[ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
- ChickenShizNit8
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
Or just let us use the tool thta Engineers come EQUIPPED WITH like we always have... It's not like hacking is hard, once I know the wires I can crack a door in 5-7 seconds
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
You... can't hack blast doors...
- monkeysfist101
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
I'm aware that you can't in SS13. In Aliens: Colonial Marines they were able to. I'm suggesting this device be able to lift the blast doors on the domes without the use of C4.apophis775 wrote:You... can't hack blast doors...
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
Oh, you mean the non-canon game we don't use any lore from?
- Edgelord
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
But that's like 1 of 2 situations in which we actually need C4. Being a good engineer is having the right tool for the job, plus SLs and Specs all get copious amounts of C4. Being locked out of blast doors is a total non-issue.monkeysfist101 wrote: I'm aware that you can't in SS13. In Aliens: Colonial Marines they were able to. I'm suggesting this device be able to lift the blast doors on the domes without the use of C4.
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- monkeysfist101
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
It is unfortunately canon and we use the SMG from it.apophis775 wrote:Oh, you mean the non-canon game we don't use any lore from?
SMG
http://puu.sh/lDF6o/54e57ee47e.png
http://puu.sh/lG0FE/747a0cb92c.jpg
Official canon status
http://pc.gamespy.com/pc/sega-alien-sho ... 452p1.html
Last edited by monkeysfist101 on 01 Dec 2015, 19:07, edited 1 time in total.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
We only took the name, and it's not canon for us. Please, stop trying to push canon from other shit onto me.
- MrGabol100
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
God damn it people you're de-railing my suggestion SO BAD.
This is for the MOVIE LORE, and a general suggestion to rework combat building and swap the engineer for this lore-friendly technician, maybe even get to the point of removing tools, as you only need them for deconstructing, which we don't need, and making turrets just deployable with no building, no screwdriver lock, etc, so we may be able to just have engineers be regular marines with this tool and some extras, just like in the original movie.
This isn't for "Muh seconds" this is for the ACTUAL LORE IN THE GOD DAMN MOVIE.
I know it'd be so cool to have the fast one in A:CM, but that seems a bit OP, and opening blast doors is supossed to be on explosives.
This is for the MOVIE LORE, and a general suggestion to rework combat building and swap the engineer for this lore-friendly technician, maybe even get to the point of removing tools, as you only need them for deconstructing, which we don't need, and making turrets just deployable with no building, no screwdriver lock, etc, so we may be able to just have engineers be regular marines with this tool and some extras, just like in the original movie.
This isn't for "Muh seconds" this is for the ACTUAL LORE IN THE GOD DAMN MOVIE.
I know it'd be so cool to have the fast one in A:CM, but that seems a bit OP, and opening blast doors is supossed to be on explosives.
- Edgelord
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
Excuse me? Deconstruction is HUGE for engineers. What do you think we do when we can't find metal or need to redesign the Nexus? Maybe in the movie combat technicians were just another marine, but you're talking about dumbing down the class that can decide if the FOB falls or not. Saying this as respectively as I can, removing an engineer's tools would be the single worst thing that could possibly happen to the class.MrGabol100 wrote:God damn it people you're de-railing my suggestion SO BAD.
This is for the MOVIE LORE, and a general suggestion to rework combat building and swap the engineer for this lore-friendly technician, maybe even get to the point of removing tools, as you only need them for deconstructing, which we don't need, and making turrets just deployable with no building, no screwdriver lock, etc, so we may be able to just have engineers be regular marines with this tool and some extras, just like in the original movie.
This isn't for "Muh seconds" this is for the ACTUAL LORE IN THE GOD DAMN MOVIE.
I know it'd be so cool to have the fast one in A:CM, but that seems a bit OP, and opening blast doors is supossed to be on explosives.
