Update Discussion thread (14FEB18)

Generic, on-topic discussion about Colonial Marines.
Locked
User avatar
Rohesie
Registered user
Posts: 312
Joined: 22 Dec 2017, 02:38
Byond: Rohesie

Re: Update Discussion thread (14FEB18)

Post by Rohesie » 03 Jun 2018, 04:23

BadApple wrote:
03 Jun 2018, 03:56
I don't quite get the point of the vendors. The only difference is if I lose my armor (after getting defib'd) I can't get a second one. Otherwise its just limiting things you'd only want one of anyway?
You can still get armor in the surplus uniform vendors. What you can't get if you lose are pouches and belts.
Chibi Lyds by Okand37

User avatar
BillyBoBBizWorth
Registered user
Posts: 327
Joined: 13 Mar 2018, 18:07

Re: Update Discussion thread (14FEB18)

Post by BillyBoBBizWorth » 03 Jun 2018, 04:27

Sulaboy wrote:
02 Jun 2018, 15:34

MadSnailDisease updated:

Further changed how damage redistributes in order to punish going out without armor or a lot of empty slots in general
Hang on, so does having items in your armor/webbing slots add to weight/armor?


Glad the warriors have been dealt with, must of been one of the most anticipated updates for a while.

Got to jump on and check out the new vendor changes.
Max Dallas has been hit in the chest by the M40 HEDP grenade.

I will murder you Brittany Breeze

"It was a fantastic round. If the CO hadn't cryo'ed before the end I'd have bothered him to give at least two more medals. To PFC Max Dallas, who kept doing the path between the frontlines to FOB (the only place with medical aid) with a roller bed, and saved a lot of marines who'd have husked otherwise. And to Dr. Haley Altman, who after all medics were gone was fixing us time and again for hours straight. At the end there were over 10 patients around her either dead or in crit, and she just kept going."

User avatar
Cry of Wolves
Registered user
Posts: 502
Joined: 10 Aug 2015, 22:15
Location: California
Byond: Cry of Wolves
Steam: Cry of Wolves

Re: Update Discussion thread (14FEB18)

Post by Cry of Wolves » 03 Jun 2018, 04:28

This update was pretty much to remove marines that vend all the first aid pouches just to take the injectors. And I will admit, it is incredibly annoying seeing first aid pouches on the floor with just bandages and ointment.

User avatar
ghost120
Registered user
Posts: 183
Joined: 28 Mar 2018, 11:23
Byond: Ghost120

Re: Update Discussion thread (14FEB18)

Post by ghost120 » 03 Jun 2018, 05:15

Gnorse wrote:
03 Jun 2018, 04:14
One problem I have with vendors is first aid pouches.
Can we no longer take two pouches, one with injectors and other with the regular loadout ?
Hell, what if you use up all your injectors ? Are we going to have to beg Req for a refill ?

Edit : I know you can restock nanomeds with expanded injectors, but my point still stands

but other than that, It's neat. Unneeded, but neat.
Welp, i take additional injectors from nanomeds, i believe there's no other way to get more of them.
Leon "Ghost" Daemon Image Chibi Leon by Okand37. Huge thanks to her!

User avatar
Imperator_Titan
Registered user
Posts: 884
Joined: 05 Oct 2016, 13:14
Location: Dublin, Ireland
Byond: Imperator_Titan

Re: Update Discussion thread (14FEB18)

Post by Imperator_Titan » 03 Jun 2018, 06:36

Tank artillery provides a large zoom, much like the boiler's own zoom. You can fire your weapons too while zoomed in, allowing you to kill xenos without them ever seeing you. It's basically the only module you need tbh.

User avatar
Gnorse
Registered user
Posts: 582
Joined: 25 Dec 2016, 13:06
Location: Who knows ?
Byond: Gnorse
Steam: Gnorse2

Re: Update Discussion thread (14FEB18)

Post by Gnorse » 03 Jun 2018, 08:10

That's a bit harsh, isn't it ?
So basically we have to rely on medics even more now, since first-aid injectors did most of the work.
-local suicidal delta PFC. No, not murry, the other one- : Oussama 'DOA' Neghiz
Please don't follow me if you don't want to die
Occasional commander, Part-time smartgunner and Full-time PFC.

Image
Image (Huge thanks to Okand37 for making this cute boi !)

