User Tag List

Page 4 of 4 FirstFirst ... 234
Results 31 to 39 of 39

Thread: Marine Directives

  1. #31
    Primordial Member
    Join Date
    Dec 2018
    Posts
    1,902
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Cakey View Post
    Xeno population is already based on the marine population, set at 1:4 ratio on roundstart and 1:6 during the game for every marines 6 spawned.
    Hard to belive when I remember rounds with around 200 players on server and Scan showing 45 benos.

  2. #32
    Senior Member
    Join Date
    Dec 2018
    Posts
    162
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by CABAL View Post
    Hard to belive when I remember rounds with around 200 players on server and Scan showing 45 benos.
    ok chief lets do the math here real quick...... hmmm 200 divided by 4 is 50.... hmmmm 45 xenos...... hmm ok epic the math adds up

    mission accomplished boys lets go home

  3. #33
    Primordial Member
    Join Date
    Dec 2018
    Posts
    1,902
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Cakey View Post
    ok chief lets do the math here real quick...... hmmm 200 divided by 4 is 50.... hmmmm 45 xenos...... hmm ok epic the math adds up

    mission accomplished boys lets go home
    Hmmm... 1:6 ratio during the game for every marines 6 spawned.. Hmmm... 200 divided by 6 is 33.33... Hmmm... 45 > 33.33... Hmmmm... Ah, ratio is written in Imaginary Numbers, I get it, simple Quick Mathsss: 2 + 2 = 4 + 1 + bemnomain facts and logic that's over 9000.

    Of course that is hipotetical situation where there is no dead marines during the game.
    Last edited by CABAL; 08-05-2019 at 11:16 AM.

  4. #34
    Senior Member
    Join Date
    Dec 2018
    Posts
    162
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    dead marines dont reduce xeno larva spawn rate

    also monkey bursts add to the ratio

    no idea why you're trying to argue with a dev on this

  5. #35
    Primordial Member
    Join Date
    Dec 2018
    Posts
    1,902
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Cakey View Post
    dead marines dont reduce xeno larva spawn rate

    also monkey bursts add to the ratio

    no idea why you're trying to argue with a dev on this
    Those factors are important and without acknowledging them it's easy to find something fishy about the ratio when they impact it.
    Madventurer idea was to bound beno numbers to other factors than just amount marines roundstart and amount of marines spawned after that. Without that, benos can easly reach 1:2 ratio and crush marines with no effort, which should be something that even benomains shouldn't enjoy as each one of them says "I like my victories hard earned". Imagine the horror of being a combat beno and not having a chance to kill, or capture even one marine. Acid-proof tissues not included.

  6. #36
    Senior Member Madventurer's Avatar
    Join Date
    Dec 2018
    Posts
    287
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    The main issue is that the balance of xeno-marine population is very fine line. If there's not enough xenos, they cannot stop the unga rush and they get overrun. If there's too many, marines can't leave FOB or they get overrun in turn.

    In any case, I personally think xenos should start with rather low numbers, perhaps even less than 1:4, and over the round's duration, grow significantly in numbers, but perhaps not the amount of high tier xenos.
    Best way would be to combo a ticking DEFCON score with a trickle of larvae for the xenos. Both sides are able to be more aggressive that way. It just needs to be slow enough that neither side gets overwhelmed, and camping in FOB / Hive is too boring to be a viable strat. Hence, marines get a ticking DEFCON, which leads towards the nuke, and xenos get more larva spawns the longer the rounds goes. Especially xeno larva rate should accelerate, since marines get Req's potentially crazy amounts of supplies.

    TL;DR make both sides gain power as round goes on, and xenos to reach their peak numbers late in the round when marines likely have tank cannon or even nuke, for a glorious climatic fight.
    Tyson 'Bunny' Sphere


  7. #37
    Junior Member
    Join Date
    Jun 2019
    Posts
    17
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Madventurer View Post
    The main issue is that the balance of xeno-marine population is very fine line. If there's not enough xenos, they cannot stop the unga rush and they get overrun. If there's too many, marines can't leave FOB or they get overrun in turn.

    In any case, I personally think xenos should start with rather low numbers, perhaps even less than 1:4, and over the round's duration, grow significantly in numbers, but perhaps not the amount of high tier xenos.
    Best way would be to combo a ticking DEFCON score with a trickle of larvae for the xenos. Both sides are able to be more aggressive that way. It just needs to be slow enough that neither side gets overwhelmed, and camping in FOB / Hive is too boring to be a viable strat. Hence, marines get a ticking DEFCON, which leads towards the nuke, and xenos get more larva spawns the longer the rounds goes. Especially xeno larva rate should accelerate, since marines get Req's potentially crazy amounts of supplies.

    TL;DR make both sides gain power as round goes on, and xenos to reach their peak numbers late in the round when marines likely have tank cannon or even nuke, for a glorious climatic fight.
    Beany Bois usd to get stronger later in the round, but after the maturing and mutator nerfs(plus how ass annoying it is to capture dudes after the nero nerf), it is marines who win in attrition with DEFCON and the late join ratio.

  8. #38
    Primordial Member
    Join Date
    Dec 2018
    Posts
    1,092
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Madventurer View Post
    snip
    I already destroy people with current balance, you are really think its a good idea to lower xeno numbers? That will result in xenos getting buffs to compensate for less xenos. Doesnt matter if they get more later in the round cause xenos who arent aged suck.

  9. #39
    Senior Member Madventurer's Avatar
    Join Date
    Dec 2018
    Posts
    287
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by MasterShakeEZ View Post
    I already destroy people with current balance, you are really think its a good idea to lower xeno numbers? That will result in xenos getting buffs to compensate for less xenos. Doesnt matter if they get more later in the round cause xenos who arent aged suck.
    That's half of the point. The initial xenos will be old T3s and T2s, while the new ones will be many T1s and younger T2s. Thus, we get a compromise between current elite xeno force and the faceless horde. The non-aged xenos don't have to be excellent, they're the horde part of the hive.
    Tyson 'Bunny' Sphere


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •