small rant about the community.

Generic, on-topic discussion about Colonial Marines.
User avatar
JennerH
Registered user
Posts: 559
Joined: 26 Oct 2017, 13:12
Byond: JennerH
Steam: Chocolate Thunder

Re: small rant about the community.

Post by JennerH » 07 Feb 2018, 17:48

I for one strive to find the gear that makes me most combat effective, and develop my own meta for round start (Like taking 3 tram and 3 tri, keeping me combat efficient even when taking heavy, but not critical wounds). I don't however restrain myself from trying new or goofy loadouts for the sake of kills, and many times I've found new and interesting things this way. And the cool thing is, I manage all of this while throwing in some RP
Delaney
----------- Song of the Month -------------------
https://youtu.be/wdNAYokSlCc

User avatar
Sulaboy
Registered user
Posts: 782
Joined: 14 Jan 2018, 04:10
Location: Florida
Byond: Sulaboy
Steam: Danger

Re: small rant about the community.

Post by Sulaboy » 07 Feb 2018, 21:38

MrJJJ wrote:
07 Feb 2018, 13:23
But thing is, sniper is also faster, and speed doesn't really matter that much when scouting because you have a scope or binoculars, so taking 10 steps, even if for 2 seconds faster, result is the same, i still have yet to see anybody not do the same job as a Scout, his loadout is much more effective for elimination, especially since you can fire *4 fucking incedinary rounds into a xeno*
Scout has a cloak that allows him to remain undetected and lose Xenos. He is also named scout and should act as such. I mean its possible to just remove the scout, or try to replace them, or we could just keep talking about how they are not a strong specialist. I'm just saying they have a use. The scout is the best suited for a scouting role. While the game itself does not leave much room for use because meta knowledge of the maps. A scout is the safest choice to send to look for flanks or alternate routes or to just go off by himself and not die. The scout class might need a buff, but if its made into something different it does not deserve the name scout. Make a cqc specialist with some kicking armor and a bad ass shotgun, it might be what the marines want for a specialist, but that is not near a scout. If the argument is that scouts are bad a need to be replaced then maybe they should. As far as I know though it fits in realistically, and could be used for something beside the usual marine tactic of running head on against a problem and dying because the enemy are meant to be much stronger than you.
Jenner wrote:
07 Feb 2018, 17:48
I for one strive to find the gear that makes me most combat effective, and develop my own meta for round start (Like taking 3 tram and 3 tri, keeping me combat efficient even when taking heavy, but not critical wounds). I don't however restrain myself from trying new or goofy loadouts for the sake of kills, and many times I've found new and interesting things this way. And the cool thing is, I manage all of this while throwing in some RP
P O W E R G A M I N G
Clancy 'Danger' Long
Ethan
A̸̧̭̰̮̰̜̥͈̱̲̫̲̭͋̄̈̍̉̓̿̊̃H̸͈̬̗̓̄̒̇̿̀̏̎͑͊̇̃̇͝Ĥ̴̨̧̨̩̞̗̤͝ͅH̴͔͕͊̄̓̐̀͝

User avatar
Heckenshutze
Registered user
Posts: 1499
Joined: 17 Apr 2016, 03:52
Location: Caracas
Byond: Heckenshutze
Steam: fancypants2455

Re: small rant about the community.

Post by Heckenshutze » 07 Feb 2018, 22:07

Even if you have the perfect loadout if your skills are shit you're just a waste of space, real equal opportunity ass kickers just need the nude weapon and some bullets to wreck xeno scum.
Marine: Ruben Dario
Yautja: Makauu’rel
Synthetic: Saturn / Shepherd (old model)

User avatar
JennerH
Registered user
Posts: 559
Joined: 26 Oct 2017, 13:12
Byond: JennerH
Steam: Chocolate Thunder

Re: small rant about the community.

