Tank: A Nerf to marines, or xenos?

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Re: Tank: A Nerf to marines, or xenos?

Post by MattAtlas » 22 Oct 2018, 13:51

Jonesome wrote:
22 Oct 2018, 13:49
Cool anecdote. There were just as many marines that liked the tank and didn't have any of these issues. But there's a vocal minority present that claim otherwise, which is how it always goes on forums.
there were just as many people who didn't think the warrior needed to be gutted but look at where it is now

the point is that it's not always "salty (side) mains" or whatever the fuck propaganda causing feature removals/nerfs, devs are not invertebrates and possess thought, MAYBE just MAYBE they decided to remove the tank on their own
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Re: Tank: A Nerf to marines, or xenos?

Post by CABAL » 22 Oct 2018, 15:52

MattAtlas wrote:
22 Oct 2018, 13:51
there were just as many people who didn't think the warrior needed to be gutted but look at where it is now

the point is that it's not always "salty (side) mains" or whatever the fuck propaganda causing feature removals/nerfs, devs are not invertebrates and possess thought, MAYBE just MAYBE they decided to remove the tank on their own
Untill... Devs are XENOMAINS! You know who shoot Kennedy? Xenomain. You know who did 9/11? Xenomains. Everythings adds up: "Xenomains" have 9 letters, like 9'th month September. "Ice Colony", favourite xenomain's map also have 9 letters! "Xenomain" is consisted from two words: "Xenomorph" and "main". 9 letters + 2 words = 11!
Xeno gameplay is boring, so nobody plays them, AI bots plays all xenos. Bots don't think.
This means that Devs don't think and they can't decide, it was sodium chloride in their circuits received from fellow bots.

I also didn't like the tank, I had to change by shotgun name from "Enlightened" to "Ghetto C4" becouse by obeying orders to escort tank I had to remove walls to progress in Prison. I PB'ed more walls than I did marines and xenos combined.

Tank was fun for TC and maybe command. I guess if a person enjoyed just winning, without anything added by them, then tank could be fun for them also.

My major reason to complain is that I'm not robust and I want "fair chance/50-50/balance/etc". Xenos can be OP as fuck, decimate marines in one click like ascended Shadowling, but if I menage to kill few every round and be "badass", then I don't care for 99%-1% winrates. Tank took any chance for MY glory that I deserve! For the Brotherhood!

Hard PFC mains can hate tank.
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Re: Tank: A Nerf to marines, or xenos?

Post by MattAtlas » 22 Oct 2018, 16:08

CABAL wrote:
22 Oct 2018, 15:52
Untill... Devs are XENOMAINS! You know who shoot Kennedy? Xenomain. You know who did 9/11? Xenomains. Everythings adds up: "Xenomains" have 9 letters, like 9'th month September. "Ice Colony", favourite xenomain's map also have 9 letters! "Xenomain" is consisted from two words: "Xenomorph" and "main". 9 letters + 2 words = 11!
Xeno gameplay is boring, so nobody plays them, AI bots plays all xenos. Bots don't think.
This means that Devs don't think and they can't decide, it was sodium chloride in their circuits received from fellow bots.

I also didn't like the tank, I had to change by shotgun name from "Enlightened" to "Ghetto C4" becouse by obeying orders to escort tank I had to remove walls to progress in Prison. I PB'ed more walls than I did marines and xenos combined.

Tank was fun for TC and maybe command. I guess if a person enjoyed just winning, without anything added by them, then tank could be fun for them also.

My major reason to complain is that I'm not robust and I want "fair chance/50-50/balance/etc". Xenos can be OP as fuck, decimate marines in one click like ascended Shadowling, but if I menage to kill few every round and be "badass", then I don't care for 99%-1% winrates. Tank took any chance for MY glory that I deserve! For the Brotherhood!

Hard PFC mains can hate tank.
Yeah thats why a lot of marine players didnt like the tank. It wasn't "Marines vs Xenos" anymore, it was "Tank vs Xenos". The focus switched from infantry to the tank alone and it was baaaaad. I didn't like being worthless as anything other than TC planetside.

I can also say I didn't like being offscreen gibbed as a xeno but that's apparently heresy to say so I'll stop there.
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Re: Tank: A Nerf to marines, or xenos?

Post by Madventurer » 22 Oct 2018, 16:15

Not to mention that at one point there was a bug/feature that made Crusher and Queens take massive damage/immediately crit from LBT near misses.

