Actual Balanced Marine Comm Nerf Discussion

Generic, on-topic discussion about Colonial Marines.
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James_ii
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by James_ii » 18 Feb 2018, 12:37

Well. For me The comm update is kinda bad for me since of few reasons.

1.It makes coordination much harder because you can't no longer use general comms. For example: A larve bursts out of a marine and escapes into the vents and starts manhunting ship personel. Because of this marines can't really help with the search because they can't tell it's location on the radio. Thereby increasing people dying on the ship.

2. Groundside operations are much harderer because if the command is silent/incompenent you have no idea what's going on, where is the front line or if the FOB is being destroyed and the DS1 is being taken by the aliens and you have no idea that it was untill the xenos lauched to the Almayer.

3.It makes banter and RP system of CM less alive. Since no longer you can chat to your friend that is in another squad. Or just generally do inter-squad stuff.

So, because of this I kinda hope that the devs will change it(they usually do) to make it less combersome or just straight up revert the change if it's possible.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Clutch » 18 Feb 2018, 12:58

this update is whack as fuck, and whoever made it is a soyboy

if it was because of ''stupid general comms remarks'' just make it so you can disable it not take away the fun from marines.
the updates have been beyond retarded the past few weeks but this one is just dumb. ''games are supposed to be fun'' and then you have a developer who patronizes marines in ooc chat rubbing it in even more.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Renomaki » 18 Feb 2018, 14:54

I myself feel like I'm one of the few that likes this update...

Sure, people make some good points, but they also forget that the Almayer has a built in radio network. Those comms devices on the walls? Those aren't decor, they are working mics and speakers, meaning you can still alert the ship of emergencies should one arise.

It also encourages more squad coordination since not only are the comms waves more clear, they also reduce ramboing because a person can't just fuck off and merge with whatever squad they want. You HAVE to stick together now if you want to survive.

And hey, if you don't like that, just ask for a bounced radio from cargo! They are easy to make and use, and work even when Tcomms is offline! If anything, I think we'll see more marines asking for them and their value will increase over time.

But best of all, command staff have some more importance now. Back then it wasn't uncommon for squads to just outright ignore command because they felt they could lead themselves. But now we HAVE to start communicating more with our commanding officers. NCOs will have to keep alive and out of combat more to keep in touch with each other and command, relaying information will be a vital habit to practice, and generally command staff will have more to work with instead of just having to guess what is going on planetside, since very often a lot of vital information gets lost because people communicate more via general comms than squad comms.

But then, that is just me. I like the update so far, but people still have some good arguments as to why it isn't the best. But then again... Good marines adapt. And in time people will get used to it and go about their rounds like normal.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by zoboomafoo » 18 Feb 2018, 15:58

If this is reverted I'll eat a shoe.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Kesserline » 18 Feb 2018, 16:03

Just saying, and totally not trying to foresee anything, but that may be a first step into using radiomen.

We will have a tough time when having comms inter-squads. But just remembers that there are listening stations across all the ship for shipside inter-coms. Just engage the microphone, yell your shit, then, disengage the microphone.

Also, if you can find any portable radio groundside, grab one, and same shit. Activate the microphone only when you are speaking, the disengage it. Like a real radio.

Also, what Renomaki said : it'll force squad-cohesion down the throat of poor-rambos marines. When a marine really to play alone, that won't bother him. But other people will force themselves to play with their squad, indirectly, that will help the SL's job. So, thanks for that, just for that, heavy thanks.

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by getfreur » 18 Feb 2018, 16:10

Marine:I'm Rambo * wild cute Rambo appears*
Apophis:NO-YOU-ARE-NOT-GO-BACK-TO-YOUR-SQUAD!!* Use comms Nerf*
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*Comms Nerf is super effectivy*

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Bronimin » 18 Feb 2018, 16:23

Best bit so far: no marines screaming 'HELP' on general comms

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Sulaboy » 18 Feb 2018, 16:36

You know we don't need a radioman channel if we get a channel just for squad leaders or if the SLs listen in for information on the command channel
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by 4thsurviver » 18 Feb 2018, 17:00

Renomaki wrote:
18 Feb 2018, 14:54
I myself feel like I'm one of the few that likes this update...

