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

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

Post by misto » 19 Feb 2018, 20:39

hey guys u know what would really help discussions about this sort of thing

if the winrates were tracked openly and publicly so we aren't relying on secrets, rumors, and our own incomplete observations as occasional players

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

Post by Shuffl3 » 19 Feb 2018, 20:56

misto wrote:
19 Feb 2018, 20:39
hey guys u know what would really help discussions about this sort of thing

if the winrates were tracked openly and publicly so we aren't relying on secrets, rumors, and our own incomplete observations as occasional players
I dont think thats ever going to happen.

Its pretty clear that, no matter how entitled or invested we might feel; CM is not ours.

Besides, the playerbase can hardly come to agreement on what would constitute a win or a loss. These things simply arent our ken.

Just enjoy it while you can and find something else when you realize that you cant.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Skeptical » 19 Feb 2018, 21:37

I've only seen marines win once this week and before that, I think it was four weeks ago from my experience.

Benos winrate is astronomical over the marines, I guess. Comms nerf and the others have really shook the playing field.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Gnorse » 26 Feb 2018, 16:30

Here's the thing, yeah, xenos are supposed to win a lot more. I get that.
but when the problem is the xeno players themselves being shitty/toxic/whatever, the solution isn't : "lmao fam hit the marines up with a sick nerf."
But yeah, 30 wins to 100 is a bit much, but you get my point.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by WinterClould » 27 Feb 2018, 17:02

I was part of a few marine wins the last two days. Winrates feel fine to me, not that I've cared about them for months.

Just because when your online marines lose doesn't mean marines are constantly getting fucked over. Though its annoying that the only time you really see marines win is when the xenos make so many bad plays their few robust players can't carry them and marines just kinda eventually win. That's annoying, but whatever.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Simo94 » 27 Feb 2018, 17:15

it was pure xeno curbstomp up until the mortar update landed, winrates are cool now
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Casany » 27 Feb 2018, 19:21

Gonna say what I always say. Marines have more competent players because they’re a harder, but more in depth (they have a lot more choice and freedom) side. Xenos have incompetent players because they have few choices and no challenge. Add more depth and challenge to xenos and you’ll find a lot of people shifting over because that side is now interesting. As is Xeno players only have a few major choices, and that’s what to evolve into. They have simple abilities and great base stats but no real way to interact or make smart moves. Marines can though.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Surrealistik » 27 Feb 2018, 21:02

Casany wrote:
27 Feb 2018, 19:21
Gonna say what I always say. Marines have more competent players because they’re a harder, but more in depth (they have a lot more choice and freedom) side. Xenos have incompetent players because they have few choices and no challenge. Add more depth and challenge to xenos and you’ll find a lot of people shifting over because that side is now interesting. As is Xeno players only have a few major choices, and that’s what to evolve into. They have simple abilities and great base stats but no real way to interact or make smart moves. Marines can though.
Beanos are also badly hugboxed and insulated from the consequences of their poor decision/play in many cases (like how pounce was revised not to stun if you missed and had its immobilization time reduced and the way you can no longer effectively bodyblock overextending Beanos).
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Shuffl3 » 27 Feb 2018, 21:38

Surrealistik wrote:
27 Feb 2018, 21:02
Beanos are also badly hugboxed and insulated from the consequences of their poor decision/play in many cases (like how pounce was revised not to stun if you missed and had its immobilization time reduced and the way you can no longer effectively bodyblock overextending Beanos).
I think xenos are progressing down a weird design path that should ultimately dead end soon. Your common xeno isnt scary or intimidating outside of some niche situations and without massing T3s, most of which have readily avaliable counters, they wouldnt have much of a chance of doing most tasks expected of them.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by jalen earl » 28 Feb 2018, 15:51

The new queen forced more coordination and for a while it was good

Problem is that you have so many murderboning runners, hunters, ravs who never attempt to capture and just burn through all the larva from constantly rushing behind lines and disobeying orders
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Mann handle » 28 Feb 2018, 20:30

jalen earl wrote:
28 Feb 2018, 15:51
The new queen forced more coordination and for a while it was good

Problem is that you have so many murderboning runners, hunters, ravs who never attempt to capture and just burn through all the larva from constantly rushing behind lines and disobeying orders
It's mostly this that makes xenos lose so much. I've died so many times while infected or just about to be because someone just wants to rack up kills for no real reason, that or lacking any form of self control causing infected marines to die from IB. Also, the fact that unless there's a good queen on, xenos never seem to flank hard points like FOBs or they have a poor synergy between the xeno castes.

That's not including bad xeno queens who now have so many 'get out of saltchat' cards now with charging out of combat and spitting the marines shooting you on top of the screeches they have. Which only hurt xeno teams that beg the queen that has left the hive and walked across the map to die essentially, crippling xenos and resetting the queen's progress.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by jalen earl » 28 Feb 2018, 22:30

Mann handle wrote:
28 Feb 2018, 20:30
It's mostly this that makes xenos lose so much. I've died so many times while infected or just about to be because someone just wants to rack up kills for no reason

Pretty much this. Just bald as fuck xenos hurting the hive. Dont get me wrong since the new queen xeno support castes have pulled their weight its the offensive guys letting it down.

