Rasputin Crashing into the Hangar

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Durper
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Rasputin Crashing into the Hangar

Post by Durper » 25 Sep 2016, 03:07

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

This might be my saltiness from getting instantly grenaded as a Xeno when trying to invade the Sulaco's hangar. but I'm tired of waiting 10 years for the Queen to decide to attack the metal hive only to be killed immediately by Grenades from 30+ marines decimating our entire attack force.

My idea is when the Queen pilots the shuttle, the shuttle "Crash" lands on to the hangar Stunning the marines for like 5-15 seconds giving Xeno's a chance to actually survive the initial landing.

Marines have the option to just stay in the upper decks to avoid the Xeno's once they get stunned, and concentrate on defending the Top deck.

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

I think this will benefit the Balance when marines decide to run away with 50 of them still alive and healthy. And to let Xeno's have a shot on actually surviving grenade spam and the mass number of bullets in a enclose space(Hangar and in the shuttle).

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

Once Queen Crash lands the shuttle Stun time should be:

5-15 seconds or longer on the lower level(or just enough time for Xeno's to get there shit together once they land)

and

1-4 seconds on the upper level(like a really short time I'm just using seconds as a reference)

This will apply to the Pod too.

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

Add stun time when shuttle lands

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Last edited by Durper on 25 Sep 2016, 04:18, edited 3 times in total.
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Re: Rasputin Crashing into the Hangar

Post by NoahKirchner » 25 Sep 2016, 03:09

15 seconds is way too long, but I'd keep it just a tad longer than it takes for the xenos to recover from being knocked over so it's not just an immediate xeno-win. With some balancing and proper timing I'd +1 (or just make no explosives besides C4 work on the Sulaco)
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Re: Rasputin Crashing into the Hangar

Post by Jeser » 25 Sep 2016, 03:58

15 seconds? Half of marines in hangar will be dead in those 15 seconds, to stand up as alien it takes 3 seconds top. -1

Why should it crash in a first place?
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Durper
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Re: Rasputin Crashing into the Hangar

Post by Durper » 25 Sep 2016, 04:15

Jeser wrote:15 seconds? Half of marines in hangar will be dead in those 15 seconds, to stand up as alien it takes 3 seconds top. -1

Why should it crash in a first place?
I'm using 5-15 seconds as a placeholder, I just want the marines to be stunned long enough for the Xeno to actually exit the Shuttle without getting insta grenaded.


Crashes for fluff, could be anything could be the fact that giant Dinos are moving around on the shuttle making it harder to land or because The Queen using the auto pilot fucks up the controls or something. The main thing is I wan't a proper land down for the Xeno forces when they board.
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Re: Rasputin Crashing into the Hangar

Post by RavingManiac » 25 Sep 2016, 04:58

In practice, the length of the stun doesn't matter much. The marines won't stick around in the hangar to be stunned. They'll wait further out, then head towards the shuttle as soon as it's safe.

Which does protect the xenos from being boxed in. +1

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Re: Rasputin Crashing into the Hangar

Post by Eenkogneeto » 25 Sep 2016, 07:33

Gotta give it a -1, Crushers exist for a reason and should be bodyblocking the windows
Also protip you can place walls infront of windows instead of doors. You can even...gasp...PLACE TWO WALLS!
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Re: Rasputin Crashing into the Hangar

Post by Durper » 25 Sep 2016, 07:58

Suroruro wrote:Gotta give it a -1, Crushers exist for a reason and should be bodyblocking the windows
Also protip you can place walls infront of windows instead of doors. You can even...gasp...PLACE TWO WALLS!

Even with the Crushers, the sheer amount of bullets and grenades make it pretty easy to kill most of the Xeno's, including the crusher.
they can only tank so much bullets from every direction, and they'd be hard pressed to try and protect a stunned Xeno from explosions without exposing it's weak parts. And they can't exactly move around freely in the initial boarding.

Walls can easily be shot down with a couple of shots not really a big obstacle for the marines.
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Re: Rasputin Crashing into the Hangar

Post by masterspots » 25 Sep 2016, 11:42

You get a message telling you how many marines are left now...

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completelynewguy
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Re: Rasputin Crashing into the Hangar

Post by completelynewguy » 25 Sep 2016, 13:32

-1, too long of a stun time.

And I'm pretty sure proper flight mechanics, which would likely facilitate the Rasputin crashing, for the Dropships are in the works.

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Re: Rasputin Crashing into the Hangar

Post by Joe4444 » 25 Sep 2016, 14:23

-1 wait for the scan if you seem unsure or get a few crushers to block the windows.when the queen uses the console the raps is flying up in auto pilot,there's no reason why it would crash just because the queen used it.

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Re: Rasputin Crashing into the Hangar

Post by Biolock » 25 Sep 2016, 16:19

+1 for an AOE stun for INSIDE the hangar only, and not 15 seconds.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Re: Rasputin Crashing into the Hangar

Post by Boltersam » 25 Sep 2016, 17:41

"I'm crashing this plane, with no survivors!"

+1.

Sulaco assaults are when the marines are supposed to lose. You win on the planet or you're slaughtered on the hidey hole you ran away to. Too many assaults are stopped by Marines grenading the fuck out of the dropship immediately.

