Project Nightmare, some complaints.

Generic, on-topic discussion about Colonial Marines.
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Huebone
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Re: Project Nightmare, some complaints.

Post by Huebone » 18 Oct 2018, 15:31

DriedMilk wrote:
18 Oct 2018, 14:47
lmao 1 squad vs entire hive and loses
Singular squad ungas over the river, benos could swarm the ungas that carried all the ap(which does less damage than standard to younger castes). Instead, they were adamant on waiting for their 15 minute safety net. Benos start losing numbers, still won't guerrilla flood the one squad(at this point they lost the opportunity to). Xenos often forget that there are burrowed larva and don't want to risk their lives to stop a single squad rush. Marines don't care, they'll give up their lives even if it means losing defibs.

The other squads come in, immediately rush the river due to command orders. Every squad is in the caves. That single order saved the delta(soy) boys and ended it.

So, to recap. It wasn't that early rush that ended the hive. The Queen deovied fast, the hive was afraid to swarm the squad, and they were waiting on their aging safety net. You want to fix the issue? Tell the moderators to stop letting marines rush the planet at 12:15 then proceed to send all the other squads into the caves. THAT was pretty damn meta, no FOB, just go assist delta north of hydro.
Also, if I remember correctly, a xeno is supposed to be worth three marines. What happened there?
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Re: Project Nightmare, some complaints.

Post by Mark Wilson » 18 Oct 2018, 15:33

Butterrobber202 wrote:
18 Oct 2018, 15:23
It was more likley this was early into the change, when players were still learning the new meta.

Rn, the Marines setup on the bridge and use railscopes, snipers, and CAS to suck away Xeno defenses until they break. Then they use an UNGA RUSH to finish off the Xenos.
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Re: Project Nightmare, some complaints.

Post by Sulaboy » 18 Oct 2018, 15:34

NethIafins wrote:
18 Oct 2018, 15:09
Alright, second round of lv helped me to get some understanding. I'll be doing some changes to lv mostly by compensating aliens for every fog hole they have

What I feel might happen is marines will get bored deploying early and xenos might swarm them instantly, or marines find quicker rushes and fuck Zeno's earlier.

At this point the balance is being shifted because it is something new
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Re: Project Nightmare, some complaints.

Post by Mancakefacepan » 18 Oct 2018, 15:35

A round just the other day had Xenos BOARDING the Alamayer before the fog dropped due to the baldness being the reverse of the OP's post.

This seems like a case of bald ass queen and incompetent xenos vs an UNGA squad.

Though i believe that a properly equipped squad (lots of AP + SADAR + CAS support) could acheive this regularly, which probably isn't what the devs intended and marine early game power should probably not be as potentially high as it is right now.

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Re: Project Nightmare, some complaints.

Post by NethIafins » 18 Oct 2018, 15:37

Last round I asked CO to rush bridge and got a lot of xeno mains to play as xeno. I still see issue in xeno numbers in cases like that.

Stay tuned
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Re: Project Nightmare, some complaints.

Post by CABAL » 18 Oct 2018, 15:39

Queen at river in 12:20? Here is your issue, not that bridge. Bridge gap existed from atleast a week and by my own experience, it was hard to push xenos there. Boiler and rav was enough to keep us at bay. I don't even want to remember those two crushers who destroyed this gap. Usually only one squad guards it and rest is waiting for fog to loft becouse narrow corridors favours single stronger beings as xenos (and SADAR spec) are. If 2 marines, spec and smartgunner can put enough firepower to rush this tunnel, then it's obvious xenos just made mistake.

I don't see a problem here, xeno queen was new, other xenos were bad. Probably. I bet it wasn't coordinated attack from all squads by orders of command. Marines did what they do when they see xenos defences, they poke it to test. If they don't feel much resistance, they decide to rush.

Build xeno meta around here: Build strong defences. Fuck survivors, they are not a threat and you can explain building defences that you fear they will counterattack.
Send few runners and sentinels from the west tunnels and lure marines there. Here, problem solved.
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Re: Project Nightmare, some complaints.

Post by Mancakefacepan » 18 Oct 2018, 15:41

NethIafins wrote:
18 Oct 2018, 15:37
Last round I asked CO to rush bridge and got a lot of xeno mains to play as xeno. I still see issue in xeno numbers in cases like that.

