Update Discussion Thread (October 2018)

Generic, on-topic discussion about Colonial Marines.
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xXen0zS1ay3rXx
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Re: Update Discussion Thread (October 2018)

Post by xXen0zS1ay3rXx » 14 Oct 2018, 23:30

So I have no idea who is in charge of the burrower stuff, but you need to stop them from doing whatever hard drugs they are currently on.

Anyway, now that people are forced to play the piece of shit burrower to get to carrier, which are now t3 for some reason, does the new t3 carrier have t3 stats or just lazily copy-pasted to t3 to deal with this insane burrower saga we are in?

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Re: Update Discussion Thread (October 2018)

Post by misto » 14 Oct 2018, 23:34

these objectives are interesting but they will only hold the marines' interest if theyre backed up with goodies, req points at least.

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Re: Update Discussion Thread (October 2018)

Post by misto » 14 Oct 2018, 23:38

the road to carrier going thru burrower is not too bad if you think about it, you can spend your time as burrower preparing egg-hauling tunnels and pre-placing resin holes that you can fill up later, if drones dont catch on and fill them up for you

i dont like how it turns red from being a drone and then turns back to blue-black again though :(

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Re: Update Discussion Thread (October 2018)

Post by CABAL » 15 Oct 2018, 01:32

kamenkuro wrote:
14 Oct 2018, 20:38
Xeno needs a major overhaul. Adding objectives won't make it fun
What would it change? Even scrapping and rebuilding every xeno caste won't change much. It still will be melee oriented side, small numbers, high HP, high armor, fast etc.
10 new castes won't make a much diffrence, becouse concept of xenos in CM will always be the same. You won't get shift in numbers in xeno favour, you won't get anything fresh, just new abilites. Mark my words, any future overhaul with current "mindset" for xenos will only bring more abilites, change previous and redistribute them to other castes. Nothing besides abilites and stats will change on xeno side, so it will be always boring after a month, or two.
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Re: Update Discussion Thread (October 2018)

Post by misto » 15 Oct 2018, 01:45

surrealeaser gave an overhaul idea about letting xenos have basically infinite respawns and i gave a lesser version of his applying to runners only on the gitlab

https://gitlab.com/cmdevs/ColonialMarines/issues/4235

https://gitlab.com/cmdevs/ColonialMarines/issues/4288

while i think surreal's version was a bit too heavy of an overhaul, applying it to runners only would have, in my mind, killed two birds with one stone: the question of how to make runners worth half a damn again and the overall effect that would have on the operations of the xeno hive as a whole

alas, despite getting positive upvotes n much feedbacks, neither one made it

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Re: Update Discussion Thread (October 2018)

Post by ThePiachu » 15 Oct 2018, 02:12

Would be nice to give Marine objectives to get xeno eggs, corpses, Predator gear, corpses etc.
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Re: Update Discussion Thread (October 2018)

Post by spookydonut » 15 Oct 2018, 03:26

To be clear, up until I added Burrower, the Carrier was already a T3 but the hive status listed it as a T2 despite taking up a T3 slot.

Xeno objectives are a possibility though understandably some of them will be inverses of the marine objectives, such as marines having their minimise losses objective and the xenos getting an 'maximise infections/losses' objective.

For Xenos I don't picture there being global bonuses like have been proposed, it would be more about determining a win/forced evac condition. Depending how it goes with objectives Xenos may transition into an infinitely spawning force that can't be completely wiped out, except for something like killing queen/clearing egg nests.

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Re: Update Discussion Thread (October 2018)

Post by taketheshot56 » 15 Oct 2018, 03:39

spookydonut wrote:
15 Oct 2018, 03:26
To be clear, up until I added Burrower, the Carrier was already a T3 but the hive status listed it as a T2 despite taking up a T3 slot.

Xeno objectives are a possibility though understandably some of them will be inverses of the marine objectives, such as marines having their minimise losses objective and the xenos getting an 'maximise infections/losses' objective.

For Xenos I don't picture there being global bonuses like have been proposed, it would be more about determining a win/forced evac condition. Depending how it goes with objectives Xenos may transition into an infinitely spawning force that can't be completely wiped out, except for something like killing queen/clearing egg nests.
If were making infinite Xenos a thing will marines be getting medical buffs? Or something to counter infinite Xenos?
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Re: Update Discussion Thread (October 2018)

Post by Cry of Wolves » 15 Oct 2018, 03:44

spookydonut wrote:
15 Oct 2018, 03:26
For Xenos I don't picture there being global bonuses like have been proposed, it would be more about determining a win/forced evac condition. Depending how it goes with objectives Xenos may transition into an infinitely spawning force that can't be completely wiped out, except for something like killing queen/clearing egg nests.
yus.

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Re: Update Discussion Thread (October 2018)

Post by WinterClould » 15 Oct 2018, 04:03

The sound of infinite spawning xenos with appropriate buffs to marines makes me rock fucking hard.

If we want xenos to be faceless then each life needs to be less valuable. If we make the efforts of individual xenos less valuable we wouldn't need to care about who get what slot or who what xeno is, so no need to ckey or nickname things like I've suggested before.

This is what xenos have probably needed If we intend to keep them personalityless. Along with objectives to give them something extra and neat to do this could really give people who want to play xeno the chances to play them how they want and with plenty of chances to learn how best to play.


This could fix the fucking skill gap that's been murdering balance forever.
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Re: Update Discussion Thread (October 2018)

Post by misto » 15 Oct 2018, 04:22

carrier not inheriting tunnel building from burrower is unfortunate, tunnel building may be erased from the hive once the burrower evolves up to carrier. i guess a queen can always demand a drone evo up to a burrower for the purposes of making tunnels and then devo them to make room, though.

