Updates discussion thread

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

Post by Kesserline » 06 Feb 2018, 11:55

My statement is not about the winrate itself, but more about the logic behind it.

If the Xenos win 8/10 because marines are making catastrophic mistakes, are not coordinated, are not good. That's normal.

But if Xenos win 8/10 because only their huge numbers allow them to wipe out any groundside force and USCM's margin of error is the absolute zero, there is no fun in that.

I don't want marine winrate to rise. I just want each round to be a challenge that can be accepted, if marine players and roleplayers to accept.
This is what I loved when I arrived on this game. Yes, we lose, but damn, sometimes, we could nearly change the tide of battle by doing heroic things on the battlefield.
Now, we are just being steamrolled, and hope that Xenos are doing many catastrophic mistakes to lose.

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Re: Updates discussion thread

Post by Symbiosis » 06 Feb 2018, 11:58

Kesserline wrote:
06 Feb 2018, 11:55
My statement is not about the winrate itself, but more about the logic behind it.

If the Xenos win 8/10 because marines are making catastrophic mistakes, are not coordinated, are not good. That's normal.

But if Xenos win 8/10 because only their huge numbers allow them to wipe out any groundside force and USCM's margin of error is the absolute zero, there is no fun in that.

I don't want marine winrate to rise. I just want each round to be a challenge that can be accepted, if marine players and roleplayers to accept.
This is what I loved when I arrived on this game. Yes, we lose, but damn, sometimes, we could nearly change the tide of battle by doing heroic things on the battlefield.
Now, we are just being steamrolled, and hope that Xenos are doing many catastrophic mistakes to lose.
As a Xeno, I'll tell you frankly why you're losing. You don't flank, you don't push, and Marines build a giant autism FOB that's 7 layers or metal and mines (with a completely open flank)... while leaving the rest of the map open.

Last stands are more enjoyable than 5 hour snoozefests. Marines are better than Xenos at adapting. So adapt!
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Re: Updates discussion thread

Post by davidofmk771 » 06 Feb 2018, 18:31

It seems like we need an update to fill out leadership roles. Perhaps adding the 'Issue Order' verb to a HUD icon? I often find myself completely forgetting that the mechanic even exists because it's so tucked away.

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Re: Updates discussion thread

Post by BadApple » 06 Feb 2018, 20:29

Marines don't flank and don't co-ordinate. Hitting xenos from both sides gets em real good, but most marines listen to no one. Carson pulls off wins because he manages to force these tactics, but even then its micromanaging and getting the MPs to arrest those that don't comply.

Ontop of that, command rarely uses their command buffs.

Have you ever seen an evac from lz1? No one will pull out, they keep sitting on the front lines against 40 xenos ignoring everyone telling them to EVAC, get left behind and killed.



Xeno have the same problem. They'll flank because they are strong enough to go further by themselves, but they won't pull back and they won't infect, preferring to kill and move on. Luckily infecting is no longer needed thanks to the latejoin change.

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Re: Updates discussion thread

Post by spookydonut » 07 Feb 2018, 01:12

Put your suggestions on gitlab, they'll just get ignored anywhere else.

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Re: Updates discussion thread

Post by LocalizedDownpour » 07 Feb 2018, 01:18

BadApple wrote:
06 Feb 2018, 20:29
Marines don't flank and don't co-ordinate. Hitting xenos from both sides gets em real good, but most marines listen to no one. Carson pulls off wins because he manages to force these tactics, but even then its micromanaging and getting the MPs to arrest those that don't comply.

Ontop of that, command rarely uses their command buffs.

Have you ever seen an evac from lz1? No one will pull out, they keep sitting on the front lines against 40 xenos ignoring everyone telling them to EVAC, get left behind and killed.



Xeno have the same problem. They'll flank because they are strong enough to go further by themselves, but they won't pull back and they won't infect, preferring to kill and move on. Luckily infecting is no longer needed thanks to the latejoin change.
I found my self agreeing with everything you said. But the very last sentence is pretty damn awful.