I honestly don't really care about how much marines loved the tank if it just steamrolled xenos with minimal options for counterplay except the usual 'lol go around and ignore it', which is not a proper counterplay.

Personally I played tanker a few times, and every time it ended up being supremely boring with the xenos just avoiding you.
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Re: Tank: A Nerf to marines, or xenos?

Post by Gnorse » 22 Oct 2018, 17:28

Tank should've been more of a support weapon. Something to support marine strats, rather than forcing marine strats to be based on it.
Getting two small metalslug-like tanks, a jeep or two or maybe an APC would be better.
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Re: Tank: A Nerf to marines, or xenos?

Post by GoliathTheDespoiler » 22 Oct 2018, 17:51

Jonesome wrote:
22 Oct 2018, 13:49
Cool anecdote. There were just as many marines that liked the tank and didn't have any of these issues. But there's a vocal minority present that claim otherwise, which is how it always goes on forums.
So what's wrong with this 'minority' asking for the tank to be fixed? It's not like we just grabbed some oitchforks and torches and marched over to a dev's house. The developers chose to remove the tank, probably of their own volition, and they've publicly said 'we're fixing it, its not being removed permanently'.

The devs identified it as a broken part of the game, so they're fixing it.

So why is the 'majority' so upset the devs are doing their jobs?
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Re: Tank: A Nerf to marines, or xenos?

Post by Huebone » 22 Oct 2018, 17:58

GoliathTheDespoiler wrote:
22 Oct 2018, 17:51
So what's wrong with this 'minority' asking for the tank to be fixed? It's not like we just grabbed some oitchforks and torches and marched over to a dev's house. The developers chose to remove the tank, probably of their own volition, and they've publicly said 'we're fixing it, its not being removed permanently'.

The devs identified it as a broken part of the game, so they're fixing it.

So why is the 'majority' so upset the devs are doing their jobs?
No one is mad turtle dude. Everyone is throwing in their 5 cents to the discussion. In fact... if you tell the devs about the metal slug idea you could get your own 5 cents on the side, if you know what I mean. :cutewink:
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Re: Tank: A Nerf to marines, or xenos?

Post by GoliathTheDespoiler » 22 Oct 2018, 18:01

Huebone wrote:
22 Oct 2018, 17:58
No one is mad turtle dude. Everyone is throwing in their 5 cents to the discussion. In fact... if you tell the devs about the metal slug idea you could get your own 5 cents on the side, if you know what I mean. :cutewink:
*snrk*

I'm just saying that sort because their argument for why the tank was removed was because 'salty xeno mains lol' rather than and actual analysis on why the tank was broken.
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Re: Tank: A Nerf to marines, or xenos?

Post by Mann handle » 22 Oct 2018, 18:58

The Tank had to be removed in my mind. When a round came down to how well two people did it gets really lame. If the tankers were robust, Xenos lost badly and most of the marines sat on their rifles unless it was cave clearance. If the tankers were complete shit, the xenos would win not due to xenos making great plays but because the tank just blew away 10 marines making a push then started running over marines as they panic, causing the marines to collapse.

It was a nice experiment but I really didn't enjoy it. It was big and cumbersome making mobility around the tank an absolute pain. Req spent shit loads on the tank compared to the marines until they added the tank vendor, even then the tank got a lot more priority for resupply as the sacrifice of the marines. Not to mention that you had to catch the tank solo just to have a chance of killing it and you needed to be very quick to react to the tank's countermeasures while trying to move between the corners of the tank. The amounts of counter play was a grand total of zero in any practical terms due to the fact that commands would ALWAYS demand the tank was escorted and the marines often loved to hide around the tank. Heck all the tactics was based around the tank, the thing designed to support the marines actually became a keystone to EVERY plan, it was just plain boring and it affected xenos and marines alike.

When it comes to the weapons it could equip, the tank's insta killing power was OP and it could snipe extremely well. It's secondaries were also extremely powerful, the cannon Tow wombo combo was extremely lethal to most xenos. Flamer could deny a lot of things, the minigun while imo was useless, it could actually meme some xenos extremely quickly when they fixed the accuracy issues. Blah blah blah.

In short I think the tank was much like the defender and warrior when it first came out. Unfun, limited playstyles, had no counter play / had just one, OP and needed nerfs / removals, Caused meta changes to be based around the new meme which dominated the tactics on the team.

