Update Discussion thread (14FEB18)

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

Post by HKO20006 » 20 Apr 2018, 18:41

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.
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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 20 Apr 2018, 18:54

Some QoL updates to prevent xenos from damaging dead marines to beyond revival.
Pretty good.
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Re: Update Discussion thread (14FEB18)

Post by TheDonkified » 20 Apr 2018, 19:03

I've noticed that pounces sometimes push you and knock you down instead of putting the hunter/runner on top of you.
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Re: Update Discussion thread (14FEB18)

Post by James_ii » 20 Apr 2018, 19:08

Yeah. But it only happens when the person is on the window.
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Re: Update Discussion thread (14FEB18)

Post by TheDonkified » 20 Apr 2018, 19:11

James_ii wrote:
20 Apr 2018, 19:08
Yeah. But it only happens when the person is on the window.
It's happened to me on open ground.
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 20 Apr 2018, 19:18

TheDonkified wrote:
20 Apr 2018, 19:11
It's happened to me on open ground.
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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Re: Update Discussion thread (14FEB18)

Post by Butlerblock » 20 Apr 2018, 19:44

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.
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Re: Update Discussion thread (14FEB18)

Post by Salty Ghost » 20 Apr 2018, 20:19

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.

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Re: Update Discussion thread (14FEB18)

Post by Renomaki » 20 Apr 2018, 21:11

Butlerblock wrote:
20 Apr 2018, 19:44
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.
You know, xenos aren't really MEANT to use fire as a weapon. They use their claws, their teeth and their acid.

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)

Post by ColdSuit » 01 May 2018, 18:04

Did the DS eating people bug get sorted yet?
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Re: Update Discussion thread (14FEB18)

Post by Rohesie » 01 May 2018, 18:12

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.
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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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 01 May 2018, 21:01

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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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 10 May 2018, 07:03

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.
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Re: Update Discussion thread (14FEB18)

Post by misto » 10 May 2018, 07:05

ejection button sounds like funny feature, well done whoever thought that up

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Re: Update Discussion thread (14FEB18)

Post by DefinitelyAlone0309 » 10 May 2018, 07:59

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.
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Re: Update Discussion thread (14FEB18)

Post by zoboomafoo » 10 May 2018, 16:50

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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Re: Update Discussion thread (14FEB18)

Post by Nickvr628 » 10 May 2018, 18:19

Ejection button is a good meme haha, it will feel nice to eject every marine who address me as Sir when I am CT.

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Re: Update Discussion thread (14FEB18)

Post by ComradeCorbyn » 10 May 2018, 20:01

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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Re: Update Discussion thread (14FEB18)

Post by xXen0zS1ay3rXx » 10 May 2018, 20:51

Always happy to see more alien nerfs, my frag count is ever growing

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Re: Update Discussion thread (14FEB18)

Post by immaspaceninja » 11 May 2018, 10:14

You cant hide claymores with all sorts of junk anymore. An intended silent nerf. Press F.
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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 11 May 2018, 14:00

mfw marines can't hide claymores but carriers can hide resin holes
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Re: Update Discussion thread (14FEB18)

Post by spookydonut » 12 May 2018, 14:14

The claymore hiding thing has been in for at least like a month

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Re: Update Discussion thread (14FEB18)

Post by Renomaki » 12 May 2018, 17:34

spookydonut wrote:
12 May 2018, 14:14
The claymore hiding thing has been in for at least like a month
Really?

Huh... I never even noticed it until someone brought it up.
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Re: Update Discussion thread (14FEB18)

Post by Butlerblock » 12 May 2018, 20:08

spookydonut wrote:
12 May 2018, 14:14
The claymore hiding thing has been in for at least like a month
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.
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Re: Update Discussion thread (14FEB18)

Post by spookydonut » 13 May 2018, 00:08

We were running in that reverted version for like 2 weeks though

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