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Thread: New CO restrictions are absolute bull

  1. #21
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    Quote Originally Posted by GenericUsername View Post
    snip
    Yes, everything you have pointed out in your list of Pros is exactly why I stated that a lot of CO players have been playing CO as a specialist. You're the most uber marine that exists right there with a really chad scout spec, two cons out of all of that is really negligible considering both can be completely avoided. This reinforces my statement very well and I appreciate you adding it in.

    I'm in full agreement with Feweh on this, because from its inception CO has always been an RP role first, with the XO being the disposable substitute who gets to learn the ropes of command before preparing for the whitelist. It's only recently after several buffs and adjustments, unique weapons added for... some reason I'll never understand that players have tried to curve CO into a ground commander. The blatant fact is, if you're at the front lines, there's little chance for actual RP. (I'm not going to count shouting for OB's and demanding more Defcon to be RP, as they're really not.)

    Thing is, if this were old CM I would have said yeah sure let them go down. To me though, it makes no sense that you lot added in a story requirement to the CO whitelist after councils formed, only for more and more CO's to avoid RP in order to do exactly what you've stated, charge to the front and more effectively rush, flank, or push the enemy to end the round faster. (Fun fact for those of you who are newer to the server, the CO whitelist used to only require a Ckey and your general play time, and enough players to vouch for you. Many of these first CO's were grandfathered into the new system with no update to their applications, because reasons.)

    I can't speak for them, but I imagine one of the reasons they made this choice is because the CO's that are deploying on the 1st and 2nd drop are doing just that, rushing the enemy and either winning the round or losing it so quickly that little else can happen in a round. That's not to state that there isn't the occasional stalemate, but they're not incredibly common. (By stalemate I'm specifically referencing both sides controlling a home base and fighting over no-man's land, not either side being pushed back to their fob/main hive. Though, sometimes that does end in a stalemate.)

    Personally, I'm not against CO's deploying in absolutely dire situations, but it's ridiculous to demand they should be able to land first or second drop and just charge the front lines like Genghis Khan. They're meant to be the most valuable person on the ship, they should be in reserve for a last ditch turn around or as the last man/woman standing with the ship crew as they're mercilessly slaughtered by Xenos.
    Bravo Whatever I feel like: Joshua Kincaid

  2. #22
    Moderator & CO Council Member Snooper44's Avatar
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    CO's are not allowed to deploy groundside unless these conditions are met:

    The Marine push has stagnated significantly beyond the time of 13:00, requiring the CO to take the field to speed up the round and encourage marines to take the chance to claim victory

    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

    To all those unaware, this is the official ruling regarding CO deployment. 70% of the time marines hit the ground by 12:30 or so. That means it's 30 minutes they have to at least wait before they can deploy and fight, and that's if there is a major frontline stagnation which MOST of the time by 13:00 there is unless it's a steamroll.

    There are more provisions to this but frankly this is a WL issue not a community issue. I am providing this so it does not seem like people are twisting the narrative to make it look like deploying as CO is outright fully banned.
    Last edited by Snooper44; 08-29-2020 at 07:28 AM.


    Captain Greg Lauffer

  3. #23
    Member Snezhinka's Avatar
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    Roleplaying? We're not at HRP or MRP standards

    When I play as CO I "pretend" to give out orders because I know myself at the end of the day marines will just do the meta orders and continue with their TDM behaviour

    And you are right to say that the CO could be the most valuable person on the ship. The CO has skills and access to do most of the things. But under normal circumstances we already have ship roles being fulfilled including CIC. So what's the XO going to do when the CIC is filled? Stand around and spew the same things as the CO? I'd just deploy and leave the XO to handle CIC matters

    And the condition;"The Marine push has stagnated significantly beyond the time of 13:00, requiring the CO to take the field to speed up the round and encourage marines to take the chance to claim victory" is not something I'm in favour of

    There had been times I had to immediately drop as second wave and once because tryhard xenos managed to almost wiped FOB squad and pushed the tcomms crate out of LZ with a drone melting the entire crate. I had to drop immediately because we couldn't relay anything at all. With the help of the command tablet I was able to coordinate the shipcrew and the marines with information.
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  4. #24
    Predator Council Member ChainsawMullet's Avatar
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    Quote Originally Posted by Snooper44 View Post
    70% of the time marines hit the ground by 12:30 or so.
    The fact that you think this shows how drastically disconnected you are.

    Most good COs have the Alamo in the air by 12:22 at the latest. Only people looking to force a dull-ass briefing full of self-satisfying "roleplay" on people make marines wait any longer.


    Gigabeast ChainsawMullet seen dodging discord bans that would result in whitelist suspensions.



    Who the fuck does this guy play????

  5. #25
    Synthetic Council Member 50RemAndCounting's Avatar
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    70% of the time marines hit the ground by 12:30? Where the hell did you pull that number out from?
    First drop by 12 30 is NOT ACCEPTABLE, even with latejoins included no squad role takes more than 10 minutes AT THE ABSOLUTE MAXIMUM to get ready for deployement.

