Marine weaponry nerf.

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Egorkor
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Marine weaponry nerf.

Post by Egorkor » 04 Dec 2015, 11:43

Summary (a quick, 2-3 sentence summary):
Nerf the recently buffed marine weapons a bit, without returning it to BB-gun levels it was on before (somewhere in the middle between what we have now and what we had), mainly - the M41A rifle.
Benefits (How this will benefit the server and game as a whole):
It'll make aliens to not die that quickly, because right now they die like flies, and mostly cannot get to hug marines without certain abusive tactics due to the guns tearing them to pieces. Therefore, aliens don't get new hosts so marines win a war of attrition. That also makes the aliens turtle and create the big hives waiting for marines to come, whereas marines are sitting at the FOB waiting for the large alien assault force to come which never comes, since aliens simply don't have the numbers, and so there're neither the glorious FOB defences which made the playing as a marine fun, nor big hive assaults; rounds seem less action-packed than they used to. Lastly, this forces the aliens to kill and maim instead of the hugging, curbstomping the chances of getting new hosts, too.
Details (Description of how you think this would work, the benefits, etc):
-A simple nerf of everything that was buffed in the recent buff - to an extent, as said above, to prevent the guns being nigh useless again. For reference, two 10-mil bullets drop a hunter to half of his health right now, imo that's kinda discouraging for attacks.
-If that seems too balance-breaking, aliens' evolve points can be nerfed a bit too by increasing the amount of points required to evolve.
Implementation (Optional, if you have an idea how to implement it):
Tinkering with the code, I guess.

To clarify - I mainly play as the marine, so I guess the "alien bias" is not applicable here. Or is it.

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Sargeantmuffinman
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Re: Marine weaponry nerf.

Post by Sargeantmuffinman » 04 Dec 2015, 11:47

Hmmm I'm not quite sure on if the hunter actually drops to half health with two pulse rifle rounds.

So I'm neutral on this.
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Re: Marine weaponry nerf.

Post by Mephistophiles » 04 Dec 2015, 11:49

+1, I've noticed that the aliens die a lot quicker too as a marine. Maybe a tiny nerf.

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Re: Marine weaponry nerf.

Post by Wickedtemp » 04 Dec 2015, 11:57

I'd be in favor of this. I'm glad there was a buff, but it DOES seem a bit much. As an MP, I was able to solo a Carrier, a crusher, and two, maybe three sentinels when I was pretty much cornered in the Security lobby. I didn't die until the Queen came along so I had to change tactics a bit to avoid the screech, eventually one of the other xenos got a hugger on me and they decapped while I was out.

ONE marine can take out several xenos by themselves, easily. Xenos are normally outnumbered 2 or 3 to one, making the buff in firepower MUCH more dangerous.

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Re: Marine weaponry nerf.

Post by TopHatPenguin » 04 Dec 2015, 11:57

I honestly prefer aliens being able to soak up bullets so the seem as if they are "unkillable" because it makes killing them so much more fulfilling and you can actually feel proud of it (proud probably isn't the right word but you get the idea), compared to now where it's just like "Oh there is a ravager there.. but it'll die in a couple of shots, pew pew, it's dead time to move on to another xeno."

+1
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Re: Marine weaponry nerf.

Post by Aeleto » 04 Dec 2015, 12:01

Agreed, praetorians die pretty easily to a single marine with a rifle if it happens to miss the spit.

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Re: Marine weaponry nerf.

Post by Egorkor » 04 Dec 2015, 12:03

Mr. Penguin wrote:I honestly prefer aliens being able to soak up bullets so the seem as if they are "unkillable" because it makes killing them so much more fulfilling and you can actually feel proud of it (proud probably isn't the right word but you get the idea), compared to now where it's just like "Oh there is a ravager there.. but it'll die in a couple of shots, pew pew, it's dead time to move on to another xeno."

+1
Basically what I also wanted to add. Victories used to be hard-won, and a "gg muhreens" at the end was a praise indeed, you knew you as a team did good and you deserved it. Now the marine victory is nothing but a redtext - at least to me.

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Re: Marine weaponry nerf.

Post by Egorkor » 04 Dec 2015, 12:05

Sargeantmuffinman wrote:Hmmm I'm not quite sure on if the hunter actually drops to half health with two pulse rifle rounds.

So I'm neutral on this.
Happened to me, five, six bullets tops and you're in crit.

s a l t.

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Re: Marine weaponry nerf.

Post by monkeysfist101 » 04 Dec 2015, 12:05

I'm on the fence with this. On one hand, the more spongy xenos like the queen and the crusher should be nigh impervious to bullets. On the other hand, xenos are actually pretty squishy. Watch how little abuse the hunters take before exploding violently.https://youtu.be/Jiws5DAiAJY?t=12s
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Re: Marine weaponry nerf.

Post by Wickedtemp » 04 Dec 2015, 12:10

monkeysfist101 wrote:I'm on the fence with this. On one hand, the more spongy xenos like the queen and the crusher should be nigh impervious to bullets. On the other hand, xenos are actually pretty squishy. Watch how little abuse the hunters take before exploding violently.https://youtu.be/Jiws5DAiAJY?t=12s
That's because in the Aliens movie, of COURSE the aliens are going to be weak-ish. They're the antagonists and the antagonists are set to fail. Plus, there were over a hundred xenos in that movie so if they were bullet sponges, the marines wouldn't have had a chance.

