Project Nightmare, some complaints.

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

Post by Dolth » 28 Oct 2018, 12:57

Tbh I think xeno players are just bas right now. Nothing major has changed recently really. (Exclude the frags and claymores).

Really a crusher boiler ravager still owns a frontline if played properly.
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Re: Project Nightmare, some complaints.

Post by awan » 28 Oct 2018, 16:30

Well, expect some more "cool" crops to play with.
We have data and feedback on what works and are working on expanding/working on crops.
I get that not everyone likes what we do but I think in general people can agree we are making positive progress.
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Re: Project Nightmare, some complaints.

Post by Vispain » 28 Oct 2018, 16:47

+1.

Even when the updates aren't stellar I trust you guys to get it better eventually.

Thanks to the team btw for this particular project. It's definetely a interesting, albeit smaller change in some ways, and gives a new side aspect of the round.
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Re: Project Nightmare, some complaints.

Post by TheMaskedMan2 » 28 Oct 2018, 17:33

Even the bits of the maps that aren't perfect and have problems are easily fixed, and the majority of the crops work well. Best way to get it working is essentially just trial by fire, toss it in, see what works!

Looking forward to new stuff.
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Re: Project Nightmare, some complaints.

Post by Dolth » 29 Oct 2018, 15:43

Yeah gotta agree with awan it IS some good progress despite some tiny down sloops.
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Re: Project Nightmare, some complaints.

Post by Renomaki » 29 Oct 2018, 20:16

I hope that Nightmare will eventually make it to other maps, like Big Red and Ice.
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Re: Project Nightmare, some complaints.

Post by GoliathTheDespoiler » 09 Nov 2018, 09:11

NethIafins wrote:
18 Oct 2018, 15:56
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
that's a shame because i'd love to do both of these
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Re: Project Nightmare, some complaints.

Post by GoliathTheDespoiler » 09 Nov 2018, 09:16

Also, if I may give my two cents about project nightmare:

It just feels insignificant & a bit like something that wasn't... reaaaally asked for, but given to us anyway. The map changes are too minor to really spice things up, probably the only really significant change is the fog holes, and whether they exist or not. Having a viney hydro can be kinda annoying for marines, but for the most part any changes to map are just insignificant graphical changes.

If something like the ENTIRE layout of a dome, or the colony, was changed, I could see that being pretty interesting, provided that the changes were seriously sigificant, and not just something like 'replaced hydro with recreation dome' or something of that ilk.

I'm hoping Project Nightmare makes it possible for someone to see a round of LV-624, go to another round of the same map, and have no fucking clue that it's the same map aside from all the grass.

I mean no offense to the people working on it, because frankly it's a really cool idea. I just feel that it's something that probably doesn't need to be worked on ATM, considering other glaring issues + positive changes that could be made.
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Re: Project Nightmare, some complaints.

Post by Avalanchee » 09 Nov 2018, 09:32

GoliathTheDespoiler wrote:
09 Nov 2018, 09:16
Also, if I may give my two cents about project nightmare:

It just feels insignificant & a bit like something that wasn't... reaaaally asked for, but given to us anyway. The map changes are too minor to really spice things up, probably the only really significant change is the fog holes, and whether they exist or not. Having a viney hydro can be kinda annoying for marines, but for the most part any changes to map are just insignificant graphical changes.

If something like the ENTIRE layout of a dome, or the colony, was changed, I could see that being pretty interesting, provided that the changes were seriously sigificant, and not just something like 'replaced hydro with recreation dome' or something of that ilk.

I'm hoping Project Nightmare makes it possible for someone to see a round of LV-624, go to another round of the same map, and have no fucking clue that it's the same map aside from all the grass.

I mean no offense to the people working on it, because frankly it's a really cool idea. I just feel that it's something that probably doesn't need to be worked on ATM, considering other glaring issues + positive changes that could be made.
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Re: Project Nightmare, some complaints.

Post by DrPng » 09 Nov 2018, 09:39

I really like project nightmare and I'm sure it will evolve to randomize entire sections of the map. Some people complain about the open fog holes but to be honest, I dont mind it as a Beno.
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Re: Project Nightmare, some complaints.

Post by conthegodoffire » 09 Nov 2018, 12:48

I would love for the maps to swap around like this. I remember when I first started playing on this server, why before I joined the forums. I had a blast looking around, trying not to go to far off with the fear that a xeno might be sneaking up on me. But now I know the maps mostly by heart, I am still a bit new to ice but whatever. It would be fun to go to what I think is T-comms just to find out I am in hydro, or something like that. Make things feel a bit new for marines and benos alike.
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Re: Project Nightmare, some complaints.

Post by Swagile » 09 Nov 2018, 13:41

you know what i want?

what would truly make things interesting?

what would make project nightmare truly revolutionary?

LZ RANDOMIZATION

you land, and suddenly, the LZ is right next to Hydro

or you get a shit spawn and your LZ is far SW Jungles

or a great spawn and its west of Table Fort

randomization of Hydro, Research, etc. doesn't matter for shit because we'll still fight near the action / where xenos and/or their FOB's are (aka why Hydro is always picked; because xenos are almost always across the river near Table Fort)

but change the LZ's? you change the entire pace of the game; resupply, logistics, evacs, pushes on xenos; they all change depending on what the two LZ locations are, and would add a LOT of different challenges that Command, Marines, and Xenos have to face
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Re: Project Nightmare, some complaints.

