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Thread: Bring back permanent damage to Marines

  1. #1
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    Bring back permanent damage to Marines

    Remember when back in the day Marines would take damage and be forced to go shipside for treatment? Yeah that doesn't happen anymore.

    • fractures: these still happen. Nanosplints made them less annoying. That would be fine if not for all the other factors
    • internal bleeding: basically a joke. Rarely happens, and is extremely easy to treat, to the point that there's no reason to EVER bring QC anymore
    • organ damage: only really happens from moving with unsplinted bones. I'm fine with that
    • delimbs: inconsistent, but definitely rarer than they used to be
    • friendly fire: got nerfed some time ago. Don't remember how exactly though.


    So, that's how things were recently. Now throw in techwebs.

    • nanosplits: already mentioned
    • plates: ceramic means friendly fire is even less of a factor, metal means less damage from xenos
    • subdermal implant: less damage overall.

    We've reached a point where it's literally impossible to take permanent damage, short of a fracture or two. How did this happen?



    Now, you may be thinking: "What's the issue here? Having to go shipside sucks." And you're right. But consider the other consequences of this.

    • medbay has nothing to do on any round that Marines win
    • medevac rarely needs to happen
    • there is no backline gameplay anymore, since there doesn't need to be a backline, you either sit at the frontline or the FOB for the entire game
    • no backline means Lurkers and Runners lose their main gameplay loop and are forced to pick on the frontline instead
    • people who liked soloing Lurkers and Runners have less space to do that
    • medics are glorified walking defibs, you can dump half of your pills without any consequence simply because you wouldn't use them anyway. The fact that minimedic exists doesn't help
    • there is no way to bleed momentum from Marines anymore, you have to stomp them and force a full retreat because they just don't attrition.


    Look how many players suffer here. Engineer mains, Medics, Lurkers and Runners, rambo Marines, POs, the entirety of shipside Medical. The amount of interactions between players in various roles was always the most interesting part of CM, and I can't help but think that a significant part of it is now gone.

  2. #2
    Senior Member AlbertBlackwell's Avatar
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    yeah, organ damage never happens now and if so just drink some dex and you'll be fine



    stuff barely happens ngl
    Chaotic puppet-master from hell

  3. #3
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    March of TDM that been talked about, no one wants medical. Just cut to the chase and make it like corp-merc or something and just take a tricord for all your healing needs.

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    Whitelisted Predator ChainsawMullet's Avatar
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    It's not that permanent damage doesn't happen, it's that people would rather go DNR than go shipside. This is why the only Doctors who get to do anything are the Doctors doing ground surgery,

  5. #5
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    Quote Originally Posted by ChainsawMullet View Post
    It's not that permanent damage doesn't happen, it's that people would rather go DNR than go shipside. This is why the only Doctors who get to do anything are the Doctors doing ground surgery,
    People suiciding instead of evacuating has always been the case. Doesn't explain why medical is the emptiest it has ever been, or why you can play a 1.5 hour medic round with no peri used.

  6. #6
    Senior Member Me_Bigsnail's Avatar
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    tdm is not the problem honestly, its how its treated

    don is basically saying that because the game needs to or atleast feel faster, marines get less drawbacks when they take damage which means that they'll spend more time shooting stuff than actually spending time shipside to be treated, because of this support ship roles are left out and all that stuff

    CM has been treated for so long as a slow paced shooter that its impossible to strip it down from the ground and not make a whole different thing in the eyes of the playerbase, so the devs have to keep these slow paced mechanics (PO medbay as a whole Req and DEFCON) and turn them in some way quicker, req got nerfed so no more FOB autism could be viable, DEFCON snapped so command has more impact and techwebs are basically ways of speeding up the rounds if they go on for a long time, and medbay is now less action packed because everyone is now treating themselves in the colony.

    so yeah, devs are in a funny dilemma
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  7. #7
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    I complain about it occasionally. Its also a result of systems being weeded from the game. And a general increase in game speed. I think its the number one reason why xenos feel so underpowered right now... because its nearly impossible to wear marines down.. you kill them and camp bodies... or they are back in your face 30seconds later.

    Just some changes:

    Permanesting removed the speed increase from hosts, and the ability for more random people to be hosted. No more going to medical

    The organ damage has been toned down significantly. Also organs have changed (no more appendix damage) And peri works 100% and forever. No need to return

    They removed infections, and necro.. so ground surgery is common and marines never need to be treated.

    Bloodloss was reduced alot... people hardly bother with iron anymore and no one gets evaced for low blood.

    Shrapnel change means you just need a knife.. no more surgery so even less of that.


    Its been a slow, slow, death for all the interesting in medical. I had hopes as a dev was working on a medical revamp, but he retired.

    We need a way to get marines to the ship and back faster (maybe a teleporter engineers can setup?) Because no one wants to wait.

    We also need to stop giving tools that cut out medical. As much as i love the new defib.. it doesnt even do heart damage anymore.. so that is just one less reason to go shipside.
    Felix the Synth: hat fanatic, nice robot, one time double agent almayer synth executed for sedition. Occasional murderous mopbot.

  8. #8
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    I very much enjoyed when the devs briefly turned up the bleeding %. Get slashed a bunch and not treated? You need to get a transfusion

    Lose a limb? You just bled to death.

    Marines had to rest after being injured and eat, and heal. Not just sprint away at full speed.



    Also I would like to see most of medical operate out of a field hospital... with maybe cloning (?) brought back for the remaining doctors. Make it a long and difficult process though. The removal of IOs have gutted research even more.. which is a shane since it feels like it was just overhauled....
    Felix the Synth: hat fanatic, nice robot, one time double agent almayer synth executed for sedition. Occasional murderous mopbot.

  9. #9
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    Quote Originally Posted by Don View Post
    Look how many players suffer here. Engineer mains, Medics, Lurkers and Runners, rambo Marines, POs, the entirety of shipside Medical.
    there are no engineer mains left

  10. #10
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    I don't know what you benomains are smoking, but perma damage is fucking annoying as when you are forced to go to medbay, especially how short the rounds are.

    Getting hand/feet chopped off at the first major battle means you will either return for the bug hunt, sieged fob, or benos will come to you (if there is no groundside doctor). All of that is shitty.

    You love perma damage so much? Then bring back beno armor damage, then also add HP % cap on each injury and the only way to heal fully from crit is to go back to the hive and wait 5 minutes, then it will be super duper fun, yeah?

    For the current gameplay loop, marines should just have xeno way of HP, 1%-100% = fully functional, 0% = permacrit and <0% = death. No delimbs, no organ damage, no pain.

    Game is fucking simplified in every possible way, but mister benomain can't stand marines not getting sprained ankle from radomly walking around and RNG tripping on a dead body.

    Find better solution for whole section of a game than just bigass broken bandaid for a small part on one side that sticks out like a dry piece of skin on a sweaty lurker main's forehead.

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