Update Discussion Thread (September 2018)

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

Post by kamenkuro » 25 Sep 2018, 19:53

Sargeantmuffinman wrote:
25 Sep 2018, 16:21
  • Binoculars no longer miss-target if you try to point at places you can't see.
  • Same for any weapon with scopes. You will no longer shoot backwards at your friend just because you accidentally clicked on a dark tile.
  • Splints can no longer be stacked over max capacity by removing them from fully splinted person.
  • You can now point and examine thru scope (or while being in a tank) without firing.
Whelp, here are the big changes and additions today.
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Re: Update Discussion Thread (September 2018)

Post by misto » 25 Sep 2018, 20:03

while the burrower's new powers are quite interesting, i cant help but wonder if it really needed to be a new class, or if these powers could have been shared out among existing classes

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Re: Update Discussion Thread (September 2018)

Post by CABAL » 25 Sep 2018, 21:10

misto wrote:
25 Sep 2018, 20:03
while the burrower's new powers are quite interesting, i cant help but wonder if it really needed to be a new class, or if these powers could have been shared out among existing classes
New caste is refreshing and some of other castes have already long bar of abilities. Yet burrower pounce is like 90% if not guaranteed and his slashes are even more damaging that rav, yet they won't cause bleeding, fractures, or delimbs. Which is strange, or those few ecounters were just lucky RNG for them.

I think it's tradition to add new caste so it can be OP for few weeks. But nerfed for preds next day, becouse we don't want staff to have bad times with them, right?
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Re: Update Discussion Thread (September 2018)

Post by DefinitelyAlone0309 » 25 Sep 2018, 22:57

CABAL wrote:
25 Sep 2018, 21:10
New caste is refreshing and some of other castes have already long bar of abilities. Yet burrower pounce is like 90% if not guaranteed and his slashes are even more damaging that rav, yet they won't cause bleeding, fractures, or delimbs. Which is strange, or those few ecounters were just lucky RNG for them.

I think it's tradition to add new caste so it can be OP for few weeks. But nerfed for preds next day, becouse we don't want staff to have bad times with them, right?
It's fucking Carrier stats copy pasted over m8. What the fuck are you talking about it being more deadly than Rav unless you get shit on by RNG ?
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Re: Update Discussion Thread (September 2018)

Post by spookydonut » 25 Sep 2018, 23:59

Burrower is under powered currently.

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Re: Update Discussion Thread (September 2018)

Post by xXen0zS1ay3rXx » 26 Sep 2018, 00:42

DefinitelyAlone0309 wrote:
25 Sep 2018, 22:57
It's fucking Carrier stats copy pasted over m8. What the fuck are you talking about it being more deadly than Rav unless you get shit on by RNG ?
This, they are super duper underwhelming. I was hoping for it to be like a tremor from that movie, have it dig around underground and pop up to devour dudes.

But we got some lame pseduo-carrier that makes giant obvious mines that do no damage. Any decent queen will tell you not to waste a t3 slot on. Looking forward to any changes to them however.

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Re: Update Discussion Thread (September 2018)

Post by WinterClould » 26 Sep 2018, 01:15

Just reading the change log it seemed they'd be pretty weak. Might be better if they could do solid damage when they come out of the ground, but that might feel bullshit to just have a xeno come out of the ground just to fuck you up suddenly. 🤔
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Re: Update Discussion Thread (September 2018)

Post by BillyBoBBizWorth » 26 Sep 2018, 01:23

spookydonut wrote:
25 Sep 2018, 23:59
Burrower is under powered currently.
Hmm, interesting, well boost them up and see how it goes i guess, but like i said players are already using them as somewhat frontal assaulting castes, was that the intention? Thought i read its meant to be on the backlines with the boiler etc, rear/flank defence?
Sargeantmuffinman wrote:
25 Sep 2018, 16:21
  • Added tier 3 drone caste, the Burrower.
  • A backliner and ambusher, it can make large resin holes that can be charged by Boilers or Praetorians to make xeno land mines.
Someone elses words, not mine, was it meant to say "frontliner" perhaps?

Time will tell.
WinterClould wrote:
26 Sep 2018, 01:15
Might be better if they could do solid damage when they come out of the ground, but that might feel bullshit to just have a xeno come out of the ground just to fuck you up suddenly. 🤔
More solid damage would definitely make them be usable as a frontal assaulter as well as the other tasks it can perform currently, is the intention really to have another offensive caste, because thats what people are sounding like they want this caste to be, what its meant to be, or atleast also what it should be able to do and have the capability of(be on the frontline effectively).IF thats whats wanted, then all the power to you, but im just pointing out some fairly simple and noticeable points.

