Update Discussion Thread (August 2018)

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

Post by Bancrose » 26 Aug 2018, 04:49

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 WinterClould » 26 Aug 2018, 05:59

I'm still on team "replace literal vore with a similar/identical but completely non-fetish alternative"
Like, make it an extra grapple that works just like vore but without being, ya know, vore.

Just make it like a warrior grab kinda deal where the human can't move or do nothing. Make it so it puts the human sprite under the xenos so the beno can't use them as a meat shield but people can still see someone is getting kidnapped. Still allow the xeno full movement, but this would explain why it can't fit down a vent.
Human could or could not be shot, wouldn't be grabable by anyone else, and would have a 1 minute resist timer that couldn't be cancelled. That would be almost what we have now but no fetish right?

Makes more lore (however much anyone cares about lore anymore) sense since xenos frequently pull people away without their pray being able to get away, but I've never seen a xeno expand its throat to shove a full sized fucking kitted out marine into itself SOMEHOW in the lore.
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Re: Update Discussion Thread (August 2018)

Post by Simo94 » 26 Aug 2018, 06:07

how is devouring monkeys a problem or even relevant? because its a fetish? you cant really start banning and changing things because its someone's fetish, because the fetish list grows longer and longer each day, soon u will get a guy that gets off opening doors, or shooting guns or whatever, should we remove doors and guns then? if u want to change xeno devouring hosts then do it for a good reason, like balance, and if someone still uses it as a fetish then hit him with a huge ERP banhammer, we have rules and half the server population as mods for a reason, the time devs would waste on this could be spent on better and more useful updates.
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Re: Update Discussion Thread (August 2018)

Post by WinterClould » 26 Aug 2018, 06:43

Simo94 wrote:
26 Aug 2018, 06:07
how is devouring monkeys a problem or even relevant? because its a fetish? you cant really start banning and changing things because its someone's fetish, because the fetish list grows longer and longer each day, soon u will get a guy that gets off opening doors, or shooting guns or whatever, should we remove doors and guns then? if u want to change xeno devouring hosts then do it for a good reason, like balance, and if someone still uses it as a fetish then hit him with a huge ERP banhammer, we have rules and half the server population as mods for a reason, the time devs would waste on this could be spent on better and more useful updates.
Slippery slope argument is dumbass fuck and a fallacy or some shit. Just because I want to remove vore fetish doesn't equal "remove everything cuz someone gets off to opening doors". Devs can do whatever they want im just showing we got options to remove some hella gay shit from the game. They can take or leave what I'm putting down as they wish. Just happens to be t they're clearly looking at vore balance so it's a good time to make the big changes if they want or are able to ya dig? Perfect timing and shit ya feel?
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Re: Update Discussion Thread (August 2018)

Post by CABAL » 26 Aug 2018, 07:09

Maybe... Let xenos have something like a "knockdown"? A special action that takes the same amount of time as swallow fetish, but only makes marine sleep for ABOUT
(very important word "About", this way we reduce powergaming with literally counting time by xenos) one minute and then allow him to "resist" to break out of the grip (simillar to "vomiting" marine). This way xeno that is kidnapping host might be engaged in fight, drop the victim and flee faster, or try to still drag it.

Or just wake up and fight beno still in seemingly unbreakable grip with hands and stuff at his disposal (boot knifes/taking off armor/bare hands if xeno is "human-sized" like drone, lurker, or runner). Give it some RNG, like 5% that punch will stun xeno for a while, 10% for a knife to do the same (or longer). I would be also "cool" if CQC skill could be used against xenos. Ninja CMP punching xenos like the Punisher did to a polar bear.
This also takes less control from the marine and we all know that taking control from the player in multiplayer game is bad (look TF2 for example). Exactly 1 minute break resist is also bad, xenos do learn to count seconds to the point of resist being irrelevant and infinite.

Problem with transportation trough vents might be solved by larvaes "returning" to the Queen to bury underneath. Practically it would just mean a teleport to the Queen. Thanks to that xenos would only need to drag hosts to nests closer to the frontlines.
It's like buff for both sides. More chances for nested to be saved by marines pushning and less time and effort spent by xenos for transportation.
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Re: Update Discussion Thread (August 2018)

Post by driecg36 » 26 Aug 2018, 08:44

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 Hughgent » 26 Aug 2018, 10:07

Medics and Doctors can't access pill bottle pills from their belts/pouches anymore. Get ready for a disorganized mess of a belt.

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Re: Update Discussion Thread (August 2018)

Post by ThePiachu » 26 Aug 2018, 12:54

Hughgent wrote:
26 Aug 2018, 10:07
Medics and Doctors can't access pill bottle pills from their belts/pouches anymore. Get ready for a disorganized mess of a belt.

