New Castes Discussion Thread

Generic, on-topic discussion about Colonial Marines.
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x31stOverlord
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Re: New Castes Discussion Thread

Post by x31stOverlord » 22 May 2018, 12:52

I was fairly certain they couldn't delimb corpses.
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Re: New Castes Discussion Thread

Post by Twizz » 22 May 2018, 13:04

x31stOverlord wrote:
22 May 2018, 12:52
I was fairly certain they couldn't delimb corpses.
That is true, but they can delimb paincritted or tacklespammed marines. And a lunge down/tackle takes 90% of the time to decap to stand up, aka as soon as you get to stand up its already 90% done so you cant do anythin' about it basically. I can speak from experience of playing Warrior and getting decapped by a Warrior.
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Re: New Castes Discussion Thread

Post by x31stOverlord » 22 May 2018, 13:18

Ahh. Yep that'll do it. But then again, if you are in a position where a Xeno has grabbed you back from the lines you were going to be dead anyway and very little chance your body recovered in any case.
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Re: New Castes Discussion Thread

Post by Twizz » 22 May 2018, 14:16

x31stOverlord wrote:
22 May 2018, 13:18
Ahh. Yep that'll do it. But then again, if you are in a position where a Xeno has grabbed you back from the lines you were going to be dead anyway and very little chance your body recovered in any case.
That or with the new castes well, im just straightup bring it up. They can just go into an entire squad, tailswoop all marines to the floor and knock em away, headbutt you, thats around 4 or 5tiles of knockback those two actions and then the warrior can knock you another 5 or 4 tiles and then lunge at you and pull you further back which is overall by all abilities 9 tiles of knockback and they got EXTREMELY short cooldown of 2 or 3 seconds which can then be repeated and thus you're 18Tiles away from your squad. So you dont have to be a straggler, lone wanderer or the likes. They can straightup just come at you and nab you from the group.
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Re: New Castes Discussion Thread

Post by x31stOverlord » 22 May 2018, 14:27

Oh I'm not disputing that some form of rebalancing or changes to the new castes needs to be done because they are bogus right now. You know somethings wrong when people don't bother evolving to T3 because a T1 is more powerful and useful. But that is obviously being looked at right now by the devs so we will see what changes they bring.
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Re: New Castes Discussion Thread

Post by kroack » 22 May 2018, 16:59

thalamus123 wrote:
22 May 2018, 12:17
I hope that's a joke.

These are people playing a video game not some IRL military force they want to come on here an have fun not follow orders to the letter and stand around for ages, this simply isn't a good enough reason and even well formed defences by experienced players will fall quite easily to this new update.
This mentality is why marines lose. Xenos play like a ravenous horde and marines play like a bunch of three year olds with automatic weapons.

The rounds that marines win are due to Queen incompetence or good planning and squad/support cohesion.

All that being said, the warrior and defender are tough nuts to crack, I think, only because marines have not gotten used to fighting them.

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Re: New Castes Discussion Thread

Post by Loco52 » 22 May 2018, 17:09

I'm just here to say new xeno meta is to play soccer with a marine using headbutt. I'll make a thread soon to create defender teams for this purpose before we are nerfed.
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Re: New Castes Discussion Thread

Post by BillyBoBBizWorth » 22 May 2018, 17:33

Need to play more rounds as xeno with the new update like many others, but the results are fairly obvious.The main thing i see with this update of xeno castes, is that im guessing its meant to be a direct counterpart "tool addition" to the marines getting the tank, hence why some things seem or actually are overpowered now and others seem lacking.

Which if you look at the two "tool" changes for both sides, id have to say xeno's got a better deal.The tank is slow and bulky(Like most older tanks are, mind you, but a tank in the year 2186?), it blocks firing lanes, takes ages to deploy(doesnt seem to be the case anymore), easily damaged and rendered useless, another friendly fire factor on a greater scale(up there with dodgy CAS) and the list goes on.The one main thing that, disappoints me, is that now marines wont even move out even to retreat instead of dying, just to stay around a tank that may even be ineffective, suicide.I saw this happening when they were first testing out the tank in live rounds, you saw the same thing, so it was inevitable that it would be the case when the tank was fully introduced.