'Luckily infecting is no longer needed thanks to the latejoin change.'

I haven't played Xeno since that changer but is it true? Are Xenos infecting less? I find myself surviving long enough as a Marine that the Hive doesn't need to infect, IE: Almeyer boarding, or dying to things like IB or organ damage, my primary cause of death being crushers....or WAY too much burn damage from Boilers or Praes.

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Re: Updates discussion thread

Post by misto » 07 Feb 2018, 01:30

it depends. infecting people can be useful for solidifying your chances of winning, because idiots love to rush in and die as young xenos and waste most of your free larva, but if the marines aren't on the ball to put up a good fight and cut down such rushing idiots a sweep over where no infecting is really necessary can be possible.

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Re: Updates discussion thread

Post by BadApple » 07 Feb 2018, 03:52

LocalizedDownpour wrote:
07 Feb 2018, 01:18
I found my self agreeing with everything you said. But the very last sentence is pretty damn awful.

'Luckily infecting is no longer needed thanks to the latejoin change.'

I haven't played Xeno since that changer but is it true? Are Xenos infecting less? I find myself surviving long enough as a Marine that the Hive doesn't need to infect, IE: Almeyer boarding, or dying to things like IB or organ damage, my primary cause of death being crushers....or WAY too much burn damage from Boilers or Praes.
I have noticed alot less infecting lately, especially on targets that are downed in crit... I'll often be asking them to not kill and they will just go to town and ignore me, even when we need it. They'll get a few a round but its really lacking in alot of games. Like less than 10 marines. Queens don't seem to mind, and I see fewer asking for carriers.

I wouldn't say its because of the new changes, I think it existed before and it contributed to the xenos 30% win rate alot. But I think the changes basically make it ok for xenos to do it.

I usually play marine and then xeno when I die, about 10 games since the changes - I haven't burst once since even when I get isolated, I get killed every time. Sometimes I get taken to a nest but I am slashed too many times and expire very quick. - and the hive has been huge, even when I think we're stomping we get bioscan saying there's like 30 left, and I can't find another reason for that.

So I don't know if its actually true - would help to have some analytics - but I thats my experience.

Maybe a better way would have a xeno's base strength tied to its origin (established in the lore, they take traits from the hosts, predaliens are super badass) - so monkey and late joins are weaker, meaning its more worth it to capture a marine? Obviously has problems - xenos wanting to die to become stronger ones and infighting. Maybe monkey / latejoins take longer to mature?

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Re: Updates discussion thread

Post by Kesserline » 07 Feb 2018, 09:44

The new sentry sprite is gud shit !

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Re: Updates discussion thread

Post by LocalizedDownpour » 07 Feb 2018, 10:00

Kesserline wrote:
07 Feb 2018, 09:44
The new sentry sprite is gud shit !
I didn't recognize what it was at first, but I do like it. I will miss old Comrade Sentry due to good memories though.

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Re: Updates discussion thread

Post by caleeb101 » 07 Feb 2018, 12:33

Symbiosis wrote:
06 Feb 2018, 11:58
As a Xeno, I'll tell you frankly why you're losing. You don't flank, you don't push, and Marines build a giant autism FOB that's 7 layers or metal and mines (with a completely open flank)... while leaving the rest of the map open.

Last stands are more enjoyable than 5 hour snoozefests. Marines are better than Xenos at adapting. So adapt!
There are many rounds where I DO see marines pushing, even when they are outnumbered about 5 to 1 while the Xenos have a massive hive. Flanks require miracles or
horribly uncoordinated aliens to be successful which is obviously not always guaranteed. There's a big risk to losing men when you try to push or flank and if you don't see the marines doing either, that is why. Xenos can sweep marines aside easily with little to some coordination due to sheer power (which they should have). Marines can pull a victory over the xenos but they MUST be almost perfectly coordinated.