Post by JennerH » 07 Feb 2018, 23:04

Heckenshutze wrote:
07 Feb 2018, 22:07
Even if you have the perfect loadout if your skills are shit you're just a waste of space, real equal opportunity ass kickers just need the nude weapon and some bullets to wreck xeno scum.
^ this. Although there are extreme cases, most powergaming doesn't accomplish much. Sure, you may have found a way to carry 20 spare mags but will you live long enough to use them?

My tricord tram thing doesn't last long as 1 good acid from a prae puts me back in crit and I only have 3 of each.
Delaney
----------- Song of the Month -------------------
https://youtu.be/wdNAYokSlCc

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: small rant about the community.

Post by Renomaki » 07 Feb 2018, 23:30

Honestly, I have my own words about the community that I might as well let out here. Mainly marine focused.

Mainly, how after all my time playing, they not only are unable to learn from past mistakes, but also refuse to attempt different things unless it is mind-numbingly simple (or from Carson's mouth, but even that can do only so much). Be it LV-624, Big Red, or even Prison, marines just keep making the same mistakes over and over, and I don't get why.

Like, a LOT of them are experienced players, you'd think they would have a bit more tactical forethought to do things like ensuring medbay doesn't fall to the xenos on LV-624, or making a defense that can hold out in the event Tcomms is flanked on Big Red. But no, they keep making the same tactical blunders over and over, almost as if it is mere habit more than anything. Hell, on LV-624 alone, if you tell a squad to set up an outpost anywhere else OTHER than hydro, they'll just set up in hydro anyways, and even then they'll build it up in the same self-hindering manner that gets more marines killed than protects.

Speaking of defenses, why do we have to throw down so much metal? Why bother making massive fortresses if they just end up getting melted by random sentinels due to ignorance? Why not, instead of building massive trenchlines and super fortresses, we just focus on building lighter defenses that can cover areas of importance instead of putting heavy defenses beyond what you can properly cover? When I go engineer, I been trying to practice building "Pillboxes" and other small, 360 styled defenses that use fewer resources but cover vital areas while still being sturdy, but most people who witness it seem to think I'm a fool for trying to make such things, claiming it is a waste of resources. Bah... You want waste? How about all those rounds where we get 500+ metal shipped, but only half of that ever gets used!

And then there is the whole idea of all those defenses you build... All of them... And how more often than not, they just go to waste. So often we build defenses that go unmanned, resulting in xenos easily bypassing them or outright ignoring them, and when come the final stand, most people would rather leave so they can do a meta SD defense rather than try and hold the planet, because "Holding the planet is hard". Where did all those resources we sent to you go!? Did you just waste it all on making floor tiles? And even if the marines do hold, only a handful can properly mann the defenses because too many of them cluster in one spot. Firing lanes are important, and if most marines can't fire, they are just dead weight.

I could go on and on, but I just want to settle on one thing... Why can't marines think outside the box other than powergaming or metagaming?
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: small rant about the community.

