ZOMBIE FEEDBACK

Generic, on-topic discussion about Colonial Marines.
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Re: ZOMBIE FEEDBACK

Post by Doktor710 » 09 Aug 2017, 06:51

misto wrote: You aren't right about "encourage marines to fucking chill out" and "discourage command from making useless suggestions", because it's part of the gamemode.
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Re: ZOMBIE FEEDBACK

Post by CrimsonAerospace » 09 Aug 2017, 13:42

Partook in my first Infection round, as both Marine and Infected:

*Marines need more ways to deal with Infected. More ways of containing them, that have to be maintained, less the infected break loose.
*The Incinerator needs to be able to torch the infected in some way. Either make their healing time WAY longer from being burnt to a crisp, or actually ash the body.
*Marine armor needs to have a better chance to block infected hits. As it stands, I was one-shot infecting every marine and I was aiming for the chest.

*Infected need to be able to claw through ALL doors, not just ones on the Colony...assaulting the Almayer was hell.
*Infected need some way of destroying walls.
*Infected need some sort of resistance to buckshot. Personally, I was mostly able to power through it, but it was hell trying to move while being buckshotted every second.
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Re: ZOMBIE FEEDBACK

Post by Feweh » 09 Aug 2017, 13:50

Buckshot is great for knocking xenos back, but shit for damage. You'll run out of ammo before you kill a xeno.

So its a toss up of delaying them, but eventually theyll get to you or youll run out of ammo.

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Re: ZOMBIE FEEDBACK

Post by CrimsonAerospace » 09 Aug 2017, 14:11

Feweh wrote:Buckshot is great for knocking xenos back, but shit for damage. You'll run out of ammo before you kill a xeno.

So its a toss up of delaying them, but eventually theyll get to you or youll run out of ammo.
While you're not wrong, Infected move so slow that Marines can slap five more rounds in the tube before we can even reach them, so...
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Re: ZOMBIE FEEDBACK

Post by Feweh » 09 Aug 2017, 14:12

CrimsonAerospace wrote:While you're not wrong, Infected move so slow that Marines can slap five more rounds in the tube before we can even reach them, so...
Which is fine and why they revive constantly and players can ghost out and join another body.

A big downfall in any zombie type situation is ammo, which is exactly what we're aiming for.

In an update SOONtm, ammo will be more of an issue all around as well.

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Re: ZOMBIE FEEDBACK

Post by CrimsonAerospace » 09 Aug 2017, 14:32

Feweh wrote:Which is fine and why they revive constantly and players can ghost out and join another body.

A big downfall in any zombie type situation is ammo, which is exactly what we're aiming for.

In an update SOONtm, ammo will be more of an issue all around as well.
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No more ammo nerfs! We can't go back to the days of ammunition shortages every round!
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Re: ZOMBIE FEEDBACK

Post by Feweh » 09 Aug 2017, 14:34

CrimsonAerospace wrote:Feweh no! That's a bad Feweh! *baps feweh with a newspaper*

No more ammo nerfs! We can't go back to the days of ammunition shortages every round!

Marines can carry a total of 1000 bullets upon deployment. That doesnt even account for the dead Marines they loot to refill their ammo.

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Re: ZOMBIE FEEDBACK

Post by Bigchilly » 09 Aug 2017, 14:42

Comfirmed marine nerf, wew lad.

Also shotguns are really effective during zombies due to their slow speed, and can knockback.

Endgame zombie hoards are unstoppable, i really like the sudden curve from just a few zombies to a whole hoard.
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Re: ZOMBIE FEEDBACK

Post by CrimsonAerospace » 09 Aug 2017, 14:52

Feweh wrote:Marines can carry a total of 1000 bullets upon deployment. That doesnt even account for the dead Marines they loot to refill their ammo.
Well maybe an ammo nerf would be helpful. Seeing as how effective shotguns are against zombies, during the next test I wouldn't be surprised if most marines carried boxes upon boxes of shells in their backpacks.
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Re: ZOMBIE FEEDBACK

Post by darkwahn » 09 Aug 2017, 17:22

I'd really like it if zombie hits that did 0 damage didn't infect you, full armor absorb should lead to no infect. It'd also be nice if zombies were a tiny bit faster, but maybe a tiny bit less durable.

