reckon a under barrel flash torch and a flare grenade variant would be a nice small addition.
Last edited by BillyBoBBizWorth on 12 Sep 2018, 00:43, edited 1 time in total.
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Re: Amor light dissatisfaction

Post by Blade2000Br » 11 Sep 2018, 11:43

Xenos can't bodydrag dead bodies, therefore, lights turn off automatically or xenos would be in a huge disadvantage since the hive would be all lighten up.
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Re: Amor light dissatisfaction

Post by Steelpoint » 11 Sep 2018, 12:47

Only thing I'd prefer is if you can turn on the light in a nest.
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Re: Amor light dissatisfaction

Post by Chaznoodles » 11 Sep 2018, 12:52

Lights also automatically turn off if you get hugged, even flashlights in pockets and such, which is pretty silly.

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Re: Amor light dissatisfaction

Post by CABAL » 11 Sep 2018, 13:21

Maybe make humans "see" in darkness for 3x3 square around, or atleast on the square you are standing. It's really annoying on HvH rounds when you try to be sneaky, yet you don't even know if you are moving, or you are facing a wall. It's common on other servers, why not here? That 3x3 squares range would even make a diffrence for xenos? I bet even new players are not bald enough to not spot a marine on next title.

Explaining just armor lights going off by facehugging is pretty easy. Facehugger just directly cracks it with his tail to ensure his victim will not be found by others.
Rail flashlights and flashlights on pocket are tricky to answer.
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Re: Amor light dissatisfaction

Post by BillyBoBBizWorth » 11 Sep 2018, 14:40

Blade2000Br wrote:
11 Sep 2018, 11:43
Xenos can't bodydrag dead bodies, therefore, lights turn off automatically or xenos would be in a huge disadvantage since the hive would be all lighten up.
The hive would be at a disadvantage now if armor lights stayed on? Even though thats exactly how it used to be until recently.How did they resolve this issue beforehand? They body dragged them away or they would make alot of smaller secure nests around to contain the light.They already had that solution that drones and hivelords were handling.
Steelpoint wrote:
11 Sep 2018, 12:47
Only thing I'd prefer is if you can turn on the light in a nest.
What if the light stayed on, but when you got nested, it became dim because the goo was over it, 3X3 light radius.
CABAL wrote:
11 Sep 2018, 13:21
Maybe make humans "see" in darkness for 3x3 square around, or atleast on the square you are standing. It's really annoying on HvH rounds when you try to be sneaky, yet you don't even know if you are moving, or you are facing a wall. It's common on other servers, why not here? That 3x3 squares range would even make a diffrence for xenos? I bet even new players are not bald enough to not spot a marine on next title.

Explaining just armor lights going off by facehugging is pretty easy. Facehugger just directly cracks it with his tail to ensure his victim will not be found by others.
Rail flashlights and flashlights on pocket are tricky to answer.
Im not buying the hugger smashing the lights out every time thing, if it had a random chance of happening maybe, that could be a cool effect though.
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"It was a fantastic round. If the CO hadn't cryo'ed before the end I'd have bothered him to give at least two more medals. To PFC Max Dallas, who kept doing the path between the frontlines to FOB (the only place with medical aid) with a roller bed, and saved a lot of marines who'd have husked otherwise. And to Dr. Haley Altman, who after all medics were gone was fixing us time and again for hours straight. At the end there were over 10 patients around her either dead or in crit, and she just kept going."

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Re: Amor light dissatisfaction

Post by Bancrose » 11 Sep 2018, 18:43

Tetrino wrote:
10 Sep 2018, 21:57
I reckon it's a fair trade for not getting my corpse dragged off into the absolute corner of the map
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Re: Amor light dissatisfaction

Post by Blade2000Br » 11 Sep 2018, 18:57

BillyBoBBizWorth wrote:
11 Sep 2018, 14:40
The hive would be at a disadvantage now if armor lights stayed on? Even though thats exactly how it used to be until recently.How did they resolve this issue beforehand? They body dragged them away or they would make alot of smaller secure nests around to contain the light.They already had that solution that drones and hivelords were handling.
Yes, it would. Any bursted marine would light up the hive, any marine infected dragged in would light up the hive.

