Update Discussion Thread (October 2018)

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

Post by Renomaki » 17 Oct 2018, 13:29

So far, I'm disappointed at how uninterested marines are with collecting "objective" items, more often than not just completely ignoring them in favor of xeno hunting.

I know that they don't have much use right now, but hey, if objective-based gameplay is going to be the future of CM, then people need to not only get into the habit of collecting folders and disks as they come across them, but also learning HOW to use them.

I self-taught myself it during one round where marines went through the effort of collecting said items, and it isn't too hard, if a bit time consuming due to all the sorting and matching up one has to do. But it is quite satisfying to decode a disk and create a mini-event in the process (as well as get a good score).
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Re: Update Discussion Thread (October 2018)

Post by Sulaboy » 17 Oct 2018, 14:00

Renomaki wrote:
17 Oct 2018, 13:29
So far, I'm disappointed at how uninterested marines are with collecting "objective" items, more often than not just completely ignoring them in favor of xeno hunting.
With the objective system being in it's first stage there is no motivation besides the points shown at the end of the round. While a scavenger hunt could be fun that's all it is at the moment. Read paper scraps for clue, get the disk or folder, bring it to the room shipside. There is no attachment to these documents currently. Once there is a better system in place I'm sure we will see command paying more attention to the objectives because there would be reasons to get the Intel. There would be IC information which would could be a good thing for RP.

The short of it is that you shouldn't be bothered by marines dismissing the objectives right now because at the moment it's a trial of the real thing. Also with that new room there might be another shipside role added to accommodate it which is cool.

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Renomaki
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Re: Update Discussion Thread (October 2018)

Post by Renomaki » 17 Oct 2018, 21:06

Sulaboy wrote:
17 Oct 2018, 14:00
Also with that new room there might be another shipside role added to accommodate it which is cool.
Honestly, I'd rather have the researchers handle the decoding of data rather than creating a whole new role that may or may not get populated. After all, I think researchers could do with havin more to diddle with, rather than acting as extra doctors or doing experiments with monkies.
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Re: Update Discussion Thread (October 2018)

Post by Sulaboy » 18 Oct 2018, 10:11

Renomaki wrote:
17 Oct 2018, 21:06
Honestly, I'd rather have the researchers handle the decoding of data rather than creating a whole new role that may or may not get populated. After all, I think researchers could do with havin more to diddle with, rather than acting as extra doctors or doing experiments with monkies.
Research is supposed to be getting an update soon that will make it relevant. So hopefully the researchers will have enough meaningful research to do. I'm not sure if they plan on having a role for someone to decode the objective stuff, but there was some talk of more shipside roles.
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Re: Update Discussion Thread (October 2018)

Post by Nimiety » 23 Oct 2018, 11:52

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Can I use 'I play with windings' as a defence for ignoring ahelps asking for a friend.

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Re: Update Discussion Thread (October 2018)

Post by Grubstank » 23 Oct 2018, 13:03

I just wanted to say that the new lighting system looks fucking awful and dim; and that something about the new changes seems to have caused me to have massive lag no matter where I am on the map.

I usually make an effort to be constructive with my feedback, but words really can't describe how frustrated I am with this new lighting system. I hope it sees some changes soon.
Last edited by Grubstank on 23 Oct 2018, 13:20, edited 1 time in total.
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Re: Update Discussion Thread (October 2018)

Post by kastion » 23 Oct 2018, 13:19

Grubstank wrote:
23 Oct 2018, 13:03
I just wanted to say that the new lighting system looks fucking awful and dim; and that something about the new changes seems to have caused me to have massive lag no matter where I am on the map.
they are going for the awful dim look to make it more atmospheric (like creepy). I think everyone is getting the lag, I was playing crusher and it felt sooooooooo slow to get running. I didnt have any input lag but I just felt like I was running in sand.

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Re: Update Discussion Thread (October 2018)

Post by Grubstank » 23 Oct 2018, 13:27

kastion wrote:
23 Oct 2018, 13:19
they are going for the awful dim look to make it more atmospheric (like creepy). I think everyone is getting the lag, I was playing crusher and it felt sooooooooo slow to get running. I didnt have any input lag but I just felt like I was running in sand.
I tend to play both sides, but the new lights really make me want to xeno main just so I won't have to put up with it any more.
I preferred the grid-based light shading, and I've noticed that lighting a flare in a decently lit area now actually makes the area around you *darker* with the sudden red shading.

The game feels like I've fucked my bluelight filter settings to the point where the game itself is uplayable
I am strongly considering fucking with my monitor settings until the lighting system stops hurting my eyes

this is worse than when they added "ring around a rosey" to the lobbymusic rotation
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Re: Update Discussion Thread (October 2018)

Post by misto » 23 Oct 2018, 13:36

i think the new lights look alright, but things are running a little more sluggish for me too

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Re: Update Discussion Thread (October 2018)

Post by edgardo » 23 Oct 2018, 13:39

Image

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My game now looks like i was on Space Drugs 24/7

Really a inmersive Update 10/10

Now i see a increase amount of lag on this last update for some reason literally sometimes is unplayable

The only thing i liked was the fonts for the chatbox
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Re: Update Discussion Thread (October 2018)

Post by TheMaskedMan2 » 23 Oct 2018, 14:27

I like the lighting, it's spooky, what I don't like is the lag.

