Update Discussion thread (14FEB18)
- HKO20006
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Re: Update Discussion thread (14FEB18)
April 2 2018
dylanstrategie updated:
Crusher base health has been increased. Crusher upgrade health has been significantly increased.
RavingManiac updated:
Areas now each have a ceiling, which can be absent, glass, metal, underground, underground with metal, deep underground, or deep underground with metal. Ceiling type is indicated when examining a floor tile.
OB can penetrate up to underground (but not deep underground) ceilings. CAS can penetrate up to glass ceilings (due to laser spot visibility). Supply drops can penetrate up to glass ceilings. Medevacs can penetrate up to glass ceilings. Mortars can penetrate up to metal ceilings.
CAS, OB, supply drops, medevacs and mortars will generate ceiling debris based on ceiling type.
Hull windows no longer indestructible - instead, pressure shutters will automatically close when the window is destroyed.
Dropship airlocks now have a separate hijack and door override. The queen can override the doors from the LZ console, but not hijack the shuttle. The shuttle can be hijacked and the doors overidden from either the shuttle cockpit console or the passenger area lockdown button. There is no cooldown for the queen overriding the doors, but there is a cooldown for marines reversing the override.
Hive status is unavailable if there is no living queen.
Cleaned up areas on Big Red.
Minor prison station alterations.
Fixed bug which was preventing using guns in aim mode.
dylanstrategie updated:
Crusher base health has been increased. Crusher upgrade health has been significantly increased.
RavingManiac updated:
Areas now each have a ceiling, which can be absent, glass, metal, underground, underground with metal, deep underground, or deep underground with metal. Ceiling type is indicated when examining a floor tile.
OB can penetrate up to underground (but not deep underground) ceilings. CAS can penetrate up to glass ceilings (due to laser spot visibility). Supply drops can penetrate up to glass ceilings. Medevacs can penetrate up to glass ceilings. Mortars can penetrate up to metal ceilings.
CAS, OB, supply drops, medevacs and mortars will generate ceiling debris based on ceiling type.
Hull windows no longer indestructible - instead, pressure shutters will automatically close when the window is destroyed.
Dropship airlocks now have a separate hijack and door override. The queen can override the doors from the LZ console, but not hijack the shuttle. The shuttle can be hijacked and the doors overidden from either the shuttle cockpit console or the passenger area lockdown button. There is no cooldown for the queen overriding the doors, but there is a cooldown for marines reversing the override.
Hive status is unavailable if there is no living queen.
Cleaned up areas on Big Red.
Minor prison station alterations.
Fixed bug which was preventing using guns in aim mode.
Oskar Weber as PFC, SG, Engie, PO, SO
I upload CM videos: youtube.com/user/HKO2006Gaming/videos
Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros
I upload CM videos: youtube.com/user/HKO2006Gaming/videos
Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros
- HKO20006
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Re: Update Discussion thread (14FEB18)
April 4 2018
dylanstrategie updated:
Xenomorph starting number increased.
dylanstrategie updated:
Xenomorph starting number increased.
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I upload CM videos: youtube.com/user/HKO2006Gaming/videos
Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros
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Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros
- RobBrown4PM
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Re: Update Discussion thread (14FEB18)
Thank God, the Xenos needed more numbers at round start.
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- thatguyfromlife
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Re: Update Discussion thread (14FEB18)
So it begins, the meta shifts, the steamrolls shall soon reverse.
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- WinterClould
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Re: Update Discussion thread (14FEB18)
Prep for.... 75-25
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- kooarbiter
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Re: Update Discussion thread (14FEB18)
oh boy more starting ayys dis gon b gud
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- spookydonut
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Re: Update Discussion thread (14FEB18)
We actually reduced xeno numbers a while ago because of too many xeno steamrolls and to account for the late join larva because if rounds went on too long the late join marines just either won it for the marines or stalemated the game. We're seeing more people wanting to play xeno at round start now so we're upping the numbers to allow people to play from the start. We might increase it more if there's still a lot of people missing out.
- Gnorse
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Re: Update Discussion thread (14FEB18)
I don't know ... Adding both late-join larva as well as increasing starting xeno population is too much, especially since marines are supposed to have an overwhelming number advantage with xenos having more power.
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- HKO20006
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Re: Update Discussion thread (14FEB18)
On the other hand, it's because we have more marine players than Xeno players so dev made Xeno more powerful to compensate. Good to see more players are interested in playing Xeno now.
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Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros
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- Blade2000Br
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Re: Update Discussion thread (14FEB18)
I am sure it's supposed to be other way around.
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- Gnorse
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Re: Update Discussion thread (14FEB18)
I'm pretty sure that's in the actual, official lore. Here in CM, We've got our 'own' lore.
Devs said something about having to make it this way because most players prefer playing marines, so they needed to buff up the xenos' power to compensate.
With the xeno starting number increased, I'm pretty sure they need to adjust other things accordingly.
