Colonial Marines and the Benos winrates are not what you think.

Generic, on-topic discussion about Colonial Marines.
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HKO20006
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by HKO20006 » 13 Mar 2018, 06:22

As of right now, we have gone from a 26% Xeno winrate for the month of January to a 47% Xeno winrate for the month of February.
from CM_Bmc777 https://www.reddit.com/r/SS13/comments/ ... t/dvk1plx/
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by trustscience44 » 13 Mar 2018, 15:03

I really disagree with most of what's been said. I also disagree with the flavour of the month delta getting hate.

Everything is working exactly as planned from consequences of the COMs update, as far as I see it is working great.
We have had AP for years and it was never an issue. We had all of these other "recent meta issues" for years. Doesn't anyone remember last year when it was "How many marines will the people taking AP magz kill down in friendly-fire hell of death". We used to hate and run from those guys bursting AP.

What we have now is that all squads are cohesive, communicative, and co-operative because of Coms.


When you do something with someone over and over you see them round after round, a marine will inevitably learn the other marines /fight/or/flight playstyle. You learn how to get better from that marine. Now you have a squad of 10+ people communicating inteligently with far less memeshit, who had been talking and watching each other over coms for an entire month. As as xeno, I rarely see solo-stragglers wandering off to die now-a-days. It is great to see marines always in small teams of 2-3. Basically, well trained from close-quarters fighting with their squad for a month due to Coms update forcing marines to think tactically, act as a cohesive single unit, and communicate like it. This is why I think it doesn't matter if you want to say "oh look all of alpha/banana/charlie/delta/ is powergaming now", because all they are doing now is working efficiently like a squad should work with each other.

Last, my observations and notes I've taken while playing xeno and trying to figure out why "they are losing", I do understand everything in life needs certainty and balance.

That being said, in my opinion Every single time I rolled xeno and we lost, I thought it was the xeno's fault. Either from the Queens/Xeno Players lack of understanding about basic SS13 gameplay, a lack of understanding about the changes on this code, Not being a forceful enough Queen, not understanding the map and screaming in hivemind help for 10 minutes about the map (if i see this as queen i de-evolve them,zero hesitation, no xeno player should be a t3, screaming and not understand how to use a wiki, T2 is fine for them), Crushers trying to outrun things when they are much slower with their speed generation or just general old strategies from runner/spitter combos that are old and don't work in this playstyle any longer.

Xeno's need to wake up and realize they do not have the soft-cushion of endless larva any longer, to be blunt. They need to adjust their tactics and play as a response to the marines. Queens needs to give "hive status orders" every time. Teamwork is now more important than it ever was.
Do not assume the other xeno's are as experienced as you when Queening.

Also, Queen must give leadership "star" to their Xenos, MULTIPLE xeno leaders are necessary, Queens must Command the hive to stay near the leaders just as a squad would stay near theirs. Personally as a Queen I have started de-evolving much more and have seen much better results. I can't stress enough how de-evolving has improved the xenos as a queen or from the perspective of a drone, maybe it makes the xeno players afraid or wakes them up but it always works well.

How to resolve this what to do? I dunno give it more time? Maybe the xenos are still adjusting and without names and just random numbers Xenos just do not have a way to find their buddy every round to practice new strats etc etc like marines started now, so it will take them longer?

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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Potato Masher » 13 Mar 2018, 15:20

trustscience44 wrote:
13 Mar 2018, 15:03
-snip
This is perfect. Honestly, us xenos need to adjust to the changing climate. The best xeno wins that I have seeb as of late have had a competent queen giving orders, assigning leaders and such (rather than just being a screech queen), and better cooperation with other members of the hive. My personal favorite combo as of late is having a Carrier and a small group of Runners/Hunters flank the Marine's position and have them get easy hosts infected. Add in a hivelord tunnel back to the nest and boom, you can quickly get hosts as they move between fortified areas (tablefort <--> hydro on LV, for example).

Queens these days NEED to show their superiority over the rest of the hive. Act more like a SO for the hive. If a xeno is not listening after multiple requests to do something, report. If the T3 is clueless and/or is doing jack shit, devolve them so someone more experienced can take the helm or so you can get a more needed T3 from a different caste.
I play Cosmo Rader, the intelligent man that rocks a good goatee. Usually play as Smartgunner, PO, and Carrier.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Heckenshutze » 13 Mar 2018, 15:33

Potato Masher wrote:
13 Mar 2018, 15:20


Queens these days NEED to show their superiority over the rest of the hive. Act more like a SO for the hive. If a xeno is not listening after multiple requests to do something, report. If the T3 is clueless and/or is doing jack shit, devolve them so someone more experienced can take the helm or so you can get a more needed T3 from a different caste.
Or... let's enable Queen xeno gibbing so you can actually deal with Young Runner Mcbald (123) or any other rebel xenos.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Potato Masher » 13 Mar 2018, 18:00

Okay, now I'm conflicted. After playing the 1:20 minute long xeno loss, I'm not so sure that xenos just need to "git gud". We had a pretty good queen and decent players, but we just got fucking stomped on. On top of that the hugger holes that the carrier placed didn't even do anything; the marines had enough time to trigger it, stare at it for two seconds, and then finally hit it. Same goes for eggs. Sometimes the eggs wouldn't even trigger at all when a marine came near.
I play Cosmo Rader, the intelligent man that rocks a good goatee. Usually play as Smartgunner, PO, and Carrier.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Kesserline » 13 Mar 2018, 18:05

