Update Discussion thread (14FEB18)

Generic, on-topic discussion about Colonial Marines.
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Re: Update Discussion thread (14FEB18)

Post by JennerH » 21 Feb 2018, 16:37

I really wanna like slugs. IRL they're fucking badass and scary with how hard they hit, so I think a good way to balance them would be to make them really good at 3 tiles or farther, and 3 tiles or closer they become more inaccurate to moving targets and have buckshot excel here.

That way slugs and buckshot become a situational ammo type but still effective to a point if the situation changes.
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Re: Update Discussion thread (14FEB18)

Post by Surrealistik » 21 Feb 2018, 17:05

Jenner wrote:
21 Feb 2018, 16:37
I really wanna like slugs. IRL they're fucking badass and scary with how hard they hit, so I think a good way to balance them would be to make them really good at 3 tiles or farther, and 3 tiles or closer they become more inaccurate to moving targets and have buckshot excel here.

That way slugs and buckshot become a situational ammo type but still effective to a point if the situation changes.
The current issue with slugs is that even with the buffs they appear to be too weak, not too strong. Honestly I think the remainder of this proposal should be implemented, or at least phased in over time:

https://gitlab.com/cmdevs/ColonialMarines/issues/1531

I kind of see what you're going for, but a change that makes them weaker at close range, even with some bonus upside, seems both counterintutive and unnecessary; the current goal of slugs being decent at all ranges, but utterly outclassed by buckshot up close (because buckshot is that good in CQC, not because slugs are made arbitrarily weaker at that range) is fine I feel.
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Re: Update Discussion thread (14FEB18)

Post by Solarmare » 21 Feb 2018, 18:43

Mortars are devastating once dialed in properly, you can straight up delete a T3 with a few shells fired on the right position. Hard to work out a good location but the damage is rather impressive when it does land on a target. I see one thing where marines are placing it in the FOB I believe, which is mostly a mistake. It needs to be close to a front line but not on it for maximum accuracy and effect, less shells spent dialing and more doing damage.
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Re: Update Discussion thread (14FEB18)

Post by Surrealistik » 21 Feb 2018, 19:31

Solarmare wrote:
21 Feb 2018, 18:43
Mortars are devastating once dialed in properly, you can straight up delete a T3 with a few shells fired on the right position. Hard to work out a good location but the damage is rather impressive when it does land on a target. I see one thing where marines are placing it in the FOB I believe, which is mostly a mistake. It needs to be close to a front line but not on it for maximum accuracy and effect, less shells spent dialing and more doing damage.
It's definitely insane on Prison Planet where there is no shelter from the mortar storm.

On Ice Planet, LV and even Big Red, I can see it being much less impactful.

Once the mortar can no longer offset/scatter into caves (apparently it being able to do so is a bug/oversight), and beanos learn to counterplay and respect the test fire (which is their warning shot), I think its value will drop off.
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 21 Feb 2018, 20:20

What's gonna happen when people memorize the cords of important places? I mean it is a possibility.
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Re: Update Discussion thread (14FEB18)

Post by Solarmare » 21 Feb 2018, 20:34

They get punished if they try to do anything with that, for now xenos just need to realize the first shot is the warning, not the sound.
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Re: Update Discussion thread (14FEB18)

Post by ColdSuit » 21 Feb 2018, 21:21

Heres a minor suggestion, hate me all you want for it.

If mortars cant shoot indoors, then neither should boilers.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 21 Feb 2018, 21:44

Pyrotechnician and Mortar changelog
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Re: Update Discussion thread (14FEB18)

Post by Renomaki » 21 Feb 2018, 22:21

I myself like the new mortars, but I can't help but feel that they are not at their full potential as of yet due to people not really doing a whole lot with them as of now. So far, all I see are just lone engineers operating them all by themselves and getting targets once in awhile. I think marines really ought to try and form more proper fireteams for those things, having a marine aim while another one loads, as well as a dedicated spotter who remains nearby instead of just any guy with a tac binoc. If I ever get a mortar in my squad, I'm gonna form a proper fireteam for that thing and make it more active and interesting (plus it would be nice to share).
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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 21 Feb 2018, 22:48

New Spec Flamer is fucking STRONG. 10/10. Big muhreen buff in the right hands. Easy to counter with a Rav or Queen of course but wew lad it ROASTS benos.

Don't know how the nerf'd normie flamers are yet since they were broken the first round. Locked behind spec skills I think. Devs plz fix.
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Re: Update Discussion thread (14FEB18)

Post by BadApple » 21 Feb 2018, 23:18

I don't like the sound of the boiler change - I never play boiler but it was satisfying to see a good spray, and it was a Powerful but risky siege breaker.

Damaging cades sounds good, I always thought clouds should do that too. (But very minor, to add a little more seige pressure)

Are flamers good for hives?

