What Xenos Need

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Swagile
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Re: What Xenos Need

Post by Swagile » 30 Oct 2018, 17:41

Sleepy Retard wrote:
30 Oct 2018, 17:33
A young runner would only be able to take out a single marine.

Normal helmets had one hugger block.
SLs had two.
yeah, my bad.

i was thinking about the time when they buffed huggers to one shot through helmets

still, being able to pounce, and quickly drop both huggers, was still pretty op
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Re: What Xenos Need

Post by CABAL » 30 Oct 2018, 19:29

AverageSpitter wrote:
30 Oct 2018, 07:25
"Bullshit buff xenos" Oh fuck off, You are talking as if praetorian was the most OP caste back then, it was pretty well rounded IMO, i mean, it's a god damn t3 for gods sake, and after playing plenty of prae roudns back then, trust me when i say it's pretty easy to get overwhelmed if marines get tired of your shit and decide to rush you

Also APs fucked me pretty easily back in the day
I didn't saw anything about "only" prae. Two praes won't solve xeno problem with PB buckshot, it will solve only those praes problem. In that case that would be pointless if this is supposed to be "shotgun counter".

Giving range and dmg to spitters will be a bullshit buff just like warrior's grab at the beginning and other shit. I can foresee rounds with this: 3/4 of T2's would be spitter, 3, or 4 T'3 would become Prae. "Acid Colony Shooters" mafia gangs would start to appear, just shooting at anything and you can't see them becouse they have full range so they can shoot from darkness.
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Re: What Xenos Need

Post by Simo94 » 30 Oct 2018, 22:36

CABAL wrote:
30 Oct 2018, 19:29
I didn't saw anything about "only" prae. Two praes won't solve xeno problem with PB buckshot, it will solve only those praes problem. In that case that would be pointless if this is supposed to be "shotgun counter".

Giving range and dmg to spitters will be a bullshit buff just like warrior's grab at the beginning and other shit. I can foresee rounds with this: 3/4 of T2's would be spitter, 3, or 4 T'3 would become Prae. "Acid Colony Shooters" mafia gangs would start to appear, just shooting at anything and you can't see them becouse they have full range so they can shoot from darkness.
actually 1 or 2 Praes with that acid range are enough to make an impact on the battlefield, same way a single Boiler does.
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Re: What Xenos Need

Post by DefinitelyAlone0309 » 31 Oct 2018, 00:15

1 Prae with old acid spit was enough to threaten a small group of marines from rushing in, between stickie spam, neuro spam, and acid spits that actually hurt for once.

I want that back tbh, alongside Xeno macros.
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Re: What Xenos Need

Post by Justicer3792 » 31 Oct 2018, 00:24

In all honesty, re-adding old prae acid spit wouldn't make Praetorian overpowered. There's still plenty of counters, like the pyro spec with 6 tile range, Scout spec incendiary rounds, Sniper incendiary rounds, AP in general, etc. Make it inaccurate from long range (7 tiles+) with increasing accuracy both to hit and what body part. Imagine blinding a whole bunch of marines at close range which would be both hilarious and dangerous.
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Re: What Xenos Need

Post by DefinitelyAlone0309 » 31 Oct 2018, 00:48

Just remove the useless spray and bring back old acid spit. Prae actually had a niche back then, and it was damn good at it. Now all it's known for is neuro spam.
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Re: What Xenos Need

Post by kastion » 31 Oct 2018, 01:13

DefinitelyAlone0309 wrote:
31 Oct 2018, 00:48
Just remove the useless spray and bring back old acid spit. Prae actually had a niche back then, and it was damn good at it. Now all it's known for is neuro spam.
I suggested that on gitlab and it got downvoted a lot. apparently people like the useless spray (or marines don't want us to lose the useless spray)

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Re: What Xenos Need

Post by misto » 31 Oct 2018, 03:01

request that the spray get unnerfed a bit or that long spitterlike shot return as an option

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Re: What Xenos Need

Post by kastion » 31 Oct 2018, 03:59

misto wrote:
31 Oct 2018, 03:01
request that the spray get unnerfed a bit or that long spitterlike shot return as an option
I wish they would give praetorian boiler acid spray even the nerfed version, but I could slaughter marines if they did that so I doubt they would.

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Re: What Xenos Need

Post by misto » 31 Oct 2018, 04:48

i wish devs would embrace using say, long cooldown timers or high plasma costs as counterbalancing factors of good abilities, instead of turning good abilities into bad abilities. with a long cooldown, a good ability is still good, you just cant use it as often.

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Re: What Xenos Need

Post by blingx3 » 31 Oct 2018, 06:57

The thing is, after 13 paages of discussion, nothing is going to change, and I doubt the devs would read this. sad times
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Re: What Xenos Need

Post by kastion » 31 Oct 2018, 07:45

blingx3 wrote:
31 Oct 2018, 06:57
The thing is, after 13 paages of discussion, nothing is going to change, and I doubt the devs would read this. sad times
ya i dont think they will either. I think they are just gonna sit pat for the most part until the gameplay overhaul then xenos probably wont even resemble current xenos and we can make a new 13 page thread bitching about that.

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Re: What Xenos Need

Post by Simo94 » 31 Oct 2018, 14:19

they mostly read the updates discussion thread
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Re: What Xenos Need

Post by xXen0zS1ay3rXx » 31 Oct 2018, 19:52

Simo94 wrote:
31 Oct 2018, 14:19
they mostly read the updates discussion thread
Yeah come to think of it I don't think I've ever seen a reply to the valid observations and complaints here from the team. Best I've seen is `Put it on the github` where it gets downvoted and ignored into oblivion.

