Marine rebalancing v1 Discussion Thread

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Ranged66
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Re: Marine rebalancing v1 Discussion Thread

Post by Ranged66 » 24 Dec 2018, 10:36

spookydonut wrote:
24 Dec 2018, 08:37
random nade timers are like almost a year old, what are you all smoking?
You sure about this? The 2018 codeleak has HEDP at fixed 40 deciseconds, and I tried with training nade. "1, 2, 3, throw" worked every time.
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Ranged66
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Re: Marine rebalancing v1 Discussion Thread

Post by Ranged66 » 24 Dec 2018, 10:38

Blade2000Br wrote:
24 Dec 2018, 08:20
This happened because people were abusing then with the "nade box trap" that could gib a elder empress like it was nothing.
You mean with the fire triggering grenades? That was something else.
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Renomaki
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Re: Marine rebalancing v1 Discussion Thread

Post by Renomaki » 24 Dec 2018, 10:41

I honestly miss the days where we could cook grenades...

However, I swore the reason for the nerf was due to people abusing an exploit where you fire a grenade at your feet with the GL, then throw it instantly afterwards. Maybe that was another nerf, but like all things, a lot of nerfs are the result of a few people abusing things too hard.
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Re: Marine rebalancing v1 Discussion Thread

Post by spookydonut » 24 Dec 2018, 10:46

Ranged66 wrote:
24 Dec 2018, 10:36
You sure about this? The 2018 codeleak has HEDP at fixed 40 deciseconds, and I tried with training nade. "1, 2, 3, throw" worked every time.
Grenade timers have been random since at least the 7th of october 2017 going by git blame, last change to it by dylan.

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Re: Marine rebalancing v1 Discussion Thread

Post by NethIafins » 24 Dec 2018, 10:50

spookydonut wrote:
24 Dec 2018, 08:37
random nade timers are like almost a year old, what are you all smoking?
exactly, spooky

I'm getting flak for halving that timer that existed since grenade spec was added (why it was added in a first place)

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nekcy
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Re: Marine rebalancing v1 Discussion Thread

Post by nekcy » 24 Dec 2018, 13:01

Tested the HPR+BIPOD but didn't have much chance to hold a place like the MG, fire rate was okay-ish on burst but on single-fire was kinda weak. As pointed out by others, the bipod auto-collapsing was a bit annoying, it would be fun if bipods could deploy on the floor (like standing bipods) and stop movement or hamper it to a crawl

SMG felt like it actually did some damage, pretty good

Didn't really try the rifle but from what I saw as a ghost it was dealing good damage

Tried testing the WALK intent while a marine shot me once about 4 tiles away and it still hit me, didn't test further but do you have to be on walk intent or is there a treshold when a marine falls below X speed for the dodge chance?
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Re: Marine rebalancing v1 Discussion Thread

Post by kastion » 24 Dec 2018, 13:46

nekcy wrote:
24 Dec 2018, 13:01
Tried testing the WALK intent while a marine shot me once about 4 tiles away and it still hit me, didn't test further but do you have to be on walk intent or is there a treshold when a marine falls below X speed for the dodge chance?
the one getting shot has to be on walk intent to get a better chance to dodge. I think range matters too but I could be wrong. I watched neth test it and i would say something like 50-60% dodge change. The dude was still getting lit up but he was dodging alot of shots. Hard to tell with only like 3 tests dummies though.

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Re: Marine rebalancing v1 Discussion Thread

Post by spookydonut » 24 Dec 2018, 21:03

NethIafins wrote:
24 Dec 2018, 10:50
exactly, spooky

I'm getting flak for halving that timer that existed since grenade spec was added (why it was added in a first place)

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Re: Marine rebalancing v1 Discussion Thread

Post by NethIafins » 27 Dec 2018, 04:16

Now that this update is permanent, this topic can be closed

Stay tuned for marine rebalancing v2 AKA more stuff added
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