Why don't the Marines Push more? (A discussion to help development)

Generic, on-topic discussion about Colonial Marines.
User avatar
Toroic
Donor
Donor
Posts: 1045
Joined: 25 Sep 2015, 04:05

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Toroic » 26 Nov 2015, 13:07

Azmodan412 wrote:Actually, there is some uniqueness already in place. If an alien kills a Yautja, which is unlikely without teamwork, they get an 'Elite' tag before their name. Say a Praetorian deals the killing blow on said Yautja, the Praetorian will be known as 'Elite Praetorian (1-1000)'. Still has my +1 however.
No, that doesn't count because it happened once ever on a ravager that deserved it.
SASoperative wrote:Because we have made them to defensive with sentry guns. Barricades. All this stuff. They need more offensive equipment to actually want to do a offensive. They have all this defensive equipment and think. "Hey, We have barricades. We have Sentry turrets, we gotta utilize that shit ASAP." And than make a FOB which they rarely leave.
I think marines have more fun defending or attacking, and every hive I make is an absolute nightmare to assault. Sticky resin everywhere and small rooms make marines extremely vulnerable to queen screech and carrier guerilla warfare.

Assaulting the FOB is fun for xenos and fun for the defending marines. It's a puzzle to solve, and there are nearly infinite potential approaches.

No FOB is unbreakable, but you may need a full hive to take it on.

Last time I was queen marines held the FOB fiercely and other than taking 3 hours (first queen sucked) I believe it was fun for both sides.
"Crush your enemies. See them driven before you..."

Xenos Vult

User avatar
Snypehunter007
Registered user
Posts: 2750
Joined: 02 Dec 2015, 17:14
Location: Georgia
Byond: Snypehunter007
Contact:

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Snypehunter007 » 02 Dec 2015, 20:34

While it has been stated in most other people's posts, I do agree with most things said.

-Marines don't move from the FOB because it is the only building close enough to the LZ to have a secure line up to the Sulaco.
-The shuttle and drop pod are (in my opinion) inefficient, they are often not sent at the proper time and usually get some people killed.
-Command seems to be a the center of a some problems, briefing taking forever, calling shuttle, being SSD most of the time, not coordinating with RO properly to drop supplies.
-It is too easy for aliens to grab marines, even in groups of 4 or more.
-By the time marines get to the planet tier 3s are already there or they are just coming around if the aliens are not doing so well.
-Marines only have one life unless they get cloned, which the likely hood of them getting cloned goes down if they get dragged off.
-Marines cannot see in the dark.
-Xenos constantly drop plant weeds, so they are constantly healing most of the time.
-Marines lack the consistent manpower because medics cannot perform surgery and doctors can't fully analyse people on the planet (except for the prison map).
-Xenos also break anything given enough time and their acid melts just about everything, so people get tied down maintain the FOB.

All in all, the base marine is too weak to the aliens special abilities, like to knock people down by slamming into them or spitting them with acid. One thing that might cut down on the Marines being so scared of dying, is if the rounds weren't so long. Though, this is almost a sort of loop because to make the rounds end faster, either the marines need to move forward or the aliens need to let themselves die.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

Staff History:
► Show Spoiler
Image

User avatar
DerpinMcDerpDerp
Registered user
Posts: 123
Joined: 16 Aug 2015, 09:09
Location: Turdland

Re: Why don't the Marines Push more? (A discussion to help development)

Post by DerpinMcDerpDerp » 05 Dec 2015, 15:51

Marines are humans once enough are killed their morale drops and they eventually stop trying to push.
DEAD: Trine 3600 says, "the soldiers need to lay eggs so we can get helmethuggers so we can get more soldiers"
Aiden Newton broadcasts, "Well fuck LV-624 they can handle their own shit"
https://gyazo.com/b270b7927793e4178a35edbac08d3b51
https://gyazo.com/4f88d7edb3f439333fda85bceb9f05e7
https://gyazo.com/13c388ed875386d0d9c565c2daa3e492

User avatar
Jeser
Registered user
Posts: 1119
Joined: 04 Mar 2015, 00:47
Location: Donetsk, Ukraine

