SADAR is awful, time to fix it

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Jack McIntyre
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Re: SADAR is awful, time to fix it

Post by Jack McIntyre » 04 Dec 2015, 14:53

Well that is what I meant I was scouting one time and got hit by a sniper who was ramboing and I didn't even see him, but that fire put me into insta crit and I bled out to death because no weeds. I was just trying to say that fact, as long as they don't make it to the weeds it is a 1 shot.

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Re: SADAR is awful, time to fix it

Post by Wickedtemp » 04 Dec 2015, 15:07

Jack McIntyre wrote:Well that is what I meant I was scouting one time and got hit by a sniper who was ramboing and I didn't even see him, but that fire put me into insta crit and I bled out to death because no weeds. I was just trying to say that fact, as long as they don't make it to the weeds it is a 1 shot.
It's a 1 shot regardless even if you're on weeds because all it takes is a pistol bullet to finish it.

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Re: SADAR is awful, time to fix it

Post by ForcefulCJS » 04 Dec 2015, 20:34

Yea that's not the case at all though. Sniper rarely delivers the results you're talking about.

1) Its not insta-crit so the runner has time to get to cover, hell I've been able to ventcrawl back to the nest after being sniped as a runner multiple times on prison map. I was in crit when I arrived but the nest on prison is always super safe so I was back up to full health in a minute

2) Once the "battle lines" solidify you aren't just going to be able to casually chase anything down as a sniper, your best bet would be if you could instantly let your squad know that something was badly injured and to briefly charge out to finish it off but we all know that squads are never that coordinated or effective

3) I've only been talking about runners, one of the squishiest things in the game, T2's are not going to get 1-shot by a sniper at all.


Back on topic, SADAR remains a fun-killing instant-fire AOE deathball. Adding a decent ~5 second channel to fire it off would be a HUGE improvement that could be added very easily. Just earlier I was chasing a spitter down in Xeno territory with a SADAR, as soon as he started moving in a straight line I pop off my HE round and he's dead, I'm literally chasing the spitter in a full sprint and then one shot it from the edge of my screen. It was hilarious, but I know if I was a spitter I'd be raging at how stupidly OP the SADAR is.

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HalfdeadKiller
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Re: SADAR is awful, time to fix it

Post by HalfdeadKiller » 05 Dec 2015, 04:51

monkeysfist101 wrote:The carrier has swords for hands that point downward. How does it throw huggers in the first place?
The carrier doesn't exactly throw the huggers. The carrier is supposed to be as large as ravagers and praetorians, but isn't for some reason. The facehuggers are on extended spike things, that sustain them when not on weeds, and then they kinda launch off the carriers elevated position.

From AVP: Extinction (Which IMO this server should base it's aliens off of more, but it's done a decent job of it so far.)
The Carrier is a large Xenomorph like the Ravager or the Queen. Rather than possessing hands like most Xenos, the Carrier has a single blade on each arm much like a praying mantis. The tubes on its back are much longer and seem to have joints on them. The Facehuggers cling to these tubes where they feed. The Carrier also uses these tubes to fling the Facehuggers at enemies which causes instant death on the foe. When the Carrier is out of Facehuggers, it uses its praying mantis-like appendages to impale its enemies; if the Carrier does have Facehuggers but is facing an enemy that can't be impregnated (such as a Synthetic), it will use also its bladed arms. The Carrier is greyish in color, resembling the Drone but twice three times as big.

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PoZe
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Re: SADAR is awful, time to fix it

Post by PoZe » 05 Dec 2015, 15:07

HalfdeadKiller wrote:This is the weapon our rocket launcher performs most like.

http://avp.wikia.com/wiki/M-6B_Rocket_Launcher
► Show Spoiler
It literally says "The M-6B Rocket Launcher is an anti-vehicular weapon with a tube capacity of three rockets, and can fire unguided or tracking rockets, the latter of which require a short period of time to acquire a target."

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PoZe
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Re: SADAR is awful, time to fix it

Post by PoZe » 05 Dec 2015, 15:20

apophis775 wrote: I've actually seen Anti-tank rockets fired and considering you pretty much only do it from knelling to avoid getting knocked on your ass, I seriously doubt you could fire it from a sprint.

ALTERNATIVLY I could change it so you can, but it just knocks you unconcious for like 10 seconds.
I say that SADAR shouldn't be vended in first place. Because Marines are responding on distress signal from the planet. But there are no Armour tanks, APCs or any vehicle, so why then they take rockets to fight non-armoured threat? I say that SADAR should be ordered via cargo with approval of command when marines confirmed big aliens.

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Jack McIntyre
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Re: SADAR is awful, time to fix it

Post by Jack McIntyre » 05 Dec 2015, 16:00

Just a heads up, soldiers in Vietnam and I am sure today still bring AT on a mission even if there are not reports of heavy armor because guess what takes out a bunker or fortified firing position pretty well? A highly explosive rocket that you aim and shoot and it makes a fortified firing position disappear.

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Re: SADAR is awful, time to fix it

Post by Wickedtemp » 05 Dec 2015, 16:46

Yeah, I can understand marines bringing a unit with a SADAR, but at the moment it's literally an AOE insta-kill, and given the sheer numbers that Marines have over Xenos all the time, they don't need it. If every marine used rifles, they'd still probably win.

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Re: SADAR is awful, time to fix it

Post by ForcefulCJS » 06 Dec 2015, 03:54

Apparently everyone can use it too. Just had a round where every marine class was using SADAR's after I assassinated the last specialist. God that was disappointing to find out that only destroying the SADAR will end its bullshit reign.

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Re: SADAR is awful, time to fix it

Post by SkyeAuroline » 06 Dec 2015, 04:08

ForcefulCJS wrote:Apparently everyone can use it too. Just had a round where every marine class was using SADAR's after I assassinated the last specialist. God that was disappointing to find out that only destroying the SADAR will end its bullshit reign.
So admins need to enforce the whole "specialists use specialist weapons" rule. That's a problem with admins being (un)willing to enforce their own rules, not with the weapon itself.

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Re: SADAR is awful, time to fix it

Post by ForcefulCJS » 06 Dec 2015, 08:02

No its definitely still the weapon, having a squad play hot potato with it is annoying but the chief problem is still the fact that its user can whip it out of suit storage with almost no notice and 360noscope you in a full sprint.

Edit: I'll add that the 4th suggestion from my last thread has already made HUGE improvements in alien gameplay. No more losing all the monkey/skol hosts to infestation damage and depleting our entire host supply in 20 minutes regardless of how many xenos actually die. Last round was only winnable for xenos because they actually could sustain their population past the 30 minute mark and get new larva 2-3-4 hours later despite the small xeno player pool. Under yesterday's code we'd have dried up the hosts and gone extinct after 1-2 hours. LOL NOPE - Apophis

Remove the 10 minute wait to join as larva from observers (or as a dead marine who had xeno disabled) and maybe you'll start to see xeno's get reinforcements to compete with the +1 marine every 60 seconds that happens during primetime latejoins.

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Re: SADAR is awful, time to fix it

Post by apophis775 » 06 Dec 2015, 17:48

Denied.

And in case you missed it, no, I've never done any changes based on anything you suggested. I was working on that already, don't try and credit yourself for shit your in no way responsible for. http://colonial-marines.com/viewtopic.php?f=64&t=4709

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