Update Discussion thread (14FEB18)

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

Post by kooarbiter » 21 May 2018, 12:54

read the changelog, couldn't breathe for a few seconds, I haven't played as the new ayys but I have seen the sprites, so here's my opinion on them

queen crusher and carrier sprites appear unchanged

I love rav, it really gets across that this thing is eddie scissor hands, good work

I like the runner though it looks like a large red iguana now
I don't really like the defender, as others have said it looks like an awkward dinosaur, also T1's aren't usually supposed to be this big

I'm mostly fine with the warrior, though I wish it stood on it's two legs upright because muh human dna but it's not that big of a deal

prae is mostly unchanged but now it has tiny dinosaur arms

don't like the spitter, it's a dumber looking version of the old sentinel

really do not like hivelord, looks like it vore'd someone and every time it makes something with resin it looks like it shat the thing out which is kinda weird

drone looks kinda dumb, it still has the smooth chrome dome but it's body seems off proportionally, the head seems to small for the body it has, and I'm not a fan of the coloration

actually come to think of it I think most of the new ayys look really glossy/bright and it doesn't really fit well


this is not taking into consideration the new balancing changes but I gotta say I'm not really a fan, though I'm sure devs will tweak and fix it like all the other updates, also I hope they nerf prae spray (nothing else though thank god it got a speed buff) and add some time inbetween warrior special moves to prevent cheeky delimb tomfuckery because that's never fun to deal with as a marine because others nearby are usually to slow to react to it
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Re: Update Discussion thread (14FEB18)

Post by caleeb101 » 21 May 2018, 15:19

I like the new sprites because I feel like they pay a sort of homage to the old ones. New castes are fucking awesome but I can see some issues already, especially with Warriors and Praetorians.

The problems I know of stem from the Warriors ability to lunge because it allows you to grab. The issue with that is you can easily fling marines behind lines or lunge n devour.

The prae's acid spit has the green flame AOE which makes it stupid good. I love to see xenos get buffed but uh this might be a bit too strong. I have no issues with the defender caste however their sprite is a bit big for a T1. New spitter sprite is a bit of a mess too imo.

Actually, one thing about defenders is.. THEY DON'T CARE LAD. BUCKSHOT? DON'T CARE. 5 M41A BURSTS POINT BLANK? DON'T CARE. SENTRY? PFFT. They're so beautifully tanky.

The best thing about all this is that it could actually be balanced out with a nerf to the Queen instead of a nerf to new abilities (of course a little tweaking would be nice tho). I'd be down for that.

UPDATE: Warrior lunge isn't as good as I thought. Still decent though.
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Re: Update Discussion thread (14FEB18)

Post by ColdSuit » 21 May 2018, 15:51

I have only one gripe with the new sprites: the T3s are too small. I liked the bigger sprites because it made them stand out more.
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Re: Update Discussion thread (14FEB18)

Post by zoboomafoo » 21 May 2018, 15:56

Warriors doing the salad toss is pretty funny to watch. Can't wait to try out the new castes.

Also I really like the new sprites, really well done!
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Re: Update Discussion thread (14FEB18)

Post by xXen0zS1ay3rXx » 21 May 2018, 20:11

Fan of the beno changes, new castes make them less trash now.

Past few rounds have been an actual fight.

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Re: Update Discussion thread (14FEB18)

Post by Clutch » 21 May 2018, 20:24

THE DEFENDERS.. HAVE ARRIVED.
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Re: Update Discussion thread (14FEB18)

Post by GenericUsername » 21 May 2018, 21:17

don't know if it's intentional, but defenders can crawl into vents.
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Re: Update Discussion thread (14FEB18)

Post by Madventurer » 22 May 2018, 03:13

Allow me to point out (again) that Boilers look absolutely disgusting.

And I suspect the current marine counter to defenders is said defenders being completely new.
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Re: Update Discussion thread (14FEB18)

Post by TheDonkified » 22 May 2018, 03:14

If you were on for that prison round as bravo, you probably witnessed the one YOUNG prae manage to solo a whole squad and take out two specs by just spamming its boiler acid cone spray attack. Pretty ridiculous, but we'll see how things change within the next few weeks.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 22 May 2018, 03:37

Prae acid spray is super strong now

1. The CD is so short it can spray again before the first spray start disappearing
2. One hit with no one pull you will bring you to flashing crit, two hits will pain crit you soon after (mature prae spray)
3. Over barricade

High damage, big AOE, short CD, prae spray got it all.

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Re: Update Discussion thread (14FEB18)

Post by Nyeshivuu » 22 May 2018, 03:45

Yeah, prae spray is 100% bullshit, knocks you down immediately and for a long time.
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Re: Update Discussion thread (14FEB18)

Post by Heckenshutze » 22 May 2018, 09:28

It's good to see new stuff in the xenomorphs, it achieved it's goal (to lurk players into playing xeno more often).