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Jeser » 07 Dec 2015, 11:42

1. Right now, marines are designed to defend, not assault.
2. Epic defending of FoB > awful assaulting Hive, cause first one is quite interesting for both sides.
3. Marines too vulnerable outside of FoB (headcrabs, damn, huggers, spit, tackle. If marine can harm alien, they just hurting it with bullets, most of the time, if alien got away before crit it easily restores health. Maximum 10 minutes. On other side, if alien gets chance, it immobilizes marine, knocking him out, infecting, grabbing to nest, pain, suffering, bursting, gg. If alien harms marine, result, for example, broken ribs and arm. Marine will drop out from action for 15 minutes MINIMUM. If he won't bleed out, or chased again by same or another alien.)
4. FF - except for boiler, aliens don't know what it is. And a good one third of marines (if not bigger part) get fucked up exactly by FF every round. And atmos. Fucking atmos, screw you.
5. Morale. Well, I don't want to die. Of course, I'm soldier and I'm ready to give my life for my brothers in arms and so on. But stupid as fuck death is not an option. And if I heard crying of some squad, that was ripped apart, because someone in command ordered them to assault hive, I won't go in those caves. You may call me a coward, but I'm not an idiot.

Forgot to mention, that, even if T3 alien dies, it can respawn as larva and become T3 again in, nearly, an hour. Marines don't have such luxury.
Last edited by Jeser on 08 Dec 2015, 08:54, edited 1 time in total.
Jeser "Fox" Aushwitz.
Jeser believes only in one thing - common sense.

Image
Image
Apop's permission: Click

User avatar
Feweh
Donor
Donor
Posts: 4870
Joined: 24 Feb 2015, 19:34
Byond: Feweh

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Feweh » 07 Dec 2015, 16:08

The Prison Map is the worst for this. Theres no good FOB location for marines to really fall back to so they end up running back to Sulaco.

Every round on Prison Map you have 40 marines fleeing to sulaco with only 10 Aliens. Its seriously driving me nuts but I understand that its more fun to defend than attack.

User avatar
ZDashe
Registered user
Posts: 629
Joined: 02 Dec 2015, 23:28

Re: Why don't the Marines Push more? (A discussion to help development)

Post by ZDashe » 09 Dec 2015, 17:40

Both Xenos and Marines require teamwork, but the command structure of Marines by nature is undoubtedly more COMPLEX. All Xenos just have 1 leader - Queen. Not suggesting to change the command structure's complexity or anything, just stating some facts we need to acknowledge first.

Factors as a Marine:
1. Teamwork/communication is a challenge (Some players just don't talk much at all, i.e. Standards don't report hostile contact or when they get captured)
2. Indecisive/Weak command team (Players in leadership roles need to act out more of their role, i.e. Officers/SL etc.)
3. Fear for their own mortality (Basically what many others have already mentioned in their posts)
4. Shortage of Medic and Engineer support roles (When you join a round, you can see there's always a shortage of those even on moderate pop...)


To push instead of turtle, Marine players need some sort of CONFIDENCE or at least a sense of DIRECTION on where to go. Leadership and communication plays a huge factor in this.

Hence, SITREPs are important to understand the reality of the situation. I love it when M.O.T.H.E.R. provides a bioscan of remaining Xeno forces. Coupled with marine statistics, knowing that you are 20 vs. 4 against Xenos would definitely signal that: "Hey we can push and win this!". I'm not sure how easy it is for C/X/BOs to compile and relay these simple statistics to the marines.. but IF we can STREAMLINE and SIMPLIFY this process, it will help a lot. (I actually manually count the troops to get statistics when I play as Officers.. Someone please call me stupid and tell me there's a better way...) Xenos already win in the info warfare in this aspect. Marines should have a 'Squad Status' the way that all Xenos have a 'Hive Status' given the tech Marines should have access to. Then nobody has to ever ask the question of: "Do we even have a Squad Leader?".

Support roles are also overlooked and under-utilized. I have seen both good and bad engineers at work and it usually makes or breaks a round. They play a huge role in securing the FOB well enough for marines to reach the stage of a push. You can't push without an established FOB, because you won't have a safe staging area or a place to fall back to. Well you can still choose to push.. but usually at a huge risk, given all the death traps previous players have posted about. Xenos can just sneak into a non-fortified and now undermanned FOB, cut off your supply route and abduct your reinforcements, which I have seen happen a few times when marines get snatched between the FOB and LZ. This is something that players have to realize on their own through experience, and knowing what to PRIORITIZE when roleplaying as a squad engineer. Lets face it, engineers have their work cut out for them, and there's never a shortage of things to do. That's why you see standards just chilling inside the FOB for extended periods of time waiting for a Push order that usually never comes.

