Alpha Official Discussion Thread

Generic, on-topic discussion about Colonial Marines.
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Abbysynth
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Alpha Official Discussion Thread

Post by Abbysynth » 11 Jun 2015, 11:25

This is the place to make suggestions or comments about the alpha build. The ground map, balance issues, etcetera. Feedback is what drives this whole thing so give some feedback!

Bear in mind many things are still subject to change, and there's non-critical features not yet implemented (like weapon attachables, comms and ID consoles) that will be added once the other bugs are taken care of. The map is also still unfinished so try not to be too critical of it!

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Re: Alpha Official Discussion Thread

Post by RoswellRay » 11 Jun 2015, 12:01

Would be cool to be able to actually bury land mines in grass and sand.Other than that I can't really make any suggestions since I'm never on during the sporadic testings and don't even know what it looks like other than the very early on screens. Come to think of it I suggest announcing alpha tests at least a few days in advance.

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Re: Alpha Official Discussion Thread

Post by Abbysynth » 11 Jun 2015, 12:34

The first post in the ground map thread shows an updated version and a big zoomable image of it, just FYI.

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Re: Alpha Official Discussion Thread

Post by RoswellRay » 11 Jun 2015, 12:43

Ah,cool. My major concern is the amount of one tile tunnels. At the moment the marines have no way to fight aliens sitting behind a corner,same with huggers other than a very limited amount of grenades. So if aliens drop huggers around the corners in the one tile caves marines can't do jack but walk into them.

Edit: Never mind I suppose they can mine new holes,still something we'll have to see how it turns out in game I guess.

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Re: Alpha Official Discussion Thread

Post by Lostmixup » 11 Jun 2015, 13:08

At the moment, it needs signs pointing you to each sector on the dirt roads (arrows that say Sec this way or something) cause finding your way around in the dark is a bitch.

All deployments could use EVEN MORE lockers as well, server sometimes has 64 people on it gotta be prepared.

Grenades not exploding in 2 seconds, make it at least like 5. Give us a second to throw it.

Facehugger's not incapacitating marines for such an ungodly amount of time.
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Re: Alpha Official Discussion Thread

Post by Evilkyle24 » 11 Jun 2015, 14:17

Signs, lockers, you need to update with the old sprites. I liked our old flashlights and grenades better. Worlds pretty big right now.

The geothermal generators need to be more reliable. I took a two minute piss break and three blew up. They should break, but not THAT fast.

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Re: Alpha Official Discussion Thread

Post by Mizari » 11 Jun 2015, 16:10

First view of the alpha was good, saw very little bugs at least for myself however the nutrition thing almost starving to death was potentially a bit annoying.

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Re: Alpha Official Discussion Thread

Post by TopHatPenguin » 13 Jun 2015, 20:48

A suggestion for the Alpha would be...

As i believe Apop is contemplating the idea of a chaplain... what if we add military funerals to being a list of what said chaplain would be doing... so say they can't clone the marine they could have a military funeral instead. thoughts on this would be nice. Would add Rp value.
On another note as there isn't a cloner in the alpha military funerals should defiantly be a thing
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Re: Alpha Official Discussion Thread

Post by Butterrobber202 » 13 Jun 2015, 21:06

Mr. Penguin wrote:A suggestion for the Alpha would be...

As i believe Apop is contemplating the idea of a chaplain... what if we add military funerals to being a list of what said chaplain would be doing... so say they can't clone the marine they could have a military funeral instead. thoughts on this would be nice. Would add Rp value.
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Re: Alpha Official Discussion Thread

Post by Feweh » 14 Jun 2015, 16:19

Honestly all of Sulaco really bothers me in the Alpha build.

Doesn't feel like a space ship really. I think it might have something to do with the airlocks and the whole color scheme.

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Re: Alpha Official Discussion Thread

Post by Tranquill » 14 Jun 2015, 23:41

That would be cool if Sulaco had a chef, that made meals for everyone.

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Re: Alpha Official Discussion Thread

Post by Lostmixup » 15 Jun 2015, 07:57

Tranquill wrote:That would be cool if Sulaco had a chef, that made meals for everyone.
It did once I'm pretty sure, unfortunately the role wasn't played much or abused so it was removed.
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Re: Alpha Official Discussion Thread

Post by mosshadow » 15 Jun 2015, 11:27

Sounds fun, i better start playing again

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Re: Alpha Official Discussion Thread

Post by TopHatPenguin » 15 Jun 2015, 19:41

Another suggestion for the alpha is...