Of course, I expect the common tweaks and fixes that comes with an update this big.
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Re: Update Discussion thread (14FEB18)

Post by Retrokinesis » 22 May 2018, 15:31

I will say that, as overpowered as I feel xenos are as of the new update, it's at least good to see them being significantly less-reliant on the crutch that is queen Screeches.

I hope that, when whatever balance passes that are going to be done are being considered, they also take another look at the queen and reconsider if she still needs to be a super caste that carries every xeno assault or if the new castes and additions can help shoulder some of that burden.
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Re: Update Discussion thread (14FEB18)

Post by Nickvr628 » 23 May 2018, 09:32

Warriors feel like they are in a pretty good spot, the only potential changes I can think of are reducing the speed while on frenzy (it is ridiculous right now), and a slightly longer cooldown on fling.

Defenders however, are pure bullshit, and need to be made T2 or higher. They are just better crushers. There is no way to counter a 40 xeno hive when almost 20 of them are defenders. They have speed, tank, aoe stun/knockback, high damage, and upgrade VERY quickly being T1s. Far to strong IMO.

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Re: Update Discussion thread (14FEB18)

Post by OatzAndHoes » 23 May 2018, 16:10

Lurkers need smaller sprites. A caste designed for ambushing and stealth has a 3-4 tile sprite which moves around wonkily depending which way you are facing. Stealth is now clunkier than ever and pretty much pointless when walking next to a wall can glitch your position away, or facing the wrong way while hiding in the dark will reveal your tail. Also it's way harder to use invisibility because the new sprites don't blend in with anything but grass. Don't get me wrong I like the look of it, I just don't like how it has killed stealth gameplay.

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Re: Update Discussion thread (14FEB18)

Post by Nyeshivuu » 23 May 2018, 16:12

A way to fix the problem with lurkers is making it so their sprite is smaller while in stalk mode
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 23 May 2018, 16:24

Nyeshivuu wrote:
23 May 2018, 16:12
A way to fix the problem with lurkers is making it so their sprite is smaller while in stalk mode
The problem isn't stalk mode, it's being in the dark. Lurkers like that movement speed, and the cloak doesn't do much in the dark. Clipping in the dark gives the lurker's position up, and causes problems for it.
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Re: Update Discussion thread (14FEB18)

Post by OatzAndHoes » 23 May 2018, 16:34

Sulaboy wrote:
23 May 2018, 16:24
The problem isn't stalk mode, it's being in the dark. Lurkers like that movement speed, and the cloak doesn't do much in the dark. Clipping in the dark gives the lurker's position up, and causes problems for it.
Stalk mode is still part of the problem. The new sprite isn't nearly as blended with various tiles as the old one was, and stalking near a wall is pointless because your tail or head or whatever is clipping the wall contrasts a ton with it, even when invisibru.

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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 25 May 2018, 15:29

Spookydonut updated:

Hangar elevator now crashes to the bottom of the shaft when the dropship crashes, breaking the handrails.

Players can now jump into the hole of elevator hangar to land in the underdeck, mostly to allow xenos to rush underdeck in huge numbers instantly.

Repositioned underdeck ladders.
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Re: Update Discussion thread (14FEB18)

Post by Nickvr628 » 26 May 2018, 18:50

Boooooooo

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Re: Update Discussion thread (14FEB18)

Post by Retrokinesis » 26 May 2018, 19:07

Is pill bottles coming already labeled with their contents instead of making you examine them new, or am I just completely and utterly blind?
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Re: Update Discussion thread (14FEB18)

Post by Bronimin » 26 May 2018, 20:48

Retrokinesis wrote:
26 May 2018, 19:07
Is pill bottles coming already labeled with their contents instead of making you examine them new, or am I just completely and utterly blind?
It's how it used to be before, then it got changed to random colours and random pills and unlabeled bottles to try to crack down on privates taking tramadol and bicard from medics and stealing their job.

Since we have the skills system now, that wasn't necessary any more. Rejoice! Also, the medbay layout has been changed around the surgery rooms.

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Re: Update Discussion thread (14FEB18)

Post by Brotemis » 27 May 2018, 12:50

Sulaboy wrote:
25 May 2018, 15:29
Spookydonut updated:

Hangar elevator now crashes to the bottom of the shaft when the dropship crashes, breaking the handrails.

Players can now jump into the hole of elevator hangar to land in the underdeck, mostly to allow xenos to rush underdeck in huge numbers instantly.

Repositioned underdeck ladders.
The idea of jumping down the elevator shaft was used. Cool.
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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 27 May 2018, 17:47

Xenos can now pat eachother out like humans can.

I understand that it makes sense for like, mechanical consistency for xenos to be able to do that like marines can. But still, local flamers, flame spec, OB's, and CAS Napalm all nerfed even further into irrelevance.
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 27 May 2018, 17:54

WinterClould wrote:
27 May 2018, 17:47
But still, local flamers, flame spec, OB's, and CAS Napalm all nerfed even further into irrelevance.
This might be the beginning of a change to how fire works. Right now flame tiles have a chance to ignite, but maybe it'll get changed back to where flame tiles do burn damage so it becomes a better area denial tool.
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