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Re: Update Discussion thread (14FEB18)

Post by ColdSuit » 21 Feb 2018, 23:35

I love the new flamer spec, really adds some spice (pun fully intended) to the round.
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 22 Feb 2018, 01:59

There has been a lot of mortar ff from people trying to cut it too close.
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Re: Update Discussion thread (14FEB18)

Post by ColdSuit » 22 Feb 2018, 02:27

It will be a few days before we see truly effective use of both new weapons. However, I fear that these weapons will be heavily nerfed, much like the HPRs simply due to the "potential to meta/powergame". Something that I fear would render the new weapons useless. I suggest that the devs observe very closely and change in a piecemeal manner, not the massive xeno buffs/marine nerfs that have occurred over a short period of time.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 22 Feb 2018, 03:36

https://www.youtube.com/watch?v=42PQNsXjYTo

The flame took so long to die down. Double edge sword.
Pyro's armor is fire resistant is high but would be better if they are less likely to catch on fire in the first place.
Green flame is very weak indeed, I stand in a green flame tile as young sentinel, got burnt 3 times, almost no damage, then I catch on fire then the real damage kicks in.
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Re: Update Discussion thread (14FEB18)

Post by caleeb101 » 22 Feb 2018, 04:06

HKO2006 wrote:
22 Feb 2018, 03:36
https://www.youtube.com/watch?v=42PQNsXjYTo

The flame took so long to die down. Double edge sword.
Pyro's armor is fire resistant is high but would be better if they are less likely to catch on fire in the first place.
Green flame is very weak indeed, I stand in a green flame tile as young sentinel, got burnt 3 times, almost no damage, then I catch on fire then the real damage kicks in.
to be completely fair there, the flame spec was just throwing flames whenever instead of not blocking the marines charge
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Re: Update Discussion thread (14FEB18)

Post by Kesserline » 22 Feb 2018, 04:33

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When CM meets Team Fortress 2.

I WANT TO ROLL SPEC !

Looks awesome !

Edit : green is for clearing sticky resin, blue is for killing and heavy denial.

Double edit of the dead : wait, fire resistant. Means also resist to acid and acid cloud? (as they deal burn damage)
OH SHIIT I NEED TO TEST IT DAMN IT. I NEED TO GET OUTTA MAH WORK.

Triple edit of doom : seriously, I want to play spec. That update looks mega awesome.

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Re: Update Discussion thread (14FEB18)

Post by Heckenshutze » 22 Feb 2018, 10:14

I have a question about sprites since the recent new sprites and stuff: It is possible to have armor/helmet that shows damage? It would be cool to wear a battered armor, sign of all the shit you've been dealing with
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Re: Update Discussion thread (14FEB18)

Post by Stripetail » 25 Feb 2018, 15:08

So, I'm fine with marines not being able to body block, but I'm concerned when I see aliens weaponizing this change as an attack method. I'm seeing more and more runners sprint up, shove themselves against a marine a few times and then tackle them and drag them away. This ensures the marine has even less chance to escape than before.

I'm still interested in the change, and look forward to the next iteration of it, but abuse of this mechanic is growing more prominent and concerning me.
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Re: Update Discussion thread (14FEB18)

Post by Surrealistik » 25 Feb 2018, 15:23

JKincaid wrote:
25 Feb 2018, 15:08
So, I'm fine with marines not being able to body block, but I'm concerned when I see aliens weaponizing this change as an attack method. I'm seeing more and more runners sprint up, shove themselves against a marine a few times and then tackle them and drag them away. This ensures the marine has even less chance to escape than before.

I'm still interested in the change, and look forward to the next iteration of it, but abuse of this mechanic is growing more prominent and concerning me.
This.

I'll go further though: removing bodyblocking was yet another way to hugbox the aliens and further insulate them from the consequences and idiot taxes of their poor decisions, remove a useful tool of good marine counterplay, and now this change is being actively exploited on top of being, IMO, a bad idea in the first place.

Maybe T3s shouldn't be capable of being bodyblocked for narrative reasons at best (not like these aren't routinely ignored for the sake of mechanics though), but the likes of runners certainly have no business shoving marines out of their way.
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Re: Update Discussion thread (14FEB18)

Post by Simo94 » 25 Feb 2018, 15:59

I feel like Mortar's damage should stay as it is, but put a delay between firing two shells, for it to cool off or whatever goofy reason, cuz right now u can fire all ur ammo in quick succession to decimate wherever it lands
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Re: Update Discussion thread (14FEB18)

Post by dylanstrategie » 26 Feb 2018, 16:50

This is intended. You've never seen a real mortar being fired ?

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Re: Update Discussion thread (14FEB18)

Post by Simo94 » 26 Feb 2018, 17:08

>real
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Re: Update Discussion thread (14FEB18)

Post by Heckenshutze » 26 Feb 2018, 18:00

I'm really satisfied with the current game, now what we need is more aesthetic updates xenos and marine armor show damage when
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Re: Update Discussion thread (14FEB18)

Post by TehSpoderman » 26 Feb 2018, 18:04

I wonder how many devs consistently play the game. I know Nic and Spooky play sometimes and I think I hear Snail plays too, but not really anyone else. Maybe the devs can put off some time to play some rounds to see how their updates are affecting the game first hand.
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