Sidenote: During an actual push, I don't see Medics patching up the wounded DURING a firefight enough, which leads to short-lived pushes (Full assault turns full retreat). 3 bullet wounds -> prolonged bleeding -> crit. = lying on the floor as Xeno food. (From experience, I patch friendly fire slightly more often during a crowded Xeno shootout when I play medic..) Also, standard marines don't pull themselves, or the wounded back enough too. Simple acts like these keeps wounded out of danger, keeps them from being abducted, and more importantly keeps Medics safe in the rear to treat wounded during a Push. If we can incentivize or remind more players to CHOOSE and ACT out supportive roles or behavior, I think it helps a little. Maybe more visual cues to indicate personal injury (Redder screen overlay when bleeding is sustained or screen shakes when you get hit by a friendly bullet - like recoil) will help people REALIZE in the heat of action, that they are actually hurt before they start to collapse in front of Xenos, only for them to scroll back on the logs to realize they were hit by friendly fire way before the actual fighting began.


TLDR; I think it's a matter of how players play their role, and for them to play it well, and less so of a balance issue. I'm hoping for more ways for players to make INFORMED decisions through VISUAL FEEDBACK and user-friendly COMMAND PROCESSES that can help Marines alleviate the tedium of a Chain of Command, so as to be put on par with the Xenos simple hivemind single leader structure.
Image

ForcefulCJS
Registered user
Posts: 54
Joined: 03 Dec 2015, 23:01

Re: Why don't the Marines Push more? (A discussion to help development)

Post by ForcefulCJS » 10 Dec 2015, 11:52

Feweh wrote:The Prison Map is the worst for this. Theres no good FOB location for marines to really fall back to so they end up running back to Sulaco.

Every round on Prison Map you have 40 marines fleeing to sulaco with only 10 Aliens. Its seriously driving me nuts but I understand that its more fun to defend than attack.
Plenty of perfect FOB locations on Prison its just that leadership never tries anything new. Every round is basically "go check out the prison", marines show up and FOB at the infirmary or engineering and round plays out from there.

Both the east and west side of the map have extremely defensible locations though, atmos on the left and the drop pod hall on the right are two that come to mind. Both are limited to 2-wide entries that can be made impervious though zig-zag barriers and/or false walls that have either r_walls or space on your flanks to keep you safe while also only having a small field where xenos can siege you from compared to long halls where you can get boiler harassment, at these two locations you only have a small roughly 9-tile area where xenos can even attack you from, it is great for forcing the xenos to get in close/cluster up for an engagement and then you push out and xenos are tripping over themselves to scatter while the slow ones get mowed down. Bonus points for the pod hallway since you have a nice convenient supply chain for medical aid, supplies, ammo, new marines.

Marines need true objectives though. Marines meta-know that all they need to do is kill xenos and its easier to do that in one clean wipe on Sulaco defense than it is doing xenohunts where its super easy to get separated, lost, picked off. So too often marines will take 30+ minutes after a retreat thoroughly taking their time knowing that xenos will eventually hijack shuttle even if its out of boredom. This game would just be a lot more interesting if marines actually had to DO something on their expedition.

User avatar
Toroic
Donor
Donor
Posts: 1045
Joined: 25 Sep 2015, 04:05

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Toroic » 10 Dec 2015, 12:32

ForcefulCJS wrote: Plenty of perfect FOB locations on Prison its just that leadership never tries anything new. Every round is basically "go check out the prison", marines show up and FOB at the infirmary or engineering and round plays out from there.

Both the east and west side of the map have extremely defensible locations though, atmos on the left and the drop pod hall on the right are two that come to mind. Both are limited to 2-wide entries that can be made impervious though zig-zag barriers and/or false walls that have either r_walls or space on your flanks to keep you safe while also only having a small field where xenos can siege you from compared to long halls where you can get boiler harassment, at these two locations you only have a small roughly 9-tile area where xenos can even attack you from, it is great for forcing the xenos to get in close/cluster up for an engagement and then you push out and xenos are tripping over themselves to scatter while the slow ones get mowed down. Bonus points for the pod hallway since you have a nice convenient supply chain for medical aid, supplies, ammo, new marines.

