The not WO rounds today

Generic, on-topic discussion about Colonial Marines.
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Swagile
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Re: The not WO rounds today

Post by Swagile » 08 Nov 2018, 10:42

then again, defenders are the only thing that poses any early game to midgame threat at all

runners get owned by fully ammo'd squads behind cades, same with sentinels, same with drones

defenders take fire from marines (for if you don't shoot them, they can damage cades), pulling heat away from xenos

this is why i hated early WO as Xeno, because all the early xenos sucked literal ass if marines had a modicrum of intelligence and just hid behind cades while spamming pulse rifles at xenos, and defender is the answer to this

nerf it for later waves, but don't nerf it for early game or early game xeno pushes are just going to be hell and super unfun if your a xeno
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Simo94
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Re: The not WO rounds today

Post by Simo94 » 08 Nov 2018, 10:45

sounds like defender is bugged on WO only, cuz on normal rounds they absolutely melt to M56D
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Re: The not WO rounds today

Post by Rikman » 08 Nov 2018, 12:00

I was a mature defender and I took on smart gun bullets, automated turret bullets, and pulse rifles all at the same time.
It’s bugged to shit
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Re: The not WO rounds today

Post by Rikman » 08 Nov 2018, 12:05

carlarc wrote:
08 Nov 2018, 07:15
why are defenders so insane wackstrong in wo? i saw a young defender block 3 gauss turrets, an mg, and several pulse rifles firing at it at tje same time. it only dies to melee and pbs

this is obviously a bug but like what can even cause this
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Re: The not WO rounds today

Post by Ketrai » 08 Nov 2018, 18:19

Wo is fun but defo need to change a few things up. Early xeno waves are meh, no ways for runners to do much but eat bullets. Boilers come in too late but make a significant difference. Maybe auto assign a few xenos as leaders that are slightly stronger and emit a random pheromone to mix stuff up, and encourage impromptu teamplay. (all but recovery, don't want them benos to live too long) Compensate for marines with a few more goodies I guess! maybe more explosives. There's no reason for benos to be salty about them dieng to em here.

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Re: The not WO rounds today

Post by RobBrown4PM » 08 Nov 2018, 19:13

WO is a lot of fun now. I especially love the bunkers, they add significant depth to the round.
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Re: The not WO rounds today

Post by Karmac » 09 Nov 2018, 19:52

I don't think people really get that the point of WO as a xeno is literally to run into barricades and die until you break through with sheer body mass. The entire point is to have escalating difficulty, so of course the early waves are going to be complete ASS for xeno players, I don't get what's so hard to understand there.

It's literally this simple.
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Re: The not WO rounds today

Post by Mikotoba » 09 Nov 2018, 23:25

Karmac wrote:
09 Nov 2018, 19:52
I don't think people really get that the point of WO as a xeno is literally to run into barricades and die until you break through with sheer body mass. The entire point is to have escalating difficulty, so of course the early waves are going to be complete ASS for xeno players, I don't get what's so hard to understand there.

It's literally this simple.
B-But xenos are worth five marines.
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Re: The not WO rounds today

Post by Ketrai » 10 Nov 2018, 18:33

Mikotoba wrote:
09 Nov 2018, 23:25
B-But xenos are worth five marines.
What's worse is being one of the first 10 xeno players before any marines are ded. Takes so long to kill all the benos of a wave.

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Re: The not WO rounds today

Post by Reuben Owen » 15 Nov 2018, 16:33

xenos need to spawn closer to the action in later rounds, like maybe after they take benchmark points like the pillboxes they can spawn there

just like running for a minute to die in a second is not fun and its why later waves tend to stack up, just cuz we dont have the playerbase to handle joining all those xenos at once

and running multiple times towards the action as a spitter is ugh, but it has to be done cos you need them to die off
I play Xeno 99% of the time. All castes.

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Re: The not WO rounds today

Post by Sora9567 » 15 Nov 2018, 17:13

I'm still of the mind that Young Defenders are a bit too tanky in terms of hit deflection. If they deflect normal rounds that's fine, but I'm talking about deflecting half a clip of AP ammo, autocannon and M56D fire before they start taking damage.
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Re: The not WO rounds today

Post by x31stOverlord » 16 Nov 2018, 01:21

Sora9567 wrote:
15 Nov 2018, 17:13
I'm still of the mind that Young Defenders are a bit too tanky in terms of hit deflection. If they deflect normal rounds that's fine, but I'm talking about deflecting half a clip of AP ammo, autocannon and M56D fire before they start taking damage.
We found the source of that particular bug yesterday and the devs are working on fixing it
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Re: The not WO rounds today

Post by xXen0zS1ay3rXx » 16 Nov 2018, 02:02

x31stOverlord wrote:
16 Nov 2018, 01:21
We found the source of that particular bug yesterday and the devs are working on fixing it
I figured that was a feature since it made the normally worthless defenders not completely worthless. Shame to see something that actually balanced things out a bit turned out to be a bug.

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Re: The not WO rounds today

Post by LittleBlast » 16 Nov 2018, 09:10

xXen0zS1ay3rXx wrote:
16 Nov 2018, 02:02
I figured that was a feature since it made the normally worthless defenders not completely worthless. Shame to see something that actually balanced things out a bit turned out to be a bug.
There are better ways to balance things than making one class feel batshit insane and basically unfightable
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Re: The not WO rounds today

Post by awan » 16 Nov 2018, 09:18

Ill be very honest since it is patched now.
It was not defenders deflecting some things it was defenders deflecting all damage.
The all damage deflection happened because the armor changed was the type value not the instance value.
So the amount of extra armor was given to all defenders not your defender.
Now if you had 2 defenders who used their armor it would have been improved twice.
Now if one dies before it is lowered it remains that way.
See where this is leading. (Infinite armor.)
We did buff their armor when fixing it. But in general infinite is now the amount of armor we want xeno's to have.
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Re: The not WO rounds today

Post by Karmac » 16 Nov 2018, 09:20

awan wrote:
16 Nov 2018, 09:18
We did buff their armor when fixing it. But in general infinite is now the amount of armor we want xeno's to have.
ok now wait a minute chief
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