Update Discussion thread (14FEB18)

Generic, on-topic discussion about Colonial Marines.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 14 Mar 2018, 21:44

March 14 2018
dylanstrategie updated:
All Requisitions order prices have been rebalanced to follow a more strict pricing rule. Now crates will cost anywhere from 20 to 100 points. Some crate contents were rebalanced to compensate.
Increased base Xenomorph explosive stun resistance.

Cost change see wiki here.
Last edited by HKO20006 on 14 Mar 2018, 22:44, edited 2 times in total.
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Re: Update Discussion thread (14FEB18)

Post by Surrealistik » 14 Mar 2018, 22:33

These new prices are straight up cancer; 50 metal at 20, plus the cumulative cost increase? Wow.

I really hope there's something in the pipe to offset this.
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Re: Update Discussion thread (14FEB18)

Post by ColdSuit » 14 Mar 2018, 22:45

HKO2006 wrote:
14 Mar 2018, 21:44
March 14 2018
dylanstrategie updated:
All Requisitions order prices have been rebalanced to follow a more strict pricing rule. Now crates will cost anywhere from 20 to 100 points. Some crate contents were rebalanced to compensate.
Increased base Xenomorph explosive stun resistance.
The xeno stun nerf is a big hit to marines. Its hard enough to stun the bastards with anything other than buckshot or grenades (things that are readily availible unlike CAS or SADAR). Also nerfs the SADAR and B18 specs too.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 15 Mar 2018, 00:05

Empty sandbags crate (x50) 20 Supply Points.
Metal sheets (x50) 20 Supply Points.

Sandbags are now same price as metal, though sandbags are way more durable than metal cades, hope RO and Engie will adapt.
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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 15 Mar 2018, 01:48

Unless it's prison or Underground Ice, swap between buying metal and sandbags. The price goes up slower and marines WILL adapt to filling more sandbags and maybe even use them smarter for front line cover. Might need a way to maintain more entrenching tools though once that's adapted into the marine hivemind meta.
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Re: Update Discussion thread (14FEB18)

Post by misto » 15 Mar 2018, 01:54

making young drones not have to wait around to regen plasma as much is good. remember, though, that they are also expected to haul and plant eggs. yes, even if a carrier is up and running, because the carrier is always looking to put huggers on faces instead of move eggs around. carriers always just come back to places where drones have planted eggs, grab a fresh batch of huggers, and go off again.

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Re: Update Discussion thread (14FEB18)

Post by immaspaceninja » 15 Mar 2018, 03:18

100 points for 1 flamer crate with a single flamer and 3 tanks
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Re: Update Discussion thread (14FEB18)

Post by Solarmare » 15 Mar 2018, 05:18

Rest in peace grenadier, you got your time in the sun. RPG also getting a hit as well in that.
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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 15 Mar 2018, 06:31

Let's see :
-RPG and B18 Specialists just got fucked.
-The Requisitions nerf is insane as well.
-The drone update's good, though.

I'm sure this is going to look like salt, but I really don't think requestions deserved two huge nerfs three days apart from each other.
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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 15 Mar 2018, 06:36

I'm not sure where this extra nerf to explosives comes from. Not like xenos were ever stunned for long anyway now in days. Now with the massive damage nades do to marines they 100% do more harm then any good they possibly could because of just how extremely weak they are.

Cargo also feels over nerfed. No fun way to spend points, and everything costs way to much.
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Re: Update Discussion thread (14FEB18)

Post by misto » 15 Mar 2018, 07:33

yeah. cutting back on req is a bit harsh. if you need to buff xenos, buff xenos, don't further restrict one of the few slightly interesting shipside roles, req, with an even tighter budget

o yeah and while im here ill say that youre dangerously close to turning xenos into a single player game with how youve pumped up the queen. review the performance of the other classes

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Re: Update Discussion thread (14FEB18)

Post by Heckenshutze » 15 Mar 2018, 09:39

I think the only thing that needs a fix is to buff the other castes with perks the Queen have.

The queen only needs it's screech and an amazing health pool / slash power to get through. Not all the stuff it has right now.

Nerfing ship-side roles isn't the way.
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Re: Update Discussion thread (14FEB18)

Post by Kesserline » 15 Mar 2018, 10:52

I'll have to test the claymores after this nerf on stun. Just to see if making ambushes and minefield networks worth the time investment.

Not planning on playing RO again, just Command ordering to buy a mortar (which won't be used is a pain), now that all the rest is more expensive can ruin your margin of playing as RO. Welcome to Engineering-shipside Enjoyment Simulator V2.

At least, I'll still enjoy myself as PFC/SL and Engineer on the Frontline, good enough.

