Update Discussion Thread (September 2018)

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

Post by WinterClould » 26 Sep 2018, 22:51

If people are just dragging the round on till the auto explode can anyone really say it's a win in any way for anyone? If you're coming up with tactics just to delay to a draw then are you anything more then a poor sport and sore loser? Making both sides lose because you don't want the enemy to win in a videogame like this is just dumb.
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Re: Update Discussion Thread (September 2018)

Post by GoliathTheDespoiler » 26 Sep 2018, 22:53

It can make sense though, in that spiteful sorta way.

The thing is that the IC hatred transfers OOCly and now we have the xeno/marine main apartheid happening.
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Re: Update Discussion Thread (September 2018)

Post by WinterClould » 27 Sep 2018, 01:07

This whole xeno main vs marine main split we're getting at the moment is hella dumb. Or as always been a thing but people are latching on to it more and more and that just tribalistic and lame. (Weres tribes at btw has anyone been running those since I left?)
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Re: Update Discussion Thread (September 2018)

Post by MattAtlas » 27 Sep 2018, 02:03

WinterClould wrote:
27 Sep 2018, 01:07
This whole xeno main vs marine main split we're getting at the moment is hella dumb. Or as always been a thing but people are latching on to it more and more and that just tribalistic and lame. (Weres tribes at btw has anyone been running those since I left?)
not a single tribe event since feweh's removal has happened, but hunter games has
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Re: Update Discussion Thread (September 2018)

Post by TheDonkified » 27 Sep 2018, 02:30

MattAtlas wrote:
27 Sep 2018, 02:03
not a single tribe event since feweh's removal has happened, but hunter games has
There have been a few. The more recent ones have been lackluster in my experience, but one Tribes event run by EmeraldBlood was fantastic (Tribes was put on a long hiatus immediately after since this was almost directly after Feweh was removed).
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Re: Update Discussion Thread (September 2018)

Post by kooarbiter » 27 Sep 2018, 02:33

GoliathTheDespoiler wrote:
26 Sep 2018, 22:53
It can make sense though, in that spiteful sorta way.

The thing is that the IC hatred transfers OOCly and now we have the xeno/marine main apartheid happening.
>now


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Re: Update Discussion Thread (September 2018)

Post by WinterClould » 27 Sep 2018, 04:31

Jerkface did some rad tribes events like the one where I ran a trade hub and a bunch of vet players made a dip themed merc tribe. That was a rad one.
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Re: Update Discussion Thread (September 2018)

Post by Hughgent » 27 Sep 2018, 10:45

DOREC: Explosions will now be amplified in confined areas.
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Re: Update Discussion Thread (September 2018)

Post by kastion » 27 Sep 2018, 11:36

So are carriers getting something new? cause they got nerfed pretty hard for no reason

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Re: Update Discussion Thread (September 2018)

Post by ThePiachu » 27 Sep 2018, 12:45

Okay, the Carrier nerf sounds awful. You already have problems getting a pocket Drone to help you make resin holes faster. Now you have to rely on another player to make those holes. You also have to trust them to put the holes in clever places and for you to notice those clever places. And you're relying on a T3 for that...
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Re: Update Discussion Thread (September 2018)

Post by TheMaskedMan2 » 27 Sep 2018, 12:55

Not sure how I feel about these changes, to me it just seems like you nerfed T2s and move their abilities to a T3 that will be in higher demand and less available.

Carrier now seems almost entirely useless without the ability to make their own traps, they can't throw huggers as a useful ability, slapping is unreliable, and their whole trapping mechanic is now just thrown out the window.
Hivelord still seems somewhat viable but I feel like this will just result in tunnels being even more scarce.

Burrower seems slightly more useful admittedly, condensing the dig/burrow abilities is good and useful, but really all they have is stuff the hive should have already had. They still aren't good or useful at ambushing with how weak they are for a T3, and their trapping is still a little odd, considering you have to hide them and other Xenos need to know where they are. I don't know, i'll have to try it out in action. Still this feels less like a buff and more of a reshuffling of existing abilities.