PS. I drove the tank a grand total of once. It was an okay round where I hunted down xenos along the river and my gunner was OK and insta killed a few of them.
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Re: Tank: A Nerf to marines, or xenos?

Post by Renomaki » 22 Oct 2018, 22:53

In my experience, while the tank was nice, it also had a few issues I didn't like about it.

For one, it made FoBs STUPID EXPENSIVE, due to people having to build according to the tank's fat ass. Plasteel was eating up the majory of points, meaning that cargo didn't have much points left for other purchases. Plus it made being an engineer a boring experience, because you had no freedom to experiment: It was either build for the tank, or FUCK YOU, STOP PLAYING ENGINEER would flood your chat.

In the case of being a xeno, the idea behind a tank is that it would be used to secure more open areas, encouraging xenos to use guerrilla tactics and fight from caves and underground until the marines were weakened and you could attack in force. That was probably the idea, really, but then marines started trying to find ways to squeeze tanks into tight caves and elevators, and all of a sudden a once safe haven to conduct strikes from was suddenly being rampaged through by the one thing you were trying to get away from, something that can easily take advantage of the tight bottlenecks and be nearly impossible to shove out.

Plus, it made tactics a tad more limiting for both sides... Xenos had less freedom to be daring due to the risk of a tank coming out of no where and blowing them to bits, and USCM commanders had to work all their tactics around this one tank, because this tank alone had the power to crush the xeno swarm if given the proper support, which was a lot... So many resources would be dedicated to supporting this 2-man tank, to the point that marines seemed overly reliant on it to secure victory. Meanwhile, xenos had to bust their balls to crush that thing, and more often than not it would be a miracle to take it down planetside... But more often than not, marines would get that thing shipside the moment shit starts to hit the fan, and then the xenos have to deal with a FUCKING TANK ON THE ALMAYER, making their lives a lot harder because they failed to knock out the treads.

I'm glad the tank is gone, if only for awhile, since I much prefer boots on the ground gameplay, the flexibility of infantry-focused combat, not having to dedicate a fuckton of resources for 2 people that may or may not fuck up and cause all the marines to flee because their killing machine died...

As another post mentioned, if we ever do get vehicles again, I'd rather they be smaller in nature and not as obstructive and stupidly powerful.. More optional machines that help support the marines, but not decide victory altogether.
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Re: Tank: A Nerf to marines, or xenos?

Post by GriffinG » 24 Oct 2018, 07:22

I was in the game when it was released. After I came back after a while. Then I thought I might play it next day and BOOM! it was removed the next day. I still really wish to test it.
On the general discussion. It was quite OP on marines side. As I was against it a few times and got shot to s**t from outside my screen view.
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Re: Tank: A Nerf to marines, or xenos?

Post by Butlerblock » 24 Oct 2018, 10:24

Jonesome wrote:
22 Oct 2018, 13:49
Cool anecdote. There were just as many marines that liked the tank and didn't have any of these issues. But there's a vocal minority present that claim otherwise, which is how it always goes on forums.
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Re: Tank: A Nerf to marines, or xenos?

Post by Garrison » 24 Oct 2018, 15:52

GriffinG wrote:
24 Oct 2018, 07:22
I was in the game when it was released. After I came back after a while. Then I thought I might play it next day and BOOM! it was removed the next day. I still really wish to test it.
On the general discussion. It was quite OP on marines side. As I was against it a few times and got shot to s**t from outside my screen view.
Few things I remember about it is that if the tank was at the FOB. Both it and the base would be nearly untouchable. Which gave the marines some much needed grace when they were severely wounded and needed to rest and regroup.

Playing as Xeno, I remember the tank breaching the caves and the entire hive just had to up and run because it had a minigun and was demolishing anyone or anything in its path. We were still able to put up a fight since we stayed ahead of the tank. But i think we still ended up loosing.
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Re: Tank: A Nerf to marines, or xenos?

Post by Valmoric » 04 Nov 2018, 01:58

The tank is pretty OP from my experience as a Xeno. But then again i could just be bad XXD
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Re: Tank: A Nerf to marines, or xenos?

Post by GoliathTheDespoiler » 04 Nov 2018, 17:15

Valmoric wrote:
04 Nov 2018, 01:58
The tank is pretty OP from my experience as a Xeno. But then again i could just be bad XXD
Dean had announced on discord why the devs removed it.

