Updates discussion thread

Generic, on-topic discussion about Colonial Marines.
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Karmac
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Re: Updates discussion thread

Post by Karmac » 27 Jan 2018, 21:59

Cry of Wolves wrote:
27 Jan 2018, 01:07
We have a new groundbreaking update...

B-ball can now track all them sick ass slam dunks on a highly advance piece of Tech called a "Scoreboard."
this also
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Re: Updates discussion thread

Post by ColdSuit » 27 Jan 2018, 22:21

Looks like the HPR got rebalanced to 60 pts with the crate holding 1 loaded HPR and 1 spare mag. Mag size is now 300. I like this quite a bit.
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Re: Updates discussion thread

Post by juliansl » 28 Jan 2018, 07:03

Yeah, personally I'd like three mags in total per crate instead of two for the HPR. But it really cuts down on the silliness of having to carry your own ammo crate.

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Re: Updates discussion thread

Post by HKO20006 » 29 Jan 2018, 13:34

You can now buckle bodybags and cryobags to roller beds.
'fire mission' flight is renamed 'flyby' flight.
Combat Medics now have Medevac Stretchers in their prep rooms.
New dropship equipment: Medevac System. It's installed at the rear attach point instead of the crewserved MG. It is used in combination with medic's medevac stretcher to evacuate a wounded marine or a marine in a cryobag to the Dropship. The Medevac works as follows: a medic unfolds their medevac stretcher in a non-underground location on the planet, they buckle a marine or a bodybag/cryobag to the stretcher, they activate the stretcher's beacon via rightclick and wait. The dropship pilots now fly their dropship in 'flyby' flight, when in the air they use their console to select an activated stretcher, then they must go to the back of the dropship and click the Medevac System to activate its winch that will grab the stretcher, deliver its content to the dropship and drop the stretcher back to its original spot. The Medevac System has a cooldown of 1 minute between each use. Only Pilots can use the Medevac System, and only medically trained personnel can activate the stretcher's beacon.

Nice! Kill two birds with one stone!: 1. long delay from frontline to medevac back to ship 2. CAS PO bored to death issue
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Re: Updates discussion thread

Post by Blade2000Br » 29 Jan 2018, 13:53

I loved this new update. Oh boy, I imagune this shit.
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Re: Updates discussion thread

Post by Dok » 29 Jan 2018, 14:36

Medevac is really great 10/10 update.
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Re: Updates discussion thread

Post by mizolo » 29 Jan 2018, 17:02

Dude, it gives a WHOLE new meaning to the term CAS-EVAC.

What's even better, is that even though it may have a 1 minute delay, if you have 2 or even 3 marines stranded after LZ is completely taken over, and one of them is medic/doc/SL, you actually have a chance to get back to the Almayer.

If you have an SL, a PFC, and a medic.

Dude, PFC gets strapped, SL lazes, and medic defends with shotty/other gun.
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Re: Updates discussion thread

Post by Surrealistik » 29 Jan 2018, 20:46

I'm pretty glad to see my medevac and roller bag buckling ideas get implemented; medics definitely needed these things after the recent changes.
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Re: Updates discussion thread

Post by Solarmare » 29 Jan 2018, 22:25

Medevac changes are good, give pilots more to do as well as shortening the wait time for wounded.
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Re: Updates discussion thread

Post by Kesserline » 30 Jan 2018, 03:52

Queen : crest + charge + screech is too much to deal with at the same time.

Queens can literally slaughter more than 30 marines, in a short time span.

What they do is brainless charge and screech while charging. It is nearly impossible to land a nade on her, nor have a solid counter-measure reliable.

Some tweaking needed such as :
- making impossible to screech during the charge and until 5 seconds after the charge
- the charge depletes Queen's X amount of plasma for each tile charged (Queen is not a crusher, she is not specifically set for this)

It is not enjoyable for both sides to see a queen be able to counter more than 20 marines, on her own, that easily.

Imperfect balance, totally agree, but a bit of fairness is a bit necessary to preserve enjoyment while playing.

PS : awesome job for the CASEVAC and the scout tweak for his m4ra ammo!

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Re: Updates discussion thread

Post by LocalizedDownpour » 30 Jan 2018, 04:15

Kesserline wrote:
30 Jan 2018, 03:52
Queen : crest + charge + screech is too much to deal with at the same time.

Queens can literally slaughter more than 30 marines, in a short time span.

What they do is brainless charge and screech while charging. It is nearly impossible to land a nade on her, nor have a solid counter-measure reliable.

Some tweaking needed such as :
- making impossible to screech during the charge and until 5 seconds after the charge
- the charge depletes Queen's X amount of plasma for each tile charged (Queen is not a crusher, she is not specifically set for this)

It is not enjoyable for both sides to see a queen be able to counter more than 20 marines, on her own, that easily.

Imperfect balance, totally agree, but a bit of fairness is a bit necessary to preserve enjoyment while playing.

PS : awesome job for the CASEVAC and the scout tweak for his m4ra ammo!
I do agree with Kesserline on this with the Queen, though I feel it can be fixed by making it so she can't screech and charge. I literally watched a queen drive by a group of marines, and while hilarious, I don't feel it was intentional.

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Re: Updates discussion thread

Post by Kesserline » 30 Jan 2018, 04:22

Big Updates may needs tweaks and fixing, there is no judgment of any kind intended in what I stated.

If Peri and QC fucked medical at first, medbay reworked and CASEVAC are making up for it. (However, IB may be toned down a bit again, and organ damage could heal themselves over time when at 5 or below.)

