Disallow mines on walls

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Boltersam
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Disallow mines on walls

Post by Boltersam » 25 May 2016, 15:36

Summary (a quick, 2-3 sentence summary): Simple, don't allow mines on fakewalls, or any walled tile. It's frankly, ridiculous. If you build a wall on a mine, it will detonate the mine.

Benefits (How this will benefit the server and game as a whole): Stops the ridiculous method of making fake walls even harder to cross, and abusing how strong mines are.

Details (Description of how you think this would work, the benefits, etc): Well, quite simple. Make it impossible to put walls or mines on mined or walled tiles respectively. Or, make them detonate if you make a wall, or close a fake door on them.

Implementation (Optional, if you have an idea how to implement it): I actually don't know. The code that stops mines from being set up in the Sulaco?

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masterspots
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Re: Disallow mines on walls

Post by masterspots » 25 May 2016, 18:17

What about eggs in walls then? :o

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Re: Disallow mines on walls

Post by Surrealistik » 25 May 2016, 18:39

masterspots wrote:What about eggs in walls then? :o
This.

I'll make you a deal: no mines in walls in exchange for no eggs/facehuggers in walls. Acceptable?
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Re: Disallow mines on walls

Post by Egorkor » 25 May 2016, 19:10

how do mines in walls even work, let's start with that.
in-game thst is, saw it but never really got the point of it.

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Re: Disallow mines on walls

Post by Sarah_U. » 25 May 2016, 19:17

Xenomorphs starts melting / destroying walls -> They walk forth on the wall when it's melted and it already got 2-3 items hiding a mine.
Xenomorphs starts destroying a girder -> Girder was hiding a mine and they can't pass it without a crusher or risking themselves.

Personally I'd say to make objects automatically be ontop of walls so that both they become visible and/or avoid un-necessary confusions, xenomorphs will at least be able to see there's objects and pick the hint to RightClick.
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CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
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Re: Disallow mines on walls

Post by Rey » 25 May 2016, 23:53

masterspots wrote:What about eggs in walls then? :o
Neutral.

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Boltersam
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Re: Disallow mines on walls

Post by Boltersam » 27 May 2016, 10:49

masterspots wrote:What about eggs in walls then? :o
Eggs in walls actually have a valid explanation for being possible, if you have a mine under a wall, the weight will cause it to explode.

Aside from that, eggs in walls and mines in walls are hardly comparable. Facehuggers are not an AOE. You can remove them, they deal minor brute damage.You can even destroy the wall much easier and shoot the egg/facehugger from ranged, not risking yourself. As for mines, they are an AOE stun and guaranteed crit for T1s, as well as a lot of damage on everything else.

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Re: Disallow mines on walls

Post by Dyne » 27 May 2016, 11:32

Boltersam wrote: Eggs in walls actually have a valid explanation for being possible, if you have a mine under a wall, the weight will cause it to explode.

Aside from that, eggs in walls and mines in walls are hardly comparable. Facehuggers are not an AOE. You can remove them, they deal minor brute damage.You can even destroy the wall much easier and shoot the egg/facehugger from ranged, not risking yourself. As for mines, they are an AOE stun and guaranteed crit for T1s, as well as a lot of damage on everything else.
Facehuggers not AOE? Wot? Mine- AOE? Since when?
And its only 'guaranteed crit' for Runners, for your information.

X is danger zone, H is hugger, M is mine. Compare.
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XHX M
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Re: Disallow mines on walls

Post by Boltersam » 27 May 2016, 11:44

Dyne wrote: Facehuggers not AOE? Wot? Mine- AOE? Since when?
And its only 'guaranteed crit' for Runners, for your information.

X is danger zone, H is hugger, M is mine. Compare.
XXX
XHX M
XXX
I meant the damage is AOE. A hugger only takes down one person, and you can take it off with only moderate damage. A mine hits several aliens, stuns them, and does a lot of damage. Stand corrected by the instacritting all T1s, then.

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Re: Disallow mines on walls

Post by Dyne » 27 May 2016, 12:09

Oh, you mean it damadges nearby aliums?
Never noticed, need to test.
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Re: Disallow mines on walls

Post by Surrealistik » 27 May 2016, 12:22

Mines instacrit T1s, facehuggers effectively instacrit marines (in both cases, you're probably dead or worse in the Marines' case unless someone is nearby to help), have a bigger trigger radius and are much more spammable. This suggestion isn't going to get a lick of sympathy from me unless wallhuggers/eggs are dealt with.
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Re: Disallow mines on walls

Post by MauroVega » 27 May 2016, 15:21

Dyne wrote:Oh, you mean it damadges nearby aliums?
Never noticed, need to test.
think of it as a frag
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Re: Disallow mines on walls

Post by Boltersam » 27 May 2016, 18:33

Surrealistik wrote:Mines instacrit T1s, facehuggers effectively instacrit marines (in both cases, you're probably dead or worse in the Marines' case unless someone is nearby to help), have a bigger trigger radius and are much more spammable. This suggestion isn't going to get a lick of sympathy from me unless wallhuggers/eggs are dealt with.
Facehuggers, are not an instacrit. Because for the sake of fun, you can take them off your fellow marines, though they suffer moderate brute damage. Hell, they're a lot less than an instacrit.

You can't disable mines at range.

Mines do more damage to more people than facehuggers.

Facehuggers can be taken off.

You can still escape if you are facehugged and captured.

Mines can be hidden under objects.

And finally, if we HAVE to compare them to wall huggers/eggs, there's a perfect explanation for them being possible in the suggestion about them. Though making it at least noticeable would be nice, make a wall sprite with holes all over it, justifying it and making attentive people aware.