And uh, yeah, they thought it was too powerful.
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Re: Tank: A Nerf to marines, or xenos?

Post by KittyHawkpilot019 » 04 Nov 2018, 21:29

Mister Jeether wrote:
21 Oct 2018, 16:24
When tanks got added to CM, they could have been considered a NERF to marines, because of how bad the TCs were on driving It. Of course, It was just added, so the players had to learn and adapt to It, in order to properly use it.

Later, people learned how to use them to their full potential. Off screen gibs made xeno players Salt more and more frequently in deadchat, until the tank was finally removed.

So, what are YOUR thoughts on It, regarding the tank, in general?
If theyre good TC, gamebreaking 'unfair'. if theyre not, its a nerf
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Re: Tank: A Nerf to marines, or xenos?

Post by KittyHawkpilot019 » 04 Nov 2018, 21:29

Mister Jeether wrote:
21 Oct 2018, 16:24
When tanks got added to CM, they could have been considered a NERF to marines, because of how bad the TCs were on driving It. Of course, It was just added, so the players had to learn and adapt to It, in order to properly use it.

Later, people learned how to use them to their full potential. Off screen gibs made xeno players Salt more and more frequently in deadchat, until the tank was finally removed.

So, what are YOUR thoughts on It, regarding the tank, in general?
If theyre good TC, gamebreaking 'unfair'. if theyre not, its a nerf
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Re: Tank: A Nerf to marines, or xenos?

Post by DefinitelyAlone0309 » 04 Nov 2018, 22:29

Also the tank received massive buffs to its stuff like 1 month after the tank's big debut. Before the buffs, tank was actually useless. It was too slow to do anything (even with OD), and it simply doesn't bring any actual damage.
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Re: Tank: A Nerf to marines, or xenos?

Post by FGRSentinel » 05 Nov 2018, 08:02

I've played Marines and Xenos enough times to say the tank was unfun and (sometimes) outright dangerous for both sides, even as one of the TCs in the thing.

As a Xeno:
1. The tank was excellent at holding down choke points. In fact, so long as that tank had a few people watching it and maybe one guy to feed it more ammo, maybe five people total, it could hold down an entire flank almost on its own, freeing up the rest of the Marines to hold/push another flank. This made hive sieges on Prison Station a very linear "locate hive, park tank at one entrance, swarm the other" affair where the only real thing the hive could do was have the queen de-ovi and swarm through whichever choke point the tank wasn't guarding to minimize losses. There was actually a point where, as queen, I got so fed up with losses and lack of mobility from the tank, I decided that the hive's only hope of survival was to completely abandon the station and ninja capture the Alamo, which almost worked since the Marines left only an SO at their FOB, but it took too long for the rest of the hive to wander over and we got slaughtered.

2. The tank was equally hard to kill in every situation. Open ground? Good luck getting behind it with the Marines nearby and even if you did, it could just reverse to sit on your face. Parked in a narrow hallway? You have had literally suicide rush it from the front to take it down and then its wreck blocked the hallway, making it doubly pointless to engage.

3. Maybe half the tanks used the flamethrower. This made it basically death to engage it from close range, the only range the benos could engage it from, especially if it had OD. You go to slash it? It runs you over, backs up, the gunner hits you with a fireball, tank moves forward to sit on you until you die. Fun...

4. If they didn't use the OD/flamethrower combo, they probably used the sniper module and TOW missile combo to guarantee long-rang death about half the time. If the LBT shot didn't gib you, the TOW missile that followed it would get you and any beno brave enough to try to rescue you.

As a Marine:

1. The tank could literally do the work of a full squad or two if the TCs were competent and had a Fireteam watching it. If you were a PFC you were either screening for the tank, scouting for the hive (and probably dying for the intel), or a flare/ammo pack mule for the tank.

2. It was large, unwieldy, and unless it turned in the last two seconds there was nothing to telegraph when it was moving or where. The thing could block off entire hallways and if it decided to reverse as you were stepping behind it, you just got an unavoidable bone fracture or two because there's zero warning or opportunity to get out of the way.