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Yeah, I noticed that too. Could that be related to https://gitlab.com/cmdevs/ColonialMarines/issues/3813 ? :D
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Re: Update Discussion Thread (August 2018)

Post by Heckenshutze » 28 Aug 2018, 20:23

BobatNight wrote:
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.
I honestly don't understand why the thell they never fixed reverse-burst, after they labelled it as a bug that appeared since the click update , then they turned it to a silent update. Now devour is confusing as hell, it was better when you could get devoured and unable to move until your stun time (tackle, pounce, neuro, screech etc stun) worn off and you could use whatever you had in you to gib the xeno.
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Re: Update Discussion Thread (August 2018)

Post by GoliathTheDespoiler » 28 Aug 2018, 21:00

Heckenshutze wrote:
28 Aug 2018, 20:23
I honestly don't understand why the thell they never fixed reverse-burst, after they labelled it as a bug that appeared since the click update , then they turned it to a silent update. Now devour is confusing as hell, it was better when you could get devoured and unable to move until your stun time (tackle, pounce, neuro, screech etc stun) worn off and you could use whatever you had in you to gib the xeno.
With how xenos right now they'd simply have no reason to use old devour, since low tackle chance is a thing.

Right now xenos have the least reason to actively try to get more hosts, which has made carriers go from support roles to goddamn vital combat roles. I've seen queens giving carriers a constant priority with both heals and leadership.

There's less and less reasons for xenos to try to capture hosts now, which is making rounds shorter and further reducing the amount of available xenos for people to play.
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Re: Update Discussion Thread (August 2018)

Post by Steelpoint » 28 Aug 2018, 22:32

New update
  • Xenomorph preference split into starting as a xenomorph, and becoming a xenomorph once unrevivably dead. Update your preferences, folks.
  • Following a rash of malpractice complaints, surgical reference manuals have been placed in the operating theaters.
  • Sentry turret pathcheck now uses opacity instead of density, meaning it will try to shoot through barricades and windows.
  • The binoculars' rangefinder function now works on all tiles regardless of ceiling.
  • Gave b18 a larger grenade belt, holds 18 grenades, he only gets 1.
  • Machete holster may now be worn on the belt slot.
  • B18 got new helmet sprite.
  • Gas masks went down in size.
  • Gas masks and extinguishers may now be worn on the waist.
  • You may now store autoinjectors in your helmet.
Yay for Gas Mask relevance.
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Re: Update Discussion Thread (August 2018)

Post by Sora9567 » 28 Aug 2018, 22:34

What does Gas mask size going down mean? Does that mean the sight range is better or does it mean it can fit in the satchel now or something?
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Re: Update Discussion Thread (August 2018)

Post by TheDonkified » 28 Aug 2018, 22:45

Sora9567 wrote:
28 Aug 2018, 22:34
What does Gas mask size going down mean? Does that mean the sight range is better or does it mean it can fit in the satchel now or something?
It can fit in armor now.
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Re: Update Discussion Thread (August 2018)

Post by WinterClould » 28 Aug 2018, 22:56

Hooray for gasmasks finally getting the update they needed. Long over due but joy to the world for it finally being here. No longer impractical to ask everyone to be carrying one.
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Re: Update Discussion Thread (August 2018)

Post by LaKiller8 » 28 Aug 2018, 23:08

Hughgent wrote:
26 Aug 2018, 10:07
Medics and Doctors can't access pill bottle pills from their belts/pouches anymore. Get ready for a disorganized mess of a belt.

My OCD!
It's also a huge stealth nerfed! Not only it makes inventory tetris even WORSE for medics but pilling people is now a 2 hand actions, having huge implications for self-defense and dragging people. Also you don't get the option to check inside the pill bottle so you never know when you run out and then you hit them with the pill bottle like a huge baldie.
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Re: Update Discussion Thread (August 2018)

Post by Dolth » 28 Aug 2018, 23:18

Excuse me.

I don't want to be an asshole but, gasmask can fit in armor and all, that's cool.

But do they have increased vision and/or offer real protection against gas?

No?
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Re: Update Discussion Thread (August 2018)

Post by Grubstank » 29 Aug 2018, 07:40

Dolth wrote:
28 Aug 2018, 23:18
Excuse me.

I don't want to be an asshole but, gasmask can fit in armor and all, that's cool.

But do they have increased vision and/or offer real protection against gas?

No?
Ok.
Increased access is a major buff in itself. Give it time for the changes to reflect in the meta, and *then* worry about further balancing.


Also, two-handed pilling is awful. I feel bad for the medics.
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Re: Update Discussion Thread (August 2018)

Post by Dolth » 29 Aug 2018, 10:56

Grubstank wrote:
29 Aug 2018, 07:40
Increased access is a major buff in itself. Give it time for the changes to reflect in the meta, and *then* worry about further balancing.