Xenos relay on the dark to be effective, you remove that, they are in a extreme disadvantage.

Back then xenos dragged bodies to a corner of the map to either remove lighting or, depending on the marine, deny defib. This got removed, so xenos needed compensation for it.
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Re: Amor light dissatisfaction

Post by David Stormwell » 11 Sep 2018, 22:24

Or what if the Xenos can just somehow turn those lights off, like a right click can bring up a selection list of the lights so you can acid them?
And if that person is alive a light replacer and its good to go.
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Re: Amor light dissatisfaction

Post by BillyBoBBizWorth » 11 Sep 2018, 22:35

Blade2000Br wrote:
11 Sep 2018, 18:57
Yes, it would. Any bursted marine would light up the hive, any marine infected dragged in would light up the hive.

Xenos relay on the dark to be effective, you remove that, they are in a extreme disadvantage.

Back then xenos dragged bodies to a corner of the map to either remove lighting or, depending on the marine, deny defib. This got removed, so xenos needed compensation for it.
Yeah i understand and realize that, because thats exactly what they were just doing before this light change thing.They were dragging marines back with a light on effectively and containing the light as well, so what changed? Nothing changed other than the want to resolve a issue of xenoes dragging marines map side to map side which was resolved through locking the ability for the xeno to grab and drag a dead body, there was no real need to even really touch the lighting side of things.

Of coarse xenoes rely on the darkness, thats known by everyone.I still fail to understand how xenoes needed "compensation" in the form at a disadvantage for marines, even when the xenoes had a solution to light(secure hives/devouring) in the hive for a long time on this server...

You make it sound like light was never a considered factor for the xenoes in their hive in the first place, when it clearly was and was for a long long time.They still won rounds, i dont buy this whole they were at a "massive disadvantage" notion, personally i think the xenoes actually used to utilize the darkness smarter when there was armor light sources staying on around the map, this is making them more cocky and lazy from what im observing.Exactly what the tank was doing for the marines.

Also, what happened to the solution of armor light sources through the method of swallowing the marine to move faster to get back to the hive and prevent any light emitting?

Thats two things i dont really see much of in the current state of the game, not really spotting smaller secure nest hives around the map or xenoes swallowing marines, is the light armor a main factor? Probably not, but id say its apart of it.

Ill keep observing, but this one small change is largely far fetched and absurd.
David Stormwell wrote:
11 Sep 2018, 22:24
Or what if the Xenos can just somehow turn those lights off, like a right click can bring up a selection list of the lights so you can acid them?
And if that person is alive a light replacer and its good to go.
Now we are talking, thats a pretty wicked idea actually, i like it alot.The xenoes know about light sources ultimately whether its IC/OOC/Lore or whatever, and them being able to specifically target and acid light sources on a marine would be a good twist, also the ability for a marine to get it replaced and fixed with a light replacer would be even better.

It makes more sense and would actually add to gameplay, unlike a light source suddenly turning off, for no reason, every single time.

Excellent idea!

Its already a thing with xenoes going around smashing lights tubes out and slashing APC's, so what if the xenoes could simply smash out your light source on your armor? This means all xenoes could do it, not just xenoes that can spit acid and light was still a factor, but one easily enough dealt with whether they are pushing or dragging marines to the hive.

Again, still a better idea, than a light suddenly turning off, everytime, for 4noraisins with the explanation of "Light = Xeno Disadvantage".Horseshit.
Last edited by BillyBoBBizWorth on 12 Sep 2018, 00:57, edited 2 times in total.
Max Dallas has been hit in the chest by the M40 HEDP grenade.

