... Effigies

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ChickenShizNit8
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Re: ... Effigies

Post by ChickenShizNit8 » 09 Dec 2015, 19:33

Toroic wrote: This is pretty hilarious from a player that generally only plays marine, and the level of marine vs marine that happens in a given round.

I mean, how much stronger would marine team be if they weren't constantly engaging in friendly fire?

I'd argue that xeno team generally has better teamwork, and needs better teamwork to win, due to their lower numbers and simple command structure.

Marines in contrast seem to have half the team either doing nothing or actively causing trouble.

I've seen a single marine squad with robust marines kill 80% of the xenos themselves for a round.

Coordinated xenos probably would steamroll marines. That's not because xenos are OP, that's because marines are dicking around.


- Do you KNOW how often I play alien? I USED to play alien all the time, but a streak of shit Queens and toxic ayyliums who meta too much drove me away from it. I do fit in my Alien rounds all the time, but not as often as I used to.

- Very, but marines will shoot eachother, it's nature.

- "Not because aliens are OP"

Really?

Single runners can use their speed and 'hide' ability to wreck shit all on their own
Hunters can robust a large amount of marines on their own if smart enough
Crushers are fairly bullet-proof and explosive resistant
Ravagers can one shot marines heads off if lucky, aswell as flat out CRIPPLE a marine with it's charge ability

Not saying Aliens need a nerf, just saying, a lot of aliens are VERY powerful on their own, but if they would work together (They don't). maybe they would win more.

This is like Marines going on a lose streak and suggesting they have buffed armor and weapons at all times.
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Re: ... Effigies

Post by Toroic » 09 Dec 2015, 19:55

ChickenShizNit8 wrote:
- Do you KNOW how often I play alien? I USED to play alien all the time, but a streak of shit Queens and toxic ayyliums who meta too much drove me away from it. I do fit in my Alien rounds all the time, but not as often as I used to.

- Very, but marines will shoot eachother, it's nature.

- "Not because aliens are OP"

Really?

Single runners can use their speed and 'hide' ability to wreck shit all on their own
Hunters can robust a large amount of marines on their own if smart enough
Crushers are fairly bullet-proof and explosive resistant
Ravagers can one shot marines heads off if lucky, aswell as flat out CRIPPLE a marine with it's charge ability

Not saying Aliens need a nerf, just saying, a lot of aliens are VERY powerful on their own, but if they would work together (They don't). maybe they would win more.

This is like Marines going on a lose streak and suggesting they have buffed armor and weapons at all times.
Playing xeno now is much, much harder than it was 2 months ago.

Not only did marines get a significant damage buff, but the prison map is quite unfavorable to xenos.

I've also been seeing a lot more implementation of the tactics apop posted, and now that Marines are used to higher weapon damage, their morale does not break so easily.

Runners are fast, but extremely fragile. Drones and sentinels are not nearly as good at fighting, and are nearly as fragile.

The queen and various tier 3 are much stronger than any individual marine ( except rocket specialists ) but they have to be, because they are outnumbered 3X – 5X to 1.

I know the aliens are still winning rounds, but lately I have seen them get stomped hard.

I am not entirely sure what the solution is, but I don't think it is because alien teamwork is that much worse
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Re: ... Effigies

Post by ChickenShizNit8 » 09 Dec 2015, 20:43

Yes Aliens have been getting stomped hard, BUT, a few months ago, MARINES were getting stomped, and the same argument came up. And people suggested things to make them stronger.

YES, marines have a slight damage buff, but aliens mature much faster now. I've seen a Ravager, two crushers and a boiler upon touching down before. All depends on the Queen.

All in all, this is a good idea but does not fit well with the Server
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Re: ... Effigies

Post by Veradox » 09 Dec 2015, 20:56

I don't often see you running a role outside of MP or Researcher, mostly just chatting among your coworkers which sorta' discredits the argument when a present lack of experience is to be disregarded over prior experience before several updates. I'm not that much of a big Xeno fan, but I'm able to see the distinct drop in players of the role, those that do play it being regulars who are competent at a twenty percent, and the rest just being ten minute runners and such given the boon of evolution by spawning early during safety. We're getting a lot fewer of diverse xeno players because nobody wants to deal with the setbacks that are currently in place.

