Update Discussion thread (14FEB18)
- HKO20006
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Re: Update Discussion thread (14FEB18)
April 19 2018
Spookydonut updated:
Xenomorphs dragging bodies into flames ignites the xenomorph.
Crusher stomp no longer damages corpses, and charging over corpses does no damage and slows the crusher a small amount. 100 bodies on the same tile will slow the same amount as 1 body to prevent marines using corpse walls.
Acid spit no longer damages corpses.
Spookydonut updated:
Xenomorphs dragging bodies into flames ignites the xenomorph.
Crusher stomp no longer damages corpses, and charging over corpses does no damage and slows the crusher a small amount. 100 bodies on the same tile will slow the same amount as 1 body to prevent marines using corpse walls.
Acid spit no longer damages corpses.
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Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros
- Gnorse
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Re: Update Discussion thread (14FEB18)
Some QoL updates to prevent xenos from damaging dead marines to beyond revival.
Pretty good.
Pretty good.
-local suicidal delta PFC. No, not murry, the other one- : Oussama 'DOA' Neghiz
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- TheDonkified
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Re: Update Discussion thread (14FEB18)
I've noticed that pounces sometimes push you and knock you down instead of putting the hunter/runner on top of you.
lother jomes
- James_ii
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Re: Update Discussion thread (14FEB18)
Yeah. But it only happens when the person is on the window.
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- TheDonkified
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- Sulaboy
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Re: Update Discussion thread (14FEB18)
It might have to do with intent, like how the ravengers charge works. Disarm might push and harm might pin.
I think the most significant change here is the one burrowed larva per minute timer. It really cuts down on the swarm of larva that return once the queen ovis. This will probably encourage the queen to stay ovid longer to get the larva.
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- Butlerblock
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Re: Update Discussion thread (14FEB18)
Pounce has nothing to do with intent. It's the way pouncing over barricades interacts with actually pouncing on a target, pretty sure it's a bug though. If you pounce onto someone that would put you on the same tile of a barricade, it prevents it, and for some reason shoves the person forward, but very rarely. Usually it'll shove them into a tile that you can't click on during the self root, but I believe that only happens with wooden barricades, not sure.
Also dragging marines into fire setting xenomorphs on fire stops nobody from using fire to husk bodies, it just makes it really fucking annoying to use fire against marines. This change was unneeded, and would probably be better off if fire just didn't husk marines.
If you don't want marines to ever be husked, and are consistently making changes against it, why not just remove the husk feature in general.
Also dragging marines into fire setting xenomorphs on fire stops nobody from using fire to husk bodies, it just makes it really fucking annoying to use fire against marines. This change was unneeded, and would probably be better off if fire just didn't husk marines.
If you don't want marines to ever be husked, and are consistently making changes against it, why not just remove the husk feature in general.
- Salty Ghost
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Re: Update Discussion thread (14FEB18)
I'm not one to usually complain about updates but this one really hits hard. Literally killed quickfire, nerfed railscope once more (Because the 3 second usage delay wasn't enough apparently), rendered dual wielding useless with the recoil. To add insult to the injury they add useless attachments that serve no purpose but to make the weapons garbage.
How can this be justified when the marines get jack squat in return for all this horrible nerf? You might as well just use a boot knife now instead of bothering with attachments.
~End of salt~
How can this be justified when the marines get jack squat in return for all this horrible nerf? You might as well just use a boot knife now instead of bothering with attachments.
~End of salt~
- Renomaki
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Re: Update Discussion thread (14FEB18)
You know, xenos aren't really MEANT to use fire as a weapon. They use their claws, their teeth and their acid.Butlerblock wrote: ↑20 Apr 2018, 19:44Also dragging marines into fire setting xenomorphs on fire stops nobody from using fire to husk bodies, it just makes it really fucking annoying to use fire against marines. This change was unneeded, and would probably be better off if fire just didn't husk marines.
The whole "dragging marines into fire" thing is more an "add insult to injury" kind of thing. It isn't a common thing that happens, and even then, marines do a good job setting themselves on fire enough as is. A recent round I had, I bore witness to at least 3 cases where people set themselves on fire.
This really doesn't seem like that big a deal, and even then, you probably need to recall that ravagers and queens are immune to fire to begin with, so they can still do it if they felt the need to.