If you don't like to hack or construct/deconstruct, I don't think that the engineer is the job for you.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
That's why engineers have the boom booms, deconstruction is only needed for breaching (c4) or gathering resources, removing tables, chairs, etc, could be easily recoded to be able to do by hand.Edgelord wrote: Excuse me? Deconstruction is HUGE for engineers. What do you think we do when we can't find metal or need to redesign the Nexus? Maybe in the movie combat technicians were just another marine, but you're talking about dumbing down the class that can decide if the FOB falls or not. Saying this as respectively as I can, removing an engineer's tools would be the single worst thing that could possibly happen to the class.
If you don't like to hack or construct/deconstruct, I don't think that the engineer is the job for you.
We should look into this to see what are the actual problems of making tools useless, expanding explosives and making wrench things doable by hand.
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
I get the lore-angle, I'm a huge fan of sticking to the lore. But I think in this scenario a combat engineer WOULD have tools. They're far from useless, I use my crowbar to pry up panels, my wirecutters to mess with wires for grilles, and my multitool to check wire currents when ensuring my defenses are powered. On a personal note I rather like having to assemble sentries, it makes me the guy who can set up and maintain them rather than the guy who just lugs it around. As for the other tools wires are great for electro-grilles and repairing robotic limbs. Welders are great for vents and again for robotic limbs. I generally use every single tool at my disposal and I love having a belt containing every tool I might need for the job.MrGabol100 wrote: That's why engineers have the boom booms, deconstruction is only needed for breaching (c4) or gathering resources, removing tables, chairs, etc, could be easily recoded to be able to do by hand.
We should look into this to see what are the actual problems of making tools useless, expanding explosives and making wrench things doable by hand.
Dayton 'Day' Mann
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
I think so, but maybe we should make the tool box a "Specialist" engineer item, where only one is issued per squad, they bring it down, removing completely tool belts, so tools stick to the FOB, engineers can still be combat able, and we still get this tool which is completely more lore friendly?Edgelord wrote: I get the lore-angle, I'm a huge fan of sticking to the lore. But I think in this scenario a combat engineer WOULD have tools. They're far from useless, I use my crowbar to pry up panels, my wirecutters to mess with wires for grilles, and my multitool to check wire currents when ensuring my defenses are powered. On a personal note I rather like having to assemble sentries, it makes me the guy who can set up and maintain them rather than the guy who just lugs it around. As for the other tools wires are great for electro-grilles and repairing robotic limbs. Welders are great for vents and again for robotic limbs. I generally use every single tool at my disposal and I love having a belt containing every tool I might need for the job.
- Edgelord
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
I'm gonna stop quoting to avoid a mega-quote of death.
While I think your idea does have some decent points to it, I'm a much bigger fan of the mobile and uninhibited engineer who has all of his tools with him without the hassle of a toolbox. (If I'm the only engineer in the squad I'd have a toolbox and a sentry box in my hands). I think, with a webbing vest the engineer is as combat ready as he'll need to be for a successful deployment. I'm going to reaffirm my -1 swapping out the tool belt for the technician's kit and simplifying the class. But I am in favor of a reskin of the tool belt into the technician's kit which contains all of these tools.
While I think your idea does have some decent points to it, I'm a much bigger fan of the mobile and uninhibited engineer who has all of his tools with him without the hassle of a toolbox. (If I'm the only engineer in the squad I'd have a toolbox and a sentry box in my hands). I think, with a webbing vest the engineer is as combat ready as he'll need to be for a successful deployment. I'm going to reaffirm my -1 swapping out the tool belt for the technician's kit and simplifying the class. But I am in favor of a reskin of the tool belt into the technician's kit which contains all of these tools.
Dayton 'Day' Mann
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Re: [ALPHA] WY- USCMC ComTech Hacking Device And Combat technicians
I'm just gonna say... no.
This has skyrocketed away from it's original purpose, and hacking is 100 times more efficient than anything I'd make that wasn't instant.
so no. If you can't hack, don't play engineer.
This has skyrocketed away from it's original purpose, and hacking is 100 times more efficient than anything I'd make that wasn't instant.
so no. If you can't hack, don't play engineer.