Update Discussion thread (14FEB18)

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

Post by Dolth » 27 May 2018, 18:21

Lunges are dumb. Lurker and Warriors are two T2. Lurker cannot hide due to the shitty sprite, and its pounce puts him in danger when friendlies are close, if none is close, he has to constantly tackle until devoring or pulling away.
Now, the warrior just lunges. If enemies are close, it doesn't matter as he can uses the marine as a meat shield. The marine cannot resist, so he's unable to do anything, at anytime.

So. Both have a 'pouncing' ability, but one has no drawbacks, and is way better. While running faster than the running caste, while having others abilities which are really useful, which having more HP.
This has to be changed.
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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 27 May 2018, 19:31

What with warriors taking people as human shields now, I'm gonna start aiming for the head and blasting people as they get kidnapped. The marine can not block your shots if he is horizontal on the floor headless.
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Re: Update Discussion thread (14FEB18)

Post by Nyeshivuu » 27 May 2018, 23:23

I thought that with time it would be balanced and normal again but right now the devs are making it worse
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Re: Update Discussion thread (14FEB18)

Post by Butlerblock » 27 May 2018, 23:26

Nyeshivuu wrote:
27 May 2018, 23:23
I thought that with time it would be balanced and normal again but right now the devs are making it worse
Apart from the unneeded flamer nerf, every visible changelog has been a reasonable balance change since the new castes.
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Re: Update Discussion thread (14FEB18)

Post by Nyeshivuu » 27 May 2018, 23:30

Yeah i was a being bit salty, they are making steps in the right direction.
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Re: Update Discussion thread (14FEB18)

Post by zoboomafoo » 28 May 2018, 00:58

How would you guys feel about the tank getting a part printer like the PO's have instead of being a drain on req? Would that make the tank more viable if they had access to the parts they need more readily?
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Re: Update Discussion thread (14FEB18)

Post by Retrokinesis » 28 May 2018, 01:38

That sounds like it would be a definite improvement to me, as long as it wasn't the same printer the POs were using. Pitting the TCs and the POs against each other in an endless war for tank parts v. CAS reloads would eat up so much space on the command channel it's not even funny.

I don't think it would suddenly make the tank good or anything, but it would at least make it so it doesn't feel like a complete drain on marine supplies to let the TCs actually do something.
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Re: Update Discussion thread (14FEB18)

Post by Dolth » 28 May 2018, 02:06

WinterClould wrote:
27 May 2018, 19:31
What with warriors taking people as human shields now, I'm gonna start aiming for the head and blasting people as they get kidnapped. The marine can not block your shots if he is horizontal on the floor headless.
I just flame both the alien and marine then fire extinguishing him. But guess what that doesn't always work because warriors can instantly pounce/grab THEN THROW MARINES BEHIND! Great!!!

Really. Balance isn't any close f the usual 75%. Guess why
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Re: Update Discussion thread (14FEB18)

Post by Bronimin » 28 May 2018, 15:28

Medevac stretchers and roller beds have been reduced from normal size to small size. Though I haven't checked, pretty sure that they fit in webbing now.

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Re: Update Discussion thread (14FEB18)

Post by Gray » 29 May 2018, 01:33

IMO the "Melee" Caste needs to be reworked.

Re-add the hunter as T1, move the Defender up to T2 with its T3 counterpart being the crushers. Then have the Warrior as the second T2 with its T3 being the Prae.

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Re: Update Discussion thread (14FEB18)

Post by TheDonkified » 29 May 2018, 01:47

Gray wrote:
29 May 2018, 01:33
IMO the "Melee" Caste needs to be reworked.

Re-add the hunter as T1, move the Defender up to T2 with its T3 counterpart being the crushers. Then have the Warrior as the second T2 with its T3 being the Prae.
Lurker as a T1 is a no. Fucking hunters before the update were killing machines at elite+, mainly if they were robust. I don't want a swarm of hunters using their tackle and insane slash after 30 minutes since that is T1 upgrade time.
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Re: Update Discussion thread (14FEB18)

Post by Gray » 29 May 2018, 02:00

Well, I don't know what should be put in there but IMO Defender as a T1 is just plain unbalanced. Way too many abilities for a T1.