We all know what the xenoes have been given, if not, play a few rounds to find out.Its still all early days, im not even used to seeing these sprites yet.However, im more interested on whats going on with the tank, because if it flops as a "tool" like it has the rounds ive observed so far.Then the result means that marines practically got nothing new to counteract the new traits of xenoes.Maybe thats the intention.
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Re: New Castes Discussion Thread

Post by NethIafins » 22 May 2018, 17:49

They are expectedly strong (since you can't balance stuff instantly) and often used (coz they are new)
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Re: New Castes Discussion Thread

Post by caleeb101 » 22 May 2018, 17:50

Xenomobia wrote:
22 May 2018, 08:49
No way, Xenos are not OP. You just a better organization, you got piro, RPG, b12, you just need more coordination just like a true military force.
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Re: New Castes Discussion Thread

Post by BadApple » 22 May 2018, 18:38

If you get grabbed by a warrior there's literally nothing you can do(that I have found. Can't use arms, move or resist) You're frozen and they can freely rip off both your arms, putting you in a stable paincrit. Watching hosts is no longer needed at all.

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Re: New Castes Discussion Thread

Post by zoboomafoo » 22 May 2018, 22:50

The prae acid is a little ridiculous, it covers such a large area so quickly. Like ouch.
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Re: New Castes Discussion Thread

Post by Cry of Wolves » 22 May 2018, 23:39

Warrior grab is pretty bullshit. Hope they fix that so you aren't totally helpless.

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Re: New Castes Discussion Thread

Post by BadApple » 23 May 2018, 01:53

I like the warrior throw tho (as a marine) simple because thats cool. I wish explosions would throw mobs.

I heard they can throw people into fire and down elevator shafts, which is awesome but probably too much of an exploit. I am just waiting for something crazy like throwing the queen into FOB

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Re: New Castes Discussion Thread

Post by Xenomobia » 23 May 2018, 03:59

BadApple wrote:
22 May 2018, 18:38
If you get grabbed by a warrior there's literally nothing you can do(that I have found. Can't use arms, move or resist) You're frozen and they can freely rip off both your arms, putting you in a stable paincrit. Watching hosts is no longer needed at all.
Stop complaining about warriors... Everytime I decapped or captured marines they were alone or ramboing alone getting away from their squad.
Yesterday marines were about to win, xenos were downed down to 6 and then marines went full monkeys yet again and lost as xenos went up to 20. You need coordination and a different-less children approach as marine. Also, you can break free from warrior grab, but if you're alone ( like 90% of marines who get killed by warrior ) there are high chances you're not going out of its range alive.

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Re: New Castes Discussion Thread

Post by Gnorse » 23 May 2018, 07:25

Xenomobia wrote:
23 May 2018, 03:59
Stop complaining about warriors... Everytime I decapped or captured marines they were alone or ramboing alone getting away from their squad.
Yesterday marines were about to win, xenos were downed down to 6 and then marines went full monkeys yet again and lost as xenos went up to 20. You need coordination and a different-less children approach as marine. Also, you can break free from warrior grab, but if you're alone ( like 90% of marines who get killed by warrior ) there are high chances you're not going out of its range alive.
Lad, I've seen marines get snatched away from their squads. as in literally in the middle of their squad.
Lunge, Grab, Throw, repeat until the marines can no longer find you. You're basically free to do whatever you want to your victim at that point.
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Re: New Castes Discussion Thread

Post by Vampmare » 23 May 2018, 07:45

It's always positive to see new updates, so as to keep the codebase fresh.

Warriors and Defender are currently oversatured, they just have too many abilities that apply to too many situations. I could see removing the Warriors ability "Lunge" as a needed nerf. I like the idea of the ability but it has no place on Warrior, as it makes the Lurkers completely redundant. Oh well, many idea have already been discussed on the Defender, so I wont touch that. It's generally agreed that the new caste are overturned, but they are also a fun new idea, so I can't wait for the following updates to balance it around.

I don't see many talking about the shotgun stun that is Prae area spit. It has been overshadowed by the other two castes, but I feel the spit range is just a tile or two to long.
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Re: New Castes Discussion Thread

Post by Casany » 23 May 2018, 09:09

Xenomobia wrote:
23 May 2018, 03:59
Stop complaining about warriors... Everytime I decapped or captured marines they were alone or ramboing alone getting away from their squad.
Yesterday marines were about to win, xenos were downed down to 6 and then marines went full monkeys yet again and lost as xenos went up to 20. You need coordination and a different-less children approach as marine. Also, you can break free from warrior grab, but if you're alone ( like 90% of marines who get killed by warrior ) there are high chances you're not going out of its range alive.
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Anyway, uh, haven't played and I don't think I've weighed in yet. Just gonna say it sounds a bit OP and from the videos I've seen it looks that way too. Hopefully they just up the cooldown and make them a bit less stronk instead of removing them outright like the devs love to do.
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Re: New Castes Discussion Thread

