Updates discussion thread

Generic, on-topic discussion about Colonial Marines.
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x31stOverlord
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Re: Updates discussion thread

Post by x31stOverlord » 17 Jan 2018, 06:54

Gnorse wrote:
17 Jan 2018, 04:54
I Really dislike the whole 'Standards can't use Advanced Trauma/Burn kits'.
On high-pop, 8 Medics is nothing. They'll either run out of supplies, Die or not even have time to treat people.
If you want to keep the 'Standards have to spend time to apply medical things' then yeah, sure. But c'mon.
I also agree that a max of 8 medics might be too low for a very high pop round. Considering the apparent state of medics at the moment (don't play medic personally so uninformed rubbish inc) with marines able to die so much more easily on the planet due to IB and organ damage the amount of times I see medics just ferrying cryobags to the LZ for even minor injuries because they have no way of treating them or marines just suicide charging because they dont want to risk the potential encounter of a medical hell means that med bay is largely empty as marines are dying more often than being treated with a combination of low numbers of medics planetaide and the fact that one unlucky swipe from Young Runner (69) could potentially cause IB which is certain death unless constantly QCed or medivacced and spending time in a cryo bag or under anasthetic for surgery which is not fun and uninteractive for the marines so they often just leave the keyboard and do something else for 15-30 minutes or just straight up SSD.

Might need to have a look at medic myself for a few rounds to assess the situation myself but all in all might need a drug that -can- heal -some- organ damage enough for minor injuries but can't just fix everything like peri used to do and had some negative effects so marines -could- keep fighting but would have to go up for treatment after a short time rather than injury>cryobag>LZ>left in lobby of med bay until someone notices after dealing with the other hundred cryobags.
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Re: Updates discussion thread

Post by Crab_Spider » 17 Jan 2018, 07:43

I like these new changes.
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Re: Updates discussion thread

Post by HKO20006 » 17 Jan 2018, 13:15

I noticed a side effect. Longer rounds (3/4/5 hours) are more common now.
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Re: Updates discussion thread

Post by caleeb101 » 17 Jan 2018, 21:55

BladeBr wrote:
17 Jan 2018, 06:44
...
You know that you can still trauma and burn kits normally, just slower and less efficient, right?
even then, that's painful.
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Re: Updates discussion thread

Post by misto » 20 Jan 2018, 23:42

LMG crate price basically doubled. were they really making that much of an impact? well, guess req is back to just saving up for sentries instead of trying anything different

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Re: Updates discussion thread

Post by Surrealistik » 20 Jan 2018, 23:50

LMG has definitely been priced out of viability.
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Re: Updates discussion thread

Post by Nyeshivuu » 21 Jan 2018, 00:23

I didn't even know lmgs existed, that update was pointless as tits on a fish.
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Re: Updates discussion thread

Post by misto » 21 Jan 2018, 00:26

i would suggest gently rising it up from 40, to 45, or 50, and etc. rather than taking a big leap in price like that - if a price increase was really called for at all

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Re: Updates discussion thread

Post by TheDonkified » 21 Jan 2018, 00:55

Nyeshivuu wrote:
21 Jan 2018, 00:23
I didn't even know lmgs existed, that update was pointless as tits on a fish.
LMG was HPR.
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Re: Updates discussion thread

Post by Jonesome » 21 Jan 2018, 14:43

It irks me that some changes are not recorded in the update log. Recently I was using the janitorial cart and found that it no longer carries wet floor signs. This is a grievous violation of standard workplace safety protocols.
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Re: Updates discussion thread

Post by False_Enigma » 21 Jan 2018, 16:49

Jonesome wrote:
21 Jan 2018, 14:43
It irks me that some changes are not recorded in the update log. Recently I was using the janitorial cart and found that it no longer carries wet floor signs. This is a grievous violation of standard workplace safety protocols.
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Re: Updates discussion thread

Post by Jroinc1 » 22 Jan 2018, 20:03

Jonesome wrote:
21 Jan 2018, 14:43
It irks me that some changes are not recorded in the update log. Recently I was using the janitorial cart and found that it no longer carries wet floor signs. This is a grievous violation of standard workplace safety protocols.
Many changes aren't recorded. You just gotta notice them.
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Re: Updates discussion thread

Post by Gnorse » 23 Jan 2018, 14:18

Let's see :
-HPRs are basically impossible to get now.
-Queen has armor, charge AND screech. Ancient empress is basically an ancient crusher with an AOE stun.
-Want a B18 Sniper ? too bad, so sad.

But hey, Runner and hunter pounce duration was slightly reduced so it's all good.