And of course, it wouldn't be realistic for a body to NOT husk after being on fire for awhile. If anything, it is to punish marines for being careless with their flamethrowers.
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Re: Update Discussion thread (14FEB18)
Did the DS eating people bug get sorted yet?
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- Rohesie
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Re: Update Discussion thread (14FEB18)
Is this a thing? Because this punishes xenos who do teamwork at roundstart by going after 'smallhosts' and rewards those that just sleep waiting to get their evolution before the others instead of playing for the team.
If so it needs a bug report ASAP.
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- WinterClould
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Re: Update Discussion thread (14FEB18)
Now we've got a problem with the dropship doors locking open during flight and all the atmos in the shuttle getting the succ. Try and keep the doors shut before you launch just in case. Not sure if its a frequent bug or not. Lady Alamo no longer hungers atleast.
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- HKO20006
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Re: Update Discussion thread (14FEB18)
May 10 2018
Spookydonut updated:
Rearranged upper medical to add a 4th containment cell and make storing bodies in the morgue quicker.
Added a one-way exit from the head of the REQs line. REQs staff have a button to forcibly eject people from the head of the line if they are taking too long.
Made REQs barricade lines longer.
May 6 2018
Spookydonut updated:
Dropships can no longer be locked down while on the Almayer.
Spookydonut updated:
Rearranged upper medical to add a 4th containment cell and make storing bodies in the morgue quicker.
Added a one-way exit from the head of the REQs line. REQs staff have a button to forcibly eject people from the head of the line if they are taking too long.
Made REQs barricade lines longer.
May 6 2018
Spookydonut updated:
Dropships can no longer be locked down while on the Almayer.
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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
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Re: Update Discussion thread (14FEB18)
ejection button sounds like funny feature, well done whoever thought that up
- DefinitelyAlone0309
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Re: Update Discussion thread (14FEB18)
New research looks absolutely amazing, though can be a bit confusing if you're sooo used to the old layout.
Can't wait to play as a massive jerk in Req and "operate" that next button now.
Can't wait to play as a massive jerk in Req and "operate" that next button now.
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- zoboomafoo
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Re: Update Discussion thread (14FEB18)
Can't wait to be ejected because the dumbass CT missed the line in chat of me telling him what I want.
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- Nickvr628
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Re: Update Discussion thread (14FEB18)
Ejection button is a good meme haha, it will feel nice to eject every marine who address me as Sir when I am CT.
- ComradeCorbyn
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Re: Update Discussion thread (14FEB18)
I do like the new research, although what I dislike is now the ladders are in the checkpoints. Pilot Officers and other command roles, like Corporate Liaison, cannot access the ladders on the upper deck to the briefing. I think that this route was faster, although I might just be lazy and not want to go down the main lower hallway.
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- xXen0zS1ay3rXx
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Re: Update Discussion thread (14FEB18)
Always happy to see more alien nerfs, my frag count is ever growing
- immaspaceninja
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Re: Update Discussion thread (14FEB18)
You cant hide claymores with all sorts of junk anymore. An intended silent nerf. Press F.
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- Gnorse
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Re: Update Discussion thread (14FEB18)
mfw marines can't hide claymores but carriers can hide resin holes
-local suicidal delta PFC. No, not murry, the other one- : Oussama 'DOA' Neghiz
Please don't follow me if you don't want to die
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(Huge thanks to Okand37 for making this cute boi !)
Please don't follow me if you don't want to die
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(Huge thanks to Okand37 for making this cute boi !)
- spookydonut
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Re: Update Discussion thread (14FEB18)
The claymore hiding thing has been in for at least like a month
- Renomaki
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Re: Update Discussion thread (14FEB18)
Really?spookydonut wrote: ↑12 May 2018, 14:14The claymore hiding thing has been in for at least like a month
Huh... I never even noticed it until someone brought it up.
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- Butlerblock
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Re: Update Discussion thread (14FEB18)
This is either untrue, or it wasn't working correctly until recently, because about a week ago I remember seeing empty flare bags everywhere infront of an FOB, so I right clicked most of them and quite a few of them had claymores hidden under them.spookydonut wrote: ↑12 May 2018, 14:14The claymore hiding thing has been in for at least like a month
- spookydonut
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Re: Update Discussion thread (14FEB18)
We were running in that reverted version for like 2 weeks though