Also of note, Burrowers can be bodyblocked and pushed, while Carriers can't. If Burrowers are supposed to be a T3 I find it funny that Marines can just shove them around but not a Carrier. Not sure if that is a bug or intentional. Nevermind that they are really squishy and can die easily. I just don't see what role they are supposed to fill, are they supposed to pop up and ambush solo marines? All I see them doing now is planting weeds randomly before doing to a marine with a rifle. I guess we'll see as it goes on.

What if Marines could fall into unfilled holes, it doesn't do anything but stuns them, maybe?
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Re: Update Discussion Thread (September 2018)

Post by cre77 » 27 Sep 2018, 14:40

Welp, instead of either: A) Giving Burrower more interesting abilities to play around with; B) Revamping the Burrower to a runner tree burrow-based ambush specialist; - the devs have gone and stripped T2 drone castes of abilities to make the Burrower essential. And it still takes a T3 slot, despite being a very specialized support xeno, whereas every other T3 is a treasured killing machine, capable of turning the tide of battle with good positioning and sufficient skill. Even before that, the Burrow skills were garbage, with static burrowing being for some reason timed, despite being a shittier lurker camo (what, the xeno suffocates in there?), and tunneling being good only for fishing survivors out of their cades. As to being combat-capable, the tackles and damage are barely up to standard with your average warrior, even weaker. IMO, save for the mine idea, it was bad from the beginning, and nerfing other classes to make it viable is fucking horrible. It needs either some serious buffs on it's own, without nerfing others, or a rework towards a wholly different direction.
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Re: Update Discussion Thread (September 2018)

Post by digitalattack » 27 Sep 2018, 14:56

"Removed resin hole ability from Carrier."
"Removed hivelord tunnel ability and added it to Burrower."

Both sound and likely are terrible changes, nerfing carriers and hivelords to make Burrower more useful should not have been the way to go, it would have been better to simply allow burrowers to fill their traps themselfs or reworked them in to a full on ambush class and moved them to a T3 runner dropping the resin hole ability for higher base stats.
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Re: Update Discussion Thread (September 2018)

Post by Linukas » 27 Sep 2018, 15:13

Honestly these new burrower changes are quite disappointing and the community backlash seems to be pretty damn significant

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Re: Update Discussion Thread (September 2018)

Post by misto » 27 Sep 2018, 15:31

sounds like it's carrier who's going to be needing a new power thought up for it at this rate, because hugger mines were its best trick.

moving tunnel building to burrower is ok imo, because it leaves hivelord more time to build thick walls and sticky

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Re: Update Discussion Thread (September 2018)

Post by Grubstank » 27 Sep 2018, 15:34

the september 27 changes were a step in the wrong direction, imo, unless we're going to add new abilities. What these updates have done is water down the already-disparate utility of T2 drone castes. I now find it pretty questionable if it's worth even having players go carrier/hivelord anymore. As noncombatants with nerfed utility, there's not a lot they can do.
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Re: Update Discussion Thread (September 2018)

Post by GenericUsername » 27 Sep 2018, 15:41

digitalattack wrote:
27 Sep 2018, 14:56
"Removed resin hole ability from Carrier."
"Removed hivelord tunnel ability and added it to Burrower."

Both sound and likely are terrible changes, nerfing carriers and hivelords to make Burrower more useful should not have been the way to go, it would have been better to simply allow burrowers to fill their traps themselfs or reworked them in to a full on ambush class and moved them to a T3 runner dropping the resin hole ability for higher base stats.
I wouldn't mind if we made Burrower a T3 runner evo focused on ambushing and Prae a T3 drone evo. Prae as drone T3 makes sense, IF we make them the only ones that can evolve to queen and give them more support abilites and such. Probably gonna put this on gitlab

EDIT: Just to make clear, the prae would be the T3 drone since, well, if we simply made the Burrower a runner T3 the drone caste would remain with no T3, which was what the Burrower update was supposed to fix.
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Re: Update Discussion Thread (September 2018)

Post by NethIafins » 27 Sep 2018, 15:53

Hivelord tunnel was almost never used. You don't want to lose builder over a questionable tunnel that you can build only if you completely control both in and out sides

As for carrier traps - you still need carrier to effectively make hugger traps. And it's a bad idea to have two kinds of traps.