Marines need true objectives though. Marines meta-know that all they need to do is kill xenos and its easier to do that in one clean wipe on Sulaco defense than it is doing xenohunts where its super easy to get separated, lost, picked off. So too often marines will take 30+ minutes after a retreat thoroughly taking their time knowing that xenos will eventually hijack shuttle even if its out of boredom. This game would just be a lot more interesting if marines actually had to DO something on their expedition.
The exception to this is that often admins will force the marines not to turtle, or marines get a xeno ERT, which helps end the round sooner, anf often in favor of the xenos.
"Crush your enemies. See them driven before you..."

Xenos Vult

User avatar
DernSquirrels^3
Registered user
Posts: 67
Joined: 24 Apr 2015, 22:23

Re: Why don't the Marines Push more? (A discussion to help development)

Post by DernSquirrels^3 » 13 Dec 2015, 15:48

You know, I was thinking about this during an observation round, but why not introduce some sort of 'tickets' reinforcement system? Frankly, I never thought over how it worked, just an idea to throw out there.

User avatar
Jakers457
Registered user
Posts: 97
Joined: 14 Dec 2015, 15:46

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Jakers457 » 14 Dec 2015, 15:54

Here's what I've found as a BO.


A group of Marines will usually stick a cock in their mouths and throw themselves into a literal meat grinder when they're told to either fall back, or take a more advantageous position. Going 'fuk u comman, i sacrifze mi hole team to save on guy, i da hero.' And pretty much die before we can actually set up a proper offensive.

Once all those marines have faced natural selection, we're left with cowards who will either retreat or ignore any order to advance.


So basically, before we can lay out an effective strategy or even set up some firm logistics for an attack on a maze like hive, we've had half our men killed by their own stupidity and the rest have hidden in a locker. We've even got repeat offenders that will either go to the hive alone to snipe some aliens or will scream 'CHARGE YOU FUCKS, FUCK COMMAND, CHARGE, WE CAN TAKE THE TIER THREES WITH OUR PULSE RIFLES AND HELMETLESS MARINES. FUCK COMMAND TRYING TO PLAN THE ASSAULT, EVERYONE JUST SMASH YOUR FACE AGAINST THE HIVE WALL.'

And because of these guys, we find ourselves losing. As a BO, I try to get ground gained so we can push up to the enemy and corner them, but it's almost impossible when most of them charge into a killzone or just outright refuse to move.

Edit: We even had an RO who decided she'd go planetside to save an already dead squad leader, basically leaving our logistics crippled. Which hindered so many marines.
Unadulterated Takao Kamachi war song:

https://www.youtube.com/watch?v=e_UkowmQs30

AssassinT90
Registered user
Posts: 10
Joined: 01 Jun 2015, 05:42

Re: Why don't the Marines Push more? (A discussion to help development)

Post by AssassinT90 » 18 Dec 2015, 03:54

-Queen's screech. A sure-fire disable that holds all marines still while aliens facehug them is just too OP to allow anything to be done offensively against aliens.
-Weeds apply a movement penalty to marines, whilst boosting alien movespeed and healing their wounds. Makes it simply impossible to fight unless we crushingly outnumber the aliens.

User avatar
Jeser
Registered user
Posts: 1119
Joined: 04 Mar 2015, 00:47
Location: Donetsk, Ukraine

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Jeser » 19 Dec 2015, 01:34

AssassinT90 wrote:Makes it simply impossible to fight unless we crushingly outnumber the aliens.
Yeah, and when we are crushingly outnumber aliens there is so much FF, that half of marines die anyway.
Jeser "Fox" Aushwitz.
Jeser believes only in one thing - common sense.

Image
Image
Apop's permission: Click

User avatar
Hycinth
Donor
Donor
Posts: 245
Joined: 15 Apr 2015, 11:52
Contact:

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Hycinth » 20 Dec 2015, 07:42

Jeser wrote: Yeah, and when we are crushingly outnumber aliens there is so much FF, that half of marines die anyway.
FF is more of a threat than aliens. We need a massive chance to miss marines (unless directly targeted) implemented in order to be able to mount any real assault, especially in the 3 tile wide prison hallways.