Also, two-handed pilling is awful. I feel bad for the medics.
Gasmask has no use currently, increasing its accessibility isn't a buff. 10'000 x 0 still makes 0.
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Re: Update Discussion Thread (August 2018)

Post by solidfury7 » 29 Aug 2018, 11:13

Dolth wrote:
29 Aug 2018, 10:56
Gasmask has no use currently, increasing its accessibility isn't a buff. 10'000 x 0 still makes 0.
It has some viability in certain situations, it can even prevent husking, if you're a smart cookie.
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Re: Update Discussion Thread (August 2018)

Post by Brotemis » 29 Aug 2018, 16:04

solidfury7 wrote:
29 Aug 2018, 11:13
It has some viability in certain situations, it can even prevent husking, if you're a smart cookie.
If you're in a situation where you are probably getting husked if you're not wearing a mask, you're probably screwed anyway. So,I agree with Dolth. Cool update, not really relevant due to restrictions on sight and usefulness.
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Re: Update Discussion Thread (August 2018)

Post by Butlerblock » 29 Aug 2018, 16:23

Not every code update is meant for balance.
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Re: Update Discussion Thread (August 2018)

Post by Renomaki » 29 Aug 2018, 16:51

Dolth wrote:
29 Aug 2018, 10:56
Gasmask has no use currently, increasing its accessibility isn't a buff. 10'000 x 0 still makes 0.
Not really, it DOES have a use. It just isn't utilized very often.

When used against boiler neuro gas, it protects you from the blinding effect and prevents you from dropping your weapon, pretty much allowing you to walk through it with ease for the most part.

When used in a gas cloud, you take reduced burn damage, meaning if you were quick to put it on before the gas hits, or if your escape is cut off and you need to get the FUCK outta there, then at least it won't be as punishing as if you went through without a mask. Seriously, gas is so deadly that attempting to walk through it maskless is suicide.

However, it is very easy to forget you HAVE a mask, and knowing when to put it on in the first place is a challenge in of itself. Most of the time you can just avoid gas attacks altogether, and there is rarely a situation where it is worth walking through the cloud of acid, considering that it is normally when xenos are charging you. COmbine that with the fact that you can't see THROUGH gas but xenos can? yeah...

Hell, I kinda wish you could slap the gas mask on your helmet and make it a toggle item similar to the goggles or wielder mask. Then maybe it would be more viable to use instead of having to fumble through your pockets and bag to find your mask.
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Re: Update Discussion Thread (August 2018)

Post by Dolth » 29 Aug 2018, 17:10

Renomaki wrote:
29 Aug 2018, 16:51
Not really, it DOES have a use. It just isn't utilized very often.

When used against boiler neuro gas, it protects you from the blinding effect and prevents you from dropping your weapon, pretty much allowing you to walk through it with ease for the most part.

When used in a gas cloud, you take reduced burn damage, meaning if you were quick to put it on before the gas hits, or if your escape is cut off and you need to get the FUCK outta there, then at least it won't be as punishing as if you went through without a mask. Seriously, gas is so deadly that attempting to walk through it maskless is suicide.

However, it is very easy to forget you HAVE a mask, and knowing when to put it on in the first place is a challenge in of itself. Most of the time you can just avoid gas attacks altogether, and there is rarely a situation where it is worth walking through the cloud of acid, considering that it is normally when xenos are charging you. COmbine that with the fact that you can't see THROUGH gas but xenos can? yeah...

Hell, I kinda wish you could slap the gas mask on your helmet and make it a toggle item similar to the goggles or wielder mask. Then maybe it would be more viable to use instead of having to fumble through your pockets and bag to find your mask.
No.
Unless they changed it.

Gasmask doesn't prevent you from being blind and dropping your gun. Nor from taking reduced damage from acid gas and even if it does, you're still screwed if you have enough time to wear it and not leaving.

But as an overall, just no.
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Re: Update Discussion Thread (August 2018)

Post by WinterClould » 29 Aug 2018, 19:06

I always two handed my pill bottles and did just fine. Inventory Tetris was never hard and medicing was only stressful but never hard or overly time consuming.

"Back in my corps we didn't have no fancy one handed pill delivery, we didn't even have consistent pill bottles, they were random every day, and didn't have readable labels for a while, and we liked it"

But really idk why medics got hit with a nerf to their qol. Prolly not intentional right? Haven't read the change logs. Just saying you all won't die from this unless your medic was shit or you're a shit medic. Devs plz fix tho.
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Re: Update Discussion Thread (August 2018)

Post by Sleepy Retard » 29 Aug 2018, 22:07

Dolth wrote:
29 Aug 2018, 17:10
No.
Unless they changed it.

Gasmask doesn't prevent you from being blind and dropping your gun. Nor from taking reduced damage from acid gas and even if it does, you're still screwed if you have enough time to wear it and not leaving.

But as an overall, just no.
It does reduce burn damage. It prevents blinding. You may drop your weapon though. I've ran through both clouds with a gas mask on and came out fine. I was a bit burned up through the green cloud but much better off than without.
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