Real too much T3 aliens

Generic, on-topic discussion about Colonial Marines.
mtxvoron
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Real too much T3 aliens

Post by mtxvoron » 30 May 2017, 19:55

3 crasheras + 3 ravagers= LZ full of dead marienes for 3-5 min. No queen, no boilers only crashers, ravagers and swarm T1-T2 .

Guys, Aliens really need nerfed. Need 3-4 T3 on all hive, or marienes will lose 90% times.

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Re: Real too much T3 aliens

Post by TheMaskedMan2 » 30 May 2017, 19:58

What? T3's are already limited based on number of Xenos. If they only use one caste they leave themselves open to other counters. Also about "Marines lose 90% times". Who cares? Also Xenos are supposed to win the majority.
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Re: Real too much T3 aliens

Post by mtxvoron » 30 May 2017, 20:06

TheMaskedMan2 wrote:Also Xenos are supposed to win the majority.
Wow, really O_O. I dont know that. But you shure that aliens must have such EASY wins?

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Re: Real too much T3 aliens

Post by TheMaskedMan2 » 30 May 2017, 20:10

viewtopic.php?f=64&t=7902

Enlighten yourselves.
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Re: Real too much T3 aliens

Post by mtxvoron » 30 May 2017, 20:23

TheMaskedMan2 wrote:viewtopic.php?f=64&t=7902

Enlighten yourselves.
Thank you very much. Now i got it.

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Re: Real too much T3 aliens

Post by Kwin_Original » 31 May 2017, 10:17

This Link explains like, everything! Now it all makes sense
I play Hans Meier, your random old guy from germany.
Is this a little medic Chibi Hans slightly different from the Avatar one? --> Image Oh yes it is! All the credits and a huge thanks to Okand37 for these lovely marines!

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Re: Real too much T3 aliens

Post by mtxvoron » 11 Jun 2017, 20:05

TheMaskedMan2 wrote:viewtopic.php?f=64&t=7902

Enlighten yourselves.
Sorry for bothering but %

12:50 LZ 1 and 2 Lost 70% marines dead 34 bioscan 8 T3 alliens. I Understude this idia of game to harde bettle for marines but win rate 90%-10% its normal you think?

I hit 2 Buckshots in alien(Hunter) Right in front of me and he NOT DIE! Marines weapons are ussles

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Telegnats
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Re: Real too much T3 aliens

Post by Telegnats » 11 Jun 2017, 20:30

This is the new normal. Unless they start noticing large drops in player count at primetime, everything is fine.

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Re: Real too much T3 aliens

Post by Heckenshutze » 11 Jun 2017, 21:18

Changes are always difficult to embrace, however, Marines always found a way to take victory from the xenos grasp at least three times in a few hours of gameplay and that's something amazing, the only reason why this game keeps with a high pop it's having to fight for victory, and, even if you fight with all your skills, you may fail.
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Re: Real too much T3 aliens

Post by Kazuko_myu » 11 Jun 2017, 21:25

Heckenshutze wrote:Changes are always difficult to embrace, however, Marines always found a way to take victory from the xenos grasp at least three times in a few hours of gameplay and that's something amazing, the only reason why this game keeps with a high pop it's having to fight for victory, and, even if you fight with all your skills, you may fail.
I mean, I play the game because it's really fun, and for the moments of pure euphoria when you manage to blast a few xenos and retake a side. Though if you get pounced by runners that sprint at the light of speed, or Hunters that pounce you from 5 tiles away, eh.. well, that's something different, especially on repetition. But that isn't the topic.

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Re: Real too much T3 aliens

Post by Fritigern » 11 Jun 2017, 22:02

Telegnats wrote:This is the new normal. Unless they start noticing large drops in player count at primetime, everything is fine.

And, after the latest round of nerfs, CM has dropped to sub 100 players at peak hours for the whole of the weekend where the two previous weekends had highs of near 150.

Interesting.

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Re: Real too much T3 aliens

Post by mtxvoron » 11 Jun 2017, 22:06

Fritigern wrote:And, after the latest round of nerfs, CM has dropped to sub 100 players at peak hours for the whole of the weekend where the two previous weekends had highs of near 150.

Interesting.
Yep. This is a good indicator of the fall of interest. Infantry and so was not particularly strong, but right now it is not much worse than the cardboard dummies on the shooting range.

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Re: Real too much T3 aliens

Post by Delman » 12 Jun 2017, 06:05

Heckenshuteze wrote:
11 Jun 2017, 21:18
Changes are always difficult to embrace, however, Marines always found a volume pills review way to take victory from the xenos grasp at least three times in a few hours of gameplay and that's something amazing, the only reason why this game keeps with a high pop it's having to fight for victory, and, even if you fight with all your skills, you may fail.
No don't nerf it!
Last edited by Delman on 03 Jan 2018, 03:33, edited 2 times in total.

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Re: Real too much T3 aliens

Post by mtxvoron » 12 Jun 2017, 19:49

TheMaskedMan2 wrote:viewtopic.php?f=64&t=7902

Enlighten yourselves.

