This Weekends Xeno Update has some adjustments...

Generic, on-topic discussion about Colonial Marines.
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apophis775
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Re: This Weekends Xeno Update has some adjustments...

Post by apophis775 » 27 May 2016, 03:49

Hopefully, that quickfix I did, fixes some of the balance issues. I wasn't expecting the Xenos to be so tanky, or for Praetorians to be lol LOL-PERMASTUN by shooting the same marine over and over...

Hopefully, some of that is fixed now.

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Re: This Weekends Xeno Update has some adjustments...

Post by TeknoKot » 27 May 2016, 04:05

Will xenos ever be able to nickname themselves?
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Re: This Weekends Xeno Update has some adjustments...

Post by Nubs » 27 May 2016, 08:06

Better coat the server in corrosion resistant alloys, cause there's some very saline conditions ahead.

Will be nice to play my role as crusher (crowd control) without getting gunned down by two guys with smgs at least. Thanks for all the work, we'll play and look forward to the adjustments too
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Re: This Weekends Xeno Update has some adjustments...

Post by 1138 » 27 May 2016, 12:53

TONIGHT WE DINE IN HELL

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Re: This Weekends Xeno Update has some adjustments...

Post by outordinary » 27 May 2016, 13:07

Nubs wrote:Better coat the server in corrosion resistant alloys, cause there's some very saline conditions ahead.

Will be nice to play my role as crusher (crowd control) without getting gunned down by two guys with smgs at least. Thanks for all the work, we'll play and look forward to the adjustments too
Bruh it's already started. You see Apop already rolling out "fixes" since salt levels going up.

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Re: This Weekends Xeno Update has some adjustments...

Post by Surrealistik » 27 May 2016, 13:29

Hopefully Ancient Runners can't decap in under 5 seconds as was the case earlier.
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Re: This Weekends Xeno Update has some adjustments...

Post by Feweh » 27 May 2016, 13:35

TeknoKot wrote:Will xenos ever be able to nickname themselves?

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Re: This Weekends Xeno Update has some adjustments...

Post by Mitchs98 » 27 May 2016, 14:44

apophis775 wrote:
Let me clarify:

The upgrades, are for T1/T2 only. There might be SOME for T3 planned, but the upgrades are mainly to keep the lower tiers useful.
Oooh! I see! Well then I have literally no complaints with this update at all. +1 man.

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Re: This Weekends Xeno Update has some adjustments...

Post by apophis775 » 27 May 2016, 15:07

outordinary wrote: Bruh it's already started. You see Apop already rolling out "fixes" since salt levels going up.

It was a single fix. And I think that single fix, fixed many of the issues. Some stuff I wasn't sure how it would be used until I saw it. Like I didn't expect Praetorians to use their neuro-spit to just infini-stun a single marine, I saw it as a "supression" weapon before an attack. I fixed this, by adjusting the cooldown to be slightly more than the stun, thought still MUCH lower than it used to be. I think Sentinal/Spitter/Prae have become true RANGED warriors.

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Re: This Weekends Xeno Update has some adjustments...

Post by Surrealistik » 27 May 2016, 15:31

Acid spam is fine for the Praetorians, but the neurotoxins should have considerable cooldowns in significant excess of the stun time given that tacklespam easily fills small gaps between the recovery time and cooldown.
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Re: This Weekends Xeno Update has some adjustments...

Post by apophis775 » 27 May 2016, 15:35

That's how i adjusted it, and it appears to be MUCH better.

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Re: This Weekends Xeno Update has some adjustments...

Post by Disco Dalek » 27 May 2016, 17:23

I might have to try aliens again...
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Re: This Weekends Xeno Update has some adjustments...

Post by apophis775 » 27 May 2016, 17:38

From what I hear, the battles are much more fluid and unpredictable, which is what I wanted. I think, these buffs (after my minor scaleback) really helped the gameplay.

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Re: This Weekends Xeno Update has some adjustments...

Post by Surrealistik » 27 May 2016, 18:21

My concern is that it'll make marine turtling more problematic than ever.
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Re: This Weekends Xeno Update has some adjustments...