List of current main offensive xenoes :

Queen
Carrier
Drone
Burrower
Defender
Warrior
Praetorian
Crusher
Runner
Lurker
Ravager
Sentinel
Spitter

List of current main defensive xenoes :

Boiler

Now why most of them are in the first list, when they also actually should or could fit into the second list, is because they crossover well enough to a offensive caste if played the right way(not that hard really).Whereas something like a boiler, even though if can also crossover and be offensive quite well as well, you dont see it half as much as all the other castes.

Also changes like this help ensure it as well whether the change was needed or not :
Sargeantmuffinman wrote:
25 Sep 2018, 16:21
  • Acid spray effects greatly reduced in length.
And lets not forget that the last few changes that saw the "Hunter" convert into the "Lurker" was under the same premise of being a ambusher/flanker, its clearly good at that but its also really good on the frontline like the runners are, so what gives? Is this mis-advertising or am i not reading the easily comprehensible changelogs properly and clearly stating these castes were designed/meant to be a flankers but are actually full offensive castes? You tell me, what am i missing here..?

So you want to add burrower to the offensive list? Or you want a true defensive caste for once?
Last edited by BillyBoBBizWorth on 26 Sep 2018, 06:01, edited 14 times in total.
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Re: Update Discussion Thread (September 2018)

Post by misto » 26 Sep 2018, 01:29

give moving and hiding underground thing to runners so they have something to play with other than their near-useless pounce and dying to stray bullets

give acid mine making to praes

a new class for these powers not necessary

IF you insist on making this thing its true own class, remove the hivelord's tunnel-building and hand it to this thing, and keep brainstorming more powers for it

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Re: Update Discussion Thread (September 2018)

Post by BillyBoBBizWorth » 26 Sep 2018, 01:38

misto wrote:
26 Sep 2018, 01:29
IF you insist on making this thing its true own class, remove the hivelord's tunnel-building and hand it to this thing, and keep brainstorming more powers for it
Precisely, that sounds way more logical and makes more sense, i concur.
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Re: Update Discussion Thread (September 2018)

Post by TheMaskedMan2 » 26 Sep 2018, 01:50

I was kind of hoping for big sand worm monsters that pop up and eat people but instead I got a lumpy flesh dog that can't aim for anything and just plays whack a mole with marines. For a T3 I expected something a lot more, but i'm sure some changes aren't far around the corner and we'll find out over time. I like the idea and i think it has potential, but right now its just another support carrier, not a scary T3 ambush boi.
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Re: Update Discussion Thread (September 2018)

Post by CABAL » 26 Sep 2018, 05:47

DefinitelyAlone0309 wrote:
25 Sep 2018, 22:57
It's fucking Carrier stats copy pasted over m8. What the fuck are you talking about it being more deadly than Rav unless you get shit on by RNG ?
Like I said "Maybe RNG was good for them". I don't have access to the code, I don't know their stats, all I experienced was "intentional"(Burrower was so confident at this that he just came to me under stray of slugs) one click pounce, three slashes and perma crit without bleeding, or fractures. Then of course vore. I was nearly full health back then.

Do you have access to the code, that you know it's copy pasted stats? Please, I want to look at code and experience it myself. It would clarify everything gameplaywise.

P.S.

Since Carrier is now T2, he now can be stunned with slug and buckshot like other T2's and T1's?
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Re: Update Discussion Thread (September 2018)

Post by GoliathTheDespoiler » 26 Sep 2018, 06:47

CABAL wrote:
26 Sep 2018, 05:47
Since Carrier is now T2, he now can be stunned with slug and buckshot like other T2's and T1's?
I seriously miss the memo on this: When WASN'T the carrier T2? I'm so confused.
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Re: Update Discussion Thread (September 2018)

Post by MattAtlas » 26 Sep 2018, 06:48

GoliathTheDespoiler wrote:
26 Sep 2018, 06:47
I seriously miss the memo on this: When WASN'T the carrier T2? I'm so confused.
It was a T2 in hive status but it actually took T3 slots. Now it takes T2 slots.
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Re: Update Discussion Thread (September 2018)

Post by Linukas » 26 Sep 2018, 06:52

I played burrower like 7 hours after it came out and got to ancient and i will say it is genuinely quite underwhelming

-The combat prowess of the burrower for an "ambusher" is lackluster, not very sturdy(but can avoid damage with burrow), Claw damage is meh at best, disarm chance is ok but the speed is the real kicker, it's very slow

-As a trapper however it is the biggest of meme, The ice colony round i was apart of we formed a little group of 3 benos (Burrower, Prae, Drone) running around mining the entire underground and it was unassailable, there were mines everywhere, that being said the inability to fill said mines is a huge crutch because "teamwork" between xenos is rare at best.

