Biggest Grips with CM

Generic, on-topic discussion about Colonial Marines.
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Daman453
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Biggest Grips with CM

Post by Daman453 » 20 Aug 2018, 12:39

Before this get closed down for "toxicness"... I just want ti say...

I fucking LOVE cm. I love coming into the server and hanging out with marine fellas and listening to dumb delta jokes. Listening to dumb command. Laughing at 2 AM because our SL is a good RPer..

This isn't about that. You say community is the strongest thing about CM, and yet you lock threads that talk about the untouchables "balance" or "xenos might be a bit op eh".

These other servers will grow in popularity if you keep doing this to yourselves. CM is one of the biggest servers around, and I respect every member of staff. From the chill mentors that keep newbros in the fight. To most that handle the weight of a server at this size. To the admins, making events and keeping everything fresh. To the managers that keep everything together. The dev team, that get screamed at people like me for coding anything that harms me. To the owners, people who are the PR of CM, keeping the whole thing afloat and making tough decisions.

It just... pains me. It pains me so hard that you have a sort of "nope, nothing is broke stop talking about fixes or your BS statements about balance leave us alone" about it.

I am a marine main, I am Cayden Mary, idiot and not a girl. I've had some of the best times on the server and I'm not well known but I've been long enough to see the USS Sulugo, to see the biggest stars in game and to have fun.

You know what's not fun? FOB's being so weak because the meta is to rush rush rush because if you dont xenos will get stronger, well that's until the queen de ovis. Then it's a stomp. Oh yeah, you might as well remove all time locks on prison, because it's trying to be the fog on LV but you can just go around it... the entire xeno team can ambush the scout squad, follow them into the fob, and because the FOB is weak because it's been 15 to 20 minutes, they get stomped. Even if they stall right there, the marines get a squad wipe, maybe two... as long as the elder queen doesn't die... she's a free stun source.

When I went command, I had a command style where I would rp that we dont need to fully deploy, send a squad down see if it's still running deploy the rest of need be... cant do that anymore. Treating the rescue mission as a rescue mission isn't possible. There is a lock on when you can first enter a planet. That means more time for xenos to toughen up. That means xenos scales are tipped that way. Sure, you can say its meta but the increased time in planet can only result in a FOB being built.. and because you made it impossible to go forward on LV, it will make LV better. The other 3 maps... prison has time locks but you can easily flank around them. Ice coloney's ladders are a dealth sentence. Big red has caves and caves are the xenos best friends. Besides, why not just de ovi... caves vs queen means a easy xeno capture party.

Let's also talk about last stands. Last stands are fun because yeah the odds are against you,, but if you stand side by side with your marine brothers, use all the ammo and nades you have, you can do it, you can win the assault. Doesnt matter. Boiler can clear away cases. Xenos dont even have to come in. Just set up a boiler to hit a cloud on the cades and easy marine killer/case killer is born.

Despite the fact that marines should win FOB defences, they dont. Mostly because the FOB is 3 cases in a circle and one plasteel cade blocking a mine... is it engineers being bad or no metal/ plasteel. I hope if the thread doesnt get locked a enginner main can tell me.

Well, I'm sick of typing. I hope no toxicness seeos into this thread. I just wanna give mostly (un)helpful feedback to stuff we grip with.
The Idiot that plays Cayden "Prisoner" Mary

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ThesoldierLLJK
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Re: Biggest Grips with CM

Post by ThesoldierLLJK » 20 Aug 2018, 15:07

It’s not about locking threads it’s about keeping it contained to one single thread so the entire first
Page is all different threads about updates/balance:etc...

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Build_R_
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Re: Biggest Grips with CM

Post by Build_R_ » 20 Aug 2018, 15:38

It was really just a salt thread though, nothing was discussed that wasn't already evidently clear. I can understand why you'd want to lock a thread that promotes no discussion, just complaints.
When the OB misfires and xenos are on your doorstep. 
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Tetrino
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Re: Biggest Grips with CM

Post by Tetrino » 20 Aug 2018, 21:54

The vertical grip is clearly larger compared to the angles grip

QED
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Aracino
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Re: Biggest Grips with CM

Post by Aracino » 20 Aug 2018, 23:05

LTB + Artillery attachment. That's honestly the only thing I have an issue with in CM at the moment, being able to one shot kill from off screen.
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kamenkuro
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Re: Biggest Grips with CM

Post by kamenkuro » 20 Aug 2018, 23:16

Aracino wrote:
20 Aug 2018, 23:05
LTB + Artillery attachment. That's honestly the only thing I have an issue with in CM at the moment, being able to one shot kill from off screen.
Xenos getting gibbed because of the tank is on them

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spookydonut
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Re: Biggest Grips with CM

Post by spookydonut » 20 Aug 2018, 23:52

Explosion rework is coming at some point soon, should solve a lot of issues with tank being op and rpg/grenades being anaemic

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Sora9567
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Re: Biggest Grips with CM

Post by Sora9567 » 20 Aug 2018, 23:58

spookydonut wrote:
20 Aug 2018, 23:52
Explosion rework is coming at some point soon, should solve a lot of issues with tank being op and rpg/grenades being anaemic
Oooh, that sounds neat. I'm actually pretty curious to what the rework's gonna be for grenades. Unless you're the B18, the only thing grenades are good for against xenos are Area Denial for incens or stunning them to get finished off. Obviously it seems you have a roadmap for the changes, but it'd be nifty if say...xenos get a minor slow after they get back up, since taking a frag grenade is nature's way of telling you to slow down a bit. In any case, I'm looking forward to the changes.
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spookydonut
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Re: Biggest Grips with CM

Post by spookydonut » 21 Aug 2018, 10:33

It'll be changing how explosions work to be an actual scale instead of just 1, 2 or 3 and account for things like walls blocking the explosion

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Dolth
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Re: Biggest Grips with CM

Post by Dolth » 21 Aug 2018, 10:55

Great news :).
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waswar
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Re: Biggest Grips with CM

Post by waswar » 29 Aug 2018, 22:57

The lack of “command support” roles.