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Re: What Xenos Need

Post by CABAL » 04 Nov 2018, 12:06

I've got a wild idea:

Let Queen to "release" few/all burrowed larvaes to be empty shell who always rest, but they are still considered a xeno. They can mature as usuall and they will evovle if Queen wishes so. Players that died as xenos could pick one of those to continue fighting.

It's both buff and nerf for xenos. Buff is obvious, but nerf would mean that Hive's location must be defended at all cost and can't be easly changed, becouse marines would just arrive there and kill lying xenos.

What do you think? It cuts one of the most unfun parts of xeno gameplay that is waiting to evolve/mature after death.
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Re: What Xenos Need

Post by kastion » 04 Nov 2018, 14:23

CABAL wrote:
04 Nov 2018, 12:06
I've got a wild idea:

Let Queen to "release" few/all burrowed larvaes to be empty shell who always rest, but they are still considered a xeno. They can mature as usuall and they will evovle if Queen wishes so. Players that died as xenos could pick one of those to continue fighting.

It's both buff and nerf for xenos. Buff is obvious, but nerf would mean that Hive's location must be defended at all cost and can't be easly changed, becouse marines would just arrive there and kill lying xenos.

What do you think? It cuts one of the most unfun parts of xeno gameplay that is waiting to evolve/mature after death.
The main problem I could see is nested marines breaking free and killing them. Also it might make players more suicidal since they know they can just jump back in as an elite warrior or something which would completely screw the hive. Its also rewarding bad players by making them beable to get right back in as a good xeno.

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Re: What Xenos Need

Post by CABAL » 04 Nov 2018, 14:47

kastion wrote:
04 Nov 2018, 14:23
The main problem I could see is nested marines breaking free and killing them. Also it might make players more suicidal since they know they can just jump back in as an elite warrior or something which would completely screw the hive. Its also rewarding bad players by making them beable to get right back in as a good xeno.
Solution is to guard nested hosts in your main hive, or don't bring them there in the first place. I don't see issue here.

It would benefit everyone, not only players who die as xenos. I guess it could be restricted to "respawing" as previous caste and maturity level as priority. If mature runner died then he can get only mature, or young runner, unless there are not available, then he could choose something else.

Thanks for your opinion by the way.
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Re: What Xenos Need

Post by GoliathTheDespoiler » 04 Nov 2018, 17:17

The queen evolving the burroweds to castes she wants...

I really like the sound of that. That's like how the Commander in NS2 can plant special types of alien in the eggs.

I'm 100% for an idea like this, could seriously help on lowpop.
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Re: What Xenos Need

Post by Garrison » 04 Nov 2018, 22:57

GoliathTheDespoiler wrote:
04 Nov 2018, 17:17
The queen evolving the burroweds to castes she wants...

I really like the sound of that. That's like how the Commander in NS2 can plant special types of alien in the eggs.

I'm 100% for an idea like this, could seriously help on lowpop.
I concur with this opinion. Cause it helps address a frustrating key problem. Dying as a Elder/Ancient Xeno, then having to start all over again.

I still think it would be a good idea to keep the 5 minute timer on rejoining as Xeno. Just to help ensure griefers don't get em all killed in a short span of time.
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Re: What Xenos Need

Post by Swagile » 05 Nov 2018, 08:50

yeah, sometimes, even the best xenos die

like the time i was Elder Lurker and got hit by all additional buckshot from 3 tiles away and got put into crit

sometimes you just get fucked by RNG, and starting over isn't an option anymore

having it so that higher tier xenos that die get priority over higher tier xeno picks would definitely help from Mature Runner's constantly suiciding
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Re: What Xenos Need

Post by conthegodoffire » 05 Nov 2018, 09:05

GoliathTheDespoiler wrote:
04 Nov 2018, 17:17
The queen evolving the burroweds to castes she wants...

I really like the sound of that. That's like how the Commander in NS2 can plant special types of alien in the eggs.

I'm 100% for an idea like this, could seriously help on lowpop.
I like this idea, that way the queen can have a nice little crusher or drone/hivelord on backup when it is needed, plus it helps players that are already dead not have to wait for such a grind.
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Re: What Xenos Need

Post by DefinitelyAlone0309 » 05 Nov 2018, 09:07

Maybe not T3. Finish killing an old T3 only to find out that hive has a backup almost immediately is cancerous as fuck. Cap it at T2, and stop evo/mature progress while the shell doesn't have players in them.
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Re: What Xenos Need

Post by GoliathTheDespoiler » 05 Nov 2018, 09:14

Eh... if the marines raid the hive location, then the SSD xeno bodies can just get beaned utterly.

I think it'd be fair, it's like having a bunch of lazy sisters in the hive.
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Re: What Xenos Need

Post by kastion » 05 Nov 2018, 09:36

This idea wont work at all if it counts against the tier caps for active xenos. Like It would be a MASSIVE nerf. It can also be abused by giving too many high tier for late joiners or having a t1 die and taking over a t2. Only way I see to balance it is only allow someone to come in if theres a t2 slot available or t3 or whatever otherwise it wont be balanced at all. I think that there should just be a universal growth for t1 as the round goes so if someone comes in they start at elite or ancient instead of young. young and mature t1 are trash.

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Re: What Xenos Need

Post by Ketrai » 05 Nov 2018, 09:55

I turned this suggestion from CABAL into a gitlab post, feel free to discuss the exact specifics there. https://gitlab.com/cmdevs/ColonialMarines/issues/5054

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