Post by MrJJJ » 08 Feb 2018, 02:07

Sulaboy wrote:
07 Feb 2018, 21:38
Scout has a cloak that allows him to remain undetected and lose Xenos. He is also named scout and should act as such. I mean its possible to just remove the scout, or try to replace them, or we could just keep talking about how they are not a strong specialist. I'm just saying they have a use. The scout is the best suited for a scouting role. While the game itself does not leave much room for use because meta knowledge of the maps. A scout is the safest choice to send to look for flanks or alternate routes or to just go off by himself and not die. The scout class might need a buff, but if its made into something different it does not deserve the name scout. Make a cqc specialist with some kicking armor and a bad ass shotgun, it might be what the marines want for a specialist, but that is not near a scout. If the argument is that scouts are bad a need to be replaced then maybe they should. As far as I know though it fits in realistically, and could be used for something beside the usual marine tactic of running head on against a problem and dying because the enemy are meant to be much stronger than you.
Thing about the cloak, is you are still visible to a experienced xeno player, and i can tell you how much i been slashed/tackled or another player despite being cloaked. because they are about as visible as preds, its also really short. Once again, SL's can still do scouting by just using binoculars, any other PFC if they got a rail scope, or the sniper. Scouting duty isin't that unique to the scout, and their use is less "scouting", because that rifle is fucking horrendously strong and causes xeno salt when done right. A bit hard to use a spec for utility when their weapon is strong enough to take out alot of xenos by itself, don't you think? I really want to see the scout Scout but currently its just ehhhh...LV always is LZ1-NEXUS-HYDRO-RIVER-TFORT-CAVES, depending on who is winning. Ice Colony always has aliens underground, which can be a bitch to find so i can see some use for everybody to use scopes/binoculars if they haven't found them already. Big Red is either xenos are in south east caves, lambda, research, or its Symbiosis and he nested in Viro and is about to trainwreck marines, but its useful for the early-game i suppose, by mid-game and late-game...ehhhhh. Prison Station more or less same as Big Red, expect xenos always tend to nest in civ residence for some reason.
Renomaki wrote:
07 Feb 2018, 23:30
I could go on and on, but I just want to settle on one thing... Why can't marines think outside the box other than powergaming or metagaming?
Traditions, i guess, i dunno. I don't think anybody knows why this happens, nobody seems to learn from history and thus doomed to repeat it.

User avatar
Sulaboy
Registered user
Posts: 782
Joined: 14 Jan 2018, 04:10
Location: Florida
Byond: Sulaboy
Steam: Danger

Re: small rant about the community.

Post by Sulaboy » 08 Feb 2018, 17:30

MrJJJ wrote:
08 Feb 2018, 02:07
Thing about the cloak, is you are still visible to a experienced xeno player, and i can tell you how much i been slashed/tackled or another player despite being cloaked. because they are about as visible as preds, its also really short. Once again, SL's can still do scouting by just using binoculars, any other PFC if they got a rail scope, or the sniper. Scouting duty isin't that unique to the scout, and their use is less "scouting", because that rifle is fucking horrendously strong and causes xeno salt when done right. A bit hard to use a spec for utility when their weapon is strong enough to take out alot of xenos by itself, don't you think? I really want to see the scout Scout but currently its just ehhhh...LV always is LZ1-NEXUS-HYDRO-RIVER-TFORT-CAVES, depending on who is winning. Ice Colony always has aliens underground, which can be a bitch to find so i can see some use for everybody to use scopes/binoculars if they haven't found them already. Big Red is either xenos are in south east caves, lambda, research, or its Symbiosis and he nested in Viro and is about to trainwreck marines, but its useful for the early-game i suppose, by mid-game and late-game...ehhhhh. Prison Station more or less same as Big Red, expect xenos always tend to nest in civ residence for some reason.

Traditions, i guess, i dunno. I don't think anybody knows why this happens, nobody seems to learn from history and thus doomed to repeat it.
It's a problem with this style of game. It feels abit like groundhogs day. We are expected to know the map, but if there is one thing I'd like the scout to do is to point out flanks. There's more than one enterance into the cave, but marines tend to keep filing down a cave until they win it all die. I'd like to see scouts pointing this shit out. Hey we should head into the east caves with a small force to see if it leads to a less defended area of their hive. Also the cloak can't just be invisible otherwise they might as well be invincible to Xenos for a duration. If we really want to make a change we should make a git lab suggestion about extending the scouts cloak time, needing their weapon, or maybe giving them some other way to gather information.
Clancy 'Danger' Long
Ethan
A̸̧̭̰̮̰̜̥͈̱̲̫̲̭͋̄̈̍̉̓̿̊̃H̸͈̬̗̓̄̒̇̿̀̏̎͑͊̇̃̇͝Ĥ̴̨̧̨̩̞̗̤͝ͅH̴͔͕͊̄̓̐̀͝

Post Reply