New specialists?

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supernamekianpenis
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New specialists?

Post by supernamekianpenis » 26 Jan 2015, 16:43

I was thinking about this;

Ok, so what if you send out the normal Marine Fireteam. They get all freaky, send message that there are aliens. The command messages CC who, instead of the super commander, presses a big button and like some armory's on stations, new equipment arrives.

Flamethrowers/Pyros: The HIVE CLEANERS! They'll carry plasma and shoot fire to burn alive our enemies!

Space-Marines: EVA marines who can board areas of the ship to flank or open up new routes for regular marines.

Hacking team: Engineers with powers to divert and make energy.

Rogue Syndicate-sympathizers: A couple rogue Syndies show up looking to enlist with some of their gear, they are ready to kill some alium.


Just an idea, thought i'd share it.
Last edited by supernamekianpenis on 26 Jan 2015, 18:17, edited 1 time in total.
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tristan1333
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RE: New specialists?

Post by tristan1333 » 26 Jan 2015, 18:04

Annnnndddd the commander ends up pressing the button at round start.

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Minimike
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RE: New specialists?

Post by Minimike » 26 Jan 2015, 18:11

lol...

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MrJJJ
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RE: New specialists?

Post by MrJJJ » 26 Jan 2015, 18:55

No to flamethrowers, so much fire in the Air, we will end up killing everyone, I don't see a point of this suggestion really, the marines don't need op things.
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

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supernamekianpenis
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RE: New specialists?

Post by supernamekianpenis » 26 Jan 2015, 20:26

Balance it out with more alium sub classes. Or more aliums upon round start.
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MrJJJ
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RE: New specialists?

Post by MrJJJ » 26 Jan 2015, 22:41

supernamekianpenis wrote: Balance it out with more alium sub classes. Or more aliums upon round start.
Not gonna balance anything, aliens always take 2x damage from burn, pyros are gonna melt them, the hacking team (you said they divert and create energy) would be op if they use they skills to shot energy to kill xenos

Trust me, There was a thing called a corroder, which could melt a marine i believe, it was on wiki but was removed
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

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supernamekianpenis
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RE: New specialists?

Post by supernamekianpenis » 26 Jan 2015, 22:57

Ohhh. That's where the corroder went. I used to have fun melting lockers with people inside.
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UnknownMurder
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RE: New specialists?

Post by UnknownMurder » 27 Jan 2015, 08:17

None of those are needed.

Marines are fine.

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LordLoko
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RE: New specialists?

Post by LordLoko » 27 Jan 2015, 12:47

MrJJJ wrote: No to flamethrowers, so much fire in the Air, we will end up killing everyone, I don't see a point of this suggestion really, the marines don't need op things.

The problems with flamethrowers is with the ZAS. You would need remake the whole ZAS with you want a functional flamethrower.

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RE: New specialists?

Post by razerwing » 27 Jan 2015, 14:25

MrJJJ wrote: No to flamethrowers, so much fire in the Air, we will end up killing everyone, I don't see a point of this suggestion really, the marines don't need op things.
Marines aren't exactly the most OP things out there. I haven't seen very many rounds where the marines outright won (without the use of Metagame and such). Mission objectives were an idea I tried to get introduced a while ago, but once again, these are rarely used and even more rarely completed, since aliens can still see command updates for some weird reason. An example of that was when we had to get the dog, only to find the dog was missing, and when they told us to get Jones, we raided Medical only to find that the cat was also missing. When I became an alien, I asked around, and apparently both of the animals were killed round-a-bouts the same time the announcements were made.

Also, for the flamethrower idea, I still stick by my other idea of using a modified Chem Sprayer. It sprays like a fire extinguisher (three tile radius, enough to fill a hallway), doesn't mess with ZAS, and it can be loaded with a mix of different chemicals such as weed-killer or outright Polytrinic acid which may or may not do some harm against the Aliums.
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RE: New specialists?

Post by SecretStamos (Joshuu) » 27 Jan 2015, 18:02

razerwing wrote: Also, for the flamethrower idea, I still stick by my other idea of using a modified Chem Sprayer. It sprays like a fire extinguisher (three tile radius, enough to fill a hallway), doesn't mess with ZAS, and it can be loaded with a mix of different chemicals such as weed-killer or outright Polytrinic acid which may or may not do some harm against the Aliums.
I agree with you on that flamethrower idea. A chemsprayer could be made to look like a flamethrower with a similar effect, but wouldn't cause issues with atmos.
Last edited by SecretStamos (Joshuu) on 27 Jan 2015, 18:21, edited 1 time in total.

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RE: New specialists?

Post by Nalsur » 28 Jan 2015, 09:37

SecretStamos(Joshuu) wrote: I agree with you on that flamethrower idea. A chemsprayer could be made to look like a flamethrower with a similar effect, but wouldn't cause issues with atmos.
Aren't the flamethrowers already Like that? I remember one round when someone brought a Flamer to AI core alien hive it set some tiles on fire for a few seconds and then the fire vanished. (NOTE: That wasn't the actual "fire" fire... it looked different. It was about 2 and a half weeks ago.

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RE: New specialists?

Post by razerwing » 29 Jan 2015, 14:31

I wasn't there for that, but to my knowledge the flamer works by spraying Flamethrower fuel onto a tile, and then igniting it. At least, that's how I've always seen it in action on other servers. Also, I think that if it actually catches a tile on fire than it won't work. We've tried lighting stuff on fire before only to have it restrained to that single square and flicker on and off every few seconds.

Unless you put Napalm into the ChemSprayer, for some reason, the chemical mix shouldn't catch anything on fire. It could result in having piles of ash or goop that looks like ash, load exactly as the Aliens flamethrower (by way of modified beakers or something), and won't result in game-ending lag. Only game-ending casualties if people are stupid with it and spray their buddies in the back.
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RE: New specialists?

Post by apophis775 » 31 Jan 2015, 13:49

Anything else of this?

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