Sure, people make some good points, but they also forget that the Almayer has a built in radio network. Those comms devices on the walls? Those aren't decor, they are working mics and speakers, meaning you can still alert the ship of emergencies should one arise.

It also encourages more squad coordination since not only are the comms waves more clear, they also reduce ramboing because a person can't just fuck off and merge with whatever squad they want. You HAVE to stick together now if you want to survive.

And hey, if you don't like that, just ask for a bounced radio from cargo! They are easy to make and use, and work even when Tcomms is offline! If anything, I think we'll see more marines asking for them and their value will increase over time.

But best of all, command staff have some more importance now. Back then it wasn't uncommon for squads to just outright ignore command because they felt they could lead themselves. But now we HAVE to start communicating more with our commanding officers. NCOs will have to keep alive and out of combat more to keep in touch with each other and command, relaying information will be a vital habit to practice, and generally command staff will have more to work with instead of just having to guess what is going on planetside, since very often a lot of vital information gets lost because people communicate more via general comms than squad comms.

But then, that is just me. I like the update so far, but people still have some good arguments as to why it isn't the best. But then again... Good marines adapt. And in time people will get used to it and go about their rounds like normal.
I played a SO round last night and Bravo the FOB squad suffered twice as many KIAs as Alpha the squad that never left the front line. I can only imagine how much worse FOB duty must seem now since there is an extra level of isolation from the rest of the battlefield. Do I as a SO give them updates on how the frontline is doing and give Rambos looking for that info they need to Rambo or do I say nothing and chance the Rambos going out on their own to see what is happening themselves? I'll need to see how this works on higher pop since I only got to have a lowpop round.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Urytion » 18 Feb 2018, 17:35

I've ranted about this in the general updates thread, but I'll throw this out here.

We've all already commented on how it will affect gameplay. Harder intersquad communication, more isolated, req doesn't man their desk, etc. The thing nobody has mentioned so far as well is that if you get separated from your squad, or you're on a fire team that gets separated, or you merge with another squad for any number of reasons (scouting engineer joining the FOB team for example), you're out. The last game I played my squad barely spoke to each other anyway. The SO was giving shit orders (literally incorrect orders. He told Delta to cover Delta while they retreated, but apparently meant Bravo?), which would be fine if I had general comms because I'd be able to act semi-independently and try to work out what the fuck he was on about.

But to me the biggest problem is that the RP element is gone. We're an RP game where you won't be talking to 4/5 of the server if you're the most common role. That's just depressing. Playing a marine has just become a boring slog over the last couple months. Medical got fucked (and is now better), the new egg queen thing (at least in my timeslot) has made rounds much longer, and now I can't RP when I'm on FOB duty, scouting, or waiting for the engineer to fix shit. Sure I can talk to my squad, but that's a small group of people, and all it takes is a grumpy SL or SO and you can't do that either. Oh yeah. All comms are now viewed by command. Wew. You can still talk in person, but I loved the mad banter between marines on planetary general about the FUCKING COMMANDER!

Also, if I need to appeal to the autism, the marines can't worship bill carson on shipside comms anymore.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by getfreur » 18 Feb 2018, 17:38

Everyone forget that you can request transfer to another squad.

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by NethIafins » 18 Feb 2018, 17:40

Exactly. That's why this update is awesome. You either adapt or you die. RP wise effect is worth the nuisance of not being able to talk.
Also, stop pestering req, they are already tired of you
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Urytion » 18 Feb 2018, 17:45

NethIafins wrote:
18 Feb 2018, 17:40
Exactly. That's why this update is awesome. You either adapt or you die. RP wise effect is worth the nuisance of not being able to talk.
Also, stop pestering req, they are already tired of you
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by BadApple » 18 Feb 2018, 19:15

Rambo was always deadly, a xenos can always kill a lone marine. I honestly don't think anyone doing it would stop now.

Now we have to rely on CIC to know what's going - which sucks, because it's hard to get a full effective bridge crew. Most of my requests to command get ignored completely. Talking to people ship side is ass, and xeno chasing is basically impossible.

You do have to stick with your squad more, but the squads can't talk to each other and once lots of people are dead it breaks down. I'd say I have no communication with a SO more than have it.