User avatar
K0NFL1QT
Registered user
Posts: 93
Joined: 13 Aug 2015, 11:43

Re: Why don't the Marines Push more? (A discussion to help development)

Post by K0NFL1QT » 20 Dec 2015, 11:56

Why don't marines push more often? Well, that depends. There are times when pushing is the best move, and other times when trying to push is just running literally into defeat. I'm going to presume we're discussing 'why don't marines push when it would be tactically advantageous', and there's many reasons.

To start with; anti meta. Marines have to go in with a little willful ignorance. They can know the maps general layout, but they can't touch down and go 'right lads the hive is northwest, lets all go shoot it'. Marines have to ALLOW a few of their numbers to get captured so that they can plausibly know where the hive is, what the Aliens can do and what happens if you get a hugger on your face. Early pushes are discouraged, but fortunately there's things for marines to do around the compound to keep the busy while they get to grips with their foe. Now, moving on to the mid and late game...

The Marine Chain of Command isn't enforced with the strictness of the Aliens. This is a double-edged sword, though. Some Commanders give orders that are effectively 'throw yourself into the meat grinder', and others are legit for tactical and strategic advantage. Very few players want to lose on purpose just because they were told to, and on the other hand some marines just go completely AWOL the moment they touch down on the planet and act completely irregardless of the command structures plan. Fundamentally; it's not fun to lose as a marine because it involves a lot of time either knocked out, immobilized or painstakingly and frustratingly camped to ensure zero chance of escape. Things are fun again if you pass into being a Xeno, or if you can get free and have your larva removed, but the interim waiting period is just horrible, so no-one wants to obey bad orders. And it's very easy for Command to give bad orders, or even good orders at the wrong time.

The time lag in reporting information to Command, having Command discuss a strategy, having Command communicate that strategy, having the Squad Leaders pass it on then wrangle their squad under control and move to the designated area, wait for any squad-merging, and then wait for the CO's go-ahead... all while the ground forces are being harassed, picked off and stalked. The perfect counter-attack opportunity might arise completely on the fly, only to be strictly ordered against by Command, in favor of a much more poorly timed attack later. For example; in a recent game, two squads got assigned to the same objective due to a mix up in Command orders, but it worked out in our favor as the squads arrived just in time to utterly crush an Alien assault. A Queen, some T3s and many small fry were killed. Now there's two squads already joined up and practically untouched despite the huge dent they just put in the Alien forces; the natural thing to do would be to direct this motivated, decently organized force into counter-attack, push into Xeno territory and put some serious pressure on them. But Command vehemently decided otherwise. The Squads were split up and sent to different objectives, one 'securing the FOB' from an absent threat, and the other squad was assigned to some equally ineffectual task. Ten minutes later Command decided the squads should join up and go on a counter-attack, but by this time the momentum was lost, marines had wandered off alone and the aliens had been given ten minutes reprieve to move, hatch or re-enforce their hive. Needless to say the eventual attack was poor in its effect.

So, there's the problems I can see. What can be done to solve them? I don't know, here's some ideas. The fact that this isn't how things are already tells me that Apophis just isn't interested in doing things this way though... but he's asking for input to fundamental problems with one of the teams, maybe he's open to change. But, ech. I don't expect this post to be something he's never heard before.

:- A system where players can endorse experienced command staff over whoever happened to check the box and got RNG'd the role. Even if this is simply a timer tied to your account that prevents you from being Squad Leader or Bridge Officer until after your first week, XO and CO maybe a week later. That will, at the very least, prevent total newbies ruining a round by fumbling around in one of the most crucial roles. Alien Queens could likewise be vetted. Marines are far more likely to follow good plans from even moderately experienced Commanders.
:- Make the Marine Chain of Command far more inviolate than it is, so that when an order to attack is given you better go and damn well do it. Once the stock of good and bad leaders is separated and you aren't likely to get complete beginners or hapless idiots in charge then you can start expecting the marines to act as if it was a military scenario. If OOC rulings that strengthen Commands directives isn't enough, discourage mutiny by allowing harsher IG punishments. This will inevitably lead to conflict between well armed, rebellious marines and their relatively unarmed, unarmored Command staff, so adding extra bullet resistance to Officer Jumpsuits would make stupid mutinies far less likely to succeed. Or you could empower Liasons to fax in reports about terrible Command staff so they can be replaced non-violently, or just simply remove the permission to mutiny alltogether.
:- Command needs to be more involved with the consequences of their actions. The easiest way to do this is to make it MANDATORY for the Executive Officer to deploy planetside, acting as a sort of Commander in-the-field, unless their orders are directly over-ruled by the Commander. This would make it easier for the XO to get a feel for the progress of the battle, without relying completely on the SLs to report; they are more often than not busy enough trying to reign in a group of John Rambos while keeping themselves alive, making reports back to Command infrequent and hurried.
1138 wrote:“I am a short, asian woman.”