Hivelord already has an important ability called hard resin.

Carrier... Carrier probably can have buffed capacity to an extreme, because idea of them controlling or being able to throw huggers is universally disliked
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Re: Update Discussion Thread (September 2018)

Post by TheMaskedMan2 » 27 Sep 2018, 16:31

I personally think Carrier throw would be okay if it had a plasma cost + long cooldown and if it only infected if the hugger actually impacted a Marine dead on. If it misses it's still useless and stunned. That means it can be used in combat to be useful, but not spammed and tossed out galore. It's still much quicker just to slap the huggers on.
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Re: Update Discussion Thread (September 2018)

Post by ThePiachu » 27 Sep 2018, 17:40

Hmm, what if both Carrier and Burrower could make traps and they could be filled with whatever, rather than converted? This way both classes can be useful in their own right. Or yeah, if Carrier is supposed to be more of a combat role now, bring back hugger throwing or at least make it more capable of engaging in a combat without a Queen to roar everyone down...
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Re: Update Discussion Thread (September 2018)

Post by misto » 27 Sep 2018, 17:58

i like how everyone talks about carrier hugger throwing as if it doesn't currently exist because it's just that useless

if carrier receives new tweaks to make up for loss of hugger mines, you can probably cut out free burrowed larva altogether

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Re: Update Discussion Thread (September 2018)

Post by xXen0zS1ay3rXx » 27 Sep 2018, 18:16

NethIafins wrote:
27 Sep 2018, 15:53
Hivelord tunnel was almost never used. You don't want to lose builder over a questionable tunnel that you can build only if you completely control both in and out sides

As for carrier traps - you still need carrier to effectively make hugger traps. And it's a bad idea to have two kinds of traps.

Hivelord already has an important ability called hard resin.

Carrier... Carrier probably can have buffed capacity to an extreme, because idea of them controlling or being able to throw huggers is universally disliked
Just because "its almost never used" by bad hivelords doesn't strike me as solid logic to remove it all togther. Also nerfing the carrier to make the shitty burrower less shit? Wow. They can't even hold huggers, so you need a (now completely useless) carrier to gormlessly follow you around AND either prae or boiler as well to make the shitty burrower marginally less shit. Also spoilers, the traps hardly catch anyone because how easy they are to see.

No joke, what is the logic that goes into brewing up these changes? Nerfing something marginally ok to buff something shitty isn't a net gain, it just spreads the shit around.

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Re: Update Discussion Thread (September 2018)

Post by GoliathTheDespoiler » 27 Sep 2018, 18:21

- Combined burrow and tunnel buttons, when burrowed you now click where you want to surface to tunnel there.
- Removed resin hole ability from Carrier.
- Removed hivelord tunnel ability and added it to Burrower.

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This is not how you fix adding a new T3.

Carrier now has 2 'combat' abilities, faceslap with a hugger (which drones do better anyway), or throw them, which is effectively a waste of facehuggers.

Why would you even want to play carrier now that the most fun part of making your own traps is gone.

Who would even bother anymore
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Re: Update Discussion Thread (September 2018)

Post by GoliathTheDespoiler » 27 Sep 2018, 18:29

Okay in all seriousness Burrower is just not worth it for the traps and tunnels.

Don't get me wrong, they're good abilities, but it's just not worth a T3 slot. Ever.

If you thought tunnels were underused before neth, expect to never/rarely see them again, because noone is going to want to play the burrower at the moment, not when it's only job is to make traps IT CAN'T EVEN USE or tunnels that everyone ignores.
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Re: Update Discussion Thread (September 2018)

Post by kooarbiter » 27 Sep 2018, 21:22

as a marine main, thanks for all the heavy xeno nerfs guys : D
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