As someone else put it, it's like you're running in sand, it's really weird.

Though i'm confident that will be fixed SoonTM
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Re: Update Discussion Thread (October 2018)

Post by Gnorse » 23 Oct 2018, 15:08

The lag's different as well. It's like it's there but it's not really there. it's fucking with my brain.
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Re: Update Discussion Thread (October 2018)

Post by WinterClould » 23 Oct 2018, 20:51

If your chat is fucked make sure your computers regional settings are set to a language that uses the Latin alphabet. I had my on Japanese for long time and had to idea it was fucking my shit. Could be doing the same for any of you.
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Re: Update Discussion Thread (October 2018)

Post by kooarbiter » 25 Oct 2018, 11:05

Guess I'll be sitting cm out for a while, lemme know when it's fixed
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Re: Update Discussion Thread (October 2018)

Post by edgardo » 25 Oct 2018, 11:48

kooarbiter wrote:
25 Oct 2018, 11:05
Guess I'll be sitting cm out for a while, lemme know when it's fixed
The update has been reverted due the amount of bugs and stuff
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Re: Update Discussion Thread (October 2018)

Post by Swagile » 25 Oct 2018, 12:29

maybe if the document pouch was a "Freebie" that anyone can have, id bother

but it takes up a pouch slot that id rather take flare pouch / first aid over

plus it has no meaning to the round. handing in documents doesn't give you req points, doesn't heal anyone, doesn't build a better FOB; its just fluff, so its mostly just a side mission that command / CL might demand and thats it, hence why literally no one cares
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Re: Update Discussion Thread (October 2018)

Post by SolarMacharius » 26 Oct 2018, 05:27

Were nades changed recently? They spray out a huge cloud of shrapnel now. I like it, makes it feel more realistic and deadly.
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Re: Update Discussion Thread (October 2018)

Post by WinterClould » 26 Oct 2018, 05:36

SolarMacharius wrote:
26 Oct 2018, 05:27
Were nades changed recently? They spray out a huge cloud of shrapnel now. I like it, makes it feel more realistic and deadly.
Nades have something like a 6x6 blast radius and throw any nearby items around. Walls and cades dampen the blast im pretty sure.
I'm still getting used to it and regularly get fucked by friendly nades.
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Re: Update Discussion Thread (October 2018)

Post by SolarMacharius » 26 Oct 2018, 06:18

WinterClould wrote:
26 Oct 2018, 05:36
Nades have something like a 6x6 blast radius and throw any nearby items around. Walls and cades dampen the blast im pretty sure.
I'm still getting used to it and regularly get fucked by friendly nades.
No I know about the tossing. But recently I have seen them spraying shrapnel out as well. It kind of looks like the fletchette sprite a little and hits people even if there not tossed by the explosion. I dont remember it being there.
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Re: Update Discussion Thread (October 2018)

Post by TreeCop » 26 Oct 2018, 06:49

It seems like it was a stealth update. I've seen devs playing around with it in thunderdome for a few rounds. The shrapnel has huge range, so its way easier to hurt yourself with it now.

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Re: Update Discussion Thread (October 2018)

Post by Karmac » 26 Oct 2018, 07:22

latest update took shrapnel away from normal gernades and they're now a special grenade of their own with a 7x7 blast radius on the shrapnel

please never use these, anyone without a rail light can't even see 7 tiles ahead
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Re: Update Discussion Thread (October 2018)

Post by Swagile » 26 Oct 2018, 09:09

they were a nerf to marines, since shrapnel nades broke more bones and off screen killed marines more than it ever killed xenos lol
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Re: Update Discussion Thread (October 2018)

Post by Teruyo » 26 Oct 2018, 09:52

RIP Runners even more. 1 Mine = 1 Dead Ancient Runner

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Re: Update Discussion Thread (October 2018)

Post by Renomaki » 26 Oct 2018, 11:42

Teruyo wrote:
26 Oct 2018, 09:52
RIP Runners even more. 1 Mine = 1 Dead Ancient Runner
So, in other words...

We kinda brought back the days when mines were capable of insta-killing runners?

Back when I was startin out, mines were capable of killing runners of any age, as well as doing considerable damage to any xeno that triggered them. Then they nerfed them to the point that runners with full health could survive a mine if they stumbled into it.

But now it sounds like mines are stronk again, but also more dangerous to use now. Most... interesting... I can't wait to see it in action for myself.
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Re: Update Discussion Thread (October 2018)

Post by lurkermain » 26 Oct 2018, 11:58

Mines were dangerous even before the update, if some marine saw you during the stun you were practically dead.

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