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Re: Update Discussion thread (14FEB18)

Post by Sambalu » 29 May 2018, 16:24

The warrior's lunge shouldn't keep you stunned if the xeno drops the grab and runs away. The way it is now, you'll be standing up, unable to do anything which just seems silly

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Re: Update Discussion thread (14FEB18)

Post by Crab_Spider » 29 May 2018, 18:04

Sambalu wrote:
29 May 2018, 16:24
The warrior's lunge shouldn't keep you stunned if the xeno drops the grab and runs away. The way it is now, you'll be standing up, unable to do anything which just seems silly
That was an oversight with the grapple code...If youre strangling a guy, they cant resist out of it because youre "stunned" through it.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 02 Jun 2018, 15:34

June 2 2018

Spookydonut updated:
Warrior grab-stun now ends when the grab is cancelled.
Warrior grabs now linked to lunge cooldown.
Warriors can no longer throw grabbed mobs.
Warriors can now toggle resting while in agility mode.
Warrior punch now has less than 50% chance to fracture head/chest/groin, arms and legs are still 100%.
Warriors can no longer cause injury to corpses.
Warriors can no longer smash grabbed mobs against various objects.
Xenos can no longer put mobs into various objects like hypersleep pods.
Warrior limb ripping now stops when the victim dies.

MadSnailDisease updated:
Added snowplow and artillery modules for the tank
Tanker armor now can hold stuff and isn't super slow
LTB cannon rounds no longer produce smoke and do additional damage on a direct hit
Redistributed damage spread across the tank to favor usable longevity
Further changed how damage redistributes in order to punish going out without armor or a lot of empty slots in general
Buffed all types of tank armor
Minor QoL change to "Change Active Weapon"
Added icons for the tank's launcher's projectiles
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Re: Update Discussion thread (14FEB18)

Post by Cry of Wolves » 02 Jun 2018, 15:41

praise be. WARRIOR NERFS

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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 02 Jun 2018, 16:46

Praise!
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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 02 Jun 2018, 17:19

Thank you lord jesus
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Re: Update Discussion thread (14FEB18)

Post by zoboomafoo » 02 Jun 2018, 17:28

The new vendors in the preps are interesting. Resulted in having to go back and forth a few times to get everything how I am used to, but I'll get used to it.

Also thank god for the warrior nerfs, no more being left defenseless and standing there like an idiot for five seconds.
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Re: Update Discussion thread (14FEB18)

Post by Pogo92 » 02 Jun 2018, 18:09

Hooray for baby steps!
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Re: Update Discussion thread (14FEB18)

Post by misto » 02 Jun 2018, 19:07

very interesting seeing changes to the gear vendors. i wonder what other items might be vended from such machines? perhaps attachments and grenades? imagine rows and rows of such machines each with a short lineup for it rather than two (two if youre lucky!) long lineups to meet humans being made to act as vending machines.

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Re: Update Discussion thread (14FEB18)

Post by Retrokinesis » 03 Jun 2018, 03:07

Warrior nerfs are excellent. Still unsure about the new vendors, though it hasn't impacted my medic loadout.

Has anyone tried the tank artillery yet? How's that work?
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Re: Update Discussion thread (14FEB18)

Post by davidofmk771 » 03 Jun 2018, 03:31

It is an incredible tool. Kinda buggy, but when you work it all out its basically a must-have if you're gonna use the main cannon.

It definitely makes the tank viable as a defensive tool overall.

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Re: Update Discussion thread (14FEB18)

Post by BadApple » 03 Jun 2018, 03:56

I don't quite get the point of the vendors. The only difference is if I lose my armor (after getting defib'd) I can't get a second one. Otherwise its just limiting things you'd only want one of anyway?

Also I think weird persistent stuns with warrior grabs might still be around but I don't know for sure

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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 03 Jun 2018, 04:14

One problem I have with vendors is first aid pouches.
Can we no longer take two pouches, one with injectors and other with the regular loadout ?
Hell, what if you use up all your injectors ? Are we going to have to beg Req for a refill ?

Edit : I know you can restock nanomeds with expanded injectors, but my point still stands

but other than that, It's neat. Unneeded, but neat.
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