Potato Masher wrote:
13 Mar 2018, 18:00
Okay, now I'm conflicted. After playing the 1:20 minute long xeno loss, I'm not so sure that xenos just need to "git gud". We had a pretty good queen and decent players, but we just got fucking stomped on. On top of that the hugger holes that the carrier placed didn't even do anything; the marines had enough time to trigger it, stare at it for two seconds, and then finally hit it. Same goes for eggs. Sometimes the eggs wouldn't even trigger at all when a marine came near.
Bud, I led Delta into 3 deathflanks to get your Hive. I take risks, it's not easy.

Also, it's not the resin holes that are problematic.

Due to NO-knowledge of the crabs, a third of delta got crabbed (because of traps, or combat hugged by drones).
Infected marines do not trigger traps, nor eggs, nor facehuggers.

As we had no knowledge to evac neither, this is why you had at least 8 marines fighting you among your own stacks of traps and eggs.

Most of infected Deltas chestbursted, but the Hive was already done for. Round would have been over before chestbursting without researcher RPing with a larva drone evolving on the Almayer.

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Re: Colonial Marines and the Benos winrates are not what you think.

Post by misto » 13 Mar 2018, 18:38

Heckenshutze wrote:
13 Mar 2018, 15:33
Or... let's enable Queen xeno gibbing so you can actually deal with Young Runner Mcbald (123) or any other rebel xenos.
wow, killing your underlings and undoing all their evo/upgrade progress, that's surely a great move that wont weaken the hive a lot more than their bitching in hivechat or whatever would do. if a young runner is being "mcbald" theyll usually just get themselves killed, no need for a queen to waste their time doing it, at least theyll cost the marines a couple bullets for you

there was a suggestion to allow queens to forcefully ghost someone out of a xeno body, which would be a lot better than wasting a xeno body by gibbing them. was not approved of, the feeling was because rando queens cant be trusted with that kind of admin level power. also, even if you get the power to ghost someone out of a xeno body, that body is ssd for 5 minutes at least, and probably longer depending on what time of day it is and whether any of the ghosts feels like playing a xeno.

as for eggs or hugger traps, i dont think they're working worse than usual. eggs can sometimes be a little unresponsive to even uninfected humans, like you haul someone to some eggs, the egg 1 tile to the left is sleepy and doesnt even open up, the one 1 tile to the right does react and open up, but it's not a huge deal usually. i dont have a lot of experience studying resin hole hugger traps, i only know that proper weed-breaking discipline tends to mitigate most of them

another factor that we've been forgetting is that, with the exception of the huge and snow-slowed ice colony, nearly everyone has the maps near-memorized by now and they take a few minutes to traverse at most. there's no real "scouting" to be done here for a playerbase that routinely clocks the triple digits.

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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Potato Masher » 13 Mar 2018, 19:22

Kesserline wrote:
13 Mar 2018, 18:05
snip
I'm was not talking about the ones that were infected, I keep my ghost HUDs on all the time. This was happening with 100% healthy marines that had not been hugged. Not sure when this happened (removal of hugger combat?), but at some point they musta dumbed/slowed down the egg/hugger AI. I can't think of anything else. Maybe it's just me.

It's probably just me.

Kinda sad really, Carriers are cool for on-the-go infecting in melee range but otherwise their other abilities are kinda weak.

(P.s. you lads in delta did pretty damn good, hit us like a truck)
I play Cosmo Rader, the intelligent man that rocks a good goatee. Usually play as Smartgunner, PO, and Carrier.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Heckenshutze » 13 Mar 2018, 19:26

misto wrote:
13 Mar 2018, 18:38
wow, killing your underlings and undoing all their evo/upgrade progress, that's surely a great move that wont weaken the hive a lot more than their bitching in hivechat or whatever would do. if a young runner is being "mcbald" theyll usually just get themselves killed, no need for a queen to waste their time doing it, at least theyll cost the marines a couple bullets for you

there was a suggestion to allow queens to forcefully ghost someone out of a xeno body, which would be a lot better than wasting a xeno body by gibbing them. was not approved of, the feeling was because rando queens cant be trusted with that kind of admin level power.
That's what a xeno rebel scum would say.. *mouse over gib verb*
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Blade2000Br » 13 Mar 2018, 20:08

https://www.youtube.com/watch?time_continue=6&v=CpFdP5yATw0

This is my reaction for this thread. god bless.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Iatots » 13 Mar 2018, 20:43

Medium RP is just enough to have people kiss ass to regulars but not enough to prevent said regulars to drop their armor and chase after 2 ton armored rhinos doublewielding SMGs.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Heckenshutze » 13 Mar 2018, 20:47

Iatots wrote:
13 Mar 2018, 20:43
Medium RP is just enough to have people kiss ass to regulars but not enough to prevent said regulars to drop their armor and chase after 2 ton armored rhinos doublewielding SMGs.
Not wearing armor is an IC issue and should be handed to your nearest MP.

We already made not wearing armor a punishment since one single slash can fuck you up
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