What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Generic, on-topic discussion about Colonial Marines.
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KingKire
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by KingKire » 06 Aug 2018, 10:06

Every 3 rounds, the nostalgia ran out of power about 50min into the round due to afks. Every 10 rounds it would cook off and lose the back of the ship in a nuclear explosion. Every 19 rounds, the ship would be engulfed in toxic gases due to bad locking. Every 20 rounds, the nostalgia would be completely incinerated back to front because someone either smoked in toxic gases or detonated the rear of the ship with particular vigor.


I miss the shear terror of every marine panicking as a computer blared out percentages. It was dangerous, it
was volitile, and it held some blazingly good boi's in its time.

It was home.
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for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by Jaketeaking » 07 Aug 2018, 23:32

oh, the list. Rasputin, sulaco, cloning, corroders, the infamous "crawling" update, proper evac pods, being able to get sucked into air pipes due to bugs, AP mags being present in roundstart vendors
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by yumantatee » 08 Aug 2018, 00:46

KingKire wrote:
06 Aug 2018, 10:06
Every 3 rounds, the nostalgia ran out of power about 50min into the round due to afks. Every 10 rounds it would cook off and lose the back of the ship in a nuclear explosion. Every 19 rounds, the ship would be engulfed in toxic gases due to bad locking. Every 20 rounds, the nostalgia would be completely incinerated back to front because someone either smoked in toxic gases or detonated the rear of the ship with particular vigor.


I miss the shear terror of every marine panicking as a computer blared out percentages. It was dangerous, it
was volitile, and it held some blazingly good boi's in its time.

It was home.
To be perfectly honest, it felt like the place blew up every other round. It was the go-to griefspot for those who were such inclined and good God was it terrifying having that shit rigged to the ship. Especially since breaching was a thing and even if you ejected it, it could end up dumping radiation over the planet/marines/frontlines. Remember one round or two of just screaming hallucinating marines running around the planet, asking why the (imaginary) SO was beating them with a random object. I kinda miss the damned thing.

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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by Socket » 08 Aug 2018, 03:17

The lack of aqueen at round start was a doozy.
A chorus of "not it" would fill the hivemind chat immediately, and if you didn't chime in with them while not wanting to be the queen good luck.

Not everyone honoured the tradition, leading to a chance of a droneless hive and a 30 minute round.

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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by KingPhilipIII » 10 Aug 2018, 02:30

I've already posted once but fuck you all I'll post again.

Hugger AI still comes to mind, it's like they were laser guided missiles that smell fear, it was awful.

The days of the bridge being hit by the SM shard on the rounds it would loop around the ship after being ejected are sadly in the past. You'd be doing overwatch or something and then suddenly either somoeone would scream when they spotted it outside the window or you'd suddenly be vaporized without warning.
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by Casany » 10 Aug 2018, 08:47

KingPhilipIII wrote:
10 Aug 2018, 02:30
I've already posted once but fuck you all I'll post again.

Hugger AI still comes to mind, it's like they were laser guided missiles that smell fear, it was awful.

The days of the bridge being hit by the SM shard on the rounds it would loop around the ship after being ejected are sadly in the past. You'd be doing overwatch or something and then suddenly either somoeone would scream when they spotted it outside the window or you'd suddenly be vaporized without warning.
These were the best rounds IMO
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by TheMaskedMan2 » 10 Aug 2018, 14:47

Was hugger AI mentioned?

How about hiding 40 huggers in a single locker?
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by RedsPro » 10 Aug 2018, 20:16

How has no one mentioned Hugger Combat? Like i fucking hated Hugger AI but Hugger Combat was the actual worst. And to think its only been gone for a yearish. what else... 4 Spec kits. Smartgunner was a Spec kit. Ship Breaches. List goes on
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by Slywater » 11 Aug 2018, 06:02

Sulaco all the way.
I play as Robert 'Scotch' MacMillan.
And Anton. Don't forget about Anton.

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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by Dolth » 11 Aug 2018, 11:31

I really still miss my napalm phoron bomb :(
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by NethIafins » 15 Aug 2018, 06:15

Remember killing 6-7 queens was the usual deal?
"Hey, ravager 666, queen just died to grenade spam"
"Really? Welp, we will get new one in a minute and continue the attack"
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by Vispain » 15 Aug 2018, 12:16

The purge rounds during 2017 Halloween.
Essentially several rounds with no rules except for stuff like ERP.

