Or we can accept that its a game and being taken out of the round for thirty minutes because of a lurker pounce isnt fun for anyone.
Punish people for bad plays. Not playing the game.
Or we can accept that its a game and being taken out of the round for thirty minutes because of a lurker pounce isnt fun for anyone.
Punish people for bad plays. Not playing the game.
If we’re going for realism does that mean I can throw a HEDP into a cave and it’ll start falling on the bugs and crush them giving me that epic marine win?
Or does it mean that I can finally OB hive location without some weak hive core resin stopping me then placing half a magazine worth of bullets into a xeno fracturing all their bones so they can’t escape then boot knife slashing them until they die?
If so, then please add that in , the med vendors feel so realistic that I’m feeling bad that xenos don’t get such PR’s and love from maintainers.
I don’t think it’s a good idea when the like and dislike ratio is that heavy from the player base… (likes 3:23 dislikes)
We’re fighting literal fifteen foot scythe bladed acid for blood double mouth monsters but some how the US military having near infinite fucking supplies is unrealistic.
if this gets merged were so back btw
It’s not getting added because it doesn’t handicap marines.
The medical vendor changes, whilst not game crippling, simply add a layer of tedium and frustration to a role that is already beset with a lot of stress and pressure.
Corpsman will overcome the issue, but at its core this change is simply an anti-fun addition that diminishes the Corpsman experience.
how about xenos need X same hive acid damage to fix burns? and acid puddles dont count toward it
I think xenos should get a similar amount of tedium. How about recovery pheromones not working 10 tiles away from a recovery node?
My biggest issue is adding this to Chemistry and the Wey Chem to make supplying the Corpsman at round start even more of a waiting game for very little reason.
the inifinite restock in fob thing is a consequence of Jeser’s vendor rework in 2020 which allowed you to unanchor the shipside medvendors and fully hack them, so people just took them to the fob every round and cut all other aspects of medic resupply out of the game
it has never been intended for the medvendors to get moved every round, it just got accepted as status quo
now most cant be unwrenched so… not to mention groundside power
so instead of reverting to that state supplies got gimped even harder
If it was never intended as a gameplay mechanic, why was it not fixed four years ago? This system has been allowed to remain the status quo for more time than most game’s multiplayer components are active for.
This feels like we’re reaching for a post facto excuse and not as true justification.
Guess I’m just going to have to jam an entire medical vendor into my bag using an assundry of medkits if I plan to stay relevant for more than an hour.
I’m sure this won’t be a massive pain when there’s 8 corpsmen contesting eachother for these same supplies.
I’ll ahelp you for metagaming.
This is not normal
What’s more likely if you drastically cut the amount of available medic supplies?
A couple medics hoard and or fight for supplies pre-drop, cucking all the other medics who came later than them.
All medics accept the change and fairly distribute supplies between themselves.
If you ask some devs, appearently they think it’s 2.
We all know that the devs are never going to revert, as they think it’s gonna be 2. This entire thread is in acid goop which means that the chances of this getting reverted is not happening.
Reality is the first one already judging by the amount of people who before used to hog all the UNGA once it was made (esp. from all the people who come to research to get a reagent pouch to have a ton of UNGA).
Also feels like they haven’t really understood how annoying it is to actually get medical supplies groundside. Making stims and actually getting it to people is more annoying then it actually seems, with what at times it feels like a req who barely if at all paying attention to the chute since it’s in an easy to miss location. Often faster just to run to req to point at them a dozen times to actually send it, or just dump it all on the floor of Alamo. And thats the regular injector kind of stim, Healing ones are pure ass to actually get to medical that have been deployed (Esp. since most times medics already have their bags fully kitted out in preperation for the round). Stims are gonna be also annoying to actually make now too now that I’ve thought about it with the changes to energy and vendors (at least the turing machine seems to be untouched so we have ONE avenue).
Heck even asking for certain ammo types can be a pain, esp. if its manned by a brand new CT.
To make it clear, i personally made it acid goop since i wanted to make some fun with it. It wasn’t to challange the PR or anything.
Gonna love further over emphasizing med-line chems, basically no reason to not only back MeraBica and KeloDerm if their heal-rate is reduced even further.
Medics at this point are largely so strapped for decent inventory space (a full backpack is not a viable option for any class, fuck off), that there are entire categories of “useless” default healing chems. Dexalin and Inaproviline are both superfluous as is, this is just putting more pressure on medics to see what fat they can trim when it was already pretty damn lean.