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Re: Rasputin Crashing into the Hangar

Post by Durper » 25 Sep 2016, 21:35

completelynewguy wrote:-1, too long of a stun time.

And I'm pretty sure proper flight mechanics, which would likely facilitate the Rasputin crashing, for the Dropships are in the works.
Again I'm just using 5-15 Seconds as a placeholder, I just wan't the marines to be stunned long enough for the Xeno's to get out of the shuttle safely.

And it's already unrealistic for the Queen to pilot the shuttle using the autopilot, so making the autopilot glitch out when the Queen tries to use it should make IC sense plus the Xenos melt everything inside the shuttle, some of the acid might have fucked up the wiring or some fluff like that.

Joe444 wrote: -1 wait for the scan if you seem unsure or get a few crushers to block the windows.when the queen uses the console the raps is flying up in auto pilot,there's no reason why it would crash just because the queen used it.
If the marines lost the majority of there forces on the ground and had to retreat with less than five marines then it shouldn't matter if there's a stun or not when the Xeno's board, This already a loss for the marines if they lose the planet.

and even if Xeno's know there's like 30+marines in the shuttle they'll be camping and waiting for the Xeno's to come making either Mother command them to go down or waiting until Xeno's decide to attack.
Wrong thing, but read the strike because it's valid points.

Even with 2 Crushers it will end up badly for the Xeno forces if like 30+ are still alive and waiting for the Xeno's to come making the round much longer and ass pully, Again the sheer amount of bullets and grenades will most likely take out the other Xeno's.

Again it's just fluff, it already doesn't make sense why the Queen can access the autopilot, theres a lot of IC reason for it to fuck up during landing.

masterspots wrote:You get a message telling you how many marines are left now...
Doesn't matter if the marine's use the hangar camp tactic with 30+ of them still alive refusing to go down waiting for either a Mother command or the Xeno's to eventually come up.
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Re: Rasputin Crashing into the Hangar

Post by Bigchilly » 29 Sep 2016, 16:53

FYI if there are +30 marines on the sully then you should Ahelp it, unless there are +30 aliens
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Re: Rasputin Crashing into the Hangar

Post by Jeser » 30 Sep 2016, 09:56

Bigchilly wrote:FYI if there are +30 marines on the sully then you should Ahelp it, unless there are +30 aliens
Marines or humans? It's fucking big defference.
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Re: Rasputin Crashing into the Hangar

Post by JCdestr0yer » 03 Oct 2016, 06:08

-1 on this sorry to say the marines should already be at a disadvantage when you come up. Stun locking for 5 to 15 seconds. What then stops the queen for those 5 seconds coming out at doing her scream as well as crushers coming as well. You can essential stun lock the marines long enough to kill them. Use boilers for there gas and sneak to engineering there you have a base. In my experience marines loose alot when the xeno come on the ship.

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Re: Rasputin Crashing into the Hangar

Post by Durper » 04 Oct 2016, 02:52

JCdestr0yer wrote:-1 on this sorry to say the marines should already be at a disadvantage when you come up. Stun locking for 5 to 15 seconds. What then stops the queen for those 5 seconds coming out at doing her scream as well as crushers coming as well. You can essential stun lock the marines long enough to kill them. Use boilers for there gas and sneak to engineering there you have a base. In my experience marines loose alot when the xeno come on the ship.
If there's about 30+ marines Queen can't stop all of them during the screech, she'll be vulnerable after that and all the remaining marines will easily be able to grenade spam kill her, even if they have a crusher this will still happen a lot. Aliens will loose the ability to escape and get slaughtered.

Marines have the ability to put barricades at the engineering shutters plus the RO ladder making harder for them to gain a foothold, enough time to kill the Xenos trying to run east.

And in my experience Aliens loose a lot from Hangar Camp ultra cheese making the round needlessly longer. it's also very situational for Xeno because they don't always have time to grow a new crusher/other T3's forcing them to hunker down on planet while the marines do the same on the sulaco not attacking each other until some admin tells the marines to attack.
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Re: Rasputin Crashing into the Hangar

Post by Casany » 04 Oct 2016, 07:52

I've only seen 3 rounds where marines won a hanger defense, EVER. If there is no competent RD or MT there won't be any bombs, and at the point of aliens invading it doesn't matter if marines outnumber aliens, because it's a battle of attrition, meaning marines will always loose. That's just some input I have
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Re: Rasputin Crashing into the Hangar

Post by Durper » 05 Oct 2016, 04:49

Casany wrote:I've only seen 3 rounds where marines won a hanger defense, EVER. If there is no competent RD or MT there won't be any bombs, and at the point of aliens invading it doesn't matter if marines outnumber aliens, because it's a battle of attrition, meaning marines will always loose. That's just some input I have
I've seen a lot of easy win hangar defenses, you don't need an MT or RD to win it either, you just need normal engineers with some plasteel, a lot of M4 Grenade launchers/other nades and it's gg.

And marines can win with sheer numbers if there's like 30+ of them waiting with an itchy trigger finger, not even the FF can balance out the amount of fire power they have.
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Re: Rasputin Crashing into the Hangar

Post by Snypehunter007 » 19 Jan 2017, 10:35

This has been added.

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Re: Rasputin Crashing into the Hangar

Post by forwardslashN » 19 Jan 2017, 15:58

Resolved.
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