The State of the Game: Discussion

Generic, on-topic discussion about Colonial Marines.
User avatar
Crab_Spider
Registered user
Posts: 2114
Joined: 20 Aug 2016, 15:52
Byond: Krab_Spider

Re: The State of the Game: Discussion

Post by Crab_Spider » 19 Jun 2017, 06:46

Rocco Ward wrote:This is why I quit CM. Ever time marines learn a new tactic that gives them a advantage over xenos it gets nerfed into the ground.
Like putting two OBs at LZ1 when you decided to make an alternate FoB?
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

User avatar
Symbiosis
Registered user
Posts: 673
Joined: 17 Apr 2017, 12:13
Byond: Symbiosis

Re: The State of the Game: Discussion

Post by Symbiosis » 20 Jun 2017, 08:37

Just a follow up to the recent updates...

Well done! For all my words matter, the round pace is far more enjoyable. Doesn't seem as steamrollish, and there's a lot more opportunities to RP, save downed Marines, and have epic "last stands" defending your positions.

Great work!
Cliff "Chubs" Campbell

"Hey, did anyone bring any food with them?”

Thwei Kv’var - Blood Hunter

User avatar
johners12345
Registered user
Posts: 793
Joined: 10 Jan 2015, 20:58
Location: The Interwebs
Contact:

Re: The State of the Game: Discussion

Post by johners12345 » 20 Jun 2017, 14:40

Nyeshivuu wrote:Honestly i think the reason why you don't enjoy it right now is because you have been playing for too long, i took a break from this game for 2 weeks and i kinda enjoyed that round, there were good moments for me personally and remember, C R A C K the W H I P?

I had been playing since The old map with the Nostromo, I haven't played a full game in a year..... I'm going to play a new round right now, and when I finish I will give my honest opinion of what I think of the game now.

User avatar
Tidomann
Registered user
Posts: 449
Joined: 13 Jun 2017, 02:59
Location: Canada
Byond: Tidomann

Re: The State of the Game: Discussion

Post by Tidomann » 21 Jun 2017, 04:09

Can I just go down without arms as a meta defense vs ravagers?

User avatar
Crab_Spider
Registered user
Posts: 2114
Joined: 20 Aug 2016, 15:52
Byond: Krab_Spider

Re: The State of the Game: Discussion

Post by Crab_Spider » 21 Jun 2017, 06:33

Tidomann wrote:Can I just go down without arms as a meta defense vs ravagers?
You'll still die
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

misto
Registered user
Posts: 706
Joined: 28 May 2017, 05:53
Byond: Megamisto

Re: The State of the Game: Discussion

Post by misto » 21 Jun 2017, 09:52

hello my friends, i have been thinking about what pleases and displeases me about the game, and perhaps it will be beneficial to bounce some thoughts off each other

it is clear that a lot of players strongly prefer playing humans despite them being individually weak. why is that? a juicy mix of reasons, really. better roleplaying opportunities than "praise be to momma queen" and also a wealth of good and interesting features such as different firearms, medical equipment, fortifications, sentries, etc. to learn and play with. aliens are mechanically very simple in comparison! this simplicity may reflect strength in some cases, but it also makes them somewhat shallower and less interesting to learn and explore.

the biggest drag on the aliens in my opinion is the limited evolution slots and the queen having to heckle and corral the team into what to properly evolve into so as not to waste a slot because of it

i posit that losing the limited evo slots may be a good idea

1) the queen will not have to howl and yell at people as much to evolve properly

2) encourage more diversity of alien team setups

3) allows players to explore the different alien classes they are curious about instead of finding that all evo slots are full and being told to be the teams 12th expendable runner, and thus encouraging players to actually play as aliens

"but misto," you say, "how can we let the evo slots be unlimited? high evo aliens are too stronk!" uhh rebalance them. you already tweak them all the time in tiny ways i believe in you.

if going fully unlimited is really too much then consider at least adding more slots gradually and retweaking the high evo classes based on their newly heightened availability

of course, the other problem with this is that the sprites of many high-evo xenos are too damn big and making them more widespread might look dumb/ugly/overcrowded but thats an art direction problem that can also be solved

User avatar
TehSpoderman
Registered user
Posts: 979
Joined: 05 Feb 2017, 22:10
Byond: TehSpoderman

Re: The State of the Game: Discussion

Post by TehSpoderman » 21 Jun 2017, 09:55

misto wrote:hello my friends, i have been thinking about what pleases and displeases me about the game, and perhaps it will be beneficial to bounce some thoughts off each other

it is clear that a lot of players strongly prefer playing humans despite them being individually weak. why is that? a juicy mix of reasons, really. better roleplaying opportunities than "praise be to momma queen" and also a wealth of good and interesting features such as different firearms, medical equipment, fortifications, sentries, etc. to learn and play with. aliens are mechanically very simple in comparison! this simplicity may reflect strength in some cases, but it also makes them somewhat shallower and less interesting to learn and explore.