Feweh wrote:Marines can carry a total of 1000 bullets upon deployment. That doesnt even account for the dead Marines they loot to refill their ammo.
Hnh, I usually bring like ~200 with me(Or however much the rifle belt holds -2 slots + loaded gun), and I tend to feel like that's excessive.
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Re: ZOMBIE FEEDBACK

Post by Zilenan91 » 09 Aug 2017, 18:29

Dunno how you'd fix flamethrower ammo issues what with them being able to refill with fuel tanks as well as the napalm they get at the start.

I also rarely see any marines carry that much ammo on them on initial deployment. It's always excessive and they'll never use it all before they die. Like 12-13 mags is the upper limit that I see with about 480 bullets so if an M4 takes 20 bullets to kill one zombie that's around 24 zombie kills assuming that none miss. I also don't know if you even CAN loot the ammo belts/backpacks off of zombie marines.

It's a weird thing to balance their health like this because it might become really really excessive if you balance around marines having 1000 bullets on them which almost none will have, not only due to meta but because there isn't enough mags in the whole ship to arm even a single squad with that many rounds each. Personally I felt like their durability was fine as it is right now because the only thing that eventually killed me when I played was running out of mags for my pulse rifle and ended up using my one AP mag to shoot myself.

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Re: ZOMBIE FEEDBACK

Post by CrimsonAerospace » 09 Aug 2017, 18:47

Zilenan91 wrote:Dunno how you'd fix flamethrower ammo issues what with them being able to refill with fuel tanks as well as the napalm they get at the start.

I also rarely see any marines carry that much ammo on them on initial deployment. It's always excessive and they'll never use it all before they die. Like 12-13 mags is the upper limit that I see with about 480 bullets so if an M4 takes 20 bullets to kill one zombie that's around 24 zombie kills assuming that none miss. I also don't know if you even CAN loot the ammo belts/backpacks off of zombie marines.

It's a weird thing to balance their health like this because it might become really really excessive if you balance around marines having 1000 bullets on them which almost none will have, not only due to meta but because there isn't enough mags in the whole ship to arm even a single squad with that many rounds each. Personally I felt like their durability was fine as it is right now because the only thing that eventually killed me when I played was running out of mags for my pulse rifle and ended up using my one AP mag to shoot myself.
You refuel them with welder fuel first.
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Re: ZOMBIE FEEDBACK

Post by Azrayel » 10 Aug 2017, 03:07

Played my first round tonight as Alexandra Mingle, the Charlie SO.
  • Two Ships Necessary: The Normandy's console was removed and it was later sent, towards the end of the round, to evac my squad Charlie and stragglers from other squads from the surface. While I appreciate the latter half of this, the former perplexed me, and Normandy's would-be pilot wound up shooting the CO anyway--idle hands are the Devil's kitchen, as they say. But in all seriousness--we'd lined up a CAS run, any Xenos round we'd have flyboys spamming radio chatter about how CAS is ready to go but no one marks, this time it was the opposite. We just need two birds.

    Zombies Can Use Buttons, Can't Pry Lots of Doors: If this is intentional\already discussed forgive my ignorance, but as a Zombie in MedBay I found that I could operate the buttons on the surgery doublewides with my clawhands. Created an interesting dynamic, but if it's ever taken away they'll need some way through em--or an alternative route, though marines could cheese that easily. Maybe just a really long pry time on most doors?