Post by misto » 23 May 2018, 09:16

can defender and warrior fit in vents? they probably shouldnt, they look much too bulky

does the defender's headbutt and tailsweep carry on to the warrior and crusher and prae?

finally, ill say this - if youre introducing classes that are tough enough to just run in to fight head on, the "ambush" classes now look a lot less useful. ambushing was something xenos did all the time because they just didnt have head-on power most of the time. now that you can have frontliners, why invest in the more fragile, more complex, patience-demanding ambushers?

the people rushing into being defenders and warriors isnt just because theyre new, it may be because as something intended to be able to "frontline" they are just inherently better and more forgiving, especially in a clunky game engine like this. if you nerf them down significantly then they just wouldnt be "frontline" anymore, would they?

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Re: New Castes Discussion Thread

Post by Heckenshutze » 23 May 2018, 09:20

It's funny that the marines only needed an one way in/out ladder to counter the new xeno castes. (silent buff?)
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Re: New Castes Discussion Thread

Post by misto » 23 May 2018, 09:25

oh yeah, and i kind of dislike how the aliens evolve from quadruped runner into a biped lurker and rav, and go from bipedal defender into a semi-quadrupedal warrior and then bipedal prae or quadrupedal crusher. i think it would look cooler if quad/bipedalism were in separate evo lines for pure visual pleasure. but im a little weird about things like that, its not important

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Re: New Castes Discussion Thread

Post by caleeb101 » 23 May 2018, 15:57

misto wrote:
23 May 2018, 09:16
can defender and warrior fit in vents? they probably shouldnt, they look much too bulky

does the defender's headbutt and tailsweep carry on to the warrior and crusher and prae?

finally, ill say this - if youre introducing classes that are tough enough to just run in to fight head on, the "ambush" classes now look a lot less useful. ambushing was something xenos did all the time because they just didnt have head-on power most of the time. now that you can have frontliners, why invest in the more fragile, more complex, patience-demanding ambushers?

the people rushing into being defenders and warriors isnt just because theyre new, it may be because as something intended to be able to "frontline" they are just inherently better and more forgiving, especially in a clunky game engine like this. if you nerf them down significantly then they just wouldnt be "frontline" anymore, would they?
defenders and warriors can fit in vents

no, headbutt and tail sweep do not carry on to the crusher and prae.

also, i'm not saying it's good that there are frontliner castes now but it's not bad either. ravagers are still good on the frontline. Hunters still have their uses behind lines as always so I don't really see the issue with it to be honest. Runners were never good for much other than the round start and going around killing lone marines at the end if the xenos had lost the round. There are some robust runners though.
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Re: New Castes Discussion Thread

Post by OatzAndHoes » 23 May 2018, 16:02

I don't like that the lurker sprites now bleed into other tiles. It's made stealth feel clunky. Yeah the visuals are nice, but a sprite that takes up 3-4 tiles depending which way you're facing makes sneaking too much of a chore to be fun anymore. It's annoying sneaking up on some marines staying just out of sight in the darkness only for you to turn the wrong way and have your tail slip into view (or even worse brush up against a wall and have the wall bug reveal you to everyone on the other side of it). Until that sprite goes back to 1 tile expect the only lurker players to be just using it as a stepping stone to rav.

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Re: New Castes Discussion Thread

Post by misto » 23 May 2018, 18:16

warriors do most things better than lurkers except hide, so lurker relevance is reduced

runners remain mostly irrelevant and now have stiff tier1 competition in the defender

ambush evo line now exists mainly as a path to rav, the most relevant one left in that line

crusher relevance reduced because defenders can act as boilers bodyguards and warriors can be more mobile in more directions than just a straight line

sentinel remains boring guard of nearly defenseless nested people class

spitter and boiler still good classes

drone hivelord and carrier still useful/vital supporters

i like the prae's new spray thing, thats cool

i wonder what the big question mark on the evo chart coming off the drone could be???

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Re: New Castes Discussion Thread

Post by EXOTICISME » 23 May 2018, 18:26

I surely hope there will be an update to fix/tweak/nerf these new caste because it surely a joke. Xenos can just go all Defender/Warrior/Prae and win the game, who need the other caste (except drone) when this freaking caste can do everything.

Defender : As thick as crusher. Have the old crusher stomp that stun everyone near it. Headbutt stun. Defense mode that make them a wall. All in all better than sentinel to guard nested host.
Warrior : Fast like a runner, hit harder than a ravager. Oh they can also grab you and tear your head's off.
Prae : Bullshit acid cone. Nerf the damage or make it not stun, like what the fuck.

Also, Defender and Warrior can enter vent, very nice meme

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