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- Blade2000Br
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Re: Update Discussion thread (14FEB18)
No, like, I know this. But in the principle of everything, Xenos were supposed to be the majority and Marines minority, but in 2015, marines just refused to play xenos for X reasons and it made devs buff xenos since then to compensate.Gnorse wrote: ↑04 Apr 2018, 15:43I'm pretty sure that's in the actual, official lore. Here in CM, We've got our 'own' lore.
Devs said something about having to make it this way because most players prefer playing marines, so they needed to buff up the xenos' power to compensate.
With the xeno starting number increased, I'm pretty sure they need to adjust other things accordingly.
Now for some weird reason, xenos are getting higher freaking numbers, so something is REALLY wrong here.
To resume for all xeno players out there:
https://www.youtube.com/watch?v=CpFdP5yATw0&t=0s&index=71&list=PLZalimzuTI9waDABaawiUo_ho7qGybwvP
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- Gnorse
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Re: Update Discussion thread (14FEB18)
Exactly my point.
Hope they do something about this, because fighting 40 Xenos with 100 marines when the round didn't even pass the 1 hour mark is wrong. Very wrong.
Last edited by Gnorse on 04 Apr 2018, 16:05, edited 1 time in total.
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Re: Update Discussion thread (14FEB18)
Remember that any change made in the gameplay usually takes a few tweaks before it works properly.
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- Lumdor
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Re: Update Discussion thread (14FEB18)
Been enjoying these updates; the dev team has gone above and beyond from the big controversial medical update that happened months ago.
Keep up the work, and hopefully we can have that 75% xeno win rate to the 25% marine win rate.
Keep up the work, and hopefully we can have that 75% xeno win rate to the 25% marine win rate.
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- spookydonut
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Re: Update Discussion thread (14FEB18)
We decreased starting numbers when we added latejoin larva and now we've slightly increased starting numbers but its still not back to pre-latejoin larva levels
- Gnorse
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Re: Update Discussion thread (14FEB18)
>Disabled medhud for anyone not trained to at least medic level.
Please stop ...
Please stop ...
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- Sulaboy
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Re: Update Discussion thread (14FEB18)
Guess they got angry about medics handing out their huds. We should get some way to know if marines can still be defibbed.
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- solidfury7
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Re: Update Discussion thread (14FEB18)
Medical HuD change makes me sad, it really had very little affect on marines beyond finding who's defibabLe or not.
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- DefinitelyAlone0309
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Re: Update Discussion thread (14FEB18)
Why ? Why nerf a play style ? This affects POs as well, making them not able to cooperate with medbay in telling who's in crit, who's wounded, who's DAF. Nerf the number of med HUD available, or make the untrained people unable to see some elements, like sickness, or just make them unable to see the scan report made by scanners. Why just out right disable the Medical HUD for the few marines and POs that just want to help medics/doctors out ?
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- Rikman
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Re: Update Discussion thread (14FEB18)
Medhud helped so many people why completely remove it?
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- Bronimin
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Re: Update Discussion thread (14FEB18)
Pilots can still see patient conditions, just not at a glance anymore -- they need a medical scanner.
- DefinitelyAlone0309
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Re: Update Discussion thread (14FEB18)
And with a scanning delay with the HF2 health analyzer, or the hassle of getting a patient all the way to medbay, pilots might as well say "fuck it" and just leave medbay to their job. And this is just one person. Let's say there're 5 people that look wounded on your DS. Are pilots going to scan each and everyone of them with the analyzer, or bring each 5 people to medbay for doctors or themselves to scan ?
Again, why are we killing the ability to teamwork, to help others for PFCs (heck, make it SL, Spec, SG, Engi) and POs ? It just makes trying to help others feel like shit, and just promote the "pew pew" type of marines even more.
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- CaptainYankee
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Re: Update Discussion thread (14FEB18)
The medhud change removes a significant portion of game-play for me. It reduces marine teamwork, and encourages marines to NOT help each other. We're going to see a lot of people dragging their meta-buddies to medics and no one else simply because there's no time to check every dead body. I could stomach many of the other changes to medic equipment, hell the peri and qc changes made me into a medic main, but at this point I think it's clear my playstyle and goals are drastically different from where the dev team is trying to take things. That's fine, a team deathmatch server is not a bad thing, but I play for the friendship and camaraderie shared by marines which is obviously not the main focus of the server. Now, just as with every other update that seemed a poor idea at the start, I'll advocate seeing how it affects gameplay. But at this point, I'm going to have to find a new way to play the game, because running rollers as PFC was the best.
I'm going to assume there was some crazy abuse of medhud going on somewhere, or that the devs have some cool stuff in the works and they are trolling us by making this change before introducing them.
I'm going to assume there was some crazy abuse of medhud going on somewhere, or that the devs have some cool stuff in the works and they are trolling us by making this change before introducing them.
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