Remove Resin Cuffing and Legcuffing

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NoShamNoWow
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Remove Resin Cuffing and Legcuffing

Post by NoShamNoWow » 04 May 2016, 14:09

Summary (a quick, 2-3 sentence summary): Simple, remove them both. They are not needed at all. Nesting was just fine before and was completely balanced. You shouldn't need to resist still after being nested- you should be completely free to do whatever next. This isn't a suggestion about being salty either, Nesting is just OP now and unfair. The concept shouldn't be "Your nested you already lost' No, there is always a chance to escape being nested, Aliens shouldn't win right there and then by nesting you- the fight should still continue on. Plus overall it gives sentinels and such a role, it shouldn't be a easy role for them either.

Benefits (How this will benefit the server and game as a whole): Removes a unneeded buff to nesting that was fine already, marines should be given the change right away to be free after escaping a nest.

Details (Description of how you think this would work, the benefits, etc): Just resist and be free of a nest like it was before.

Implementation (Optional, if you have an idea how to implement it): N/A
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Jeser
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Re: Remove Resin Cuffing and Legcuffing

Post by Jeser » 04 May 2016, 14:14

So, basically, aliens got removed ability to pull objects - abillity, that was already partly forbidden for them and in exhange they got almost permanent nesting? Really?

No, let's go further, let's make it impossible to escape from nest on your on, only with side help. This would be more lorewise. And make embryo growth not less than half an hour. That would be lorewise too. Then it will be pretty balanced.

Okay, since, it seems not so obvious, ^ this is sarcasm.
Last edited by Jeser on 04 May 2016, 14:25, edited 1 time in total.
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Re: Remove Resin Cuffing and Legcuffing

Post by MrJJJ » 04 May 2016, 14:17

Jeser wrote:So, basically, aliens got removed ability to pull objects - abillity, that was already partly forbidden for them and in exhange they got almost permanent nesting? Really?

No, let's go further, let's make it impossible to escape from nest on your on, only with side help. This would be more lorewise. And make embryo growth not less than half an hour. That would be lorewise too. Then it will be pretty balanced.
If you are lucky, and have a dumb alien watching you, you can get out of the handcuffs, but i doubt you will be doing anything alone, even if you get up your teammates, and that point the queen will probably come and decide she is not gonna bother, screech you, put you back into nest and recuff your ass

+1

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Re: Remove Resin Cuffing and Legcuffing

Post by Boltersam » 04 May 2016, 14:35

It's impossible for marines to escape without someone with a welder helping them in the lore. It's difficult, but possible on CM, and the cuffs have reduced the amount of sentinels that have to camp the nests, which is extremely boring for both sides. The cuffs are a necessary evil, from my perspective, because aliens are outnumbered all of the time, and needing a sentinel or spitter for every two nested marines frankly stretched forces too thin. -1.

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Re: Remove Resin Cuffing and Legcuffing

Post by Jeser » 04 May 2016, 14:37

Boltersam wrote:It's impossible for marines to escape without someone with a welder helping them in the lore. It's difficult, but possible on CM, and the cuffs have reduced the amount of sentinels that have to camp the nests, which is extremely boring for both sides. The cuffs are a necessary evil, from my perspective, because aliens are outnumbered all of the time, and needing a sentinel or spitter for every two nested marines frankly stretched forces too thin. -1.
Ehm, then again, make embryos grow longer. One-side nerf is not good.
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Re: Remove Resin Cuffing and Legcuffing

Post by Mitchs98 » 04 May 2016, 14:50

+1. This is a ridiculous buff trade-off to not being able to pull things, really. Why was this even considered a goo idea?

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Re: Remove Resin Cuffing and Legcuffing

Post by NoShamNoWow » 04 May 2016, 14:55

Mitchs98 wrote:+1. This is a ridiculous buff trade-off to not being able to pull things, really. Why was this even considered a goo idea?
Image
They also basically got a counter-buff for it anyways. A small one, but its still a buff.
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Re: Remove Resin Cuffing and Legcuffing

Post by Mitchs98 » 04 May 2016, 14:56

NoShamNoWow wrote: Image
They also basically got a counter-buff for it anyways. A small one, but its still a buff.
That's my point. That 'buff' also includes a nerf as far as lockers go. Marines got a VERY minor thing in return for several nerfs. It makes 0 sense.

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Re: Remove Resin Cuffing and Legcuffing

Post by Adjective » 04 May 2016, 15:01

I feel a fair counter is lengthening embryo growth again.

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Re: Remove Resin Cuffing and Legcuffing

Post by Jeser » 04 May 2016, 15:02

Wait, marines get something from it at all? Ah, yeah, now aliens won't be able to drag off flare or my rifle, they will need to melt it. Great.
Adjective wrote:I feel a fair counter is lengthening embryo growth again.
THat the only thing, that comes in mind.

Oh, wait, not the only one. I have another idea. REVERT THIS SHIT BACK.
Last edited by Jeser on 04 May 2016, 15:06, edited 2 times in total.
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Re: Remove Resin Cuffing and Legcuffing

Post by Adjective » 04 May 2016, 15:02

No more dragging away pred masks too!

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Re: Remove Resin Cuffing and Legcuffing

Post by NoShamNoWow » 04 May 2016, 15:04

No, there should not be a nerf to embryo time. This should just be reverted back period. I am confused why it was even considered a buff in the first place. Everything was dandy before.
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Re: Remove Resin Cuffing and Legcuffing

Post by Mitchs98 » 04 May 2016, 15:13

Nothing needs to be changed other than removing this horrible, horrible idea. Nests are already hard enough to escape from as is. Why make it harder in exchange for no longer being able to drag things, while might I add marines get a nerf of no longer being able to move ANY lockers.

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Re: Remove Resin Cuffing and Legcuffing

Post by Zygman » 04 May 2016, 15:21

+1 to this idea. I don't play marine a lot but I can understand that the marines should have a chance to escape and it can be their way of punishing the sentinels and hive for not looking after their nests well enough. Seriously, perma nesting just removes one of the main jobs of the sentinel caste. I understand that removing the pull feature for aliens needed a buff to be added and the cuff idea was used for that, but to make up for pull, i'd rather see the headbite implemented instead of these cuffs.
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Re: Remove Resin Cuffing and Legcuffing

Post by Boltersam » 04 May 2016, 15:33

Let's have a compromise. Instead of cuffs needing to be taken off after getting out of a nest, make them just lengthen the time you need to wait before you get out, and are destroyed when you get out. It could be likened to an extra layer of resin making it take longer to get out of a nest.

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Re: Remove Resin Cuffing and Legcuffing

Post by MrGabol100 » 04 May 2016, 15:38

Oh boy, here we go.

ALL of this update changes are completely awful.

First of all, let me sum it up:

1.Aliens should be able to pull everything normally.
2.The cuffs are completely game breaking and should be removed as fast as possible.
3.Underbarrel attachments should be able to fit into storage.
4.Random shield nerf when it was so low already?

Now that we have the points set, let me explain why I believe this update is so god damned awful.

First point:


Image

Big change? No, excuse for a big change that's an alien major buff? Yes. Again, first of all, aliens should be able to pull everything "Oh! But Gabol, you main marines! We're trading a nerf for a buff! It's completely fair!" Oh, yes, except that this alien nerf is completely unneeded. You see, the rules state that aliens can't drag items or structures for cover, so they already can't get benefits from pulling large objects, so that point is invalid. Also, locker bolting, that's a nerf for marines inside the alien nerf!

