Update Discussion thread (14FEB18)

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

Post by spheretech » 08 Apr 2018, 13:13

phil235 wrote:
07 Apr 2018, 18:41
If you were using dual shotguns with gyro before, congratulations, you're one of the reason dual wield with poor accuracy has been added.
This is a JOKE loadout. Only a very few handful of marines can actually make it effective, and it requires macros. It is not competitive and it's pretty shit. No idea why you would ever nerf it because of something so stupid.

Anyway, I have played a few of new loadouts:
2x M41 with gyro/laser+suppressor+reddot = Garbage. Missed more than half of shots, and thats while managing the ridiculous recoil.

M41 with miniscope+EB+angled grip = Garbage. New wielding required for scoping killed scopes for me along with the 3something second delay for using scope again. Dunno why you'd use miniscope over regular scope anyway, cause regular seems better. You'd probably do better with a god damn scope revolver.

2x shotguns with gyro+red dot, and also stock instead of red dot = Trash.
The bullets go into a 3x wide cone point blank, and most of those will miss point blank anyway. Mind you, this is already 4+ attachments to make this remotely effective.

So basically, this new update destroyed my dreams and turned out to be a terrible nerf. We lost quickfire, effective scope use and gyro weapons and gained pretty much nothing of real value in return.
It makes me sad how the only decent loadout now is just the regular grip+rds+supp/eb/charger.
Pls fix
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Re: Update Discussion thread (14FEB18)

Post by digitalattack » 08 Apr 2018, 14:00

I usually don't post things but not a fan of the ridiculously low accuracy during dual wield with shotguns.

even when throwing on extended barrels on each which grant the largest accuracy increase according to wiki it will literally miss 80% of all slug fire at a Ravager standing still three tiles away(Tested last night might have changed).

Really don't like play style options being made completely terrible/redundant, but hopefully I'll find something else that makes marine game play enjoyable for me.

Edit: Need to test again since post since wiki is currently saying extended barrel gives no accuracy bonus to one hand (aka I have no accuracy bonus at all during test)

Edit2: Tested with Double Recoil comp's(Highest accuracy bonus to one handed atm) seems like a 50/50 if a shot hit's or not at a target within 5 tiles with slugs, recoil is much more manageable dual wield shotguns. might only be possible with 4 attachments atm
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Re: Update Discussion thread (14FEB18)

Post by TopHatPenguin » 08 Apr 2018, 14:37

The attachments that have the new format of: Wielded, One Handed, Both are updated. If the attachment is using the old format it isn't updated.

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Re: Update Discussion thread (14FEB18)

Post by Rohesie » 08 Apr 2018, 16:13

The only way I see QF being viable now is paired up with EB/suppressor and laser sight/gyro to compensate the major hit to accuracy and spread. And even then you are reducing the damage of an already weak gun, since you can only put it in pistols and SMGs (and can't put a laser sight on a revolver). Seems a bit of a too-hard nerf there, turning the second-best attachment into a practically-useless one.

Angled grip seems 100% useless, and mini-scope seems just like the poor cousin of the regular scope, without any redeeming qualities.

RDS have suddenly become much more valuable.
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Re: Update Discussion thread (14FEB18)

Post by Surrealistik » 08 Apr 2018, 19:51

spheretech wrote:
08 Apr 2018, 13:13
It makes me sad how the only decent loadout now is just the regular grip+rds+supp/eb/charger.
Pls fix
Suppressor + RDS + BFA

Rail Scope + EB + BFA might also be good: 4 shot, accurate long range burst, especially while on walk mode (situational though, and probably only really good on defense due to the FF risk otherwise).

But yeah; the complete shittiness of one-handed buckshot is also awful, but apparently unintended.
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Re: Update Discussion thread (14FEB18)

Post by ColdSuit » 10 Apr 2018, 02:22

I just like the fact that I can fight back against the Queen after being screeched. Having to get up and wield my rifle was a pain, and the bastards always seem to single me out.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 10 Apr 2018, 05:55

[BUG] Flamethrower flames not causing damage to Xenos/Marines https://gitlab.com/cmdevs/ColonialMarines/issues/2671
phil235 @phil235 commented 2 weeks ago
Intended. Flames behavior when walked on has been changed when we introduced the pyro specialist. Flames now just have a chance to set you on fire.

This also made OB weaker than before as a good part of it is by fire damage.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 11 Apr 2018, 06:00

Some changes I noticed
Dig up dirt has a timer now, one dig is enough to fill two sandbags
Crusher can now charge in water
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 11 Apr 2018, 07:53

More on OB's effect, Boiler and Prae died, Runner and Hunter lived
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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 11 Apr 2018, 08:04

If they're planning on making fire not hurt xenos, OB and the Napalm rocket should be bumped up to blue fire.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 14 Apr 2018, 05:39

New UPP ERT shuttle, pretty neat
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Re: Update Discussion thread (14FEB18)

Post by Bronimin » 14 Apr 2018, 09:52

If you want to see all the different shuttles, teleport to the thunderdome and then fly directly south until you hit the edge of the zlevel and then go east a bit.