-Occupation of a t3 slot is quite frankly ridiculous, It can vent crawl sure that's cool for a t3 but it really does not feel like a t3, the carrier is just more valuable than the burrower in most situations and the carrier is a t2

-The burrow ability is actually really good, the delay is short allowing for nice damage dodges and the ability to teleport behind walls is great (Literally overpowered against survivors but thats irrelevant) But it doesnt feel great, quite honestly i feel like it should be more of they can burrow and then move Very slowly underground and are forced to un - burrow after an amount of time (edit: that might be a bit difficult to implement with the MANY potential bugs that could cause), in addition to make it more of an ambusher caste maybe something akin to the old crusher stomp (as an ability to emerge while burrowed) would be an interesting change albeit with a large cooldown to prevent abuse

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Re: Update Discussion Thread (September 2018)

Post by Gnorse » 26 Sep 2018, 07:41

If we're making this thing hit hard, we need to give it relatively low HP/Armor and vice-versa
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Re: Update Discussion Thread (September 2018)

Post by Simo94 » 26 Sep 2018, 09:21

At the moment, Carrier seems to be a better caste than Burrower overall, a quick comparison shows that while both can make traps, Carrier doesnt need any other slow T3s following it around to make em, which makes Burrower's sneaking behind enemy lines ability useless since you actually need a whole Boiler or Praetorian there to fill those mines,and Carrier traps are even more dangerous.
Also combat wise all Burrower can do is vanilla tackle and slash, what Burrower gains in going underground Carrier compensates for with combat hugging and emitting phermones, they have the same stats, not to mention Burrower is T3 while Carrier is T2.
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Re: Update Discussion Thread (September 2018)

Post by Heckenshutze » 26 Sep 2018, 09:53

Butlerblock wrote:
25 Sep 2018, 19:07
make shotgun hold 2 rounds and extremely inaccessible and sure
So be it, reloading every 2 shots ain’t an issue (double barrel shotty type) and I’m pretty sure marines will meta smuggle the fuck out of the shotty to give it to as many marines as possible and kill lesser xenos in one hit and bigger in two.

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Re: Update Discussion Thread (September 2018)

Post by David Stormwell » 26 Sep 2018, 11:45

Well if they got one thing going for em its that they can kill holed up survivors quite easily
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Re: Update Discussion Thread (September 2018)

Post by Pogo92 » 26 Sep 2018, 12:38

Great work on the bug fixes! I haven't played yet to comment on the burrower but the concept is definitely cool, although actual balancing to fit the role correctly will probably be tough. Also, those landmines sound like they will be the bane of any hard Marine push. Yikes.
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Re: Update Discussion Thread (September 2018)

Post by Butlerblock » 26 Sep 2018, 13:55

Heckenshutze wrote:
26 Sep 2018, 09:53
So be it, reloading every 2 shots ain’t an issue (double barrel shotty type) and I’m pretty sure marines will meta smuggle the fuck out of the shotty to give it to as many marines as possible and kill lesser xenos in one hit and bigger in two.

End of the day, xeno babies will cry as always.
what if we made rav charge lowered to 2 tile charge and gave it a 100% decap chance
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Re: Update Discussion Thread (September 2018)

Post by Heckenshutze » 26 Sep 2018, 14:13

Butlerblock wrote:
26 Sep 2018, 13:55
what if we made rav charge lowered to 2 tile charge and gave it a 100% decap chance
It would made no difference, unless the rav never engages in combat it will eventually die, as soon it gets stunned its dead. It would only take 1 marine buckshotting to cripple and one spray of rifle to crit and there are more than enough marines to do it
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Re: Update Discussion Thread (September 2018)

Post by misto » 26 Sep 2018, 21:52

the new automatic "self destruct" or re-entry makes it a great idea for humans to scatter and hide and fortify small rooms on the ship in order to make it hard to find them all and have the round go on long enough to get a tie or marine minor or whatever it is that re entry counts as. experiment with this tactic to help skew round result statistics!

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Re: Update Discussion Thread (September 2018)

Post by xXen0zS1ay3rXx » 26 Sep 2018, 22:07

misto wrote:
26 Sep 2018, 21:52
the new automatic "self destruct" or re-entry makes it a great idea for humans to scatter and hide and fortify small rooms on the ship in order to make it hard to find them all and have the round go on long enough to get a tie or marine minor or whatever it is that re entry counts as. experiment with this tactic to help skew round result statistics!
Its a marine minor

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Re: Update Discussion Thread (September 2018)

Post by GoliathTheDespoiler » 26 Sep 2018, 22:40

xXen0zS1ay3rXx wrote:
26 Sep 2018, 22:07
Its a marine minor
No such thing as majors or minors.

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