Update Discussion Thread (September 2018)

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

Post by spookydonut » 01 Sep 2018, 11:28

This is for discussion on the recent updates.

Previous thread: viewtopic.php?f=64&t=18207

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Re: Update Discussion Thread (September 2018)

Post by Butlerblock » 01 Sep 2018, 13:30

fix game
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Re: Update Discussion Thread (September 2018)

Post by DriedMilk » 01 Sep 2018, 20:18

yeah ok
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Re: Update Discussion Thread (September 2018)

Post by Dauntasa » 01 Sep 2018, 21:21

tank come back

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Re: Update Discussion Thread (September 2018)

Post by WinterClould » 02 Sep 2018, 01:55

You guys can sub to the thread without posting by hitting the wrench down there. Just a future reference for anyone in the future who might not have anything to say yet. Can also unsub from other threads the same way.

I never got to play tank crew so remove it forever plz :ok_hand:
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Re: Update Discussion Thread (September 2018)

Post by BillyBoBBizWorth » 02 Sep 2018, 02:15

Got to admit, without the tank it does seem to be more of a "fairer" fight, and more interesting dynamic rounds are happening.Maybe the tank should still be in the game, but it has a timer to when its unlocked and able to be utilized, the tank would still be there sitting in the tank deck unrepaired and MT's can fix it if ordered to, to have it ready.The tanker role slots wouldnt be selectable until a certain time of the round, 1300 hours for example.This is a idea if it is found that the balance with the tank in the game has is has too much influence "ensuring" a marine win without actually making a tank useless by having the guns underpowered like it was before.Marines are still winning without the tank although, but i think thats because its pretty easy to adapt from not long ago when there was no tank at all, you just go back to using cading more and blitzkrieg assaults, among other things.
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Re: Update Discussion Thread (September 2018)

Post by Butlerblock » 02 Sep 2018, 02:56

WinterClould wrote:
02 Sep 2018, 01:55
You guys can sub to the thread without posting by hitting the wrench down there. Just a future reference for anyone in the future who might not have anything to say yet. Can also unsub from other threads the same way.

I never got to play tank crew so remove it forever plz :ok_hand:
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Re: Update Discussion Thread (September 2018)

Post by Chaznoodles » 02 Sep 2018, 05:31

I'm actually kind of enjoying gameplay without the tank. It's a lot more fluid and not based around one point during a fight. A nice idea might be to make tank roles appear on a RNG basis, much like how predators work with them sometimes being available to play.

Curious to see how explosions move mobs now, as it might make CAS even more redundant as all it's stuff is explosive and will just move targets out of it's target zone.

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Re: Update Discussion Thread (September 2018)

Post by spookydonut » 02 Sep 2018, 07:52

if mobs are getting moved by explosions its because they're caught in the worst of the blast.

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Re: Update Discussion Thread (September 2018)

Post by MattAtlas » 02 Sep 2018, 09:28

The lack of the tank is nice. Not to say it was unbalanced, but I always enjoyed gameplay without the tank more. More focused on the infantry part of the gameplay, which is what I prefer.

Explosion change is reaaaaaaal good, actually makes the RPG viable. I like it.
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Re: Update Discussion Thread (September 2018)

Post by Madventurer » 02 Sep 2018, 09:36

Actually, RPG is now somewhat overpowered, as it has the killing potential of tank's cannon or maybe even more.

It can one-hit T3 xenos, which is not very okay for balancing.
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Re: Update Discussion Thread (September 2018)

Post by Grubstank » 02 Sep 2018, 11:17

No tank feels like absolute bliss -- for both sides it seems. The game play has become so much more dynamic and team-focused in the tank's absence.
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Re: Update Discussion Thread (September 2018)

Post by Renomaki » 02 Sep 2018, 11:22

I'd rather save the tank for HvH events, where it would probably be a tad more balanced to fight against (what with the other team having the option of their own tanks, RPGS, or even just sustained heavy machinegun fire to take out enemy armor).

As cool as the tank is, deep down it was not meant to be used in HvA due to the massive powershift it creates, moreso during low-pop where xenos can't field as many strong xenos to fight it with.

If the tank crew makes a comeback, maybe instead of a big heavy tank, a lighter, smaller support vehicle with a machinegun might be a better choice for HvA, like a Jeep or Hummer?
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Re: Update Discussion Thread (September 2018)

Post by LittleBlast » 02 Sep 2018, 11:37

I like the idea of the tank being a random chance type thing, where some rounds marines get a tank others they dont.
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Re: Update Discussion Thread (September 2018)

Post by Grubstank » 02 Sep 2018, 12:46

LittleBlast wrote:
02 Sep 2018, 11:37
I like the idea of the tank being a random chance type thing, where some rounds marines get a tank others they dont.
you can't RNG a game changing element like that. It would be virtually impossible to balance.
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Re: Update Discussion Thread (September 2018)

Post by spookydonut » 02 Sep 2018, 13:01

The new explosion system gives the ability to finely tune explosions, so we can actually balance rpg spec now

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Re: Update Discussion Thread (September 2018)

Post by Butlerblock » 02 Sep 2018, 13:07

hey what about balancing the rest of the game?
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Re: Update Discussion Thread (September 2018)

Post by spookydonut » 02 Sep 2018, 15:11

working on it :)

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Re: Update Discussion Thread (September 2018)

Post by dasWurmtMich » 02 Sep 2018, 15:58

Madventurer wrote:
02 Sep 2018, 09:36
Actually, RPG is now somewhat overpowered, as it has the killing potential of tank's cannon or maybe even more.