Stay tuned
How did this round turn out?

Just out of curiosity.

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Re: Project Nightmare, some complaints.

Post by NethIafins » 18 Oct 2018, 15:56

Xenos lost horribly, tho it went better than the example from op

But competent hive and queen lost to marines unga rush

Let me be clear, I do not want ooc enforcement of marine rushes, but I do want to punish marines for rushing. Is just dont see how yet

Tho I have ideas how to fix THIS particular issue with bridge
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Re: Project Nightmare, some complaints.

Post by Daman453 » 18 Oct 2018, 17:47

All marine players have been told to get gud.

Get gud.
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Re: Project Nightmare, some complaints.

Post by Sargash » 18 Oct 2018, 18:10

Man everyone needs to understand the bridge fight is never one squad. Usually it's almost immediately two squads rushing it, plus a bunch ungas who dont care and rush it anyways. Then a minute later all squads get ordered to it. All of the marines converging in one place, that's perfectly wide enough for marines to push merrily across. If you want to deal with defenses, just set up two M56Ds and shoot for a minute, then send every squad across, with the B18, UGLs in front, nading every four tiles till you get to the other side. Nothing xenos can do to stop that unless they have like 4 boilers to maintain nonstop gas. Oh and boilers right now will only do like ten damage if you run through an acid cloud while it's young. Acid gas by itself is really not a threat anymore until they get to elder/mature. It's just guaranteed damage.

Some changes might include making the other side of the bridge have sand so it can be weeded, or even a road leading up to it so xenos themselves can get some kind of foothold, because as it stands it's entirely one-side. Even IF they somehow win the bridge fight, they have to move all the way into Hydro, or down to the road before they can do anything. Marines? 30 seconds and they get like 8 sandbags setup. And maybe make the bridge 3 or 4 wide. This would make it a lot tougher for either side to push over it, but not impossible. It'd still be marine favored because they have ample supply of CAS and grenades to use. With CAS cover, they can easily take the end of the bridge. Bringing 5 guns to bear, plus the sniper/scout, plus at least 2 smartgunners, and potentially 5 if the CO decides to join the fight. That's 12 guns in a long, narrow chokepoint. And before you say "Ohh marines can't do teamwork harhar." This has already happened three times.

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Re: Project Nightmare, some complaints.

Post by Vispain » 18 Oct 2018, 18:11

breaking news

Delta pfcs to receive damage debuff.
Next on Channel 131 CM, A local Mod speaks out against rampant Anti-Xeno sentiment.
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Re: Project Nightmare, some complaints.

Post by xXen0zS1ay3rXx » 18 Oct 2018, 19:19

Everyone knows benos are total fucking shit right now, and we'll be having to deal with meta rushing due to absolutely 0 enforcement. But hey, the beans got the burrower! lol

Anyway, it may swing back around to some semblance of balance or bean favored again, in the mean time just enjoying playing with the completely balance and well throughout SADAR, or go grenade launcher spec for maximum fun. I currently enjoy no armor duel-buckshot shotgun.

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Re: Project Nightmare, some complaints.

Post by Butterrobber202 » 18 Oct 2018, 19:29

Sargash wrote:
18 Oct 2018, 18:10
snip
He covered all my issues perfectly and in a better manner than I did.
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Re: Project Nightmare, some complaints.

Post by awan » 19 Oct 2018, 04:03

Well, first of all this is exactly why we are great devs.
As you can see in my initial post I said we only put this many crops in because we wanted to know what works and what does not.
Ofc it is hard as a dev to admit hey this is not working. What I am going to say is this is not working how we want it too.
Many people complained that we did not launch this on all 4 maps with 100 options but instead did it so minor.

Now this was a potential foreseen issue. We had discussed it already.
The thing I myself want(ed) to try is to have the brig be filled with non-dense fog that blocks sight for marines.
Do expect to see some sort of rework of this.
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Re: Project Nightmare, some complaints.

Post by Sicikat » 19 Oct 2018, 07:02

Vispain wrote:
18 Oct 2018, 18:11
breaking news

Delta pfcs to receive damage debuff.
M41A mk II (Delta edition) now with *0.5 damage per hit.
Standard M41A mk II is now ID locked from the usage by Delta squad.
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Re: Project Nightmare, some complaints.

