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Thread: Pylons

  1. #11
    Senior Member Outcast Seer's Avatar
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    I would be fine with pylons if they didn't completely block CAS and mortar. Maybe have pylons reduce the damage of CAS and mortar shells by a fixed percentage?
    Luca Jagemann, the cynical colonial with the prescription glasses.

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  2. #12
    Member 4hands44's Avatar
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    This has to be a shitpost right? Pylons were one of the worst design choices ever. They literally made pilot go from being the worst job to unplayable.

    Major James Blackbriar of the USCM & W-Y Joint Colonial Operations vessel; USS Black Gold of 502nd Engineering Corps 2nd Division 3rd Fleet 3rd Division 15th Bat. "The Mudskippers"

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  3. #13
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    Quote Originally Posted by sg2002 View Post
    I see two main drawbacks about anti-pylon mortar. Firstly, it may make it too easy, since you can just easily triangulate pylon position then easily launch a coordinated strike with say mortar hitting it and then CAS immediately hitting it within a couple of seconds. My rifle MR gives xenos a clear indication, as long as marines have no direct line of fire to the pylon, it's safe. And xenos now have to actually protect their pylons more. So they can contest anti-pylon pushes, while you can't really contest the breaching mortar. The second thing is that breaching mortar would require 3 men for CAS, since just the JTAC and the PO can't really suppress the pylon on their own. And mortar may be unavailable, either req didn't drop it, no operator and so on. While if the JTAC has my rifle he can just catch some ungas to help him get rid of the pylon, so this promotes more frontline teamwork too, instead of fire support just doing their thing on it's own.
    Mortar operator/RTO needs to triangulate the pylon then coordinate with the PO to be on flyby at the same time that the mortar launches a shell and then have it land before the CAS goes in for a run. Not something that will happen often, if ever.. For the anti pylon rifle you need to breach through the walls defending the pylon since they're usually behind cover, at which point you're likely going to be killing marines/farming caps for the xenos to kill a pylon that will be replaced in 10 seconds. The only good solution outside of the preferable pylon removal is to have either a special direct rocket for CAS to destroy the pylon. Mortars aren't optimal because 1. you need req to send the gear down, 2. You need a mortar operator, 3. You need an RTO to supply coords, and 4. You need req to buy more shells which they don't have the money for because of how stupidly expensive materials area.
    Synth Gaming

  4. #14
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    There's nothing particularly hard in coordinating mortar and CAS at the same time.

    Breaching walls and having to deal with xenos defending the pylons is the main point of the rifle MR, to keep the game infantry focused.

    In my MR the idea is that marines should take the ground, before xenos can rebuild the pylon, so pylon build time needs a tweak.

    CAS SEAD weaponry would just be busywork since you just gonna spam delete every pylon you run into, so it's just pylon removal with extra steps and a possible CAS funds-based limit.
    Roman 'Fire' Kacew

  5. #15
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    Why are we still pretending CAS is a problem
    >hear bomb sound
    >walk away

    Eventually marines run out of ammo or they push xenos to an underground area.

  6. #16
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    Because it's gonna be a repeat of the worst parts of 2019. Xenos sitting in caves until they deplete marines completely, nobody fighting in the colony and people are gonna be mad about "cavehugging" and "delayliens".
    Roman 'Fire' Kacew

  7. #17
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    Quote Originally Posted by sg2002 View Post
    Because it's gonna be a repeat of the worst parts of 2019. Xenos sitting in caves until they deplete marines completely, nobody fighting in the colony and people are gonna be mad about "cavehugging" and "delayliens".
    Simple solution, remove all fucking caves. This is of course a complete joke and not a workable suggestion at all.

    But anyone who dares suggest bringing back pylon should be forced to play JTAC spotter / CAS / Mortar for their next hundred hours. Pylons are unfun as fuck. Imagine if marines had a engineer upgrade that could be deployed to completely block off Boiler gas because fuck you boilers. That's how it feels to deal with Pylons.

    And you can say "But make it something that can be penetrated." Mother fuckers have had MRs for years to have pylons be penned / take dmg from mortar - cas for years. And it was never, fucking, implemented.

  8. #18
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    Well, here I am openly saying that pylons should be kept. And I play a lot of SL, does this count as JTAC role? Also, marines are literally getting a smoke grenade upgrade that's gonna block boiler gas.

    A role played by like 2 people should not completely upset the game balance. It can complement it, but the emphasis should be on the infantry vs xeno combat. Support roles like CAS should bring more depth to gameplay, not remove it. Unlimited CAS just trivializes any non-cave combat and especially FOB sieges.
    Roman 'Fire' Kacew

  9. #19
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    CAS and mortar is easy to dodge.
    And almost 50% of the maps cant get mortared or CASed because of cave and metal roofs.

    Also queen mains are always abusing hive core and they did in the hive cluster test weeks ago which defeated the point of the test.

    Hive cores should have a 4-5 minute penalty before getting rebuilt again.
    Last edited by Sakuyoi; 11-16-2021 at 03:27 AM.

  10. #20
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    Xeno mains would cry when the dot/flare that was near them that they ignored because they think they're fast enough to dodge wasn't enough of an indicator. Then they cry that the marine obviously standing to laze that they saw lazing isn't enough of an indicator. Then they cry that the sound of the weapons being fired on them isn't enough of an indicator. Then they cry that the text message showing them the direction it's coming from isn't enough of an indicator. Then they cry that the second text message showing where it's coming from isn't enough of an indicator. Then they cry when they hear the second wave of sound coming from the firemission and they still walk into it.

    Sounds like xenos need more indicators !

    I love it when people who have barely any hours as PO, mortar operator or spotter say pylons are good for the game. JTAC has a big skill ceiling and has lots of teamwork with multiple roles working together to kill xendigos. Why shouldn't they get some kills? Its literally a just dodge scenario. There's so many indicators nowadays, and a lot of people who play JTAC have left the game, the people that made pylons wanted in the first place. The only way to kill with JTAC is if its on the frontline and xenos are too unga brained to notice or if they're bald. The amount req, spotters, CAS, mortar operator and cic with OB has to coordinate with each other and it's entirely all useless because a hivelord presses 3 buttons.

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