Then, you have aliens pulling marine weaponry and lights, which is COMPLETELY fine, as the aliens can take small objects away if they benefit marines as they want!
The drag nerf is completely unneeded, which leads us to the following point:

Second point:

Mitchs98 wrote:Nothing needs to be changed other than removing this horrible, horrible idea. Nests are already hard enough to escape from as is. Why make it harder in exchange for no longer being able to drag things, while might I add marines get a nerf of no longer being able to move ANY lockers.
Image

Giving it away for free? Didn't need it in the first place!
Now, the gameplay aspects of the cuffs, they're AGAISN'T THE LORE, completely unbalanced, and make nesting permanent, let me put you into situation:

You've been hugged, and a combat drone has cuffed you though you were still incapacitated from the hug. Now they nest you and leg cuff you too, now you wait for your resist timer to stop and you wake up.

Now, instead of going for the fight as always, now you have to get rid of the cuffs, yes, AFTER freeing from the nest.

- 1: It makes aliens notice you're unnested, so they can just nest you back while you're uncuffing.
- 2: It doesn't allow you to help your mates.
- 3: It doesn't serve any purpose beyond making nesting permanent, as the hugger already incapacitates by itself, there's no point to it.
- 4: It's a REAL BAD trade off for having drag PARTIALLY removed, as the important drag was already agaisn't the rules (Dragging covers).


Third point:


Image

Underbarrel attachments should fit on your storage, why?

First of all, they're really small, like no more than a hand big.

Second, they're not reloadable, which they SHOULD be, as "Lore-wise" they are reloadable with individual shots.


Fourth point:

Image

This one is just, why?

The shield didn't need a nerf, like at all, it had a good chance, that wasn't OP but could serve some purpose, now we're back into it being shit, I guess?

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Re: Remove Resin Cuffing and Legcuffing

Post by NoShamNoWow » 04 May 2016, 15:41

Boltersam wrote:Let's have a compromise. Instead of cuffs needing to be taken off after getting out of a nest, make them just lengthen the time you need to wait before you get out, and are destroyed when you get out. It could be likened to an extra layer of resin making it take longer to get out of a nest.
Again, it was perfectly fine before the update, we don't need to -compromise- we need it removed. Like I do not understand at all why it was even added, there was never a problem with nesting in the first place, it was utmost PERFECT if not.
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Re: Remove Resin Cuffing and Legcuffing

Post by Boltersam » 04 May 2016, 15:47

NoShamNoWow wrote: Again, it was perfectly fine before the update, we don't need to -compromise- we need it removed. Like I do not understand at all why it was even added, there was never a problem with nesting in the first place, it was utmost PERFECT if not.
It was added because of the constant need for sentinels to camp marines, and the amount of times that marines easily broke out and slaughtered the hive from within with the 7+ guns hidden all over their body.

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Re: Remove Resin Cuffing and Legcuffing

Post by MrGabol100 » 04 May 2016, 15:51

Boltersam wrote: It was added because of the constant need for sentinels to camp marines, and the amount of times that marines easily broke out and slaughtered the hive from within with the 7+ guns hidden all over their body.
Sentinels are supossed to camp marines, and guard the hive, that's like, their only job.

Then, I've never ever seen a bunch of marines win a game destroying the hive from the inside, if marines get free it's aliens fault, not marines' for actually trying to escape.

Being cuffed gives aliens a chance to renest you while you still can do nothing, just like being renested when you black out.

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Re: Remove Resin Cuffing and Legcuffing

Post by NoShamNoWow » 04 May 2016, 15:54

Boltersam wrote: It was added because of the constant need for sentinels to camp marines, and the amount of times that marines easily broke out and slaughtered the hive from within with the 7+ guns hidden all over their body.
When did a marine get free and just "wipe a entire hive out"? A sentinel can already watch over like 5 hosts with ease. If a marine did that, then those aliens where terrible at combat. I also don't see a marine hiding that many guns, at most its just 2 rifles and a bunch a pistols and magnums or 3 rifles. Its not that hard to watch a host. You just literally spit him and re-nest or just disarm him easily.
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Re: Remove Resin Cuffing and Legcuffing

Post by Boltersam » 04 May 2016, 15:59

MrGabol100 wrote: Sentinels are supossed to camp marines, and guard the hive, that's like, their only job.