Post by Gigazer » 19 Oct 2018, 11:06

Fishii wrote:
18 Oct 2018, 15:15
And actually, to my previous post. It always seems to be Delta. Hmmm 1 squad vs the hive huh? 20 marines? I was apparently being GENEROUS
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That's 29 man squad. Yeah no. That's it's own Hive of UNGA.
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Re: Project Nightmare, some complaints.

Post by kamenkuro » 19 Oct 2018, 21:02

TheMaskedMan2 wrote:
18 Oct 2018, 14:24
Devs are currently looking into the issue, but if you want my opinion.

Marines are a bit strong at the moment compared to Xenos.
If xenos can still win without losing a queen they're fine. Xenos bungled and were punished for it. It's rare that xenos get punished for mistakes.

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Re: Project Nightmare, some complaints.

Post by AcuteCircle » 20 Oct 2018, 00:45

hold at caves
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Re: Project Nightmare, some complaints.

Post by Gnorse » 20 Oct 2018, 12:50

my mans. It's literally three tiles worth of space. a single boiler and a semi-competent hive can literally destroy two squads there, mature or not.
If we're adding fog back in, we might as well slap it on big red and ice as well, becauss that's fun.

Stats are good, yes, but you don't -HAVE- to wait to elite to actually kill shit.
Oh, and queen not de-oviing at the 15 minute mark also helps.
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Re: Project Nightmare, some complaints.

Post by Madventurer » 20 Oct 2018, 16:10

I'll just say here:

Xenos are supposed to be the ultimate lifeform.
There's a very narrow hallways through which marines must push to kill them.
Xenos have plenty of time to scout and find that hole before the marines arrive.
If you fuck up preparing that spot with defenses, you're either stupid or playing lowpop with 6 xenos.
And if there's one boiler, that chokepoint is complete hellhole.

One round =/= Major changes

Sometimes it just happens.
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Re: Project Nightmare, some complaints.

Post by carlarc » 20 Oct 2018, 20:36

lol ok

we had a round with an absolute BADASS hivelord, he completely secured the bridge and made sure it had good boiler spots and funneled marines

guess what?

it got CAS and OBed to death, turning into a barren zone with occasionally some weeds and prae sticky resin. so thats how you push in
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Re: Project Nightmare, some complaints.

Post by Mancakefacepan » 21 Oct 2018, 10:17

Just witnessed pretty much the same, Queen Forced to de-ovi to support bridge which ended up working and a marine squad got wiped. Marines simply waited 5 minutes while they licked their wounds before OBing the north side and walking 3 squads across immediatly afterwards. Xenos don't stand a chance.

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Re: Project Nightmare, some complaints.

Post by Sicikat » 21 Oct 2018, 11:24

Mancakefacepan wrote:
21 Oct 2018, 10:17
Just witnessed pretty much the same, Queen Forced to de-ovi to support bridge which ended up working and a marine squad got wiped. Marines simply waited 5 minutes while they licked their wounds before OBing the north side and walking 3 squads across immediatly afterwards. Xenos don't stand a chance.
Yeah, you forgot to mention that Xeno won this round though. Marine push was way harder before, without the bridge when fog was off. Aliens do much better on LV than on Solaris this days. But for some reason people are complaining about LV.

Also maybe marines are OBing and CASing beyond bridge, because it's not possible to cross it if there are a couple of boilers and one rav (question mark)
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Re: Project Nightmare, some complaints.

Post by WinterClould » 26 Oct 2018, 22:00

Marines are pretty strong right now. More experienced players working hard for their W's then the benos have sadly.

Maybe if benos had a better way to give the best players in their hives better positions and had a way to better coordinate with skilled players. :thinking:

Big ass hole in the LV fog is a good idea but I think xenos are just to weak right now to handle the marines when they're at full round start strength. Getting good will be hard for the xenos when they get sick of playing because they get shit on to much and have no reason to stick around.
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Re: Project Nightmare, some complaints.

Post by SolarMacharius » 27 Oct 2018, 00:53

I have noticed that its easier to defend the bridge as xenos when theres a gap there vs the eastern jungle fog gp. Mostly because limited weeds in the jungle and its one tile wide in some spots.
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