Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

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Surrealistik
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Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by Surrealistik » 09 Jun 2016, 23:17

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

Per the title. Trigger assemblies like proximity sensors, infrared, remote signalling devices, voice activators etc, should work with prefab explosives (attach the trigger assembly to an explosive that has a screwdriver used on it).

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

Gives Combat Engineers more interesting options for utilizing their ordinance and assembling traps.

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

Per the Summary.

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

Expand the scope of items affected by the trigger assembly code to include these items.
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Jroinc1
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Re: Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by Jroinc1 » 10 Jun 2016, 12:03

Ehhh... on one hand you're giving the marines the ability to turn ALL of their grenades into mines that detonate if moved within ONE tile, not even stood on.

On the OTHER hand... prox sensors DO NOT HAVE IFF and will detonate if a MARINE walks PAST it.. ALL THE MINE FF.
+0, interesting but OP and FF at same time :D
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
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Most perdiox made w/in 5 min of roundstart- 540u

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Re: Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by Sargeantmuffinman » 10 Jun 2016, 12:26

Maybe have C-4 with an option to detonate remotely by taking it's in-built detonator or let it detonate like it usually does
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Surrealistik
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Re: Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by Surrealistik » 10 Jun 2016, 13:45

JPR wrote:Ehhh... on one hand you're giving the marines the ability to turn ALL of their grenades into mines that detonate if moved within ONE tile, not even stood on.

On the OTHER hand... prox sensors DO NOT HAVE IFF and will detonate if a MARINE walks PAST it.. ALL THE MINE FF.
+0, interesting but OP and FF at same time :D
Keep in mind that chemnades are _immensely_ more powerful _and_ can be given any trigger, and yes, custom triggers do not discern between friend and foe.

Also, if it's really an issue, you can give the prefab explosives a minimum det time once triggered.
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Re: Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by Jroinc1 » 10 Jun 2016, 15:24

Chemnades have an IMMENSELY higher BLAST RADIUS. They aren't actually THAT strong, and it's uncommon marines take them.

(I detonated a 120/120 potass/water one accidentally while holding it. Wrecked the WHOLE lab and blew up a few machines, but I didn't have any bones broken, or serious damage, only a medium amount of brute to one body part... They're strong because of the RADIUS xeno stun... or if you stack them.)

My only issues with the suggestion is that it's equivalent to giving the marines like 7 mine crates off the bat (pro-marine), AND that it's a weapon that is INHERENTLY a FF hazard and saltmaker (marine sees boiler, marine runs at boiler, trips prox grenade, is stunned and hit by the grenade, dragged into the darkness by xenoswarm) (pro-xeno).
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Surrealistik
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Re: Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by Surrealistik » 10 Jun 2016, 15:54

JPR wrote:Chemnades have an IMMENSELY higher BLAST RADIUS. They aren't actually THAT strong, and it's uncommon marines take them.

(I detonated a 120/120 potass/water one accidentally while holding it. Wrecked the WHOLE lab and blew up a few machines, but I didn't have any bones broken, or serious damage, only a medium amount of brute to one body part... They're strong because of the RADIUS xeno stun... or if you stack them.)

My only issues with the suggestion is that it's equivalent to giving the marines like 7 mine crates off the bat (pro-marine), AND that it's a weapon that is INHERENTLY a FF hazard and saltmaker (marine sees boiler, marine runs at boiler, trips prox grenade, is stunned and hit by the grenade, dragged into the darkness by xenoswarm) (pro-xeno).
The bomb cap has reduced their killing power considerably (120/120s used to have a pretty big obliteration radius), but the massive AoE stun and obstacle clearing makes chemnades much more powerful and deadly than prefab explosives.

Second, as stated, it is entirely possible mandate a minimum det time in response to activation from a trigger assembly. Further, the assembly still requires actual work. In practice how often are you going to see all c-4s to the last being converted into proxy mines? Lastly, most Engineers smart enough to go through the trouble of assembling and arming proxy triggers are also probably smart enough to use them offensively, not defensively.
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Re: Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by Jroinc1 » 10 Jun 2016, 15:59

Hmph. I don't agree, but you have a decent argument. Changing to +1.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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Re: Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by Gentlemanly_headcrab » 11 Jun 2016, 00:18

+1 C4 detonator would create some fun moments, I can imagine someone hooking all the c4 to one detonator and taking out an entire dome. Probably will make my day.
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Re: Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by Jeser » 12 Jun 2016, 02:11

NO for proxy, YES for distance-triggered C4. Engineers really need this.
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Re: Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by KingKire » 15 Feb 2017, 00:14

+1 bump. Engineers should be creative with their solutions, and nothing says 80's movie feeling then wiring up some explosives to some assemblies, which i think is perfectly reasonable with the theme CM is aiming for.
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Re: Let Plastic Explosives, Mines, Incendiary Grenades, Etc Work With Trigger Assemblies

Post by Swagile » 15 Feb 2017, 00:38

More options for trapping would make Combat Engi a lot more fun when it comes to their option in killing xenos instead of just being another boot with a gun or a turret if your lucky.

+1
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