Because the queen can screech alot in quick succession can we have it so either when you get knocked down you recover alot faster or make it so it won't knock you down...


2) Rocket Launcher for specialist needs a major buff in damage as it's a damn rocket launcher.

3) In general Aliens either need a nerf or marine weapons need a buff either one.
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Re: Alpha Official Discussion Thread

Post by HalfdeadKiller » 15 Jun 2015, 21:55

I'd like a semi functional Atmospherics room. A 2x2 room for Oxygen, a 2x2 room for Nitrogen, and then a 2x2 waste room, for all the other useless but dangerous gases, should they get on the sulaco some how, and filters to filter it all out. CE needs a CE locker too.

Also, the engine monitoring room is missing the console that tells you the percentage of gas and what type of gases are in the core, along with core temperature.

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Re: Alpha Official Discussion Thread

Post by Sargeantmuffinman » 17 Jun 2015, 12:25

Is research removed?

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Re: Alpha Official Discussion Thread

Post by TopHatPenguin » 17 Jun 2015, 16:57

Sargeantmuffinman wrote:Is research removed?
In the alpha yes... it's so they can rework the system for autopsies and other cool stuff.
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Re: Alpha Official Discussion Thread

Post by Sargeantmuffinman » 18 Jun 2015, 07:31

YAY I CAN NOW DO SHIT LATER

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Re: Alpha Official Discussion Thread

Post by Feweh » 19 Jun 2015, 01:33

Curious as to how alien's on Sulaco are doing for the Alpha.

I've always hated how Aliens couldn't do anything on Sulaco really that effected the ship in the current build.

I mean sure, you could vent hop around and disable power to the bridge, but that was about it.

One of my biggest suggestions was to have Sulaco have more sub-systems that needed to be monitored and aliens could impact. Finally Alpha seems to have that in-place with a more lively Sulaco.

I haven't done much Alpha testing but those who have.. has anyone noticed a change in Sulaco Defenses/Evacs/Aliens on Sulaco etc?

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Re: Alpha Official Discussion Thread

Post by Lostmixup » 19 Jun 2015, 01:38

Pink wrote:Curious as to how alien's on Sulaco are doing for the Alpha.

I've always hated how Aliens couldn't do anything on Sulaco really that effected the ship in the current build.

I mean sure, you could vent hop around and disable power to the bridge, but that was about it.

One of my biggest suggestions was to have Sulaco have more sub-systems that needed to be monitored and aliens could impact. Finally Alpha seems to have that in-place with a more lively Sulaco.

I haven't done much Alpha testing but those who have.. has anyone noticed a change in Sulaco Defenses/Evacs/Aliens on Sulaco etc?
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Re: Alpha Official Discussion Thread

Post by Evilkyle24 » 19 Jun 2015, 03:44

Lostmixup wrote: The singularity keeps blowing up, yea.
Why don't we just use the magic SMES or something?
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Re: Alpha Official Discussion Thread

Post by HalfdeadKiller » 19 Jun 2015, 05:21

The Supermatter on the Alpha Sulaco is... interesting. The atmos code and everything works fine, its just the piping is questionable, and there isn't much you can do to fix it due to a lack of air alarms and stuff. When I was CE on the alpha it didn't blow up, but that is probably because I didn't blast it 8 times, I only shot it twice.

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Re: Alpha Official Discussion Thread

Post by TopHatPenguin » 19 Jun 2015, 05:23

when i asked some people last night basically Sulaco.. has two floors the first is powered by SM and the below deck one is powered by the ' Magical' Smes
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Re: Alpha Official Discussion Thread

Post by RoswellRay » 21 Jun 2015, 13:28

Is it possible to have it cycle to day time on the ground map after so long. Right now from the tests I've played the aliens are pretty OP since they are no longer restricted to hallways and marines can't see more than a few feet in front of them. Especially if the aliens melt the flood lights. If at some point it would become day time,maybe an hour and a half or two hours into the round,it would give the marines that survived the night a chance to go on the offensive.

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Re: Alpha Official Discussion Thread

Post by Felkvir » 22 Jun 2015, 17:04

Hmm .. Night/day cycle in ss13. Could it be done or nah?

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