    Circumstances that extend said time frame are usually:
    • Lack of active shipside personnel (doctors and cargo techs) meaning marines are delayed or unable to get custom medicine or gear
    • A riot has happened, most often over MPs mass arresting people over something inane

    Both of these derail and complicate the operation MASSIVELY, and it presents additional challenges marines need to overcome on their own most of the time. Granted the CO is fully able to man req (tough shit if he doesn't: competence in support roles isn't a requirement for whitelisted COs!) And pardon brigged marines to save them from the downward spiral of MPs tacking on as many bullshit charges they can so they could execute marines for breaking a window.

    By the time marines drop - at 12 30 - all survivors are guaranteed to be dead, and marines have less than ten minutes to set up and fortify a reasonably wide perimeter around the LZ area. The average skilled squad engineers and req staff are unable to work together to build up a decent looking FOB in that short amount of time, meaning that they are completely at them mercy of the xeno players' (in)competence - by 12 40 lz areas become weedable which allows good xeno players to wreak havoc on marine lines and force an early evac.

    Anyone who actually plays the game would likely agree that few things are as humiliating as marines evaccing the planet before 12:35. Which is becoming increasingly common lately. P.S. not to mention that:
    • The longer first drop is delayed, the bigger the chances of xenos steamrolling marines immediately as they leave lz
    • the 12 30 mark, as council had stated previously, comes dangerously close to unacceptable late deployement times
    • it annoys the hell out of marines who are forced to wait around for no good reason.
    Retired synthetic council member.

    I play Sofia Eder and Mia.

  6. #26
    Senior Member Pigeon's Avatar
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    Average drop is actually about 12:25. Though Snooper might have lazy round it to 30.

  7. #27
    Senior Member BurningMetal's Avatar
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    Quote Originally Posted by derpymcderpderp View Post
    Devs don't have anything to do with that schizo tard
    Staff remooved options = they streamlined. thats a fact.
    Devs or Management + council then, NO DIFFERENCE.
    we could call them santa-claus for all i care... staff is staff.

    go home troll boy
    Last edited by BurningMetal; 08-29-2020 at 06:38 PM.

  8. #28
    Senior Member SilentMountain's Avatar
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    Quote Originally Posted by BurningMetal View Post
    Pfff... just more Devs Streamlining the game...
    remooving stuff for the sake of remooving stuff...

    Streamlining CM is bad... Let CM be CM!!!!
    the 30 year old dev REMOOVER

    UGH IM IM REMOOOOOOVING CODE

  9. #29
    Junior Member Nunk's Avatar
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    What's the point of this change? Was there an issue with deploying COs?
    As far as I'm concerned, a CiC CO is borderline useless. All they can do is relay comically out of date red text, "Queen on Delta" when she has already screeched and her entourage has wiped out Charlie / Delta and is pushing onto FOB. Most "good hits" OBs come from CiC COs because they don't have an accurate picture on the ground.

    What problem is this change trying to solve? With all of CO's equipment and abilities you should be ENCOURAGING planetside COs, not trying to remove their role from the game.
    Who cares if a CO deploys in second wave, or 30 minutes later? This reeks of management fabricating a problem and patting themselves on the back for "solving" it.

    Also, marines typically deploy 12:20-12:25 at latest. 12:30 is incredibly late and only happens on clown rounds.

  10. #30
    Senior Member Pigeon's Avatar
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    Quote Originally Posted by Nunk View Post
    What's the point of this change? Was there an issue with deploying COs?
    As far as I'm concerned, a CiC CO is borderline useless. All they can do is relay comically out of date red text, "Queen on Delta" when she has already screeched and her entourage has wiped out Charlie / Delta and is pushing onto FOB. Most "good hits" OBs come from CiC COs because they don't have an accurate picture on the ground.

    What problem is this change trying to solve? With all of CO's equipment and abilities you should be ENCOURAGING planetside COs, not trying to remove their role from the game.
    Who cares if a CO deploys in second wave, or 30 minutes later? This reeks of management fabricating a problem and patting themselves on the back for "solving" it.

    Also, marines typically deploy 12:20-12:25 at latest. 12:30 is incredibly late and only happens on clown rounds.
    Because all the cool COs deployed, and died because they were at the front. It should be noted the CO-XO dynamic is basically the same dynamic of HoP-Captain you get in regular SS13 where the HoP is basically the Captain's pet monkey that gives all access to the clown before dying to the ling while in CM the XO is basically the CO's pet monkey that that takes CIC while the CO goes on an adventure or something. Should also note their used to be power to maintain and req was more commonly empty when population was 70-100 players and the CO used to not have a tablet.

    In all honesty the CO's tablet is the biggest reason for them deploying as they have the ability to make announcements and lead on the ground these days.

    I guess in the end some on the whitelist council where just upset all the cool COs deployed and in vengeance illegalized it.

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