    Bridge: Bridge wasn't better or worse than usual but an only semi-incompetent XO was summarily executed for his performance. It's perfectly possible he was fucking things up in ways that I, as Charlie's SO focused on keeping them alive in the Chaos that was that Nexus and then the Research Dome blue-on-blue OB incident, hadn't noticed--but the point is that incompetence is fairly common on the bridge and this is an issue if the mode revolves around everyone in the CIC either having metaknowledge of the round or being on their very best behaviour. Some COs will intentionally give overlycomplicated briefings and instructions that largely get ignored anyway, only a remarkably competent MP crowd permitted the whole lockdown on hangar to work, ultimately I like that it forces that people come together in a different and bigger way but we've got to admit--the Marines aren't going to stop being Boots because the round type flashes infected, Command isn't going to run like a well oiled machine on the dime because of it, this is a random role assortment game so it's gonna be a mixed bag by design. I think that'll sink a lot of these rounds from the word go, because nobody feasibly has time to stage a mutiny in the middle of this kinda shit show. Maybe the meta will change with time and experience of the community, but look at how Boots act on LV playing the standard Xenos rounds consistently--look at how badly Command can fuck those rounds up even with competent SLs and POs ready and raring to fly--Infection isn't going to become better imprinted upon the playerbase's brains than the default. While infection rounds are fun to lose, I do think that's a reality of the mode.
On a whole I enjoyed it and think it's a great addition to CM, any kind of round that breaks the norm is nice for that "unknown" feeling of watching the SL's cam from the Overwatch console and giving them the latest updates from chatter about what they're up against. It creates a great dynamism when it's not just the one thing we're all RPing not knowing about, even one other thing it could be makes it sexier imo.

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Re: ZOMBIE FEEDBACK

Post by Lumdor » 10 Aug 2017, 07:07

Was extremely fun last night. Still not sure on how it spreads, since I was the last one alive in Bravo squad and did not doing anything different from them.

Otherwise had fun seeing everyone lose their minds, and slowly start to kill people whom they thought were infected.
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Re: ZOMBIE FEEDBACK

Post by CrimsonAerospace » 10 Aug 2017, 11:58

Azrayel wrote:Played my first round tonight as Alexandra Mingle, the Charlie SO.
  • Bridge: Bridge wasn't better or worse than usual but an only semi-incompetent XO was summarily executed for his performance.
This was about my only problem with last nights round. A perfectly good XO was summarily executed for not quite knowing how to deal with the undead. Just another example of shitty use of Field Executions. Aside from that, nothing changed from last nights rounds, infected couldn't pry open many doors from what I saw still, which is a pain in the ass, as well as the second Dropship being disabled. I feel like the admin intervention in these tests is getting out of hand.
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Re: ZOMBIE FEEDBACK

Post by Steelpoint » 10 Aug 2017, 12:14

I hope the next infection test shows us how a round will run with no admin intervention.

Right now the round needs admins, not Mods but admins, to run.
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Re: ZOMBIE FEEDBACK

Post by Feweh » 10 Aug 2017, 13:18

Steelpoint wrote:I hope the next infection test shows us how a round will run with no admin intervention.

Right now the round needs admins, not Mods but admins, to run.
it will always need admin intervention.
Infection will never run like a normal round does, simply too many variables.

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Re: ZOMBIE FEEDBACK

Post by Steelpoint » 10 Aug 2017, 13:25

I suppose that's a necessary evil. I know people will slightly meta by guessing that if admins are not on then there's not going to be an infection round.
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Re: ZOMBIE FEEDBACK

Post by CrimsonAerospace » 10 Aug 2017, 15:14

I mean...It seems kind of shitty that we can't automate a new round type. Still waiting on the day we get actual game mode rotations.
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Re: ZOMBIE FEEDBACK

Post by Hulkamania » 10 Aug 2017, 17:25

Game mode rotations would be wonderful, although it would somewhat take away from the thematics of CM as a whole. The game is about Marines fighting Aliens, the hell and zombie events are fun but it doesn't really "fit" in the lore.
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Re: ZOMBIE FEEDBACK

Post by Casany » 10 Aug 2017, 19:30

Hulkamania wrote:Game mode rotations would be wonderful, although it would somewhat take away from the thematics of CM as a whole. The game is about Marines fighting Aliens, the hell and zombie events are fun but it doesn't really "fit" in the lore.
Well, a lot of people find it boring to get gear, go down, shoot xenos, die, wait, rinse and repeat over and over. Events are one thing but imagine on base SS13 if the only game mode that ever happened was traitor. No opps, no lings, revs, gang, wizard, anything. It'd be pretty boring after a bit.
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Re: ZOMBIE FEEDBACK

Post by Azrayel » 10 Aug 2017, 19:43

Feweh wrote:it will always need admin intervention.
Infection will never run like a normal round does, simply too many variables.
I enjoy it as a highly automated even if that's how it's got to stay, but do you mean that in the sense that there are literal commands Admins have to be entering to facilitate the flow of play or does the nature of Zombies produce variables that could produce "unwinnable" rounds? IIRC madmins had to pull the plug on that inf round.