Had a round on LV were my cave hive was falling and found out 3 hunters and a rav thought it was ok to board a dropship and just go murder. And the lack of flanking is astounding. But same happens with marines. All bunch up and don't even attempt one, just push a bottleneck.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Shuffl3 » 28 Feb 2018, 23:07

jalen earl wrote:
28 Feb 2018, 15:51
Problem is that you have so many murderboning runners, hunters, ravs who never attempt to capture and just burn through all the larva from constantly rushing behind lines and disobeying orders
So if you think about it, this kind of behavior is by design.

Runners, Hunters and Ravs are all various types of skirmishers that operate best with some autonomy. Aside from Ravs, which need a backline to retreat to in case some dunga tries to run them down; they dont get many tactical benefits from massing. Even runners, which probably have the best synergy with the other castes, have some decent disadvantages in a mass of xenomorphs because their speed makes them prone to bodyblocking.

Considering that the risk of attempting to capture is only mitigated when xenos outnumber marines, killing is First Order Optimal. Even in a 1v3 scenario where a decently robust and aged hunter has an advantage, two of those marines will have to be violently neutralized before it could safely capture the third. And thats assuming that reinforcements arent just around the corner, in which case the most prudent thing to do is to just rip and tear.

Its not so simple as just 'bad players'. The system encourages murderboning as a survival technique. I find it hard to blame players for having trouble suppressing that instinct.
jalen earl wrote:
28 Feb 2018, 22:30
And the lack of flanking is astounding. But same happens with marines. All bunch up and don't even attempt one, just push a bottleneck.
I was told that this is also by design. I got some discouraging treatment when I suggested something to reduce glomping and enable smaller, more mobile gameplay. My presentation was shit though, so Im going to try to polish it up and try again later.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Gnorse » 01 Mar 2018, 03:44

I'm not sure about this, But I think ravagers are allowed to slash un-infected marines to death unless the queen herself orders them not to.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by jalen earl » 01 Mar 2018, 14:58

Gnorse wrote:
01 Mar 2018, 03:44
I'm not sure about this, But I think ravagers are allowed to slash un-infected marines to death unless the queen herself orders them not to.

Sure ravagers are meant to be the angel of death. But when you spend your round screaming for captures and they are not even trying to capture.

Killing wounded or easy lone targets is simply a waste and does nothing for anyone. This changes of course if we are on the offensive and rapidly pushing forward.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Symbiosis » 01 Mar 2018, 15:03

More Marine Wins, Xenos on suicide watch as nerf and nerf to Marine doesn't turn the tables!
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Surrealistik » 01 Mar 2018, 15:04

Symbiosis wrote:
01 Mar 2018, 15:03
More Marine Wins, Xenos on suicide watch as nerf and nerf to Marine doesn't turn the tables!
Marines got new toys to play with that they just figured out how to use.

As I thought, defensive (not offensive so much) mortars are powerful and are compounding the strength of turtle meta.

By the way, if the preferential white list for Queen goes through, I expect to see a precipitous drop in Marine win rates.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Jerkface00 » 01 Mar 2018, 15:11

It's almost lke if the xenos miss their stuns, the marines get them into a fight the xenos can't simply run away from, and commit to killing the xenos even at the potential cost of their own life, the marines are likely to win.

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

Post by Simo94 » 01 Mar 2018, 15:14

expect a LOOOT of bald xenos from now on, mainly due to this update ''If the larva in your body bursts, you will now be shoved into it regardless of Xenomorph preferences, mimicking current behaviour for Predators.''
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Surrealistik » 01 Mar 2018, 15:15

Simo94 wrote:
01 Mar 2018, 15:14
expect a LOOOT of bald xenos from now on, mainly due to this update ''If the larva in your body bursts, you will now be shoved into it regardless of Xenomorph preferences, mimicking current behaviour for Predators.''
That was reverted.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Simo94 » 01 Mar 2018, 15:16

Surrealistik wrote:
01 Mar 2018, 15:15
That was reverted.
well what the heck somebody needs to update that changelog
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Symbiosis » 01 Mar 2018, 15:22

Jerkface00 wrote:
01 Mar 2018, 15:11
It's almost lke if the xenos miss their stuns, the marines get them into a fight the xenos can't simply run away from, and commit to killing the xenos even at the potential cost of their own life, the marines are likely to win.
Frankly that's not a bad thing, marines risking it all. The tilting factor will be either a preferential whitelist or global pheromones returning.

The latter reducing the impact of bad Queens - the former pushing in more Queens that utilize the abilities they've been granted.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Heckenshutze » 01 Mar 2018, 15:29

Marines would win 24/7 if they wouldn't care a flying fuck of their lifes or their self-made protagonism.

97 marines pushing a single point at the same time without falling back even if you're just charging to a certain death, believe it or not, it crushes xenos.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Symbiosis » 01 Mar 2018, 15:40

Heckenshutze wrote:
01 Mar 2018, 15:29
Marines would win 24/7 if they wouldn't care a flying fuck of their lifes or their self-made protagonism.

97 marines pushing a single point at the same time without falling back even if you're just charging to a certain death, believe it or not, it crushes xenos.
Stuns (Screeches), Boilers, and Rav/Crushers could hold a point.
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Re: Colonial Marines and the Benos winrates are not what you think.

Post by Surrealistik » 01 Mar 2018, 15:46

Symbiosis wrote:
01 Mar 2018, 15:40
Stuns (Screeches), Boilers, and Rav/Crushers could hold a point.
Don't forget thick resin wall spam, especially in choked areas.
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