Seriously though, I'm getting pretty damn tired of these buffs/nerfs
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Re: Updates discussion thread

Post by Surrealistik » 23 Jan 2018, 14:34

Gnorse wrote:
23 Jan 2018, 14:18
Let's see :
-HPRs are basically impossible to get now.
-Queen has armor, charge AND screech. Ancient empress is basically an ancient crusher with an AOE stun.
-Want a B18 Sniper ? too bad, so sad.

But hey, Runner and hunter pounce duration was slightly reduced so it's all good.

Seriously though, I'm getting pretty damn tired of these buffs/nerfs
I'm pretty sure that the duration of the Runner/Hunter's freeze/immobilization was just reduced, not the stun/knockdown time, so it's another Beno buff.
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Re: Updates discussion thread

Post by Kesserline » 23 Jan 2018, 17:18

APR project is countering HPR loss. Having some good feedbacks so far, and very interesting resultats that I couldn't have with HPR.

BC/RDS/FG with Big AP ammo box, 3 AP mags is doing more damage and is much more flexible than a HPR.
Moreover, as the marine is using a regular M41 pulse rifle rather than a HPR, is less getting targeted.
Finally, as this is a pulse rifle, marines can freely loot it from the dead user and do not fear about not finding the spare ammo box from it.

So eh, HPR are not that greatest force multipliers.

____________________

For the case of Queen, the only fact that bothers me is that most queens can become Ancient due to the new Overlordess Xeno Meta. It means that the crusher-Queen becomes nearly unstoppable anyway. Maybe the charge should drain her some plasma at each tiles charged, making a charge very situational.

____________________

For the Specs, most of the time, Specs are wasted slots by crewies. So, it won't harm them, and won't harm more the USCM side than having crewies on Spec slots.

It surely restrain Spec flexibility though in mid-late game when casualties occured.

Maybe lift the weapon restriction on Sniper and M4RA, as they are not tide-changing weapons, but can still be really useful for Specs.

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Re: Updates discussion thread

Post by misto » 23 Jan 2018, 18:02

perhaps the queen buffs are actually a clever trap to trick idiot queens into charging their dumb asses into fortifications over and over and getting themselves killed, just like the old days, because having a queen who behaved like a squad operator was proving too effective at making the xeno team behave like a real team

also kesserline you might want to keep your experiments to turn regular pulse rifles into weapons rivalling or surpassing heavy pulse rifles under your hat, youre only going to get the cost of the attachments and magazines youre using to accomplish this shot up

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Re: Updates discussion thread

Post by Kesserline » 23 Jan 2018, 18:20

Oh.. True on that.

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Re: Updates discussion thread

Post by oprayx73 » 23 Jan 2018, 18:43

Having queens diverge into combatmode/supportmode is pretty epic. It rewards good queens for holding on, and good queens for knowing when to go in.
Higher skill ceiling, basically.
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Re: Updates discussion thread

Post by Solarmare » 25 Jan 2018, 20:57

The new ammunition types for the M4RA seems to have made it quite formidable in the right hands, time will tell whether it needs adjustment I suppose.
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Re: Updates discussion thread

Post by Heckenshutze » 26 Jan 2018, 18:20

I'm so happy we have 40 rounds again on our loved Pulse Rifle.
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Re: Updates discussion thread

Post by Cry of Wolves » 27 Jan 2018, 01:07

We have a new groundbreaking update...

B-ball can now track all them sick ass slam dunks on a highly advance piece of Tech called a "Scoreboard."

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Re: Updates discussion thread

Post by HKO20006 » 27 Jan 2018, 12:34

DS crashing into Alamyer wil cause lights and APCs to break, no coms no lights, the last stand is more likely a steamroll now.
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Re: Updates discussion thread

Post by Kesserline » 27 Jan 2018, 12:43

Moreover, the damage dealt to marines are like a nade sent 2 tiles from you.

But you suffer from that damage from too long distance.

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Re: Updates discussion thread

Post by Bronimin » 27 Jan 2018, 14:18

Kesserline wrote:
27 Jan 2018, 12:43
Moreover, the damage dealt to marines are like a nade sent 2 tiles from you.

But you suffer from that damage from too long distance.
I was a runner, the DS crashed into the north cafeteria and I got to RO in time to slash a marine that had fallen over from the explosive impact to death before he could get up.

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Re: Updates discussion thread

Post by Karmac » 27 Jan 2018, 21:58

Heckenshutze wrote:
26 Jan 2018, 18:20
I'm so happy we have 40 rounds again on our loved Pulse Rifle.
literally fucking this
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