Update Discussion thread (14FEB18)

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

Post by Casany » 04 Jul 2018, 11:43

Geikkamir wrote:
04 Jul 2018, 11:33
But the fact that it could be used as a easy get-out-of-jail-free card was the entire reason it was removed to begin with.
Exactly this

Before you had to be either super fucking incompetent to die, or just have like 30 marines on you with no screech. And even then you could probably escape if you were even SLIGHTLY robust

Basically, if you added the charge back in you'd just go back to exactly what the people didn't want; A queen who literally had no risk associated with charging in. She could just run in, screech and charge outa there with no consequences. She's overextended and deep within enemy territory with no other xenos around? Just charge away! The crusher can do it because that's literally what their caste is designed around, the queen? Not so much.
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Re: Update Discussion thread (14FEB18)

Post by Sleepy Retard » 04 Jul 2018, 13:24

If a queen gets into a situation where she needs to bail out, she needs to rely on her xenos rather than her self. She shouldn't need to be fully independent.
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Re: Update Discussion thread (14FEB18)

Post by BadApple » 24 Jul 2018, 23:22

How are people finding the Queen death nerf? I like it but I feel its more paindul when the last aliens have drones that take turns being queen to the last rather than the hive bouncing back when it actually has larva stockpiled.

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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 25 Jul 2018, 05:19

Queens are actually chilling back in the hive and are only de-oving when the marines are real close. It's great.
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Re: Update Discussion thread (14FEB18)

Post by caleeb101 » 25 Jul 2018, 13:39

xenos need to start capturing more. once they understand this, they'll start winning more
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Re: Update Discussion thread (14FEB18)

Post by ThePiachu » 25 Jul 2018, 14:02

So, which attachments did we lose from Requisitions?
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Re: Update Discussion thread (14FEB18)

Post by Lorem123 » 25 Jul 2018, 14:43

Losing the queen actually matters now. You can't just abuse how insanely powerful the queen is with no risk anymore.
Also I believe req has less of the 'uncommon' attachments now, like the magnetic harness.
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Re: Update Discussion thread (14FEB18)

Post by spookydonut » 26 Jul 2018, 03:59

It's just an across the board scaled decrease, they scale by population and there were slightly too many for our liking.

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Re: Update Discussion thread (14FEB18)

Post by KingKire » 27 Jul 2018, 01:49

* can no longer move stuff with body bags *

Your killing me spooky.

Wheres my carts to move stuff around.

If anyone has EVER lifted more than 25lbs on a constant basis, you throw wheels under it. No exceptions. Why is there no trolly? no wheeled boxes? No roadie cases or moving dollys, or two wheelers.

Ripley mechs are made to move heavy, *Heavy* cargo. Missiles racks with man sized missiles, fuel containers weighing in the hundreds of liters. etc.

We have roller beds, can someone think of the children in cargo and give us a resprited stretcher that cant fit in a pocket.


to end the rant, why cant we fit stuff in body bags? there meant to carry a 200lb man. if its a question of balance, just reduce how many items fit in the bodybag. It currently at 20, just lower it down to 10 or 8. Or toss in the size code.
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Re: Update Discussion thread (14FEB18)

Post by Dolth » 27 Jul 2018, 05:11

I think we have bigger problems than that but... Legit nerf.
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Re: Update Discussion thread (14FEB18)

Post by Bancrose » 27 Jul 2018, 05:15

Won't lie, moving shit to the front lines hurts more now. Or making supply runs genuinely suck.

Also no more Onioning the FOB to like retarded levels of Cades. So when that High Pop 50 Man Xeno Murderball comes, they will destroy that FOB in mere minutes. Clearly its to stop autism forts and what not, but this is going to hurt Marines in the long run of the round.
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Re: Update Discussion thread (14FEB18)

Post by spookydonut » 27 Jul 2018, 09:08

Bancrose you literally held off like 40 xenos with 10 marines in an onion fob with the new changes for like 30 minutes

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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 27 Jul 2018, 11:03

Probably because xenos aren't used to the changes. Just give them a day or two and they'll start using them to their advantage.
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Re: Update Discussion thread (14FEB18)

Post by Sleepy Retard » 27 Jul 2018, 11:58

spookydonut wrote:
27 Jul 2018, 09:08
Bancrose you literally held off like 40 xenos with 10 marines in an onion fob with the new changes for like 30 minutes
Only because I was there
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Re: Update Discussion thread (14FEB18)

Post by misto » 28 Jul 2018, 14:44

if you think that barricades are problematic, please consider enhancing xeno tools to work together to break barricades rather than... whatever it is youre trying to do with these recent barricade changes.