I'd maybe include an option that enables distress beacons and such after a timer goes off on Infection. CIC was being overrun and we couldn't launch a distress signal, although to be fair, I can imagine a "down with the ship" protocol that means blowing the boat's the only way out--USMC, ultimate bad asses, dying to contain the infection.

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Re: ZOMBIE FEEDBACK

Post by Zilenan91 » 10 Aug 2017, 20:22

Azrayel wrote:I enjoy it as a highly automated even if that's how it's got to stay, but do you mean that in the sense that there are literal commands Admins have to be entering to facilitate the flow of play or does the nature of Zombies produce variables that could produce "unwinnable" rounds? IIRC madmins had to pull the plug on that inf round.

I'd maybe include an option that enables distress beacons and such after a timer goes off on Infection. CIC was being overrun and we couldn't launch a distress signal, although to be fair, I can imagine a "down with the ship" protocol that means blowing the boat's the only way out--USMC, ultimate bad asses, dying to contain the infection.

It's because of the depth of stuff that people can do to break it. Walls are a good example, actually. Zombies in Prometheus weren't able to spew acid or hit hard enough to crush shuttle walls so them being able to do so in-game would be strange, and as a result if engineers simply just walled themselves off zombies would NEVER be able to get to them unless the CM team decided to break with the lore. So as a result they have to admin over it.

I still feel like the ammo concerns are already a thing, as they were responsible for my eventual death on the planet. You can drop with nearly 500 rounds of M4 and only end up dying because you run out, not because of zombies actually killing you. There really shouldn't be decisions to balance the game around everyone having 1000 rounds because that's rare.

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Re: ZOMBIE FEEDBACK

Post by CrimsonAerospace » 10 Aug 2017, 20:56

Hulkamania wrote:Game mode rotations would be wonderful, although it would somewhat take away from the thematics of CM as a whole. The game is about Marines fighting Aliens, the hell and zombie events are fun but it doesn't really "fit" in the lore.
CM is about CM. Sure, Aliens are big part of that, but I play CM for the Colonial Marines aspect. Don't see why we can't fight more than just aliens. The Colonial Marines have plenty of enemies out on the frontier.
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Re: ZOMBIE FEEDBACK

Post by Azrayel » 12 Aug 2017, 01:34

CrimsonAerospace wrote:CM is about CM. Sure, Aliens are big part of that, but I play CM for the Colonial Marines aspect. Don't see why we can't fight more than just aliens. The Colonial Marines have plenty of enemies out on the frontier.
Aye, per the timeline CM were largely formed to deal with pirates--could be pirates with civilian hostages or a ship-to-ship boarding with em (perchance with Facehuggers in tubes somewhere aboard). Of course, all of that would require a large amount of work otherwise devoted to the primary gamemode and would have balancing concerns at least slightly counter to the primary game mode.
Zilenan91 wrote:

It's because of the depth of stuff that people can do to break it. Walls are a good example, actually. Zombies in Prometheus weren't able to spew acid or hit hard enough to crush shuttle walls so them being able to do so in-game would be strange, and as a result if engineers simply just walled themselves off zombies would NEVER be able to get to them unless the CM team decided to break with the lore. So as a result they have to admin over it.

I still feel like the ammo concerns are already a thing, as they were responsible for my eventual death on the planet. You can drop with nearly 500 rounds of M4 and only end up dying because you run out, not because of zombies actually killing you. There really shouldn't be decisions to balance the game around everyone having 1000 rounds because that's rare.
Fair, if they had a fucked up Synth to experiment on them we might get that but as-is I suppose the Invisible Hand is all that keeps em goin'--it adds to the severity I suppose, that they're necessarily rare.

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