Then, I've never ever seen a bunch of marines win a game destroying the hive from the inside, if marines get free it's aliens fault, not marines' for actually trying to escape.

Being cuffed gives aliens a chance to renest you while you still can do nothing, just like being renested when you black out.
It's extremely boring for both sides, and I even play games in LOOC with nested marines to pass the time. I proposed a way cuffs won't be as debilitating, but are still useful if a drone or queen spares the plasma to cuff someone.

And marines don't win the game by attacking the hive from the inside, because there are plenty of aliens outside the hive. However, they're already infected, so drones and the queen don't have huggers to defend with, and an arsenal of weapons. You break out, free more people, then murder the Queen, drones and hivelords with the arsenal of weapons hidden in every part of your inventory, thus crippling the hive to only have combat castes for a long amount of time.

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Re: Remove Resin Cuffing and Legcuffing

Post by MrGabol100 » 04 May 2016, 16:01

Boltersam wrote: It's extremely boring for both sides, and I even play games in LOOC with nested marines to pass the time. I proposed a way cuffs won't be as debilitating, but are still useful if a drone or queen spares the plasma to cuff someone.

And marines don't win the game by attacking the hive from the inside, because there are plenty of aliens outside the hive. However, they're already infected, so drones and the queen don't have huggers to defend with, and an arsenal of weapons. You break out, free more people, then murder the Queen, drones and hivelords with the arsenal of weapons hidden in every part of your inventory, thus crippling the hive to only have combat castes for a long amount of time.
How are they not debilitating? You can get renested without the ability to fight back, as in, you get up from the nest and a sentinel renests you before you uncuff, and you're now with the nest timer again, and the cuffs still on.

Then, what arsenal do marines have? You can carry AT MOST 3 2 handed weapons, and then some pistols, that are kinda completely shit.
If you get nested that means you lost your hand objects, so you're down to MAX 2 rifles, and if you're carrying 2 rifles without using your hands that means you aren't carrying any revolver, that means, again, that you're down to service pistols, which are SHIT.

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Re: Remove Resin Cuffing and Legcuffing

Post by Boltersam » 04 May 2016, 16:05

MrGabol100 wrote: How are they not debilitating? You can get renested without the ability to fight back, as in, you get up from the nest and a sentinel renests you before you uncuff, and you're now with the nest timer again, and the cuffs still on.

Then, what arsenal do marines have? You can carry AT MOST 3 2 handed weapons, and then some pistols, that are kinda completely shit.
If you get nested that means you lost your hand objects, so you're down to MAX 2 rifles, and if you're carrying 2 rifles without using your hands that means you aren't carrying any revolver, that means, again, that you're down to service pistols, which are SHIT.
Reread what I said. "I proposed a way cuffs won't be as debilitating.'

See, service pistols are MORE than enough to kill the Queen, sentinels, and builder castes, due to not being as tough as the castes with a more active role in combat. Also, ever hear of the one handed SMGs, and gyroscopic stabilisers which let you use a two-handed weapon one handed? What do you mean carrying two rifles? You can fit plenty of revolvers in your backpack.

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Re: Remove Resin Cuffing and Legcuffing

Post by MrGabol100 » 04 May 2016, 16:07

Boltersam wrote: Reread what I said. "I proposed a way cuffs won't be as debilitating.'

See, service pistols are MORE than enough to kill the Queen, sentinels, and builder castes, due to not being as tough as the castes with a more active role in combat. Also, ever hear of the one handed SMGs, and gyroscopic stabilisers which let you use a two-handed weapon one handed? What do you mean carrying two rifles? You can fit plenty of revolvers in your backpack.
Just... Wow man.

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Re: Remove Resin Cuffing and Legcuffing

Post by Boltersam » 04 May 2016, 16:10

MrGabol100 wrote: Just... Wow man.
Believe me when I say that as a sentinel I often encounter marines with a pistol hidden in every orifice. It's ridiculous.

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