User avatar
Bronimin
Registered user
Posts: 389
Joined: 15 Jun 2017, 21:58

Re: Update Discussion thread (14FEB18)

Post by Bronimin » 03 Jun 2018, 08:51

ghost120 wrote:
03 Jun 2018, 05:15
Welp, i take additional injectors from nanomeds, i believe there's no other way to get more of them.
Cargo has a billion of the things in their vendor and I think that they are all filled, soooo

User avatar
BillyBoBBizWorth
Registered user
Posts: 327
Joined: 13 Mar 2018, 18:07

Re: Update Discussion thread (14FEB18)

Post by BillyBoBBizWorth » 03 Jun 2018, 08:53

Smartgunners dont appear to get a spare powerpack anymore with these new vendor changes, so say goodbye to leaving a spare one at the LZ/FOB.Another thing we will have to ask REQ for.
Max Dallas has been hit in the chest by the M40 HEDP grenade.

I will murder you Brittany Breeze

"It was a fantastic round. If the CO hadn't cryo'ed before the end I'd have bothered him to give at least two more medals. To PFC Max Dallas, who kept doing the path between the frontlines to FOB (the only place with medical aid) with a roller bed, and saved a lot of marines who'd have husked otherwise. And to Dr. Haley Altman, who after all medics were gone was fixing us time and again for hours straight. At the end there were over 10 patients around her either dead or in crit, and she just kept going."

User avatar
spookydonut
Registered user
Posts: 457
Joined: 13 Oct 2017, 02:08
Byond: spookydonut

Re: Update Discussion thread (14FEB18)

Post by spookydonut » 03 Jun 2018, 09:12

Engineers rejoice, now you can take as much metal as you can

User avatar
Brotemis
Registered user
Posts: 97
Joined: 09 Mar 2018, 12:55
Byond: Brotemis

Re: Update Discussion thread (14FEB18)

Post by Brotemis » 03 Jun 2018, 11:27

I do like the new vendors vs lockers. In a way, it's more streamlined and easier for new people to understand, but at the same time can possibly limit you.

I swear, smart gunner vendors used to have another power pack in them so you could take a backup with you.

Has this changed or am I imagining things?
Commander Giovanni "Gianni" Romano
Pilot of the Flaming Flamingo
Just a Delta trying to find that pineapple pizza MRE

User avatar
Park
Registered user
Posts: 30
Joined: 24 Jan 2018, 13:24
Byond: LeBaguette

Re: Update Discussion thread (14FEB18)

Post by Park » 03 Jun 2018, 11:29

Smartgunners definitely had a spare powerpack in their vendor so it's definitely wasn't your imagination.
박소희
한번 해병은 영원한 해병

User avatar
solidfury7
Registered user
Posts: 737
Joined: 28 Jul 2016, 20:54

Re: Update Discussion thread (14FEB18)

Post by solidfury7 » 03 Jun 2018, 11:37

This change looks excellent on paper. I'm looking forward to trying them out.
Character
William 'Jester' Crimson
Roles
CMP
Captain
Staff Officer

User avatar
ghost120
Registered user
Posts: 183
Joined: 28 Mar 2018, 11:23
Byond: Ghost120

Re: Update Discussion thread (14FEB18)

Post by ghost120 » 03 Jun 2018, 12:33

Also, there is something sneaky. Injectors in first-aid pouches now have 15 units, so don't OD yourself.
Leon "Ghost" Daemon Image Chibi Leon by Okand37. Huge thanks to her!

User avatar
James_ii
Registered user
Posts: 41
Joined: 10 Jul 2017, 07:30
Location: Somewhere in Poland.
Byond: James II

Re: Update Discussion thread (14FEB18)

Post by James_ii » 03 Jun 2018, 13:40

Nice. Injector buff.

Also has I tried the update, I think it's pretty ok.

Allthough my perspective for it is kinda limited, I think that the update might be a buff for the marines.

With all of the points and such.
I'm the guy who plays James 'Gunslinger' Baker. That guy who is your Boss/Overwatch guy/your doctor/field doctor/brother in arms.

User avatar
Pogo92
Registered user
Posts: 68
Joined: 10 Apr 2018, 12:29
Byond: Pogo92

Re: Update Discussion thread (14FEB18)

Post by Pogo92 » 03 Jun 2018, 13:47

Gnorse wrote:
03 Jun 2018, 08:10
That's a bit harsh, isn't it ?
So basically we have to rely on medics even more now, since first-aid injectors did most of the work.
Apparently you never use bandages. Unless you're in a high damage state (Mangled/Sloughing) a bandage and burn ointment can usually get you back to a good spot with natural healing rates. For anything a bandage/ointment can't heal, you probably will need to see a medic anyways (Pain Crit, Broken bones, ect.). Only time I use my first aid injector is if I don't have time to bandage myself or if it's a high amount of danage and I can't get to a medic, which is rare (And thus one per bag is fine for it).
PFC Pogo "Stinky" Marimo
An unlikely hero; Unlikely to save the day.