Effigies aren't that necessary, they were just a mild compensation proposition in exchange for introducing the function of stationary pheromone nodes to prevent the consistent massacre that's frequented so many rounds. So far, over a week and a half observant period, there's been a definite rise in xeno mortality by the weapon updates as marines have comfortably adjusted into their additional damage. They aren't held together by squads so much as they are their raw strength. You might even go on a stretch and say that 3/5 of rounds are going to end in marine victory variants, rather than to their 1:1 ratio during the initial release of these upgrades.
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Re: ... Effigies

Post by Lostmixup » 09 Dec 2015, 21:18

Veradox wrote:I don't often see you running a role outside of MP or Researcher, mostly just chatting among your coworkers which sorta' discredits the argument when a present lack of experience is to be disregarded over prior experience before several updates. I'm not that much of a big Xeno fan, but I'm able to see the distinct drop in players of the role, those that do play it being regulars who are competent at a twenty percent, and the rest just being ten minute runners and such given the boon of evolution by spawning early during safety. We're getting a lot fewer of diverse xeno players because nobody wants to deal with the setbacks that are currently in place.

Effigies aren't that necessary, they were just a mild compensation proposition in exchange for introducing the function of stationary pheromone nodes to prevent the consistent massacre that's frequented so many rounds. So far, over a week and a half observant period, there's been a definite rise in xeno mortality by the weapon updates as marines have comfortably adjusted into their additional damage. They aren't held together by squads so much as they are their raw strength. You might even go on a stretch and say that 3/5 of rounds are going to end in marine victory variants, rather than to their 1:1 ratio during the initial release of these upgrades.
On an unrelated note, you gotta summarize better man XD.

I think effigies are fine for predators, perhaps make them not even have special effects, just let them make the effigies. I still stand by them not being available for Xeno's or Marines because they wouldn't fit them. Perhaps Xeno's could get that jelly that boost stats though that the queen could make (boost speed, attack damage, etc).
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Re: ... Effigies

Post by Wickedtemp » 09 Dec 2015, 21:23

Lostmixup wrote: On an unrelated note, you gotta summarize better man XD.

I think effigies are fine for predators, perhaps make them not even have special effects, just let them make the effigies. I still stand by them not being available for Xeno's or Marines because they wouldn't fit them. Perhaps Xeno's could get that jelly that boost stats though that the queen could make (boost speed, attack damage, etc).
I think pheromone nodes would be fine, they'd take a lot of plasma to create initially but it's for a passive buff.

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Re: ... Effigies

Post by Veradox » 10 Dec 2015, 16:05

Yeah, I should probably get to the point more. I usually like to expand on the topic to cover it properly.
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Re: ... Effigies

Post by Toroic » 10 Dec 2015, 17:28

ChickenShizNit8 wrote:Yes Aliens have been getting stomped hard, BUT, a few months ago, MARINES were getting stomped, and the same argument came up. And people suggested things to make them stronger.

YES, marines have a slight damage buff, but aliens mature much faster now. I've seen a Ravager, two crushers and a boiler upon touching down before. All depends on the Queen.

All in all, this is a good idea but does not fit well with the Server
Both marines and xenos got buffs, this is true. But the purpose of the buffs was different (and I would argue that the type of buffs were perfect) but it is nearly impossible to predict the magnitude of such a change for balance reasons.


The xeno buff mostly sped rounds up. It didn't cause a huge change in the xeno team's power, but collectively reduced xeno incentive to turtle. Xeno teams before seem to have had similar ratios of t3 to t1 and t2.

The marine buff initially had a modest effect on the winrate, because marines were playing just as cautiously and expecting xenos to continue to be bullet sponges. Now that marines are being more aggressive, they coordinate better and better leverage outnumbered xenos. We've all seen how badly xenos seem to fare in highpop.


Not to mention that the breaching change rules definitely favored marines as well.


To return to the topic at hand, I love the creativity but suspect that the best implementation of this idea is either as a cosmetic one for marines on dead xeno corpses, or for predators.
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Re: ... Effigies

Post by apophis775 » 12 Dec 2015, 18:10

Yeah, I'm going to say Denied. I really don't think this will "fit" with how we work, except possible as predators, but predators are up in the air at the moment.

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