It's much easier to turtle than to launch an attack and if we know anything about this playerbase, they will always take the easy way out. *Cough* Hugger combat, Combat nesting, Re-vending to restock, Grenade spam *Cough*
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Re: Updates discussion thread

Post by TehSpoderman » 07 Feb 2018, 12:37

The tripods on the sentry looks very tentacle like, sorta like the Divider from Dead Space. It looks really, really weird.
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Re: Updates discussion thread

Post by caleeb101 » 07 Feb 2018, 13:01

Miss the old sentry tbh.
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Re: Updates discussion thread

Post by Surrealistik » 07 Feb 2018, 13:13

I do like how the new sentry visually shows its various states (such as whether it has ammo/power), but I'm not as big on the overall aesthetic compared to the old one.
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Re: Updates discussion thread

Post by Chuckachu » 07 Feb 2018, 13:31

No alien's infecting saddens me....they stop doing that they could easily be replaced with a Moth man army...it takes away from what makes the aliens so scarey.
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Re: Updates discussion thread

Post by BadApple » 07 Feb 2018, 18:02

Chuckachu wrote:
07 Feb 2018, 13:31
No alien's infecting saddens me....they stop doing that they could easily be replaced with a Moth man army...it takes away from what makes the aliens so scarey.
Well last night there was a big infection. It was the low-pop round. They had me and a bunch of marines, but before they could make the meme nests we all escaped and kill all but like, 2.

They infected alot after that (but cut my head off because I almost killed the queen) and with a few late joins won back the round. So there is still infecting on the rounds where their numbers are thin.

I think the marines got into the larva that time. Also its a bitch chasing down the queen because the charge makes her a super fast xeno now.

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Re: Updates discussion thread

Post by Jonesome » 07 Feb 2018, 22:57

TehSpoderman wrote:
07 Feb 2018, 12:37
The tripods on the sentry looks very tentacle like, sorta like the Divider from Dead Space. It looks really, really weird.
Yeah they kinda messed up the tripod sprite, although the actual sentry itself looks great.
Image

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Re: Updates discussion thread

Post by TehSpoderman » 08 Feb 2018, 00:34

Cry of Wolves wrote:
08 Feb 2018, 00:15
Image

I got in a pissing contest with the queen too
► Show Spoiler
what does this have to do with updates
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Re: Updates discussion thread

Post by Cry of Wolves » 08 Feb 2018, 00:35

TehSpoderman wrote:
08 Feb 2018, 00:34
what does this have to do with updates
fuck me. wrong thread.

So the new sentry sprite is kinda eh for me. I liked the older one better imo.

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Re: Updates discussion thread

Post by Surrealistik » 09 Feb 2018, 04:37

RIP locker ambushes.
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Re: Updates discussion thread

Post by HKO20006 » 09 Feb 2018, 09:28

It seems walking on weed is slower now.
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Re: Updates discussion thread

Post by False_Enigma » 09 Feb 2018, 10:46

clicking is now unresponsive and bad, previously it was very responsive unless you were doing multiple clicks.

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Re: Updates discussion thread

Post by Heckenshutze » 09 Feb 2018, 17:01

The locker nerf is a kick in the nuts to the Survivor role
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Re: Updates discussion thread

Post by Chowder McArthor » 09 Feb 2018, 17:06

Heckenshutze wrote:
09 Feb 2018, 17:01
The locker nerf is a kick in the nuts to the Survivor role
It's honestly a bit of an insult as well. People always say "If you don't want to die as survivor, just hide." However, now, it's a lot harder to run and hide. On LV, it's impossible unless you do ultimate cheese and like hide in a body bag under a wooden barricade.
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Re: Updates discussion thread

Post by James_ii » 09 Feb 2018, 17:30

What does the locker nerf do? Makes you visible in the lockers by xenos?
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