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Thread: Marines out-attrition Xenos

  1. #11
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    Quote Originally Posted by Ttly View Post
    If there's any real problem then maybe the fact that HEDPs have 9x9 AoE because diagonals counts as 1 tile update right now
    this is actually false. Diagonals always count as 1.41

  2. #12
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    Quote Originally Posted by NethIafins View Post
    this is actually false. Diagonals always count as 1.41
    Really? Then was throwing changed so that they can reach diagonal corners, same with UGL reaching diagonal corners of the screen too, I remember distinctively of how those things couldn't do those before.

  3. #13
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    Give marines less materials, make cades more survivable and only acidable by T3 castes, and double marine health paincrit health.

    This will do the following:
    Smaller autismfort FOB with fewer compartments
    Cades actually being used in areas that aren't under 24/7 watch by marines
    More marines being captured instead of killed

  4. #14
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    Marines used to have to assault xenos quick because xenos would grow exponentially stronger with time. Now xenos don't get much more powerful with age and marines can grow stronger with time means that xenos need to attack.

    Problem is that xenos can't do much against heavily barricaded marines, which leads to a slow die off.

    Also cass and mortars is a random chance to die as xenos.

  5. #15
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    Quote Originally Posted by Boersgard View Post
    Smaller autismfort FOB with fewer compartments
    Cades actually being used in areas that aren't under 24/7 watch by marines
    This contradict with itself. If marines would have less metal to build cades, then they would just spend most of it on FoB, not on some abandoned locations. Also less cades means smaller FoB's and they are already usually overcrowded.

  6. #16
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    Slow attrition comes from marines sporadically killing off critical xenos like T3's and castes with dwindling numbers, a lack of xenos of a particular caste means the xeno defense is weakened in that particular area, say a crusher dying means less choke point holds, or a boiler dying means less ability to block off marine advances, even critical T2's like hunters dying means that the xeno flank is weakened; replacing these xenos is super time consuming, requires someone to evolve up, and then wait out until mature, meaning that for example, replacing a dead crusher could easily be a 30 minute process, don't know the exact timing, but it's long. Meanwhile, a marine is replaced constantly with late joins, they will get the same equipment for the most part that all the other marines have, you kill a named robusto and he's replaced with another named robusto, the metal and cades go up and up.

    Is this a bad thing? No not really in my opinion, I like that marines aren't fucking wet fleshlights after an hour. However xenos probably should get something to survive the marine tidal wave that now exists.

  7. #17
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    How to make an intellectual debate with made-up statistics and conclusions out of a 2d game part 911.

  8. #18
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    Once the game reaches the "hiding behind 4 layers of cades at the fob" point, the biggest and most important factor in my opinion, is that the chance of capturing even a single marine falls to basically zero. The most obvious map for this is Big Red. Once the marines are safely behind several layers of cades at Big Red, no marine is ever going to be captured, further no marine is ever going to be permanently killed either.

    I've seen it alot where 24 xenos are assaulting the Big Red fob against 80 marines, there is no real chance of the xenos breaking the fob, and every couple minutes one of them will get unlucky and die to a nade, rocket, couple accurate rifle shots etc. Meanwhile there is absolutely zero chance of a marine being captured so xenos have no way to replenish their numbers.

    Hypothetically the xenos should back off and let marines advance into caves, but what I see (for instance yesterday) is the the commander orders marine to stay behind the fob an do not get tricked into walking out where they can be captured or killed, while the queen orders xenos to go back to caves. 80% of the xenos go back to caves, and nothing much happens for half an hour, eventually the xenos seem to get bored and start attacking the fob again with the queen, they never really make much progress, but a xeno starts dieing every couple minutes again until xenos are down to 14 xenos. At this point they back off again and marines finally come out of the fob, xenos have no chance of surviving with 14 xenos v 90 marines (not a single one having been captured or permanently killed).

    Personally I think there should be some mechanic to encourage marines to attack the xenos when they still have 90 marines v 25 or so xenos. in theory the ability for xenos to evolve to ancient does this, but in reality xenos don't join the game to go AFK for an hour while they evolve to ancient, so they start attacking the FOB as mature T3s and slowly die over time when they get caught.

    Basically the current meta seems to be a half-hearted attempt at attacking the hive, followed by retreating all the way to the FOB with 100 marines, you don't have to worry about xenos staying in caves and upgrading to ancient because they get bored and will come fight at your fob where you have the advantage of not being captured/killed and it being very hard to even take damage.
    Last edited by Saytkl77; 07-25-2019 at 04:18 AM.

  9. #19
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    Its been like this for awhile thanks to classic CM dev short-sightedness and not seeing how a lot of other changes add up to this. Defibs, late-joins, defcon cryo, and baby's first medical on top of the paincrit and organ damage nerfs. As a marine you have multiple lives and infinite supplies and reinforcements, each life counts as a beano.

  10. #20
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    Quote Originally Posted by Saytkl77 View Post
    Personally I think there should be some mechanic to encourage marines to attack the xenos when they still have 90 marines v 25 or so xenos. in theory the ability for xenos to evolve to ancient does this, but in reality xenos don't join the game to go AFK for an hour while they evolve to ancient, so they start attacking the FOB as mature T3s and slowly die over time when they get caught.
    I agree with everything you were saying but would like to point out they gutted ancient a few months back. It does nothing now. It adds like 10 hp and that's it. Elder is when xenos get 98% of their power.

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