106( 150+ was 2 weels ago) online EXCELLENT rebalance, of which 25 aliens and 15 ghosts, let's give aliens an IWin button

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dylanstrategie
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Re: Real too much T3 aliens

Post by dylanstrategie » 13 Jun 2017, 12:00

The number of T3 Xenos is adequate, it's based on the total Xeno population, and on ratios I am -obviously- not gonna hand out publicly

Are T3 Xenos powerful ? Yes they are, that's the point. However, they take a while to evolve to, upgrade to become very powerful, and replace if killed

Also, this isn't the suggestions forum, and we don't balance to get as many players as possible. We have a vision and stick to it, and I believe this is part of the reason why we are so popular. Obviously, generally having unique gameplay helps, but as copycat servers showed, it's not the only factor at play

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Re: Real too much T3 aliens

Post by Winter » 13 Jun 2017, 12:06

That depends, honestly. Sometimes it feels like the moment the fog lifts, or battle is on a bunch of upgraded xenos are about and waiting for you. Xenos seem overtuned in general but that's a topic for another day.
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Re: Real too much T3 aliens

Post by Emeraldblood » 13 Jun 2017, 13:01

First off, I'll say I'm not a dev and I'm not deep in the loop of things they do, that said here is why I believe we make the changes we do. As of now Crushers and Ravagers are very powerful, but it all a power level the Devs are working hard to keep in a general area. We have to push changes, such as the Crusher changes we had a while back and the new Ravanger changes, out one at a time to help make sure everything works and won't break the server. This tilts balance around but it will level out over time when we get to push out new/updated marine items.
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Re: Real too much T3 aliens

Post by mtxvoron » 13 Jun 2017, 17:10

Emeraldblood wrote:First off, I'll say I'm not a dev and I'm not deep in the loop of things they do, that said here is why I believe we make the changes we do. As of now Crushers and Ravagers are very powerful, but it all a power level the Devs are working hard to keep in a general area. We have to push changes, such as the Crusher changes we had a while back and the new Ravanger changes, out one at a time to help make sure everything works and won't break the server. This tilts balance around but it will level out over time when we get to push out new/updated marine items.
You see, the trouble is not even the fact that the aliens are too powerful, but the fact that marine's maine weapons very weak against them.

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Re: Real too much T3 aliens

Post by Telegnats » 13 Jun 2017, 21:32

dylanstrategie wrote:snip
Do you mind actually explaining this vision in detail? Because for the life of me I can't figure out what the dev team wants.

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Re: Real too much T3 aliens

Post by Crab_Spider » 13 Jun 2017, 23:24

mtxvoron wrote:You see, the trouble is not even the fact that the aliens are too powerful, but the fact that marine's maine weapons very weak against them.
No. They aren't. Have you ever been in sustained fire as a T3?
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Real too much T3 aliens

Post by Karmac » 14 Jun 2017, 00:25

For the past week rounds have lasted 1:30 or 2 hours tops, marine wins are nonexistant and a single crusher can more than easily win the game with how lacking our defensive capabilities are at the moment. I get xenos are supposed to win most of the time Masked, but I'd hope they didn't secretly mean *all* the time.

Waiting around for a marine buff or new item in the works is all well and good, but what are we supposed to do in the mean time? Get our asses handed to us on a silver plate and ask for seconds?
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Re: Real too much T3 aliens

Post by Emeraldblood » 14 Jun 2017, 13:17

mtxvoron wrote:You see, the trouble is not even the fact that the aliens are too powerful, but the fact that marine's maine weapons very weak against them.
I don't think that marine guns are weak, getting hit by 2-3 bullets is almost always enough to push back a young tier 1-2. I think the real thing Marines lack, as of now, are ways to secure kills. With the removal of much stuns, and while I think I am somewhat against grenade stuns even as a marine player, it has made securing kills on that elite Ravager a lot harder. The reason crushers are so powerful is that they can block so many shots, tank the few that do actually hit for damage, then fall back to heal 90% of the time. I remember one game a while back in the underground ice colony a few marines made a trap to seal a dead end if a Xeno ran in, so they could kill it without it running away. I think these are the reasons the Marines are hurting the most right now, not that they can't do the damage to take stuff out, but they can't keep the Xeno around long enough to secure the kill.
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Re: Real too much T3 aliens

Post by Heckenshutze » 14 Jun 2017, 13:48

I wouldn't mind if xenos drop their speed when they get hurt, a xeno with 1/3 of it's health pool should move as slowly as a marine with full equipment
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Re: Real too much T3 aliens

Post by Emeraldblood » 14 Jun 2017, 16:20

Heckenshutze wrote:I wouldn't mind if xenos drop their speed when they get hurt, a xeno with 1/3 of it's health pool should move as slowly as a marine with full equipment
I'm pretty sure they do, though not that much.
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Re: Real too much T3 aliens

Post by Crab_Spider » 14 Jun 2017, 18:05

Emeraldblood wrote:I'm pretty sure they do, though not that much.
It takes awhile, the speed has to update and with the tick rate of the server, that won't happen in time.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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