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Re: Update Discussion Thread (October 2018)

Post by kooarbiter » 15 Oct 2018, 19:42

misto wrote:
14 Oct 2018, 23:38
the road to carrier going thru burrower is not too bad if you think about it, you can spend your time as burrower preparing egg-hauling tunnels and pre-placing resin holes that you can fill up later, if drones dont catch on and fill them up for you

i dont like how it turns red from being a drone and then turns back to blue-black again though :(
I counter with the red black red of the ambush line
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Re: Update Discussion Thread (October 2018)

Post by misto » 15 Oct 2018, 21:58

i dont like that either!!!

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Re: Update Discussion Thread (October 2018)

Post by kastion » 15 Oct 2018, 23:33

if xenos become infinite respawn and easily killed I will probably quit playing xeno. I don't play the game to be beat to a pulp for the fun of others.

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Re: Update Discussion Thread (October 2018)

Post by misto » 16 Oct 2018, 00:13

kastion wrote:
15 Oct 2018, 23:33
if xenos become infinite respawn and easily killed I will probably quit playing xeno. I don't play the game to be beat to a pulp for the fun of others.
thats why i say its best to apply it to runners only, then runners being frail and baddish is counterbalanced by them having infinite lives, and all the other classes can still have their usual gameplay

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Re: Update Discussion Thread (October 2018)

Post by CABAL » 16 Oct 2018, 03:57

kastion wrote:
15 Oct 2018, 23:33
if xenos become infinite respawn and easily killed I will probably quit playing xeno. I don't play the game to be beat to a pulp for the fun of others.
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That's what we have heard from xenomains where marines were in shit situation.

Xenos would be easily killable, but marines would change to, to emulate movies. Xenos died after one burst, but marines were dying in one-two slashes, pounce and other things.

Sneaky xeno would still be god and another mechanic of xenos blending into the weeding walls would be neat. Xenos are supposed to be stealthy, otherwise they are just zergs that rush and die.
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Re: Update Discussion Thread (October 2018)

Post by kamenkuro » 16 Oct 2018, 05:54

kastion wrote:
15 Oct 2018, 23:33
if xenos become infinite respawn and easily killed I will probably quit playing xeno. I don't play the game to be beat to a pulp for the fun of others.
I've played on a server where xenos have fast respawns. There's a lot of other stuff there that makes it more fun to play too. Playing xenos on this server is terrible. If the respawns got buffed and health/armor nerfed that would change gameplay heavily. If it can get closer to whiskey outpost in terms of defending against waves, then it'd be a lot better.

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Re: Update Discussion Thread (October 2018)

Post by Gnorse » 16 Oct 2018, 08:14

Exactly. I'd rather have the WO gamemode be the default, honestly. You'd have to incorporate it into the four existing maps, but it'd be exactly what you think of when hearing 'xenomorph'.
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Re: Update Discussion Thread (October 2018)

Post by Butlerblock » 16 Oct 2018, 11:50

i’ve played merc’s infinite respawn and there’s was only fun because of the global power being the same and slowly getting larger as the game goes on, regardless of times died. if we keep the current system of individual power per xeno and then resetting on death but giving infinite respawns i can guarentee you nobody will play xeno.
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Re: Update Discussion Thread (October 2018)

Post by Novus Luna » 16 Oct 2018, 19:23

I play both factions pretty evenly, and with that said...the opinion of Xeno mains, in my opinion, is far more valid if we're talking about such a big change to them. Before any Marine mains start saying that's bullshit, were this situation reversed to be a massive change to how Marines play that you don't like, you'd be telling Xeno mains to fuck off if they were saying its good. Yes, your opinion matters, but someone has to play the hypothetical change and if the Xenos don't like it, are you going to play it?

I personally would outright stop playing Xeno in this hypothetical change. As an occasional game mode (Whiskey Outpost) it's fine, but I could not stand it as a constant thing.

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Re: Update Discussion Thread (October 2018)

Post by Exodus » 16 Oct 2018, 19:57

As someone who plays a fair deal of both sides, I'm not entirely certain that I'd like a change that made Xenos have infinite lives, but make them substantially weaker in the process. As it stands, I already have difficulties fighting Marines without the crutches of Pounce and other stun-abilities, and the implication that I could die in something like a single pulse rifle burst or two is rather irritating.

Would that not also change the dynamics of Facehugging, or combat in general? Would Xenomorphs be expected to form waves in order to attack?
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Re: Update Discussion Thread (October 2018)

Post by DefinitelyAlone0309 » 16 Oct 2018, 20:17

If we go with Merc's way of infinite xeno with their power still intact upon death, sure, go for it. I'd love that to be a thing

If we go with resetting the xeno's strength upon every death, like what we have now, but with the down time shortened, I know for sure that nobody will play xeno.
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Re: Update Discussion Thread (October 2018)

Post by WinterClould » 16 Oct 2018, 21:11

Death should not be a punishment for xenos in any new system we make.
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Re: Update Discussion Thread (October 2018)

Post by spookydonut » 17 Oct 2018, 00:00

As I said this just a hypothetical idea, it may not be needed if we get the objectives gameplay working fine on its own

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Re: Update Discussion Thread (October 2018)

Post by carlarc » 17 Oct 2018, 06:51

i for one would looove the horde idea

perhaps make them both roundtstart gamemodes?
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