But they can't have the same firepower here, because they're NOT outnumbered. They hardly EVER are, they almost always outnumber xenos two or three to one.

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Re: Marine weaponry nerf.

Post by Arachnidnexus » 04 Dec 2015, 12:20

Well, if aliens are as squishy as they are in lore we would also need to re-balance their damage to reflect lore as well. That means: a single drone slash will kill or seriously maim a marine, a single acid spit from a spitter will put a marine into pain crit then death, and removing a facehugger on someone's face kills them.

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Re: Marine weaponry nerf.

Post by HalfdeadKiller » 04 Dec 2015, 12:21

Neutral. I'd have to see alien health numbers, and weapon damage numbers, to get a better opinion on this. I don't want aliens to be like how they were before the damage buff. They were in my opinion incredibly unfun to fight due to how tanky they were, and how squishy marines were.

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Re: Marine weaponry nerf.

Post by Toroic » 04 Dec 2015, 12:46

I don't have any issue with the damage buff because the evolve timers have been shortened.

As someone who plays xeno exclusively, -1.

T3 can soak plenty of bullets, xenos aren't meant to be effective in open warfare where they get shot. They can quickly build cover/have potent stomps, screeches, and the boiler as a siege unit.
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Re: Marine weaponry nerf.

Post by RadiantFlash » 04 Dec 2015, 12:48

I really hate to be "That one guy" but -1, I prefer the way the bullet damage is right now. For the record, I play both xenos and marine.

For one thing, Apophis likely did exstensive testing before even considering making the change, so thats something to be considered. Another fact, is that hunting castes (Hunter, and runner) can pretty much dodge, and out run gunfire if they move smartly.

As for marine/alien turtle fest, most aliens don't just turtle in the hive you know. They'll be moving around the colony, looking for rambos or small groups to pick off marines one or two at a time. It seems to me, it's more of a marine menality issue, then anything.

I'm not certain of this now, but I don't believe alien/marine victory ratios have changed all that much. I still see plenty of alien wins on the colony map. Not sure about the prison though.

I don't want to sound condescending, but bullets won't do damage, if you don't get hit. From my expierance, the only times you really should be taking a lot of bullets as an alien, is assaulting the FOB/sulaco, or defending the hive (Also refering to colony, prison is a bit differant)

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Re: Marine weaponry nerf.

Post by Abbysynth » 04 Dec 2015, 13:05

In that movie they were armed with explosive ammunition and were guided by Ripley on how to fight them.

In our lore the marines are unprepared for the xeno threat. For that reason I'm more in favor of giving xenos either decent hp soak or faster respawning.

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Re: Marine weaponry nerf.

Post by Wickedtemp » 04 Dec 2015, 13:09

So, the reason the xenos went down so easily in the movie are so far...

- They all had explosive rounds.
- They were taught how to fight the xenos.
- Xenos were antagonists, and in movies the antagonist is supposed to lose.
- The xenos outnumbered the marines 10 to 1, so if they were actually super tough the marines wouldn't have had a shred of a chance.

Marines can overwhelm xenos using sheer numbers alone, most of the time.

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Re: Marine weaponry nerf.

Post by SkyeAuroline » 04 Dec 2015, 13:36

-1. Hard enough to take down T3s as it is, and xeno side is just a T3 spam. If you could convince Apophis to add more specialized weapons that could still deal with T3s at ALL for non-specialists along with the nerf, then I'd give this a neutral or +1, but that's on the auto-deny list and already got rejected once.

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Re: Marine weaponry nerf.

Post by monkeysfist101 » 04 Dec 2015, 13:39

Wickedtemp wrote:So, the reason the xenos went down so easily in the movie are so far...

- They all had explosive rounds.
- They were taught how to fight the xenos.
- Xenos were antagonists, and in movies the antagonist is supposed to lose.
- The xenos outnumbered the marines 10 to 1, so if they were actually super tough the marines wouldn't have had a shred of a chance.

Marines can overwhelm xenos using sheer numbers alone, most of the time.
-We're using the same 10mm ammo they used, even if it isn't explicitly stated.
-They weren't taught shit. At most, they were told that they exist and that they have acid blood. The smartgunners' smartguns couldn't track the xenos because they don't show up on IR. They were blind-firing instead of using the m56's burst fire.
-I wouldn't call one marine in critical condition in stasis and 1/2 of a Bishop model a victory.
-The xenos couldn't throw facehuggers either, but I don't see people asking for a nerf there.

The win/lose ratio is 1:1 there's no reason to change weapons at the moment.
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Re: Marine weaponry nerf.

Post by coroneljones » 04 Dec 2015, 13:56

Well,marine weaponry was given a buff and xenos were given faster evolutions.

Maybe take a step back if this happens,going back to how it was?



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Weapons are fine as it is,with xenos having faster evolutions and such,balance
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Re: Marine weaponry nerf.

Post by apophis775 » 04 Dec 2015, 17:45

Denied. Since I did this, the marine win/loss shifted from 25/75 to 50/50 in about a week.

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