Post by kastion » 09 Nov 2018, 14:08

Swagile wrote:
09 Nov 2018, 13:41
you know what i want?

what would truly make things interesting?

what would make project nightmare truly revolutionary?

LZ RANDOMIZATION

you land, and suddenly, the LZ is right next to Hydro

or you get a shit spawn and your LZ is far SW Jungles

or a great spawn and its west of Table Fort

randomization of Hydro, Research, etc. doesn't matter for shit because we'll still fight near the action / where xenos and/or their FOB's are (aka why Hydro is always picked; because xenos are almost always across the river near Table Fort)

but change the LZ's? you change the entire pace of the game; resupply, logistics, evacs, pushes on xenos; they all change depending on what the two LZ locations are, and would add a LOT of different challenges that Command, Marines, and Xenos have to face
it would be funny to see marines land in the lake area of the caves while xenos are making hives in the colony.

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Re: Project Nightmare, some complaints.

Post by Audi_Gzz » 09 Nov 2018, 14:25

The gaps in fogs favor xenos... If you have a hivelord you can wall off the fog so when the fog does drop. Marines can't flank you and if they do its gonna take some time. Defenses either on the bridge or east or west of the colony are DEADLY you can easily wipe out 12 marines EASILY just by having smart xenos.
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Re: Project Nightmare, some complaints.

Post by NethIafins » 09 Nov 2018, 14:52

No map randomization until I finish the Squad Lead map generation
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Re: Project Nightmare, some complaints.

Post by conthegodoffire » 09 Nov 2018, 15:10

NethIafins wrote:
09 Nov 2018, 14:52
No map randomization until I finish the Squad Lead map generation
Work faster damn you!!!
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Re: Project Nightmare, some complaints.

Post by Ketrai » 10 Nov 2018, 05:08

conthegodoffire wrote:
09 Nov 2018, 15:10
Work faster damn you!!!
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Re: Project Nightmare, some complaints.

Post by WinterClould » 10 Nov 2018, 06:58

Ketrai wrote:
10 Nov 2018, 05:08
Work moderately. Take good breaks when needed, remember to take care of yourself, and have fun most of all.
WORK FASTER SLAVE
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Re: Project Nightmare, some complaints.

Post by MattAtlas » 10 Nov 2018, 07:14

NethIafins wrote:
09 Nov 2018, 14:52
No map randomization until I finish the Squad Lead map generation
FIX GAME
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Re: Project Nightmare, some complaints.

Post by Madventurer » 10 Nov 2018, 07:51

After some more rounds of having annoying gaps in the fog as both xeno and marine:

For marines it largely boils down to being able to coordinate CAS and OB to clear the path, followed by a decisive push. At least for the bridge. The best course of action for the eastern gap is to just not go in. It's too tight, long, and it has several turns that really make it hard to get good sightlines for CAS and OB lazing. You don't even need a boiler there as a good prae and ravager can hold it off on their own. Of course not forever, but enough to delay the marines substantially.

As for the bridge, xenos really need a good coordination of boilers, drones and combat castes to hold it. It's possible to recover from an OB wiping out all of the defenses, but it hinges on solid teamwork, which is always a dieroll for xenos.

TL;DR better coordinated team wins with fog-gaps.
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Re: Project Nightmare, some complaints.

Post by Renomaki » 10 Nov 2018, 22:12

Honestly, I grew to rather like the gaps in the fog, at least as a queen.

It creates a tactical depth for the hive, encouraging them to consider all the possible openings while at the same time solving the issue of people being bored and having to wait.

For months, people complained that the fog wall was annoying and just forced people to sit around while they waited for the fog to drop. Well, now you have some gaps to shoot through, so at least they'll have SOME action while they wait for the fog to fully drop. But only in select areas, which kept things manageable.

I wouldn't mind seeing more variations of fog to encourage different tactical approaches.
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Re: Project Nightmare, some complaints.

Post by kastion » 11 Nov 2018, 12:16

They could just make the areas where the fog is going to drop be like "light fog" that drops early but isnt down at the start to stop rushes but still cause holes in the fog before the rest of it drops. but that would fix the problem so not gonna happen.

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Re: Project Nightmare, some complaints.

Post by Zelkova64 » 23 Nov 2018, 16:13

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.
I will say that I will prefer a railscope/mini scope so that I can just shoot the resin walls across the river. Even with a SMG so that when the inevitable order from command to "CHARGE" comes, There wont be as much walls to get egg trapped behind.

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Re: Project Nightmare, some complaints.

Post by kastion » 06 Dec 2018, 09:21

So why is there a chance for cargo to have 2 sentries and 40 claymores in it? Who thought that was a good idea? Seriously?

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Re: Project Nightmare, some complaints.

Post by NethIafins » 06 Dec 2018, 11:16

kastion wrote:
06 Dec 2018, 09:21
So why is there a chance for cargo to have 2 sentries and 40 claymores in it? Who thought that was a good idea? Seriously?
10% chance, 2 sentries 20 claymores

My idea. It was there before sentries were cool and the point of this thing was to force marines to look around
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