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Re: Update Discussion thread (14FEB18)

Post by ColdSuit » 15 Mar 2018, 13:55

Quit fucking with the marines. Buff the xenos.
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Re: Update Discussion thread (14FEB18)

Post by dylanstrategie » 15 Mar 2018, 15:32

Okay then

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Re: Update Discussion thread (14FEB18)

Post by TheMaskedMan2 » 15 Mar 2018, 16:19

Reckoning approaches! Lock the doors! Cover the windows! The XenoBuffs are attacking! The first wave is here!
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 15 Mar 2018, 16:23

March 15 2018
dylanstrategie updated:
Significantly increased the role of Xenomorph Leaders. They are now limited in number based on Queen upgrade, but they will broadcast the Queen's pheromones around them as long as the Queen is on her ovipositor, even if not within current overwatch range. This allows them to act as true decentralized leaders instead of overwatch bookmarks and pseudo-medals.
Spookydonut updated:
Fixed dropships.
Dropship shutters removed, replaced with the ability to lock all doors.
Doors can't be welded, hacked, melted or exploded.
When the queen locks the shuttle all doors unlock and can not be locked.
Shuttle doors all unlock on landing.
The wall button in the passenger area can lock down the shuttle but only the pilot console can lift the lockdown.
Shuttle passenger seats can now be folded down flat into the floor with a wrench.
Seats can be smashed by xenos which flattens them and requires a welder and wrench to fix.
Added new shuttle passenger seat sprites and animations by Nicboone.
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Re: Update Discussion thread (14FEB18)

Post by Telegnats » 15 Mar 2018, 17:28

For my own curiosity, does the 'doors can't we welded...' part apply only to the dropship doors, or is it all doors? Because if it is the latter, I think i've been pushed so far away from engineer that i'm about to hit an integer overflow.

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Re: Update Discussion thread (14FEB18)

Post by ColdSuit » 15 Mar 2018, 18:22

HKO2006 wrote:
15 Mar 2018, 16:23
March 15 2018
dylanstrategie updated:
Significantly increased the role of Xenomorph Leaders. They are now limited in number based on Queen upgrade, but they will broadcast the Queen's pheromones around them as long as the Queen is on her ovipositor, even if not within current overwatch range. This allows them to act as true decentralized leaders instead of overwatch bookmarks and pseudo-medals.
Spookydonut updated:
Fixed dropships.
Dropship shutters removed, replaced with the ability to lock all doors.
Doors can't be welded, hacked, melted or exploded.
When the queen locks the shuttle all doors unlock and can not be locked.
Shuttle doors all unlock on landing.
The wall button in the passenger area can lock down the shuttle but only the pilot console can lift the lockdown.
Shuttle passenger seats can now be folded down flat into the floor with a wrench.
Seats can be smashed by xenos which flattens them and requires a welder and wrench to fix.
Added new shuttle passenger seat sprites and animations by Nicboone.
There we go! I think this adds nicely to xeno strats of using multiple teams of xenos to accomplish several objectives at once. I like the new dropship changes as well.
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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 15 Mar 2018, 19:13

Nice. Xenos got buffed. Can we revert the marine nerfs now ? /s
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Re: Update Discussion thread (14FEB18)

Post by MattAtlas » 16 Mar 2018, 08:00

HKO2006 wrote:
15 Mar 2018, 16:23
March 15 2018
dylanstrategie updated:
Significantly increased the role of Xenomorph Leaders. They are now limited in number based on Queen upgrade, but they will broadcast the Queen's pheromones around them as long as the Queen is on her ovipositor, even if not within current overwatch range. This allows them to act as true decentralized leaders instead of overwatch bookmarks and pseudo-medals.
This could be really handy and very, very useful with a decent Queen. You can give leadership to a frontline praetorian for some sweet pheromones while watching over a lone hunter going gor supply lines without worrying about frontline pheros, or even the opposite. I really like this buff.
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Re: Update Discussion thread (14FEB18)

Post by spookydonut » 16 Mar 2018, 08:04

Only the shuttle doors can't be welded, including the cockpit door because fuck you that's why.

Marines evolved a new meta that involved using massive amounts of ap ammo that was absolutely wrecking xenos so we did a soft nerf, if we'd done a hard nerf to how ap works I doubt your reactions would have been much different to how they are now.

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Re: Update Discussion thread (14FEB18)

Post by misto » 16 Mar 2018, 16:18

the changes to qm cut a lot deeper than just ap ammo, the rising cost change especially. specialists and especially squad engineers are basically reliant on an already-unreliable supply stream to use their relevant class features.

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Re: Update Discussion thread (14FEB18)

Post by TheMaskedMan2 » 16 Mar 2018, 16:20

Honestly the changes to Req I support, it's not that huge of an increase, you have to buy a fuck ton of metal for it to get very high, and further supports the general notion that as the round gets longer, Marines get weaker and Xenos get stronger. Take into account the aging mechanic for example.

Plus, I feel like Marines need to get out of the habit of making huge fortresses across the entire map, Barricades should be used to keep the FOB reasonably secure, and then on the frontline, not constantly spammed across every tile in sight.
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Re: Update Discussion thread (14FEB18)

Post by misto » 16 Mar 2018, 16:37

permanently spammed across every tile in sight? theres nothing permanent about CM barricades. a few scratches or some acid puke and youll be on your way, if you really cant find a way around.

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