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by spookydonut » 18 Feb 2018, 20:39

Stop leaving SL slots empty and play it if you're competent and maybe your communication will suck less instead of letting a random silent baldie play it.

The other benefit of this is mouthy pfcs can't try and subvert the chain of command like they always do.

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by thatguyfromlife » 18 Feb 2018, 21:46

spookydonut wrote:
18 Feb 2018, 20:39

The other benefit of this is mouthy pfcs can't try and subvert the chain of command like they always do.
To me, that's the best part about this. Nothing was worse then a PFC shouting over comms, telling PO's when to go or calling retreats or pushes at the worst times. And if they were a well known player, nine times out of ten Command roles would listen to them for some god forsaken reason.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Renomaki » 18 Feb 2018, 22:03

thatguyfromlife wrote:
18 Feb 2018, 21:46
To me, that's the best part about this. Nothing was worse then a PFC shouting over comms, telling PO's when to go or calling retreats or pushes at the worst times. And if they were a well known player, nine times out of ten Command roles would listen to them for some god forsaken reason.
that is... Disturbingly true...

There is also the fact that general comms leaves CiC staff in the dark. You wouldn't always know what is going on, and that lost intel can mean a lot to the marines.

There were countless times where a CO ordered marines to hold their ground, but the planetside comms are going against orders and screaming at marines to charge, which often resulted in a great deal of conflict as a lot of people struggle to decide which is best. moreso intersquad-wise.

Now, you can't secretly go against command orders under their nose, they will hear EVERYTHING and thus will be able to work around it rather than having to give an order and hope that the marines follow it without betraying them under their own nose.

... Honestly this makes me wanna dabble in a few SO rounds, should probably give that a shot.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by solidfury7 » 18 Feb 2018, 22:14

spookydonut wrote:
18 Feb 2018, 20:39
Stop leaving SL slots empty and play it if you're competent and maybe your communication will suck less instead of letting a random silent baldie play it.
Sorry Spooky but that isn't a great attitude to have.

If SL slots are empty it's due to low population.

Not to mention that people shouldn't feel like they need to play a role to save a round. They should play it because they find it fun.


Regardless, I'm looking forward to testing this patch out, however I am a little worried about the extra pressure placed on the CIC, especially because it's often undermanned except at the main American peak hours.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by spookydonut » 18 Feb 2018, 22:54

Why low pop sl gets left open when you get binocs, better armor, handy pouches, and more attachments amazes me

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Casany » 18 Feb 2018, 23:08

In a perfect game with all roles filled the entire marine platoon has to rely on 10 people to save all communications and get everything right. 13 if you count the CMP, CL, and CMO. Maybe 14 with the CE.

On a 200 player round you have at most 14 people who can actually coordinate the squads as a unit.

That’s a lot of pressure on those players, and most of the time only half the roles are filled.

But sure, no one can collapse under pressure or get things wrong.

Aside from a round I played today, to see the new update. Three squads lost more than half their manpower but no one, not even the squads themselves knew. ARES has to announce it.

It’s probably just an outlier round
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Urytion » 18 Feb 2018, 23:19

spookydonut wrote:
18 Feb 2018, 22:54
Why low pop sl gets left open when you get binocs, better armor, handy pouches, and more attachments amazes me
Because with a bad squad, it's stressful babysitting. With bad command, it's essentially suicide and everything will be over. With bad orders, it's 2 hours of AFK followed by death on the ship. With all three, it makes me question why I even play this game.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Monoo » 19 Feb 2018, 07:03

thatguyfromlife wrote:
18 Feb 2018, 21:46
To me, that's the best part about this. Nothing was worse then a PFC shouting over comms, telling PO's when to go or calling retreats or pushes at the worst times. And if they were a well known player, nine times out of ten Command roles would listen to them for some god forsaken reason.
Oof, yeah that's fair. I've been on both sides of that, having been the one following orders and the mouthy PFC pushing to do something because my name has some weight. It was forever ago, and now I'm pretty sure that was the main toxic behavior that kept the marine machine from moving smoothly, hopefully this straightens that out at least.