Bravalpha...or was it Alphavo… became a thing
While Alphavo became a thing Charlie and Delta killed eachother. Req became a capture point...
Medical was a neutral zone.
Every other Department was essentially spawn in and get into a gun fight.
CTs and the RO became a strategic resource because if caught their ID's could be taken.

Oh...and being able to kill queens with nades.
B18 rocked then.
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by NoahKirchner » 15 Aug 2018, 14:11

dead hugger sprites used to take up the entire tile
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by Recounted » 16 Aug 2018, 03:11

The agony of hugger combat
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Re: What's something a SS-13 CM player in 2018 wouldn't know about in previous years?

Post by SolarMacharius » 16 Aug 2018, 08:57

Well, more recently, Scout spec being able to take a shotgun. This allowed them to cloak and pointblank buckshot xenos.

In the old days scout and sniper were the same loadout, the diffrence was a the sniper had a green ghillie suit and a snipers blind they could hide in.

The drop pod you could take to lz2 on the sulaco.

Everything being made out of reinforced cades, girders, and hidden walls before the barricade change.

The grenade launcher went from being terrible (impossible to resupply and use) to godly (b18 armor AND chainstunning the queen into oblivion) to decent.

Quickclot repaired all internal bleeding.

Others have said this, but smartgun used to be part of the spec class. Now they are split into separate roles.

Req used to be able to order WY weapon crates that had a chance of containing random marine weapons, including battle rifles and HPR's. HPRS were given there own crate and battle rifles were made sec exclusive. Also battlerifles used to be able to take m41a mags (including AP). Req also could order crates with dresses in it. All supply orders came from a magically teleportating supply shuttle.

Sentries were god tier and could hold off an advance by themselves. They got nerfed so hard no one picked them for five months, now there meh. There sprite was different as well.

HELLMARCH for the marines when they would get a marine major and Bill Paxton going "game over man" when the marines would lose. This is still thankfully present in Whiskey Outpost.

On the subject of metas, I cant speak for anything earlier then Sulaco (and I came in near the tail end of that), but hugger combat existed and was terrible. A runner could carry two face huggers, run up to marines, and then click them to instantly face hug them. It was an awful time since the queen also laid eggs super quickly back then. After that came the Alaymer and Big Red. The first months of big red were dark times for marines. No one knew what to do since they werent playing on the ancient map of LV-624. In addition, Big Red had a ridiculous amount of monkeys (I think it has the most amount of all the maps). Marines lost all the time until the barricade update which gave them really good fortifications. After that marine victories began to happen a bit more, but aliens still won most of the time.

The only time I can recall aliens ever being on a massive losing streak was during the AP meta days. Before req prices scaled exponentially, you could buy a 600 round box of AP ammo for cheap. Spheretech has a video from the time on youtube called Delta Squad. Basically aliens lost every round since the marines would rush towards the hive and shred young t3's with AP. Oh man the xeno salt in OOC was unbelievable.

There were many ups and downs. Marines got pissed off by the many medical nerfs (Child Locks, Skill system, 5u first aid injectors). I think the largest medical nerf people got pissed over was the nerf to quick clot (which used to stop internal bleeding) and peridaxon (which was a miracle organ damage removal pill that landed many people in jail because the CMO and CO would forget to authorize it). General comms getting removed pissed off a lot of people as well.

OB's have been changed a lot. THe beacons original sprite was a motion detector sprite from vanilla ss13. OB's used to be super fucking weak, like about as good as GAU run from CAS these days. You could them hide them super well. Eventually they got buffed and became this huge Gibbing explosion that would cover the whole screen in flames (and flames did way more damaged back then). Flames were nerfed for a while (and made the pyro spec useless and flamers terrible, while returning the crusher to relevance). Then beacons were removed and flames were buffed and the three warhead sprites were completed.

Honestly, in my opinion, CM as a community has huge mood swings. There will be endless weeks of nerfs and updates that dont mean much, people will complain (Especially the marines), and then a Huge change to game mechanics or entirely new feature is added in that blows everyone away.

If anyone wants to correct me or add on please do/
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