It can one-hit T3 xenos, which is not very okay for balancing.
It only one hits when it a direct click hit (with AP). If you standstill against a RPG that you can easily see (and have fellow xenos warn you about it, you know, teamplay...)
you deserve to die. Time for t3's to grow a brain. Would you stand infront of a M56 stat. MG so it can easily hit you? No you wouldnt. Learn and adapt xenos instead of whining for a nerf for every new/changed marine thing.

This buff was very good and needed. The RPG was dogshit before. The only use it had before was HE and hope you can stun em long enough for your fellow ungas to finish them off. And you didnt have many HE rockets for that job thats for sure.

Keep the RPG the way it is and dont just nerf stuff because of a "I died plz nerf"
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Re: Update Discussion Thread (September 2018)

Post by Butlerblock » 02 Sep 2018, 16:25

dasWurmtMich wrote:
02 Sep 2018, 15:58
It only one hits when it a direct click hit (with AP). If you standstill against a RPG that you can easily see (and have fellow xenos warn you about it, you know, teamplay...)
you deserve to die. Time for t3's to grow a brain. Would you stand infront of a M56 stat. MG so it can easily hit you? No you wouldnt. Learn and adapt xenos instead of whining for a nerf for every new/changed marine thing.

This buff was very good and needed. The RPG was dogshit before. The only use it had before was HE and hope you can stun em long enough for your fellow ungas to finish them off. And you didnt have many HE rockets for that job thats for sure.

Keep the RPG the way it is and dont just nerf stuff because of a "I died plz nerf"
you can't dodge a rocket, and all t3 sprites take up roughly 6x7 tiles.
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Re: Update Discussion Thread (September 2018)

Post by Dauntasa » 02 Sep 2018, 16:29

dasWurmtMich wrote:
02 Sep 2018, 15:58
It only one hits when it a direct click hit (with AP).
So are rockets still click behind the sprite to direct hit or do you actually click the sprite now?

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Re: Update Discussion Thread (September 2018)

Post by Gnorse » 02 Sep 2018, 17:19

RPG is back to its former glory now, which is good.

I'm utterly against the whole "RNG Tank" thing because you can't RNG something as game-changing as that. Perhaps give command an option where they choose to get a tank or not.
If they do, they'd have to give something up. And if they don't, they gain something in return.
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Re: Update Discussion Thread (September 2018)

Post by Nimiety » 02 Sep 2018, 18:44

CAS is hilarious with the new explosions, I loved hearing overwatch officers and marines shouting about my rockets launching xenos left and right.
Regarding the tank, I think it's nice that it's gone. The SADAR with miniscope offers that offscreen killing power without the infinite ammo supply of the LTB (40 shots for like 30 points, crazy) or anywhere near the range. Plus, it's easier to avoid with some scouting since you can see the SADAR through walls.

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Re: Update Discussion Thread (September 2018)

Post by ThesoldierLLJK » 02 Sep 2018, 20:56

The new explosion changes are awesome and marines have a fighting chance. Xenos are only getting destroyed because they make bad decisions

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Re: Update Discussion Thread (September 2018)

Post by Madventurer » 03 Sep 2018, 01:48

dasWurmtMich wrote:
02 Sep 2018, 15:58
It only one hits when it a direct click hit (with AP). If you standstill against a RPG that you can easily see (and have fellow xenos warn you about it, you know, teamplay...)
you deserve to die. Time for t3's to grow a brain. Would you stand infront of a M56 stat. MG so it can easily hit you? No you wouldnt. Learn and adapt xenos instead of whining for a nerf for every new/changed marine thing.

This buff was very good and needed. The RPG was dogshit before. The only use it had before was HE and hope you can stun em long enough for your fellow ungas to finish them off. And you didnt have many HE rockets for that job thats for sure.

Keep the RPG the way it is and dont just nerf stuff because of a "I died plz nerf"
While I agree that a buff was highly necessary, I do believe it went slightly overboard.

There's a surprising amount of situations where it's either impossible to gather intel or some people actually refuse to gather it.
Another thing is that the miniscope gives it a killing range where said lack of intel is instant punishment by death if you're not constantly moving like a madman.
As for the mobility, SADAR is far more flexible than the tank. The main problem with the tank was bringing it to bear against xenos, and all smart xenos would just retreat inside the caves or behind some heavy walls. With the SADAR, it's much harder since it can follow you basically anywhere. This also brings me to your argument about not standing where the SADAR can hit you: What if you HAVE to stand there? Have you made a mistake? Maybe. Have you been forced into a no-win situation with no options but to die? Maybe. In the first case, your own fault. In the latter, as a fucking XENOMORPH, you should be able to do at least something.

And last but not least, simple taking out one T3 can completely turn the tide of the fight, but the capacity to take out multiple in short order is just game-breaking. This goes double in low-medium pop, since there won't be that many xenos anyways. Simply having your T3s get one-shot from outside of visual range because young runner (137) decided to engage marines instead of being useful and scout and warn you about it. Not to mention xenos have harder time defending their hive in low-med pop.

And don't even get me started on the large number of xeno players who absolutely refuse to even talk...
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