I still believe that marines prefer dying groundside than evaccing, but the CASEVAC might be a good counter for this though.

Medical and Scout updates are both fixed, at 99% in my opinion. The queen update need some moderate tweaking before being truly a source of enjoyment for friends and foes.

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Re: Updates discussion thread

Post by caleeb101 » 30 Jan 2018, 04:55

Queen charge puts Crusher charge to shame. I've seen a Queen charge take limbs and then break about 6 bones before killing the poor soul it hit.

All I can think when I see that is "isn't that what a crusher charge should do instead.."
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Re: Updates discussion thread

Post by Cry of Wolves » 30 Jan 2018, 15:08

This is the xenomorph queen we are talking about. She is the biggest and baddest bitch in all of the hive. If she is moving about instead of sitting on her "throne," it means that shit is fucked for the xenos or they are wrapping up loose ends.

Seeing a Queen strikes legitimate fear due to how deadly she is. while screeching and charging at the same time is very cheesy, that will be solved soon but I like where she is at. It should take 20 marines because that is how much it normally takes in lore. She is perfect in my opinion.

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Re: Updates discussion thread

Post by Surrealistik » 30 Jan 2018, 15:19

Okay, I will say this about the charge; it is utter bullshit in tandem with the screech (especially when used in tandem with frenzy for a faster and deadlier dive).

You have basically no chance to stop it or avoid its effects; she is a living AoE stun missile. What made screech balanced was that the approach was telegraphed, but this... man, unless you're on hyperzine or under move orders, there is no way you even have a chance to get out of that AoE when she dives with a charge.

I'd limit the screech so it can't be used 5+ seconds after a charge (and charge can't be used 5+ seconds after a screech to prevent it from being a totally foolproof way of escaping when paired with the screech).
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Re: Updates discussion thread

Post by Blade2000Br » 30 Jan 2018, 18:39

Tbh if queen is at frontlines, either the hive is screwed or shes newbie. Ahelp that because Queens gotta be eggsack unless some circunstances happen.
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Re: Updates discussion thread

Post by Surrealistik » 30 Jan 2018, 19:43

BladeBr wrote:
30 Jan 2018, 18:39
Tbh if queen is at frontlines, either the hive is screwed or shes newbie. Ahelp that because Queens gotta be eggsack unless some circunstances happen.
Nah. The charge screech frenzy missile more than compensates once the Aliens have decent evos; i.e. soon after marine planetfall.
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Re: Updates discussion thread

Post by Lumi Pharon » 30 Jan 2018, 20:30

You guys seem to imply that 'the hive being in trouble' justifies a horribly broken queen.
I've played mainly xeno the last couple of weeks, and playing as, and watching the queen utterly wreck face is just shitty ass game design.

If you want the queen to be a crusher+1, that's great. A queen being able to rampage around and smash marines into small chunks is FUN. Screech however has never been an enjoyable feature (for either side if you're being honest), and you can make the queen into a deadly threat without having to rely on aoe stun, not to mention SANIC FAST aoe stun.

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Re: Updates discussion thread

Post by TehSpoderman » 30 Jan 2018, 20:41

Sentries can now fire 10 rounds per burst and has a 500 bullet drum now wew
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Re: Updates discussion thread

Post by Blade2000Br » 30 Jan 2018, 20:49

TehSpoderman wrote:
30 Jan 2018, 20:41
Sentries can now fire 10 rounds per burst and has a 500 bullet drum now wew
That have horrible Accuracy and negligible damage. Nice tradeoff.
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Re: Updates discussion thread

Post by HKO20006 » 30 Jan 2018, 23:47

January 30 2018Bmc777 updated:
Attack clicks are back to a much more reasonable cooldown, no more machine gun melee attacking.
dylanstrategie updated:
Turret statistics reworked to turn it into more of a suppresion weapon. Magazines now have 500-round drums and fire 10 shots per burst. Time between rounds and between bursts reduced significantly. Turret munitions now much less accurate and less damaging.
MG Nests now deal more damage per hit to fit more of a damage dealer/crew weapon role.
Added a roundstart timelock to the shuttles. It is now impossible to take off before 12:25. No need to rush it, Commander.
Changed how Xenomorph hijacking works. The Queen using the groundside console now immediately locks the shuttle.
Lock cannot be contested for the next 10 minutes, giving the Xenos plenty of time to board, make at home, and deal with cockpit humpers.

Sentry is the new toy gun now, can't pen Crusher armor anymore.
EDIT: it isn't that bad.
Last edited by HKO20006 on 31 Jan 2018, 10:36, edited 1 time in total.
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Re: Updates discussion thread

Post by nekcy » 31 Jan 2018, 00:06

Melee is underwhelming again, feel like swinging 10 ton hammers with low damage
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Re: Updates discussion thread

Post by immaspaceninja » 31 Jan 2018, 00:21

Now you just have to take away sentry gun's IFF to turn it into a stationary PFC that spams burstfire and misses 90% of his shots
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Re: Updates discussion thread

Post by Surrealistik » 31 Jan 2018, 01:15

nekcy wrote:
31 Jan 2018, 00:06
Melee is underwhelming again, feel like swinging 10 ton hammers with low damage
Clicking in general feels slow and clumsy now; I pretty much have to double click an alien to shoot it.
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Re: Updates discussion thread

Post by TheDonkified » 31 Jan 2018, 01:21

Clicking seems worse than before the clicking update in general. Chemistry isn't as smooth, but I'll play a few more rounds.
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