User avatar
Ninjah!
Registered user
Posts: 72
Joined: 16 Feb 2015, 13:44
Location: The country of waffles

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Ninjah! » 05 Jan 2016, 18:46

Just gonna put in my 2 cents here:

Note I play SL 90% of the time as marine.

1) Command: There's 2 options here, either there is no command staff (read: incompetent people that don't know how a headset works) and everyone ends up doing whatever, which is nearly always camp Nexus.
Seconden option is actually having command but no one to listen to them. People just ignore orders and join a group of marines that are doing what they want to do.

2) Slow as f***: if the aliens were even slightly competent they weeded the whole Cave. Enjoy the pace of a snail boys. Did I forget to mention that the aliens are raster and heal while on these things?

3) Meat shields: In some magic way a large enough group of marines arrives at the enemy hive. Aaaaaand it doesn't matter because everyone is just shooting at that idiot standing in their line of fire.

4) Medical Aid: Bioglue and that's everything the field medic can do. Broken bones? Go back to Sulaco in the hope that there's a doctor that can do surgery. If you're lucky you'll redeploy within an hour.

5) Marine: "Hey guys I just deployed and am comming to you!"
Runner: "hey."
Facehugger 1: "Nice helmet!"
Facehugger 2: "Nice face!"
(tbh this doesn't happen alot but alone in the dark the fear of it is real)

6) Remind me, why are we attacking instead of staying cozy at our lit up sentry filled cover rich electrified grilles reinforced outerwalls Nexus?

User avatar
CubeJackal
Registered user
Posts: 18
Joined: 21 Dec 2014, 08:52

Re: Why don't the Marines Push more? (A discussion to help development)

Post by CubeJackal » 09 Jan 2016, 13:25

this is a wild idea, but i'd say that having the marines on one z-level and the aliens on another is a huge part of the reason why things devolve into a turtle-fest. there's no way to adequately probe the other team's strength and defences if they're on a different z-level, and no commander or queen wants to throw everything they have onto the dropship and gamble on the small chance that the enemy is weak and disorganised. the only real intel you can get is an admin taking pity on the stronger team and giving them a nudge in the right direction. if map development is still happening, i'd say it's worth considering throwing together a map with just one z-level that the marines and xenos share. that would make a full retreat impossible and make for faster rounds.
Image

OffRoad99
Registered user
Posts: 16
Joined: 08 Jan 2016, 21:34
Location: Italy

Re: Why don't the Marines Push more? (A discussion to help development)

Post by OffRoad99 » 09 Jan 2016, 15:05

I will reply and give you my two cents opinion.

About the Marines. I've widely encountered many Marines that are either too "badass", with zero respect for authority and the chain of command, the kind of people that says "Cool" in the radio when you've been infected and dragged in the Hive. Let's face it, none of such people will EVER be admitted in the Marine Corps.
The core problem about the Marines is this: no one knows how to RP a Military-based character. It's not just shooting and killing, it's about working together, cooperating and organizing a solid plan. I have seen this happening just once.
It's worth to be mentioned the absolute retardness and incompetence of some Commanders, that sit in their offices to smoke a cigar when they have their Regiment getting mauled and eaten by the Xenomorphs.

About the Xenomorphs. It's complicated, playing as a Xenomorph seems to be much easier than playing as a CM. The main issue that I've found is the constant and subtle meta-game. Everyone seems to know what a beacon does, where the Marines will land, where to set up eggs...
Again, the only big issue I'm concerned with the Xenomorphs is meta-game.
Cpl. Arthur Cromwell: Staff Sergeant, as a daily reminded, I will remind you that I, as a field medic, will stay behind the rest of the team to heal to the fuck-face that gets injured, got it?