User avatar
Rohesie
Registered user
Posts: 312
Joined: 22 Dec 2017, 02:38
Byond: Rohesie

Re: Update Discussion thread (14FEB18)

Post by Rohesie » 03 Jun 2018, 15:39

Pogo92 wrote:
03 Jun 2018, 13:47
Apparently you never use bandages. Unless you're in a high damage state (Mangled/Sloughing) a bandage and burn ointment can usually get you back to a good spot with natural healing rates. For anything a bandage/ointment can't heal, you probably will need to see a medic anyways (Pain Crit, Broken bones, ect.). Only time I use my first aid injector is if I don't have time to bandage myself or if it's a high amount of danage and I can't get to a medic, which is rare (And thus one per bag is fine for it).
Bandage is useful for stopping bleeding, but you can throw away ointment without regrets.

Injectors are great, though. If a ravager lops of one of your hands you can use the other to inject yourself both injectors and run away back to safety, pain-crit delayed and a bit of healing. Remember to examine yourself for bleeding wounds and apply bandages.
Chibi Lyds by Okand37

User avatar
Sulaboy
Registered user
Posts: 782
Joined: 14 Jan 2018, 04:10
Location: Florida
Byond: Sulaboy
Steam: Danger

Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 03 Jun 2018, 18:16

BillyBoBBizWorth wrote:
03 Jun 2018, 04:27
Hang on, so does having items in your armor/webbing slots add to weight/armor?


Glad the warriors have been dealt with, must of been one of the most anticipated updates for a while.

Got to jump on and check out the new vendor changes.
It's for the tank, it has to deal with adding modules. Marine armor is unchanged.
Clancy 'Danger' Long
Ethan
A̸̧̭̰̮̰̜̥͈̱̲̫̲̭͋̄̈̍̉̓̿̊̃H̸͈̬̗̓̄̒̇̿̀̏̎͑͊̇̃̇͝Ĥ̴̨̧̨̩̞̗̤͝ͅH̴͔͕͊̄̓̐̀͝

BadApple
Registered user
Posts: 49
Joined: 12 Aug 2015, 06:21

Re: Update Discussion thread (14FEB18)

Post by BadApple » 03 Jun 2018, 19:18

I played engineer and the update makes more sense

However now I want briefing to happen before I gear up, so I can choose loadout based on orders - any plans for a change like that?

I don't wanna miss the drop when its straight after briefing.

User avatar
BillyBoBBizWorth
Registered user
Posts: 327
Joined: 13 Mar 2018, 18:07

Re: Update Discussion thread (14FEB18)

Post by BillyBoBBizWorth » 03 Jun 2018, 22:23

Sulaboy wrote:
03 Jun 2018, 18:16
It's for the tank, it has to deal with adding modules. Marine armor is unchanged.
Ahh ok, rogey that.
Max Dallas has been hit in the chest by the M40 HEDP grenade.

I will murder you Brittany Breeze

"It was a fantastic round. If the CO hadn't cryo'ed before the end I'd have bothered him to give at least two more medals. To PFC Max Dallas, who kept doing the path between the frontlines to FOB (the only place with medical aid) with a roller bed, and saved a lot of marines who'd have husked otherwise. And to Dr. Haley Altman, who after all medics were gone was fixing us time and again for hours straight. At the end there were over 10 patients around her either dead or in crit, and she just kept going."

User avatar
zoboomafoo
Registered user
Posts: 240
Joined: 29 Jan 2018, 18:57
Location: Montana
Byond: zoboomafoo97

Re: Update Discussion thread (14FEB18)

Post by zoboomafoo » 03 Jun 2018, 22:57

Movement feels pretty great now, no more slow af lurkers/runners/ravagers etc.

Much much smoother than before, props to the devs that worked on it.
Lyla Pycroft
I play aliens a lot too
Image x 20 Image
ImageImage

User avatar
immaspaceninja
Registered user
Posts: 216
Joined: 16 May 2016, 06:18

Re: Update Discussion thread (14FEB18)

Post by immaspaceninja » 04 Jun 2018, 09:23

Please, consider making vendor prices change with the population.
Lowpop has pretty big problem, especially with combat engies. Since right now its 'less engies = less b-mats', lowpop engie start really low on supplies, while req also has less points due to population scaling.
Claymores need attention as well. 18 points is WAAAY too much for them. It really looks like made them cost that high to prevent people from taking alot of claymore boxes, but come on, they are nothing special right now due to explosion resistance of benos and our inability to hide them with common junk (Still can do that but its harder). Even req doesnt order claymores that often. They might actually become another mortar at this rate.