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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 19 Apr 2018, 23:27

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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 20 Apr 2018, 01:42

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Re: Update Discussion thread (14FEB18)

Post by zoboomafoo » 20 Apr 2018, 01:53

Oh the humanity!

Great updates though. While the almayer murder spree was one of my favorite things to do in this game, i is pretty unfun to be on the receiving end. It also really sucks when all of a sudden command and req just go dark for seemingly no reason when you are on the ground. Also lots of great QoL updates.
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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 20 Apr 2018, 04:33

Fantastic work.
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Re: Update Discussion thread (14FEB18)

Post by x31stOverlord » 20 Apr 2018, 04:38

Finally we may see an end to the runners and hunters trying to sneak on dropship on first deployment to meme up the non combat staff.
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Re: Update Discussion thread (14FEB18)

Post by MattAtlas » 20 Apr 2018, 05:11

I like every change except the fact that xenos cannot upgrade in vents, even when on the same level as the Queen. Feels pointless.
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Re: Update Discussion thread (14FEB18)

Post by kooarbiter » 20 Apr 2018, 12:29

MattAtlas wrote:
20 Apr 2018, 05:11
I like every change except the fact that xenos cannot upgrade in vents, even when on the same level as the Queen. Feels pointless.
I'm guessing because it's a tight squeeze so if they metamorphise they would get stuck
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Re: Update Discussion thread (14FEB18)

Post by MattAtlas » 20 Apr 2018, 13:58

kooarbiter wrote:
20 Apr 2018, 12:29
I'm guessing because it's a tight squeeze so if they metamorphise they would get stuck
Pretty sure upgrade progress is completely stuck while in vents. I'll go doublecheck soon.
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 20 Apr 2018, 15:26

MattAtlas wrote:
20 Apr 2018, 05:11
I like every change except the fact that xenos cannot upgrade in vents, even when on the same level as the Queen. Feels pointless.
It's probably to nerf ship side Xenos, you can't kill a Xeno in a vent so they could wait there to upgrade, and the spread chaos across the ship.
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Re: Update Discussion thread (14FEB18)

Post by MattAtlas » 20 Apr 2018, 15:31

Sulaboy wrote:
20 Apr 2018, 15:26
It's probably to nerf ship side Xenos, you can't kill a Xeno in a vent so they could wait there to upgrade, and the spread chaos across the ship.
In that case it would be far, far better to link it to Z-levels instead of punishing good runners who scout in vents, or even hunters, or any xeno that can use vents. It only promotes sitting around in the hive until elite.
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 20 Apr 2018, 15:36

MattAtlas wrote:
20 Apr 2018, 15:31
In that case it would be far, far better to link it to Z-levels instead of punishing good runners who scout in vents, or even hunters, or any xeno that can use vents. It only promotes sitting around in the hive until elite.
Runners run faster than marines and as a tier one upgrade to ancient the fastest, this could encourage them to use the vents less and run around more. Hunter's main use for vents is to relocate or look for lone marines. I don't really like the change for what is happening on the planet, but I think it's worth it to force ship side Xenos out of vents. This change could make it more engaging to track down an alien on the ship as a MP.
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Re: Update Discussion thread (14FEB18)

Post by MattAtlas » 20 Apr 2018, 15:38

Sulaboy wrote:
20 Apr 2018, 15:36
Runners run faster than marines and as a tier one upgrade to ancient the fastest, this could encourage them to use the vents less and run around more. Hunter's main use for vents is to relocate or look for lone marines. I don't really like the change for what is happening on the planet, but I think it's worth it to force ship side Xenos out of vents. This change could make it more engaging to track down an alien on the ship as a MP.
Running faster than marines doesn't help much at Young/Mature, where you're practically useless outside of vents, and you're easily downed in 2 bursts of M41A.

Hunters should absolutely abuse vents on prison and stay in them for an ambush. That's how I play hunter, and it's a shame that by doing that I won't be able to upgrade at all.

It'd be a nice change if it was shipside only, but considering it's global, I don't really like it. Sure, it doesn't affect maps like LV or BR too much, but it's still rather bad.
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Re: Update Discussion thread (14FEB18)

Post by Butlerblock » 20 Apr 2018, 15:41

If you actually read the changelog it says nothing about vents stopping healing or upgrade progress.

If it actually does stop it in game it’s probably because of a bug of where the actual mob of your character is being held, which may be on a different Z level according to byond. I don’t entirely know how vent crawling works though.
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