Update Discussion Thread (August 2018)

Generic, on-topic discussion about Colonial Marines.
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Re: Update Discussion Thread (August 2018)

Post by ThePiachu » 23 Aug 2018, 03:00

I mean, survivors' main function is to provide some challenge to the hive before the Marine drop and give them a few extra hosts for their larva. This essentially means the survivors are now best just outright killed by xenos...
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Re: Update Discussion Thread (August 2018)

Post by Gnorse » 23 Aug 2018, 04:52

I'd say remove the drone nesting restriction but make it so that a marine's light only turns off if they die, OR make it so that their light turns back on if they get nested, since I've just been ghosting after getting captured.

Perhaps restrict the vent crawling thing to only humans and let xenos crawl with smallhosts ?
Otherwise, A damn good batch of updates.
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Re: Update Discussion Thread (August 2018)

Post by Build_R_ » 23 Aug 2018, 05:39

Might want to expand the de-nesting capabilities to the queen, carriers and sentinels since they'll be spending the most time near nests and should realistically have the ability to do that.
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Re: Update Discussion Thread (August 2018)

Post by Gnorse » 23 Aug 2018, 06:50

By 'drone castes' I think spooky means all drone evolutions.
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Re: Update Discussion Thread (August 2018)

Post by WinterClould » 23 Aug 2018, 07:06

Sents should totally be able to tend to nested hosts.
Xenos should be able to pipe crawl with smallhosts at least.

Pipe thing makes prison kinda harder for benos but I'd say it's not a nerf for any other map really.

Survivors were born to die ever since their colony was a fuck and the 4 cops they had died.

I'd make a suggestion for something along the lines of the colony armories each actually being completely looted and the gun contents scattered around the map with xeno gibs or maybe blood stains laying around them. But I'm much to lazy and all that jazz.
Think about it though. Your colony is going to shit, people are disappearing, shit is popping off. What do you do? First thing any group of people are doing is rushing that fucking armory. What happens from there who knows, but the map could tell a much better story if they actually look like there was some kind of fight and not just random wood cades sometimes. Think like prisons yard but more? In more places? Make like small cubby rooms stained in blood with a shotgun laying on the floor and a barbwireless or wood cade blocking the door. Something really spooky that looks like there were actually attempts by people to hold out. Like the shitty nests survivors make sometimes but in unusual places where survivors will never actually try and hold out cuz meta. Maybe on like LV make secure storage actually have an acid breach in it and the place be a cluttered mess that looks like a few people's attempts at a last stand? Colony CE's bedroom/office dealio could have one. The surgery room maybe? That's just LV. All the other maps could be so much better and whatnot.

Could do something radical with this if someone like okand was down to put in the same kinda effort they put into making the Almayer look lived in, could make the colony not just look like it was abandoned after it got slightly dinged up and a dude or two bleed on the floor here or there.
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Re: Update Discussion Thread (August 2018)

Post by ThePiachu » 23 Aug 2018, 07:12

Hey, I noticed recently that the Marines' comms are working straight away when they land. Is this intentional? Does this mean you don't nee dot fix tcomms anymore? :D
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Re: Update Discussion Thread (August 2018)

Post by NethIafins » 23 Aug 2018, 14:10

ThePiachu wrote:
23 Aug 2018, 07:12
Hey, I noticed recently that the Marines' comms are working straight away when they land. Is this intentional? Does this mean you don't nee dot fix tcomms anymore? :D
You probably got saved by nice survivors. Or it was LV
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Re: Update Discussion Thread (August 2018)

Post by spookydonut » 23 Aug 2018, 14:35

Like maybe one in twenty survivors actually lives to make it to a nest and burst so it's hardly a nerf

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Re: Update Discussion Thread (August 2018)

Post by Sora9567 » 23 Aug 2018, 16:27

ThePiachu wrote:
23 Aug 2018, 07:12
Hey, I noticed recently that the Marines' comms are working straight away when they land. Is this intentional? Does this mean you don't nee dot fix tcomms anymore? :D
If the round you're talking about was Big Red, I have an explanation for that. One of the survivors (Pierce Jackson I think) managed to kill a few xenos, got the power up, and I think was in the middle of getting TComms up right as the marines landed. That's probably the explanation.
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Re: Update Discussion Thread (August 2018)

Post by Build_R_ » 23 Aug 2018, 18:47

I'm a bit lost without the point-to verb, it's really hard to show people what you're talking about without it.
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Re: Update Discussion Thread (August 2018)

Post by Herac » 23 Aug 2018, 19:10

Shift + left click should stilll work for point to.
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Re: Update Discussion Thread (August 2018)

Post by ThePiachu » 23 Aug 2018, 19:30

spookydonut wrote:
23 Aug 2018, 14:35
Like maybe one in twenty survivors actually lives to make it to a nest and burst so it's hardly a nerf
Wow, those are some rookie xeno numbers! :D I guess the perfect organism has to step up its game!
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Re: Update Discussion Thread (August 2018)

Post by HKO20006 » 24 Aug 2018, 06:06

August 23 2018
Spookydonut updated:
► Show Spoiler
Xenos with devoured humans inside them can no longer vent crawl.
Xenos now have a 100% chance to regurgitate humans inside them after roughly a minute.
Welp I liked to kidnap stray marines back to hive in prison station. Plus it will be harder to transport captured survivors (and marines in general) in prison station now.
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Re: Update Discussion Thread (August 2018)