I also think that some engineering supplies such as circuitry and batteries should be moved to the tools vendor, because they are a must have for fixing comms and sometimes APCs in the generator room or the FOB. I know that you get power control board for free along with some batteries and an airlock control board if you pick an electronics pouch, but that makes this pouch almost a must-pick, which isnt okay. We already have alot of rounds where newbie engies are sent to fix comms or power and fail at it, but this update can sometimes prevent them from even trying.
Pyotr Nachocheese

User avatar
solidfury7
Registered user
Posts: 737
Joined: 28 Jul 2016, 20:54

Re: Update Discussion thread (14FEB18)

Post by solidfury7 » 04 Jun 2018, 10:54

I think it'd be neat if vendors gave you some additional items to purchase to customise your loadout and play style.

Such as binoculars, rollerbeds, basic medical kits, general special equipment which could allow you to diversify as a grunt on the ground..... and other fluff stuff you could implement (think of stuff like cigars and the headsets)

Hell you could even give people the option of things like armour
Lighter Armour - faster speed, less protection, quicker to get up from stuns
Heavier armour - more protection, less speed, slower to get up from stuns but more stability when shooting

I think this update is low-key setting the scene for some damned good future work.
Character
William 'Jester' Crimson
Roles
CMP
Captain
Staff Officer

BadApple
Registered user
Posts: 49
Joined: 12 Aug 2015, 06:21

Re: Update Discussion thread (14FEB18)

Post by BadApple » 04 Jun 2018, 19:57

immaspaceninja wrote:
04 Jun 2018, 09:23
Please, consider making vendor prices change with the population.
Lowpop has pretty big problem, especially with combat engies. Since right now its 'less engies = less b-mats', lowpop engie start really low on supplies, while req also has less points due to population scaling.
There is a free stack of metal and plasteel for each team of engineers, I feel like this aliviates, not like they can carry heaps more without sacrificing other stuff anyway.

I too would like more options with armour, ammo and weapons. Replace the RO line completely, leave it for people who want specialty orders.

Maybe the RO could even trade points to individual marines so they can dispense things themselves.

CL could too - so they can bribe marines with equipment. ('Weyland Points',. "Premium currency" vibe)

User avatar
Casany
Registered user
Posts: 1555
Joined: 06 Jun 2016, 09:18
Location: US of A
Byond: Casany
Steam: Casany

Re: Update Discussion thread (14FEB18)

Post by Casany » 04 Jun 2018, 22:32

solidfury7 wrote:
04 Jun 2018, 10:54
I think it'd be neat if vendors gave you some additional items to purchase to customise your loadout and play style.

Such as binoculars, rollerbeds, basic medical kits, general special equipment which could allow you to diversify as a grunt on the ground..... and other fluff stuff you could implement (think of stuff like cigars and the headsets)

Hell you could even give people the option of things like armour
Lighter Armour - faster speed, less protection, quicker to get up from stuns
Heavier armour - more protection, less speed, slower to get up from stuns but more stability when shooting

I think this update is low-key setting the scene for some damned good future work.
Legit they just copied from Mercdonalds

But for real, updates are good and it's going in a good direction. If they add more player choice for the loadout of marines that'd be a lotta fun and add replayability. Like even if I could just pick between three different armors that'd be cool. All would of course have to be equally balanced.
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016

"Sometimes you need to stop and enjoy the little things in life, for one day you'll look back and realize they were big things"

"To quote Suits A cop follows a car long enough, he's gonna find a busted tail light. And even if he doesn't, he's gonna bust it himself." - Awan on being an MP

User avatar
spookydonut
Registered user
Posts: 457
Joined: 13 Oct 2017, 02:08
Byond: spookydonut

Re: Update Discussion thread (14FEB18)

Post by spookydonut » 04 Jun 2018, 22:51

Casany wrote:
04 Jun 2018, 22:32
Legit they just copied from Mercdonalds

But for real, updates are good and it's going in a good direction. If they add more player choice for the loadout of marines that'd be a lotta fun and add replayability. Like even if I could just pick between three different armors that'd be cool. All would of course have to be equally balanced.
To copy them we would have to have played there and know what they do. I haven't and doubt Phil has, how can we when their server is up a few hours a month?

Locked