Post by Boltersam » 27 May 2016, 18:26

The update has made a lot of things weird. I was playing marine (Yes. I do. Sometimes. THIS IS NOT RELEVANT.) and I encountered a lone runner while ferrying corpses back to the FOB. Normally, I could dodge until they water their pounce and just unload a slug into the back of their head, but s is not the case. Fighting with even runners in close quarters has gotten a lot more dangerous, where you're constantly dancing around each other while you both try to get off that guaranteed kill/infect shot/pounce, one slip up and you'll die. It, to say the least, surprised me.

The update's improved combat capabilities of the xenomorphs, it's great. One detraction though, is the marines are having a tough time even when it's an entire squad vs two aliens, though the combo in question was a carrier and a crusher.

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Re: This Weekends Xeno Update has some adjustments...

Post by Ghostboy1217 » 27 May 2016, 19:07

really excited to see xenos get a buff and no longer be cannon fodder mainly runners considering all you ever see in alien chat is " Runner (666) Died in Weyland facility" so maybe now there wont be as many runners going straight to their deaths but either way super excited for any updates always and forever.
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Re: This Weekends Xeno Update has some adjustments...

Post by jalen earl » 27 May 2016, 21:06

Im liking praetorian now. you actually are pretty handy with spit making a fair solid hive guard rather than behaving like a beefy sentinel
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Re: This Weekends Xeno Update has some adjustments...

Post by ShortTemperedLeprechaun » 27 May 2016, 21:17

jalen earl wrote:Im liking praetorian now. you actually are pretty handy with spit making a fair solid hive guard rather than behaving like a beefy sentinel
Depends on whether you decide to go for the wide-spread disabling a squad through your rapid fire spit, or just stun lock ONE of them.
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Re: This Weekends Xeno Update has some adjustments...

Post by Surrealistik » 27 May 2016, 22:50

Server should definitely track win/loss, marine and alien team compositions (round start marine, survivor, pred and alien count, max/min # of marines/aliens, and the # of each alien type and each marine job, both combatant and non-combatant during a round, etc), flags for mitigating circumstances like admin fuckery, and metrics like total damage and kills dealt by each weapon, predators, alien caste, etc... to help better and more objectively gauge balance, and possible balance issues.
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Re: This Weekends Xeno Update has some adjustments...

Post by jalen earl » 27 May 2016, 23:04

ShortTemperedLeprechaun wrote: Depends on whether you decide to go for the wide-spread disabling a squad through your rapid fire spit, or just stun lock ONE of them.

More just with dropped delay means you can keep a moreconsistent fire support when the hive is being assaulted
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Re: This Weekends Xeno Update has some adjustments...

Post by Viveret » 28 May 2016, 00:31

Prae stun locking is a problem, as is T3 spam and spitspam IN THE HIVE.

It's the new tacklespam.
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Re: This Weekends Xeno Update has some adjustments...

Post by Dyne » 28 May 2016, 00:55

Good points: caste limits.
Not so good points: Doombunnies and GatlingSpitGuns.

Overall a fun update.
Sadly it in no way improves xeno coordination and communication.

Can we please ask coders to do some work on the long proposed 'Make higher tiers louder in Hivemind' idea?
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Re: This Weekends Xeno Update has some adjustments...

Post by Viveret » 28 May 2016, 01:20

Also.

Runners used to be useful only as scouts or ambushers.
Now they just wreck your shit and stun you in half a second.


Personal Pros

-Discourages ramboing
-Makes Prae viable

Personal Cons
-Prae only useful for stunlocking marines now
-FUCKING SPITSPAM
-Did I mention spit?
-Pouncing is hard to counter now
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Re: This Weekends Xeno Update has some adjustments...

Post by ShortTemperedLeprechaun » 28 May 2016, 02:04

Viveret wrote:Also.

Runners used to be useful only as scouts or ambushers.
Now they just wreck your shit and stun you in half a second.


Personal Pros

-Discourages ramboing
-Makes Prae viable

Personal Cons
-Prae only useful for stunlocking marines now
-FUCKING SPITSPAM
-Did I mention spit?
-Pouncing is hard to counter now
If you're pounced by a runner, you're down for a very short time, barely enough to use their huggers.
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Re: This Weekends Xeno Update has some adjustments...

Post by MrJJJ » 28 May 2016, 02:08

ShortTemperedLeprechaun wrote: If you're pounced by a runner, you're down for a very short time, barely enough to use their huggers.
Yeah sometimes people got up almost as soon as their got pounced, and if the runner hits a wall, he get's stunned for at least 3 seconds, which tends to be enough for someone to put a bullet or a few into the runner

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