Update Discussion Thread (September 2018)

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

Post by kastion » 28 Sep 2018, 13:37

Low key xeno nerf, marines get to deploy 10 minutes faster now so all that boosted growth is less valuable now. Keep the xeno nerfs coming for no reason please

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CABAL
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Re: Update Discussion Thread (September 2018)

Post by CABAL » 28 Sep 2018, 13:52

Ahhhh... The wait has ended!

Feel our "pain" when shotguns were nerfed.

But I don't feel it as "heavy" xeno nerf. Just moved one ability from one caste to another and removal of traps that were just 10-15 inconvenience... Oh no! HEAVY NERF DETECTED! META HAS BEEN BROKEN! 0%-100% winrates for marines confirmed!

Carrier traps were rarely usefull in combat. I can even see this as slight nerf for me, becouse those free huggers in safe place were a nice counter for combat hugging and then slashing, becouse every carrier (even ancient) run away in panic from already infected marine.

Fog nerf was already countered by increased "tic" rate.

It's hard for me to see those 12:15 drops, seriously. By going casually from cryo, trough prep, to Req (eating and wearing uniform), you have to wait to 12:20 to get your attachement. Medics have to also get meds from medbay, engineers stuff from req, same with specs.
Even if so, this does not matter on LV since fog and it's less serious on others by podlocks etc.
Surv buff! Nice.
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Re: Update Discussion Thread (September 2018)

Post by WinterClould » 28 Sep 2018, 14:20

Spooky "Empty my Nerfs on the Royal Jelly Line" strikes again. Tbh it's not actually that bad, like CABEL said fog and padlocks are still a thing and it's not like marines are ever going to deploy at exactly be able to fully 100% deploy at 12:15, they rarely ever did before the timer was added. This just gives them the chance to maybe deploy a minute or two before the xenos expect them to. With the old timer xenos could always expect marines leave the ship as soon as the timer for them was up, now they don't know if marines will rapid deploy a squad or two at 15 or just do the casual full 25 or so drop. Nice 10 minute window for COs to try different things, minor beno nerf to meta knowledge.

Pour one out to my carrier playing homies tho, from a hardly useful meme to useless, feels bad man, how will they ever recover. I'm thinking we should go with, hugger ai/combat rework for maximum marine salt and max xeno memes.
Either way, not sure this burrower fellow is worth all these nerfs to these subpar castes, but you devs will know how to fix this weirdness I know that much.
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xXen0zS1ay3rXx
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Re: Update Discussion Thread (September 2018)

Post by xXen0zS1ay3rXx » 28 Sep 2018, 19:12

CABAL wrote:
28 Sep 2018, 13:52
Ahhhh... The wait has ended!

Feel our "pain" when shotguns were nerfed.

But I don't feel it as "heavy" xeno nerf. Just moved one ability from one caste to another and removal of traps that were just 10-15 inconvenience... Oh no! HEAVY NERF DETECTED! META HAS BEEN BROKEN! 0%-100% winrates for marines confirmed!

Carrier traps were rarely usefull in combat. I can even see this as slight nerf for me, becouse those free huggers in safe place were a nice counter for combat hugging and then slashing, becouse every carrier (even ancient) run away in panic from already infected marine.

Fog nerf was already countered by increased "tic" rate.

It's hard for me to see those 12:15 drops, seriously. By going casually from cryo, trough prep, to Req (eating and wearing uniform), you have to wait to 12:20 to get your attachement. Medics have to also get meds from medbay, engineers stuff from req, same with specs.
Even if so, this does not matter on LV since fog and it's less serious on others by podlocks etc.
Surv buff! Nice.
Calling it the 'shotgun nerf' is a bit disingenuous they are still the best weapon in the game(after the SADAR). Easily rack up tons of kills with them, even without macros.
And carriers losing traps is a huge nerf to them, in the attempt to un-shiftify their shitty burrower they lowered the ok-carrier and situational hivelord to the ranks of shit-tier caste like the *deep breath* Defender, Warrior, Crusher, sub-elder Runner, and burrower. Now you can say all castes are flirting near shit-tier.

Happy about the Xeno nerfs coupled with the lowering of the Unga-Timer, looking forward to sub 30min wins are a marine- thanks Spooky "Another Day Another Xeno Nerf" Dount!

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Re: Update Discussion Thread (September 2018)

Post by CABAL » 28 Sep 2018, 20:05

xXen0zS1ay3rXx wrote:
28 Sep 2018, 19:12
Calling it the 'shotgun nerf' is a bit disingenuous they are still the best weapon in the game(after the SADAR). Easily rack up tons of kills with them, even without macros.
And carriers losing traps is a huge nerf to them, in the attempt to un-shiftify their shitty burrower they lowered the ok-carrier and situational hivelord to the ranks of shit-tier caste like the *deep breath* Defender, Warrior, Crusher, sub-elder Runner, and burrower. Now you can say all castes are flirting near shit-tier.

Happy about the Xeno nerfs coupled with the lowering of the Unga-Timer, looking forward to sub 30min wins are a marine- thanks Spooky "Another Day Another Xeno Nerf" Dount!
Why they are "the best"? Becouse they deal good amount of damage at PB range and they are the only non-specialist weapons that can stun. This is important. I suggested countless times to give Pulse Rifle slow down ability, becouse without it, Pulse only deals damage and high HP benos are not scared of HP damage.
Xenos don't care about damage, becouse they can always escape and xeno at 1 HP is as fast and agile as xeno with 100% health. You have to corner, stun, or suprise xeno. Only those three things allow xeno to be killed.

What do you think should be nerfed in shotguns?
I can see only one thing that should and this is dual-wielding them. It's so far fetched and simply stupid.

When PFC has only three primary weapons and one of them is a machine pistol, then you can be sure that one will be "the best", one will be mediocore and one will be underpowered.

Like I said: Carriers will not feel this nerf as nothing more than additional time to transport eggs. All those traps did was to send few marines back to Almayer, Xenos rarely guarded those traps.

All castes you ranked as "shit-tier" don't have powerfull AoE/nearly all screen affecting abilities. Becouse of mindset that xenos have to be better at everything, even at battles head-on with marines and that they have to win 1vs3-4 by mindlessly clicking on everyone. Yes, one marine with shotgun can be deadly for T1/T2, but it requires to be very unlucky/bad xeno who despite ability to meta robusto name, clearly seeing shotgun in hands (Or free sec, or two to escape if it is holstered becouse of delays), seeing trough walls etc. Right now only Defender, Rav, Crusher and Queen are designed in concept for head-on battle. Others are to support, ambush etc.
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Re: Update Discussion Thread (September 2018)

Post by misto » 28 Sep 2018, 22:16

mysterious buckshot nerf theory : let buckshot travel farther

-looks like a raw buff at first glance
-increased friendly fire risk
-may goad some shotgun users into firing too early instead of waiting for the perfect close-up shot for max damage and max knockdown
-even if it is landing hits at its newly extended range, they are probably not very effective hits due to damage falloff

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