I will murder you Brittany Breeze

"It was a fantastic round. If the CO hadn't cryo'ed before the end I'd have bothered him to give at least two more medals. To PFC Max Dallas, who kept doing the path between the frontlines to FOB (the only place with medical aid) with a roller bed, and saved a lot of marines who'd have husked otherwise. And to Dr. Haley Altman, who after all medics were gone was fixing us time and again for hours straight. At the end there were over 10 patients around her either dead or in crit, and she just kept going."

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Re: Amor light dissatisfaction

Post by 420MYK » 12 Sep 2018, 00:36

I fucking love the suit light turning off frankly. even if benos just crit you THEN drag you to slash you (Dont say it dosent happen when ive been SG and both me and a spec got dragged in crit to be slashed even though there was a sent pinning us down with spit making easy caps, "xenos cant meta" or not everyone metas in some minor way), i still love the suit light update, most of the time suit light or not you either got found or didnt if you didnt get metadragged. Its certainly cut the dragging incidents and salt by a countless amount.

I think it could be refined a little more in some ways like others have suggested, either a random chance when hugged or a option for xenos to turn lights off. Either way though your suit light should cut off on death. Being able to reactivate while nested would be nice but ehh i feel you should be able to do a few more minor things while nested (no guarantee EVERY host is going to be nested fully spreadeagled with no movement or anything. Some would be nested with their hands near pockets or something.) Even if it was just like using meds and equipping/unequipping items like coifs. i find it a little ridiculous that B18 whos tricord gets deposited DIRECTLY into your hand id imagine from the cuff, cant still use their Create-injector. But hey "game balance" amirite "le shrug".

All in all though whether its kept as is or changed im quite happy with the suit light/anti dragging update.
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Re: Amor light dissatisfaction

Post by BillyBoBBizWorth » 12 Sep 2018, 00:54

420MYK wrote:
12 Sep 2018, 00:36
I fucking love the suit light turning off frankly. even if benos just crit you THEN drag you to slash you (Dont say it dosent happen when ive been SG and both me and a spec got dragged in crit to be slashed even though there was a sent pinning us down with spit making easy caps, "xenos cant meta" or not everyone metas in some minor way), i still love the suit light update, most of the time suit light or not you either got found or didnt if you didnt get metadragged. Its certainly cut the dragging incidents and salt by a countless amount.

I think it could be refined a little more in some ways like others have suggested, either a random chance when hugged or a option for xenos to turn lights off. Either way though your suit light should cut off on death. Being able to reactivate while nested would be nice but ehh i feel you should be able to do a few more minor things while nested (no guarantee EVERY host is going to be nested fully spreadeagled with no movement or anything. Some would be nested with their hands near pockets or something.) Even if it was just like using meds and equipping/unequipping items like coifs. i find it a little ridiculous that B18 whos tricord gets deposited DIRECTLY into your hand id imagine from the cuff, cant still use their Create-injector. But hey "game balance" amirite "le shrug".

All in all though whether its kept as is or changed im quite happy with the suit light/anti dragging update.
Glad to hear your thoughts on it and im glad you did even though i disagree mostly, you brought up a interesting point and something ive also noticed lately.Im not actually seeing as much drag and slashing from xenoes lately and again the armor light change has to atleast be a partial reason why for what i am seeing, which is xenoes just slashing marines on the spot to knock the light out as fast as possible.Im seeing that much much more lately over mass slash and drag by xenoes as a main combat technique like it just was as recent as a few months ago.
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I will murder you Brittany Breeze

"It was a fantastic round. If the CO hadn't cryo'ed before the end I'd have bothered him to give at least two more medals. To PFC Max Dallas, who kept doing the path between the frontlines to FOB (the only place with medical aid) with a roller bed, and saved a lot of marines who'd have husked otherwise. And to Dr. Haley Altman, who after all medics were gone was fixing us time and again for hours straight. At the end there were over 10 patients around her either dead or in crit, and she just kept going."

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Re: Amor light dissatisfaction

Post by spookydonut » 12 Sep 2018, 08:33

This should be in the update discussion thread.

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