Post by GoliathTheDespoiler » 24 Aug 2018, 06:09

HKO20006 wrote:
24 Aug 2018, 06:06
August 23 2018
Spookydonut updated:
► Show Spoiler
Xenos with devoured humans inside them can no longer vent crawl.
Xenos now have a 100% chance to regurgitate humans inside them after roughly a minute.
Welp I liked to kidnap stray marines back to in prison station. Plus it will be harder to transport captured survivors (and marines in general) in prison station now.
It was hard to do that anyway since the vents are still bugged.
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Re: Update Discussion Thread (August 2018)

Post by Build_R_ » 24 Aug 2018, 07:11

Herac wrote:
23 Aug 2018, 19:10
Shift + left click should stilll work for point to.
I use that for examine since I don't have a middle-mouse button
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Re: Update Discussion Thread (August 2018)

Post by spookydonut » 25 Aug 2018, 07:24

GoliathTheDespoiler wrote:
24 Aug 2018, 06:09
It was hard to do that anyway since the vents are still bugged.
if you're experiencing this bug with vents please post here with your client version: https://gitlab.com/cmdevs/ColonialMarines/issues/4294

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Re: Update Discussion Thread (August 2018)

Post by solidfury7 » 25 Aug 2018, 09:21

Disarm needs a buff for sure, especially now Aliens spit up people after one minute (I agree with that new addition)

I watched 3 aliens break out of secured nests and they ended up killing 3 out of 5 Xenos who were trying to nest them all (Only one had an assault rifle, rest had knives and a pistol, it took a queen screech to put them all down) Its an anacodotal tale but it confirmed that the tackle nerf needs to be adjusted, at least for a caste or two.

I think the removal of sentinels being able to denest was a strange one, from the few rounds that I saw, it simply left the hive with nobody to defend it, or a very little force to defend it unless hive was near the frontline (Mid-late game)

Oh and All Xenos end up doing now is destroying the nest rather than simply denesting,

I'm unsure on the vent denial when a human is inside you, especially with the one minute timer. I feel like that it's going to push aliens to kill more and it's also going to punish newer alien players who don't know the optimal layout of the map. (Even I get confused on Prison and I've only just got the hang of big-red as a xeno)
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Re: Update Discussion Thread (August 2018)

Post by WinterClould » 25 Aug 2018, 14:18

T1 and T2 Castes without Neuro prolly need better tackles again, just a little. I'd keep T3's shit at tackle because those guys are really just killing machines, when you fight one you don't want to be meme tackled then chopped up, you just want to get chopped the fuck up. (They prolly shouldn't be worrying about nested peeps anyway.)

1 minute throw up timer might be a little short. Do marines still pop out if they're in crit? Maybe don't let them come up if they're crit.
Also is it possible to force marines to hit resist to start the timer or is it still impossible to resist while in some benos tummy? Making the process not automatic but something a still fit to fight marine has to start would prolly help. Or just add 30 seconds or somethin.

That is, if this is actually a problem. I hate our vore system so ya know.... maybe we can just remove it.
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Re: Update Discussion Thread (August 2018)

Post by Renomaki » 25 Aug 2018, 23:56

WinterClould wrote:
25 Aug 2018, 14:18
That is, if this is actually a problem. I hate our vore system so ya know.... maybe we can just remove it.
But how will xenos get monkeys through vents and tunnels? Vore is most used during the early stages of hive development.

At the very least allow aliens to shove monkeys up their butts to bring back to the hive, most don't use it on human hosts other than survivors.
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Re: Update Discussion Thread (August 2018)

Post by BobatNight » 26 Aug 2018, 03:50

I don't fully understand recent updates involving the devour system for Xenos, tbh I thought it was fine before you started messing with it. Now it seems purposefully designed to make captures more difficult, was this the over-all objective of the update?
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Re: Update Discussion Thread (August 2018)

Post by Sleepy Retard » 26 Aug 2018, 04:35

Renomaki wrote:
25 Aug 2018, 23:56
At the very least allow aliens to shove monkeys up their butts to bring back to the hive, most don't use it on human hosts other than survivors.
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Re: Update Discussion Thread (August 2018)

Post by Kerek » 26 Aug 2018, 04:38

El Defaultio wrote:
26 Aug 2018, 04:35
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Re: Update Discussion Thread (August 2018)

Post by Clutch » 26 Aug 2018, 04:39

Renomaki wrote:
25 Aug 2018, 23:56
But how will xenos get monkeys through vents and tunnels? Vore is most used during the early stages of hive development.

At the very least allow aliens to shove monkeys up their butts to bring back to the hive, most don't use it on human hosts other than survivors.
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Re: Update Discussion Thread (August 2018)

Post by Karmac » 26 Aug 2018, 04:40

Renomaki wrote:
25 Aug 2018, 23:56
At the very least allow aliens to shove monkeys up their butts to bring back to the hive, most don't use it on human hosts other than survivors.

stop it

get some help
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Re: Update Discussion Thread (August 2018)

Post by Cry of Wolves » 26 Aug 2018, 04:42

Cute rehearsal, you all practiced that last week?

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