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Re: Disallow mines on walls

Post by Surrealistik » 27 May 2016, 18:52

Boltersam wrote: Facehuggers, are not an instacrit. Because for the sake of fun, you can take them off your fellow marines, though they suffer moderate brute damage. Hell, they're a lot less than an instacrit.

You can't disable mines at range.

Mines do more damage to more people than facehuggers.

Facehuggers can be taken off.

You can still escape if you are facehugged and captured.

Mines can be hidden under objects.

And finally, if we HAVE to compare them to wall huggers/eggs, there's a perfect explanation for them being possible in the suggestion about them. Though making it at least noticeable would be nice, make a wall sprite with holes all over it, justifying it and making attentive people aware.
I said _effectively_ instacrit marines, which is true; you get hit with a facehugger and you are utterly disabled for a long time unless assisted. As with landmines (as a T1 only), if you get hit with one without help, you are basically done.

You cannot safely disable huggers/eggs in walls (short of wasting lots of ammo shooting at a wall to uncover a threat you aren't aware of; mines can be concealed yes, and so can huggers), and they can still get you from them.

Escaping is no longer really a thing due to resin cuff cancer in any sort of half-decent hive with at least one guard (no one is going to let you stand still for 20 seconds to remove cuffs, and if you chew your hand off, you're going to hit pain crit pretty quick if you've took any injuries at all; also good luck fighting out of a hive with one hand in the best case scenario when you're an attack or two away from pain crit).

And again, mines are relatively precious and rare vs facehuggers, have the Crusher as a hard counter, while T2s and above can endure them without going crit.

The only way I would ever support anything like the OP is if wallhugging/eggs were removed. Period.
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Re: Disallow mines on walls

Post by MrJJJ » 27 May 2016, 19:11

Funny enough, if you keep getting hugged, de hugged and hugged back in, you will eventually die XD

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Re: Disallow mines on walls

Post by Egorkor » 27 May 2016, 19:36

cough three huggers near-crit or crit, four decap. besides if you deal with eggs in walls there's never one but a shiteload.
countering mines is simple - get a crusher - there's always one - and or avoid the area, or walk around carefully and not rush till its disarmed, or simply flank. if you can't do thst you're dead, of course.

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Re: Disallow mines on walls

Post by Boltersam » 28 May 2016, 04:26

Egorkor wrote:how do mines in walls even work, let's start with that.
in-game thst is, saw it but never really got the point of it.
At least eggs in walls have a valid explanation for existing? A dev posted it on the thread.

As for getting rid of eggs in walls, it should have holes all over the sprite so it's noticeable, and how about you use the grenade launchers every rifle starts with now? BUT HOW ABOUT WE PUT THESE IDEAS ON THE RELEVANT THREAD?

Because of AP bullets that every second marine takes, Crushers minesweeping half-healths them from the mine and a torrent of AP bullets scythe them down like wheat. Hell, there may be NO crushers. What do the aliens do then? Especially with the upcoming limit on T3s. Minesweeping is becoming much harder and more dangerous for Aliens, and let's try to be a LITTLE realistic here. If you put a pressure activated mine (I'm assuming since it blows up when you step on it) under the weight of a wall, it will go boom.

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Re: Disallow mines on walls

Post by Dyne » 28 May 2016, 05:45

Boltersam wrote: What do the aliens do then?
Do not attack a mined area.
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Re: Disallow mines on walls

Post by KeyWii » 28 May 2016, 06:41

Dyne wrote: Do not attack a mined area.
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Re: Disallow mines on walls

Post by Boltersam » 28 May 2016, 07:01

Dyne wrote: Do not attack a mined area.
Your logic is flawed only by the fact that most major marine positions (ie: FOB, Engineering, the occasional tunnel into the caves dug by Jones) are mined.

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Re: Disallow mines on walls

Post by Dyne » 28 May 2016, 07:11

Boltersam wrote: Your logic is flawed only by the fact that most major marine positions (ie: FOB, Engineering, the occasional tunnel into the caves dug by Jones) are mined.
Ergo, do not attack major marine positions. No flaw in my logic. ;)
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Re: Disallow mines on walls

Post by Boltersam » 28 May 2016, 07:27

Dyne wrote: Ergo, do not attack major marine positions. No flaw in my logic. ;)
Damn. If there's any straw to clutch at, the flaw in that is that we will never be able to fully defeat the marines, or the marines us. The round would just go on forever.

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Re: Disallow mines on walls

Post by Dyne » 28 May 2016, 15:05

Boltersam wrote: Damn. If there's any straw to clutch at, the flaw in that is that we will never be able to fully defeat the marines, or the marines us. The round would just go on forever.
We strayed far away from the original point of discussion, but just to finish this thought.
You have to attack where it hurts, not where the enemy is strongest. Ist literally Sun Tzu 101.
In case of FOB- cut off the LZ, surround, point fingers, wall off the LZ and attack Sully.

In short- get smart, dont bruteforce. Bruteforce and overconfidence (with some silence thrown in) is how aliens lose.
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Re: Disallow mines on walls

Post by ClumsyAlcoholic » 31 May 2016, 02:01

I noticed somebody say "weight-pressured" when the mine is CLEARLY a claymore.

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Re: Disallow mines on walls

Post by Boltersam » 31 May 2016, 02:57

ClumsyAlcoholic wrote:I noticed somebody say "weight-pressured" when the mine is CLEARLY a claymore.
Notice that having a solid steel wall's weight on top of explosives often results in a kaboom or destroying them.

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