the biggest drag on the aliens in my opinion is the limited evolution slots and the queen having to heckle and corral the team into what to properly evolve into so as not to waste a slot because of it

i posit that losing the limited evo slots may be a good idea

1) the queen will not have to howl and yell at people as much to evolve properly

2) encourage more diversity of alien team setups

3) allows players to explore the different alien classes they are curious about instead of finding that all evo slots are full and being told to be the teams 12th expendable runner, and thus encouraging players to actually play as aliens

"but misto," you say, "how can we let the evo slots be unlimited? high evo aliens are too stronk!" uhh rebalance them. you already tweak them all the time in tiny ways i believe in you.

if going fully unlimited is really too much then consider at least adding more slots gradually and retweaking the high evo classes based on their newly heightened availability

of course, the other problem with this is that the sprites of many high-evo xenos are too damn big and making them more widespread might look dumb/ugly/overcrowded but thats an art direction problem that can also be solved
Allowing unlimited t3 slots is THE LAST THING we are gonna do. If the devs were to rebalance them, they would probably be neutered heavily.
Duke 'Oddshot' Stroh - The Bamboozler
Mentor: June 5th - September 1st
Check out my mapping dumping grounds: http://www.colonial-marines.com/viewtop ... 14&t=14204 . It's where people share their mapping projects and ask for feedback. Check it out pls <3

User avatar
jusa297
Registered user
Posts: 232
Joined: 20 Jan 2017, 19:48
Byond: jusa297

Re: The State of the Game: Discussion

Post by jusa297 » 21 Jun 2017, 09:57

misto wrote:~Snip~
No. Asking this to be locked.
Best interaction with i've had:
Image

I love you papa feweh, god bless.

LostPlayed a round as an Ancient Runner and Ancient Hunter. I still suck at alien though : ^)

User avatar
Tidomann
Registered user
Posts: 449
Joined: 13 Jun 2017, 02:59
Location: Canada
Byond: Tidomann

Re: The State of the Game: Discussion

Post by Tidomann » 21 Jun 2017, 10:46

Lol removing tier 3 slots. I think the best suggestion is here. viewtopic.php?f=130&p=145700#p145700

Gonna be nice to see what the devs cook up


Also can we please fucking get off ice planet.

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: The State of the Game: Discussion

Post by MrJJJ » 21 Jun 2017, 22:40

Removing tier 3 is the worst thing ever, i don't want the entire hive to be full of crushers and ravagers instead of 20 runners, fuck that

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

Re: The State of the Game: Discussion

Post by Feweh » 22 Jun 2017, 18:36

Rocco Ward wrote:This is why I quit CM. Ever time marines learn a new tactic that gives them a advantage over xenos it gets nerfed into the ground. Xenos should learn to adapt better. Actually scout properly, demine areas using crushers, send hunters on sabateour missions, etc.
Crab_Spider wrote:Like putting two OBs at LZ1 when you decided to make an alternate FoB?


Actually Rocco quit because he was removed from Commander for power-gaming and meta-gaming.

User avatar
johners12345
Registered user
Posts: 793
Joined: 10 Jan 2015, 20:58
Location: The Interwebs
Contact:

Re: The State of the Game: Discussion

Post by johners12345 » 22 Jun 2017, 18:44

I have played about four games since my post.. ( due to the rounds being long) and... Honestly I think I just played the hell outta the game.. I don't find much enjoyment in it anymore, but I can see the fun stuff being added, if I honestly had to complain, it's that the ancient sentinel is too stronk. Other than that, it's a fun game, and i like the new additions, i just can't find any fun in it. I'd say continue the good work dev's you are doing a good job as always.

User avatar
Crab_Spider
Registered user
Posts: 2114
Joined: 20 Aug 2016, 15:52
Byond: Krab_Spider

Re: The State of the Game: Discussion

Post by Crab_Spider » 22 Jun 2017, 19:06

Feweh wrote:Actually Rocco quit because he was removed from Commander for power-gaming and meta-gaming.
Feweh I know. I was responding the part about "legit methods to combat xenos that keep getting removed", which seriously rubbed me the wrong way, if I can even apply that phrase to this situation.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

misto
Registered user
Posts: 706
Joined: 28 May 2017, 05:53
Byond: Megamisto

Re: The State of the Game: Discussion

Post by misto » 29 Jun 2017, 11:32

aliens been losing a lot more often lately, whats up? was it the speed change that broke their back? i personally really like having opponents who i have a chance to see coming/am able to shoot at, so if you need to rebuff them consider giving them a little extra health rather than all their speed back