I would love various roles like bridge officer or a non-specialist sergeant to help with leading troops and getting command running smoothly. Unfortunately, no more ship side roles will be added, and I don’t want to content with specialist players, as I’ve never played specialist before, and I don’t want to underperform in a highly demanded role.

But I would like more roles with emphasis on having authority in role play, like the Liaison. More Company leaning roles as well.
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chocolate_bickie
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Re: Biggest Grips with CM

Post by chocolate_bickie » 01 Sep 2018, 15:38

The self-destruct. It puts xenos in the position of having to constantly watch the SD room. The fact that marines quite literally get an 'I win' button when they retreat seems somewhat unbalanced and the SD in general leads to a bunch of RP breaks from both xenos and marines.

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sw4gbag
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Re: Biggest Grips with CM

Post by sw4gbag » 01 Sep 2018, 22:58

Delta and to a lesser extent, Charlie.
Organizing Delta as a SL early game is hard, you need to earn your respect for a few of them to listen which is understandable. I don't have too much of a problem if marines run off on say FOB duty, but most Delta engineers WILL run off and do jack shit to build a FOB.
Also, SO's who purposefully act like shit, Bill Carson is a meme and I play along with it, but it gets stale after a while and is just stupid when other SO's try to mimic it

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Re: Biggest Grips with CM

Post by Ttly » 04 Sep 2018, 22:44

Whitelists demanding reputation.
Not everyone wants to autistically play for three weeks straight and meme around to be well known.

And then having to write a short story that doesn't even matter in the game as people don't read it anyway. Or the situation forces them to just improvise.

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kamenkuro
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Re: Biggest Grips with CM

Post by kamenkuro » 07 Sep 2018, 13:35

Xenos being small tanks
Canonically, xenos shouldn't win without numbers. 20 xenos shouldn't be able to route 20 marines. They're canonically squishy. The only thing they have advantage over are prisoners, space struck drivers, and a small fireteam of like 5 guys. They shouldn't be as powerful as they are here. It made sense when they bowled over SS13 servers. Most personnel was without weapons and security had little firearms capable of dealing with them. I don't know who's idea it was to turn xenos into uber unstoppable killing machines where even drones could run off after a few bullets in their rear end, but I'm glad they're gone and xenos got knocked down few pegs.

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Butlerblock
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Re: Biggest Grips with CM

Post by Butlerblock » 07 Sep 2018, 13:37

because nobody plays them, so the devs balances around that
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Nickvr628
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Re: Biggest Grips with CM

Post by Nickvr628 » 07 Sep 2018, 19:26

Yeah xeno squishy-ness is something that corporate mercs does well IMO. A burst of fire will cripple a xeno and anything much more than that will kill them. They instead have infinite respawns and huge numbers bolstered by AI controlled “mindless” xenos.

Xenos being super tanky is one of my least favorite design decisions of CM.

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kastion
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Re: Biggest Grips with CM

Post by kastion » 07 Sep 2018, 22:17

kamenkuro wrote:
07 Sep 2018, 13:35
Xenos being small tanks
Canonically, xenos shouldn't win without numbers. 20 xenos shouldn't be able to route 20 marines. They're canonically squishy. The only thing they have advantage over are prisoners, space struck drivers, and a small fireteam of like 5 guys. They shouldn't be as powerful as they are here. It made sense when they bowled over SS13 servers. Most personnel was without weapons and security had little firearms capable of dealing with them. I don't know who's idea it was to turn xenos into uber unstoppable killing machines where even drones could run off after a few bullets in their rear end, but I'm glad they're gone and xenos got knocked down few pegs.
Sounds good, lets limit the amount of marines to 5 with no obs, no retreat to the almayer, anything like that, and everyone else has to be squishy xenos.

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kamenkuro
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Re: Biggest Grips with CM

Post by kamenkuro » 07 Sep 2018, 22:50

kastion wrote:
07 Sep 2018, 22:17
Sounds good, lets limit the amount of marines to 5 with no obs, no retreat to the almayer, anything like that, and everyone else has to be squishy xenos.
Give xenos a spawn hole they can pour out of. They'll stop whining about things killing them too effectively if they can just respawn

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Winter
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Re: Biggest Grips with CM

Post by Winter » 08 Sep 2018, 22:22

There IS a spawn hole, it's called the queen's ovipositor. Or her butt.
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spookydonut
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Re: Biggest Grips with CM

Post by spookydonut » 09 Sep 2018, 00:18

This thread has run its course and further discussion should be in the updates thread.

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