*Five minutes later, Cromwell fighting on the frontlines, EVERYONE else except him standing behind.*

GGgobbleCC
Registered user
Posts: 80
Joined: 10 Jan 2016, 18:14

Re: Why don't the Marines Push more? (A discussion to help development)

Post by GGgobbleCC » 10 Jan 2016, 20:03

Marines don't need to push

You have a steady stream of them always joining the game until one of the admins (rarely) turns off the new join option. And for every xeno you kill is worth a lot more than a dead marine who you can just clone back to life.

Couple that with basically infinite ammo, turrents, mines, and etc and you can easily just win but turtleing up and pot-shotting the odd xeno who comes close. On top of that, not many people will play a xeno on death/be observing for a larva(after 10minutes) and it just compounds the issue.

User avatar
Nick123q23
Posts: 455
Joined: 07 Jul 2015, 12:44
Location: LV-1201
Byond: Nick123q23

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Nick123q23 » 28 Jan 2016, 17:40

Everyone talking about how command is incompetent need to realize the most important thing for command to do their jobs. Sitreps.
If you tell command nothing, they have to rely on what they overhear and might mishear on squad comms and the SL's camera which only covers one person.

But if you tell command EVERYTHING significant that happens, maybe just a simple "hey these aliens are kidnaping people" "hey my squad lost three guys" "hey my squad is at full strength and idle"
then they'd be able to direct the squads together.

Even when I as a BO or XO ask for sitreps from my squads, I don't get much more than "WE'RE FUCKED" or silence.

Using :v and using :v often is the key to the marine's command structure to function.
Player of faceless xenomorphs of the species XX121, Miranda 'Mira' Laporte, Daniel Gryphon, Kia and Akl'iiya Quatza-rij
Proudly played as and won a round as an Ancient Empress

User avatar
Azmodan412
Registered user
Posts: 1318
Joined: 01 Oct 2015, 23:17
Location: The Void

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Azmodan412 » 28 Jan 2016, 18:28

Nick123q23 wrote:Everyone talking about how command is incompetent need to realize the most important thing for command to do their jobs. Sitreps.
If you tell command nothing, they have to rely on what they overhear and might mishear on squad comms and the SL's camera which only covers one person.

But if you tell command EVERYTHING significant that happens, maybe just a simple "hey these aliens are kidnaping people" "hey my squad lost three guys" "hey my squad is at full strength and idle"
then they'd be able to direct the squads together.

Even when I as a BO or XO ask for sitreps from my squads, I don't get much more than "WE'RE FUCKED" or silence.

Using :v and using :v often is the key to the marine's command structure to function.
PRAISE NAR'SIE AND THE DARK ONES! SOMEONE ELSE REALIZES SITREPS! When I had my stint as command staff a while ago, I would go on each and every squad channel, asking for a sitrep and its like a fucking library. Silence.
Image

Tyler 'Thrift' Borealis: Slaughterer of stupid xenos, insane motherfucker, and who played tower defense with Predators with an axe.
Predator Duels Won: 1
Predator Duels Lost: 2

BRING IT ON CASANY! I DO NOT CAST DOWN A CHALLENGE!
43 Xenos and counting.

Hunter Games: I am Moon Moon! Destroyer of worlds! Ahuhuhuhuhuhuhuhu!
Moon Moon Victories: x1

User avatar
Jack McIntyre
Donor
Donor
Posts: 457
Joined: 17 Aug 2015, 22:25
Location: Indiana

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Jack McIntyre » 28 Jan 2016, 19:19

Yea, or after a round I was directing, we had one assault the marines although greatly outnumbering the xenos we couldn't get another attack organized and since command staff was not helping at all for not trying to help us get squads moving since they just wanted to follow their directives, xenos kept creeping towards nexus, and although we got some marines who would go out and engage to try to slow them down, and fall back once contact got to heavy (these were the regulars who knew what they were doing mind you), we eventually got surrounded in nexus and slowly kept a trickle of marines who kept dying and we had to keep loading wounded and not getting any reinforcements coming down and low on helmets and ammo, we kept going through them like water trying to hold the line, we eventually had to fall back as T-3's just busted in and with competent crushers who kept heads on us to cover, we couldn't kill the boilers who were gassing us and spraying acid and with the ravagers and such charging in, most marines were either wiped out or already on the shuttle, leaving a few standing and fighting while the shuttle left them on the planet. It takes competent people in playing SL's and command staff. When everyone is on point, it is like a well oiled machine and a unstoppable force that can wipe a xeno team, but if you have people not talking or doing their job then you have a horrible situation that the marines will lose. It is a hard thing to do when non standards lose a assault to rally them again to go back out to fight the enemy. They want to just hide behind tables and grilles to try and hold the enemy in a defensive battle.