User avatar
Swagile
Registered user
Posts: 1149
Joined: 19 Jan 2017, 11:56
Byond: Swagile

Re: The State of the Game: Discussion

Post by Swagile » 29 Jun 2017, 11:54

Ive seen them losing a lot during "low" pop (90 players), but they usually win during high pop due to starting larvae + better chance the dead will go xeno.
Image

User avatar
Karmac
Registered user
Posts: 2458
Joined: 08 Aug 2016, 00:29
Location: 'Straya
Byond: Karmac
Steam: Karmac

Re: The State of the Game: Discussion

Post by Karmac » 29 Jun 2017, 20:55

Things are basically returning to normal.
Garth Pawolski, or is it Powalski?

Back in action.

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: The State of the Game: Discussion

Post by Renomaki » 29 Jun 2017, 23:04

Karmac wrote:Things are basically returning to normal.
Yeah, with our 25% marine win rate, 75% xeno win rate, FoBs being fun to build again, and round times lasting longer than an hour (at least on some maps) for once.

Back and forth is what makes the game fun, not just constant steamrolls where there is no point in trying. After all, marines are supposed to feel like they have a chance, right?
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

User avatar
WinterClould
Registered user
Posts: 990
Joined: 11 Jun 2017, 02:30
Location: Boogie Wonderland
Byond: WinterClould
Steam: 『WinterClould』

Re: The State of the Game: Discussion

Post by WinterClould » 30 Jun 2017, 03:50

I went from feeling like shit about the constant losses to actually having a fantastic time almost over night. About two weeks into the big changes starting and rounds are totally fun again.

Not saying it a problem, but part of the state of the game, BOILERS. Those things seem to be the hot new mvp's for the xeno. Nothing broken or anything I don't think, but after the FOB update helped marines make amazing FOB's again now boilers are a super strong counter. I went from hardly ever treating burns other then sometimes fixing someones burnt limb, to suddenly needing to bring a lot more burn heals to fix people who just got a quick lesson in WW1 trench warfare from a boiler a mile away. My only problem seems to be how hard it is to kill one with counter sniper attacks. They really soak up some damage, but maybe they should. Also, there's nothing better then making a boiler dance back and forth by shining the red dot of death at them. I always take the Scout Spec loadout just so I can do that and maybe get one with an airstrike if the PO just happens to be in the air.
Chen "DiscoKing" Westinton Proud recipient of the "Realest Nigga on the Bloc" Award. My Dossier, it's good. Trust me. Read it.
Secondary Objective: Stay Safe, Stick Together, Kick the ass of anything that might need an ass kicking. If you find any booze bring it up to CIC for me please.
Not everyone who lost their life on Space Nam' died there. Not everyone who came home from Space Nam' ever left there.
Image

misto
Registered user
Posts: 706
Joined: 28 May 2017, 05:53
Byond: Megamisto

Re: The State of the Game: Discussion

Post by misto » 30 Jun 2017, 08:41

boiler has been a great pick this whole time but was upstaged due to the greater visibility of crushers and ravs. maybe rail scopes should be a more popular pick to try to counter them, but even so a well put together xeno team will assign a crusher bodyguard/shield

User avatar
Symbiosis
Registered user
Posts: 673
Joined: 17 Apr 2017, 12:13
Byond: Symbiosis

Re: The State of the Game: Discussion

Post by Symbiosis » 30 Jun 2017, 08:44

The games in a great place at the moment. I'd rather see Larva changes (more Monkeys at round start) or Evolution sped up when Xeno numbers go down than huge buffs for Xenos or Marine nerfs if the win rate of Xenos dips due to evolving Marine tactics.

Playing either side feels really fun and rewarding.
Cliff "Chubs" Campbell

"Hey, did anyone bring any food with them?”

Thwei Kv’var - Blood Hunter

User avatar
Monoo
Registered user
Posts: 736
Joined: 16 Apr 2016, 14:38
Location: Deep in the salt mines
Byond: MonocledGerbil

Re: The State of the Game: Discussion

Post by Monoo » 05 Jul 2017, 13:39

Alright, I've been out for a few weeks and it seems like discussion has turned very positive, which is really good. I played one game a little while ago to test the waters, and things seemed pretty balanced, the dropship and FOB updates worked smoothly, all that. I think it might be time to come back soon. Time to c r a c k the whip
I play as this guy, proudly being dismembered by extraterrestrials since 2015.
Sometimes I might play other guys, you never know.

“It is good to have an end to journey toward, but it is the journey that matters in the end.” —Ursula K. Le Guin

Post Reply