Probably the biggest thing I'll miss, though, is the SL leading a four-squad push in general frequency, pushing the xenos back in some eleventh hour superpower shit. Guess they'll have to use :v to coordinate together now.
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Kesserline » 19 Feb 2018, 07:36

spookydonut wrote:
18 Feb 2018, 22:54
Why low pop sl gets left open when you get binocs, better armor, handy pouches, and more attachments amazes me
I will give you my example on that particular subject.

I do not lead by pleasure of it. I lead by the fact it's natural for me to lead, and because I'm needed here.

The first and main reason for me to join SLing is to make sure that Delta boys get a decent leadership. I do not enjoy my SL rounds as much as I enjoy my PFC rounds. Being SL is stressful, and the first 30 minutes part are the most enjoyable, before deployment. Because you can go talkshit, full banter with squaddies, activating your gaydar to taunt charlies, telling to Alicia Parker ou Laura Fox they they have a nice a- armor and boo-beautiful camo patterns.

Then, you have to be serious, focused, dedicated to your squaddies. If you're not ? You're one of the shitty SL that make the round despicable for PFCs. But if you want to be decent/good SL ? You have to exhaust yourself.

The only rewards that a SL can have is the efficiency/greatness of their tactics on the round (on deadchat, or by Command if still alive) and the potential meme-medals.

I mean, really, the medals are useless. I only use them to make my name more famous, in case I have to lead marines outside Deltas and I use that reputation to make them understand that I'm not a dipshit and that I'll try to lead them decently.

So what is left for me ? 30 minutes out of a minimum of 60 minutes (because I can die very very early) until 240 minutes.
I have 50% to 20% of fun on a round as SL.

While when I'm a PFC ? I'm a good squaddie, but when I decide to not give a shit, I won't give a shit. I won't follow orders, or will follow them so indirectly that I can refuse a suicide push or shit.

SLs are forced to obey, because Command are just above their heads.

PFCs are allowed to not give a shit, because SLs have no power on them.

_____________________________

Having 3 attachments ? 2 are enough.

Handy pouches ? You can fully enjoy them, as you have to carry 3 SBs, 1 OB, your tac binocs, your C4 and the motion detector (on scouting and sweeping duties). That makes 6 small items and a large item. You also need to carry your own medical supplies to treat yourself, and then, you have your ammo.

I had to optimize my shits just to feel most comfortable when playing. 7 mags, 2 on armor, 5 on belt. 1 handful of buckshot in general pouch, with tac binos and OB. Webbing filled with Splints and additional minitram/trico injectors. Bags filled with SBs, C4, Motion Detector, additional handful of buckshot, additional minitram and tricord injectors for emergencies.

I have less freedom than a PFC as I can carry less ammo, because I still want to keep my utility aspect for myself, and for others, as I'm on the frontline and I can't spare the time slowing down an offensive to look for a damn medic.

If only the SLs had a sniper smock and/or a black or brown jacket, it would be more convenient. But still, you still have to deal with the stress of leading.

______________________________

PS : You have to deal with losing men, losing ground and losing the battle when you are being SL. And you have to explain that to your men, you have to listen to command channel when they tell you that whatever squad got wiped and so on. Your morale is ruined, and you still have to hold or follow orders. And if you full mute ? You just finish dooming the platoon and/or your squad.

When SL are victorious, or when the round is not ruined, SL can be quite relax or enjoyful. But imperfect balance make the rounds getting painful, as you are losing everything.

That is SL gameplay.

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Re: Actual Balanced Marine Comm Nerf Discussion

Post by Urytion » 19 Feb 2018, 07:54

Kesserline wrote:
19 Feb 2018, 07:36
telling to Alicia Parker ou Laura Fox they they have a nice a- armor and boo-beautiful camo patterns.
...Ahem? I'm right here!
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Re: Actual Balanced Marine Comm Nerf Discussion

Post by getfreur » 19 Feb 2018, 08:00

Kesserline wrote:
19 Feb 2018, 07:36

While when I'm a PFC ? I'm a good squaddie, but when I decide to not give a shit, I won't give a shit. I won't follow orders, or will follow them so indirectly that I can refuse a suicide push or shit.
I see that you beber had me as SO...

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