BadApple
Registered user
Posts: 49
Joined: 12 Aug 2015, 06:21

Re: Why don't the Marines Push more? (A discussion to help development)

Post by BadApple » 01 Feb 2016, 04:04

Marines are defensive: Ranged attacked, strong walls and defences with long set up time,

Xeno's are offensive: melee attacks (mostly, they do have the boiler for good range, and that is one) with weak but quicker defenses, faster movement (tunnels, speed) and quicker healing.

Marines lose all their defences when they attack. Engineers become next to useless and Medics can't heal and fight fast enough, they run out of supplies very quickly.

Basically a large amount of the marines gear and abilities can't be really used past the FOB, they have less information, less mobility and less supplies. Xenos get to defend the caves, making up for their lack of defences because of the open approach (surrounded by the slowing river) and narrow entrances.

EDIT: Xeno's also have stealth, their huggers being silent and shutting up marines, while even in marines use silencers, the xenos get alerted if one of them dies.

User avatar
Jeser
Registered user
Posts: 1119
Joined: 04 Mar 2015, 00:47
Location: Donetsk, Ukraine

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Jeser » 01 Feb 2016, 04:57

BadApple wrote:Marines are defensive: Ranged attacked, strong walls and defences with long set up time,

Xeno's are offensive: melee attacks (mostly, they do have the boiler for good range, and that is one) with weak but quicker defenses, faster movement (tunnels, speed) and quicker healing.

Marines lose all their defences when they attack. Engineers become next to useless and Medics can't heal and fight fast enough, they run out of supplies very quickly.

Basically a large amount of the marines gear and abilities can't be really used past the FOB, they have less information, less mobility and less supplies. Xenos get to defend the caves, making up for their lack of defences because of the open approach (surrounded by the slowing river) and narrow entrances.

EDIT: Xeno's also have stealth, their huggers being silent and shutting up marines, while even in marines use silencers, the xenos get alerted if one of them dies.
Still people whining about marines turtling.
Jeser "Fox" Aushwitz.
Jeser believes only in one thing - common sense.

Image
Image
Apop's permission: Click

User avatar
Sanchez13
Registered user
Posts: 48
Joined: 05 Jul 2015, 19:30

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Sanchez13 » 03 Feb 2016, 09:29

Jeser wrote: Still people whining about marines turtling.
Exactly. Unless Marines can get buffs or balances to be more capable of offensives, they will continue to turtle and play defensively. In all of my rounds, I've seen that if the marines CANNOT crush the aliens in a single offensive, the chances of there being another counterattack tend to shrink to zero due to a loss of a foothold/personnel/Spec gear.
"Keep your friends close and your enemies closer, but make sure that your family's at your side, and your gun's at your hip."

User avatar
Edgelord
Donor
Donor
Posts: 830
Joined: 21 Jul 2015, 12:52
Byond: Edgelord

Re: Why don't the Marines Push more? (A discussion to help development)

Post by Edgelord » 06 Feb 2016, 10:52

Applying RTS logic to CM, the reason you shouldn't sit in your base all day is because, while you're turtling the enemy is acquiring resources and expanding their control of the battlefield. Right now there is no need to hold down more than one point, but if there were some mechanic that rewarded map control then perhaps that could motivate marines to get out there. LV 624 needs hard objectives that MUST be taken, or they have no reason to push out into the darkness.

What if, and I'm completely spitballing here, there were radar towers that break down much like the generators? They could be strewn about the map and controlling them could tell you if there were enemies in the zone. Think motion sensor but on a larger scale. It doesn't have to be the radar tower, just give the marines SOMETHING to work towards other than kill the aliens dead and they will be forced to have a bigger presence on the planet to gain advantage.
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
Image

Post Reply