What changed, marines?

Generic, on-topic discussion about Colonial Marines.
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caleeb101
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What changed, marines?

Post by caleeb101 » 05 Apr 2018, 16:41

How come the xenos have started stomping marines again?

It seems like ever since the Crusher buff, the marines have slowly started to fall into that unrobust stall/"DIG IN UNTIL WE WIN!" strategy (which never works) they had before the marine win rate increase.

I doubt it's solely due to the Crusher buff so.. what's up with it?
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Re: What changed, marines?

Post by MattAtlas » 05 Apr 2018, 16:45

Don't think it's due to the crusher buff. It's likely due to xeno mains coming back because of the roundstart larva buff.

We would need a bigger sample size of rounds, though. It's been like 5 days.
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Re: What changed, marines?

Post by Cry of Wolves » 05 Apr 2018, 16:51

let it sit for a month before jumping to conclusions. Most that you will get from players is reactionary response with little to no ground.

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Re: What changed, marines?

Post by awan » 05 Apr 2018, 16:55

The amount of xeno's at roundstart might help because it also removes marines. Perhaps marines just need new tactics now.
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Re: What changed, marines?

Post by Rikman » 05 Apr 2018, 16:57

Its just time for xenos to win now. We marines will get em’ back soon, but now, lets give xenos their winrate back.
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Re: What changed, marines?

Post by DrPng » 05 Apr 2018, 17:10

It needs to stay this way, marines should be losing most of the time because it encourages people to forget about winning and just RP it out.
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Re: What changed, marines?

Post by Little_Wild » 05 Apr 2018, 17:14

I think it might just be player rotation. Maybe Xenos have just not had many good players or the marines have had their better players, people change roles, they get bored and move on till they return to what they're good at or never again.

I've seen rounds where Medbay and Req work well and, are at worst, slow and competent. Then there are rounds where, my god, we do not have the time and crayons to get through how horrifically bald those departments are and fix them.

Nothing like being a Doc in medbay when no one knows how to cure overdoses and the medical researcher was giving out 15u hyperzine pills with the CMO backseat-ing every surgery.

Luck of the draw I guess.

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Re: What changed, marines?

Post by WinterClould » 05 Apr 2018, 17:20

Marines should be on the short end of the win rate stick. So this is good. I'm not really a 75/25 man, I'm more a 60/40 type, so I'm hoping for that.

It's 100% the larva update. More xenos has always been the strongest buff to xenos.

Marines will adapt and learn. Or devs will give us the tank and we'll murder the xeno fuckers.

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Re: What changed, marines?

Post by AbleUrning » 05 Apr 2018, 17:22

I think that marines are getting too bold after getting used to their win-rate.

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Re: What changed, marines?

Post by WinterClould » 05 Apr 2018, 17:24

AbleUrning wrote:
05 Apr 2018, 17:22
I think that marines are getting too bold after getting used to their win-rate.
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Re: What changed, marines?

Post by Sulaboy » 05 Apr 2018, 17:28

Marines just gotta stop shooting each other. It also helps to coordinate, between CIC and the SLs squads should be manageable. I think command just has to get marines into a proper mood, where the marines want to stick together and talk.
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Re: What changed, marines?

Post by Artemis111 » 05 Apr 2018, 17:34

Pretty sure its due to larva buff.
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Re: What changed, marines?

Post by Jonesome » 05 Apr 2018, 18:03

we need more buffs to lead us to victory
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Re: What changed, marines?

Post by Simo94 » 05 Apr 2018, 18:09

its simple really, devs lowered round start and late join larva and marines started winning a lot, they increased round start larva again and a lil crusher buff and now xenos win more.
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Re: What changed, marines?

Post by Vampmare » 06 Apr 2018, 15:50

The roundstart larva increase is now making sure that all the xeno mains get to be xeno.
Crushers haven't been played for the last few months cause they were shit, but now there's at least two every round. Marines simply do not know what this huge beast is capable of and don't know how to kill it.

I haven't seen the usual command staff around either. Quite a few new ones instead, but maybe that's because I'm playing at off times.
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Re: What changed, marines?

Post by zoboomafoo » 07 Apr 2018, 04:07

More xenos per round = more of the robust xeno players can get a roundstart slot = more xeno wins.

Bad xeno syndrome is still very prevalent, however.
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Re: What changed, marines?

Post by Renomaki » 07 Apr 2018, 20:30

While it is probably gonna suck to start losing round after round again, it'll honestly make those marine wins feel special again.

I was growing tired of the constant victories, now I have reason to push myself to the limit again, instead of half assing things knowing it won't matter.
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Re: What changed, marines?

Post by DukeOz » 08 Apr 2018, 04:09

I'm waiting for more nerfs so we can hit 75/25. Think marines need a few more nerfs maybe towards attachments so we see less min maxing absurd loadouts.
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Re: What changed, marines?

Post by Gnorse » 08 Apr 2018, 15:50

I'm not sure if that's sarcasm or not, But i've never seen marines win a round where xenos weren't completely idiotic.
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Re: What changed, marines?

Post by HKO20006 » 10 Apr 2018, 00:22

OB got nerfed. Fire tiles bugged (no damage but still get you on fire).
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Re: What changed, marines?

Post by Vampmare » 10 Apr 2018, 01:29

HKO2006 wrote:
10 Apr 2018, 00:22
OB got nerfed. Fire tiles bugged (no damage but still get you on fire).
It didn't get nerfed as it waesn't on purpose, but as you say OB and fire in general are bugged currently. Much to xenos advantage as fire is one of their bigger weaknesses.
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Re: What changed, marines?

Post by MattAtlas » 10 Apr 2018, 01:53

Vampmare wrote:
10 Apr 2018, 01:29
It didn't get nerfed as it waesn't on purpose, but as you say OB and fire in general are bugged currently. Much to xenos advantage as fire is one of their bigger weaknesses.
It was on purpose, it's not a bug.

https://gitlab.com/cmdevs/ColonialMarines/issues/2671
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Re: What changed, marines?

Post by Vampmare » 10 Apr 2018, 09:57

MattAtlas wrote:
10 Apr 2018, 01:53
It was on purpose, it's not a bug.

https://gitlab.com/cmdevs/ColonialMarines/issues/2671
I stand corrected, my bad. Well this change is some shit for the OBs, as they often critted T2's> when they ran through the fire left by them.
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