3. The tank could be the Marine's worst enemy if they're incompetent/griefers. I remember one of the rounds I was playing TC as the gunner, the driver demanded OD and would not sit still under any circumstance. Trying to take a shot? They'd twitch at the last second, backing up and having the shot hit a wall, vaporizing our armor, treads, and the gun before they blamed it on me. Wounded being pulled along behind the tank? Suddenly twitch to back up, wounded Marine and medic crushed. Absolutely nothing happening? The tank must dance. If the gunner's incompetent, they can wipe out half a squad. I've actually seen rounds that the TCs were so bad the Marines destroyed the tank and lynched the TCs to stop the friendly fire.
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Re: Tank: A Nerf to marines, or xenos?

Post by Vispain » 06 Nov 2018, 18:07

GoliathTheDespoiler wrote:
21 Oct 2018, 17:42
A semi-competent tank crew is enough to completely roll the xenos over, especially now that explosive immunity has been nerfed super-hard.

Crushers and Queens are no longer immune to explosions, and it sucks.

Though to be honest the RPG is just the LTB attached to a marine.
I still remember when I could nade the queen to death.
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KittyHawkpilot019 wrote:
04 Nov 2018, 21:29
If theyre good TC, gamebreaking 'unfair'. if theyre not, its a nerf
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Re: Tank: A Nerf to marines, or xenos?

Post by KittyHawkpilot019 » 06 Nov 2018, 18:32

Vispain wrote:
06 Nov 2018, 18:07
I still remember when I could nade the queen to death.
:C



Basically about sums up every role really more or less. A Pfc can be uber great and critical... a single Spec can win a round... a SL can create a winning situation... a CT can go off and kill a queen and half a hive (this happened)... it goes on.
True but the tank is a bigger case, thats why it was removed from normal gameplay afterall.
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Re: Tank: A Nerf to marines, or xenos?

Post by Jonesome » 07 Nov 2018, 18:30

I still feel there is room for a vehicle in the game, either they rework the tank or they add an m577 apc.
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Re: Tank: A Nerf to marines, or xenos?

Post by kastion » 08 Nov 2018, 01:56

What I find funny is that most of the cons and pros in this thread apply to the RPG yet nothing is being done about it. The entire marine strategy is centered around the rpg. The rpg instakills including friendlies. Lots req points go to supplying the RPG. Its a 1 man show instead of a 2 man show. Xenos are scared to fight when an RPG is around so it just turns into cave guerilla warfare. on and on and on. Yet no one says anything about the RPG.

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Re: Tank: A Nerf to marines, or xenos?

Post by Ketrai » 08 Nov 2018, 02:31

kastion wrote:
08 Nov 2018, 01:56
What I find funny is that most of the cons and pros in this thread apply to the RPG yet nothing is being done about it. The entire marine strategy is centered around the rpg. The rpg instakills including friendlies. Lots req points go to supplying the RPG. Its a 1 man show instead of a 2 man show. Xenos are scared to fight when an RPG is around so it just turns into cave guerilla warfare. on and on and on. Yet no one says anything about the RPG.
The rpg is strong and expensive. But unlike the TC, all you need to do is take out the rpg guy, who is usually in front to get good shots off without hitting friendlies. Hug him, drag him off, no more booming. The guy even has to stand still half a second before he can fire, so he can miss more easily, and risk himself getting killed. Any decrease to its killing power would just make a rpg wielder some kind of boiler :^)

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kastion
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Re: Tank: A Nerf to marines, or xenos?

Post by kastion » 08 Nov 2018, 02:40

Ketrai wrote:
08 Nov 2018, 02:31
The rpg is strong and expensive. But unlike the TC, all you need to do is take out the rpg guy, who is usually in front to get good shots off without hitting friendlies. Hug him, drag him off, no more booming. The guy even has to stand still half a second before he can fire, so he can miss more easily, and risk himself getting killed. Any decrease to its killing power would just make a rpg wielder some kind of boiler :^)
the rpg is way faster, the rpg doesn't take up as much space so you don't have to change fob designs, the rpg can be healed easily, the rpg can run around marines without smashing them, the rpg can go into caves so theres no where safe for xenos and theres probably more im forgetting. Less tanky is made up for by speed and easy revives and healing. The RPG is super OP dude. Bet you didn't even know the RPG can point blank instagib you. I know because I tried to run up and face hug one once as a drone and it did it. It didn't even hurt the RPG because the explosive doesn't activate. But ya lets just run up and face hug someone that has marines all around him unless hes being bald which in that case anything sucks when its a bald player.

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