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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 28 Jul 2018, 15:47

July 27 2018

RavingManiac updated:
Barricade block probability now uses distance to the barricade itself, not the barricade tile. Any projectile fired from a tank will always pass barricades.

Spookydonut updated:
Barricades now block melee attacks by xenos based on how much health the barricade has left.
Human lights turn off on death or facehugging.
Devoured humans have a chance for a random limb to melt off after a certain amount of time, and be automatically spat out as a result. Move quickly xenos!


Now we can stand on the tile directly behind barricades. Also devouring has a way out even if you lose a limb. I still don't think this fully solves the issue, but it's a step in the right direction.
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Re: Update Discussion thread (14FEB18)

Post by Heckenshutze » 28 Jul 2018, 20:50

So if lights turn off now on death can xenos be bwoinked for dragging corpses for no real reason? The only valid excuse for that little thing was light source.
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Re: Update Discussion thread (14FEB18)

Post by spookydonut » 28 Jul 2018, 20:54

Currently, no.

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Re: Update Discussion thread (14FEB18)

Post by Sambalu » 28 Jul 2018, 20:54

I doubt that they can be bwoinked for that.

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Re: Update Discussion thread (14FEB18)

Post by carlarc » 28 Jul 2018, 21:13

not yet but devs are currently saying in the community town hall thing in discord that marine dragging may be disabled again
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Re: Update Discussion thread (14FEB18)

Post by Lorem123 » 29 Jul 2018, 11:48

Marine dragging really should be disabled for gameplay purposes.
The excuse that the devs tried to give was 'the lore' for why xenos can drag corpses, but I never really see lore brought up as a reason to give marines a buff only nerfs.
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Re: Update Discussion thread (14FEB18)

Post by Dolth » 29 Jul 2018, 12:20

Lore never involved aliens moving dead marines and I challenge you to quote any Alien-related proof of that.

Though we are drifting away from Alien lore, so we technically can just spit out the tasteless "Yeah but in our CM SS13 lore aliens are smart and don't want corpse to be given back".

And that would work.
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Re: Update Discussion thread (14FEB18)

Post by TheMaskedMan2 » 29 Jul 2018, 13:18

Even in the first movie all the people and dead bodies vanished, thing with the Alien is everyone would just be killed and vanish.

Anyways if dragging is removed I hope it's only for dead marines, because slash/dragging is a legitimate strategy and I need that for my lurker japes.

Also you could argue the slight issue of bodies unable to be moved out of secured nests, but to be honest? I agree with that, make nested bodies in nests unable to be un-nested or moved. I legitimately think it adds more aesthetic to the game, and while it's not "efficient" by any means, as a drone I always just plop a nest on corpses and use them to decorate the hive. They also make good bait because Marines have to run up to un-nest them.
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Re: Update Discussion thread (14FEB18)

Post by GenericUsername » 29 Jul 2018, 13:23

Dead bodies vanished because the bodies were eaten/used to make the hive . Since CM follows AvP games lore the weeds would basically digest any corpses to heal the aliens and give them plasma. But until they don't do that aliens shouldn't be dragging corpses I guess
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Re: Update Discussion thread (14FEB18)

Post by Davidchan » 31 Jul 2018, 12:52

>1 Second delay to firing or wielding any time you draw or pick up a weapon.

>Most xeno castes have 50%+ chance of disarming marines and numerous instastun abilities forcing marines to drop weapons.

>Literally who thought marines need THREE WHOLE SECONDS of their thumbs up their ass before they can retaliate at close quarters fighting or resume a fight.
Last edited by Davidchan on 31 Jul 2018, 13:02, edited 1 time in total.

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