Re-add heavy infantry

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Sargeantmuffinman
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Re-add heavy infantry

Post by Sargeantmuffinman » 17 Aug 2015, 11:05

Summary (a quick, 2-3 sentence summary):

So playing a few rounds in it seems like we could re-implement heavy infantry as a last resort to save the marines from complete annihilation.

Benefits (How this will benefit the server and game as a whole):

So sure this MAY stall the round for a bit but it would give the marines a fighting chance again to repel the aliens.
It also gives the dead people to come back alive to have fun again.

Details (Description of how you think this would work, the benefits, etc):

We should have them equipped with an arsenal of weaponry ranging from all standard marine gear to energy guns ect.

We can have it implemented again to repel the (as stated above) alien infestation but ONLY if they:
  1. 1.Did not call the shuttle.
  • 2.The marines are out numbered.
  • 3.The USCM HQ must be receiving the message(admin must be on).
They should also get a special pod they could use to drop into the Sulaco.

They should get the death squad armor to be renamed to Heavy infantry helmet and ect.

Implementation (Optional, if you have an idea how to implement it):

Re-add HIT.

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Feweh
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Re: Re-add heavy infantry

Post by Feweh » 17 Aug 2015, 11:23

I don't think they want HIT in.. APOP has stated several times now that if the xeno's are on Sulaco its supposed to be basically game over.

Honestly this would drag rounds on as well... you kill the boarding xeno's then you'd have to go back down on the planet and spend the next hour hunting down the last several AFK or random runner.

-1

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Steelpoint
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Re: Re-add heavy infantry

Post by Steelpoint » 17 Aug 2015, 11:28

I think the intention is to replace the Heavy Infantry with a Weyland-Yutani Commando team (Alien 3).

Right now not even the Death Squad can stop a Alien rampage, they just get stomped all over. So the HI won't really be a major factor in most cases.
This is war, survival is your responsibility.

Alan Bentway: Marine
Kwei Ikthya-de: Predator

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Evilkyle24
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Re: Re-add heavy infantry

Post by Evilkyle24 » 17 Aug 2015, 14:47

I think the Xeno's might now, in alpha, actually have a chance against the HIT with stuff like Crushers and Ravagers.
Hell, if Ravagers are immune to heat damage at all, that would make HIT shit their pants.
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Biolock
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Re: Re-add heavy infantry

Post by Biolock » 17 Aug 2015, 15:35

If the humans are getting their asses kicked by the xenos, they don't deserve a second breath of fresh air. They lost, and the xenos deserve the win. Sending a group of facehug proof, energy carrying, 80 melee resistant troops to the station to basically play like an OP meta squad is unfair and utter bullshit. I only play as humans for the most part, and I say that if its not fair for mid game play, it's not fair for end game play.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

cylian
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Re: Re-add heavy infantry

Post by cylian » 18 Aug 2015, 09:55

Marines do indeed need more in terms of an end-game but I think mechs are more suitable for this as they need hours of effort and resources to be made reality rather than an artificially injected "save marines" squad.

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Dyne
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Re: Re-add heavy infantry

Post by Dyne » 18 Aug 2015, 12:44

-1 on the spess hit marines save the day.
+1 on more using local resources, including exosuits and emitters.
Natalie 'Snow-Cries-a-lot' Reyes

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