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Thread: So the current winrate...

  1. #61
    Senior Member DefinitelyAlone0309's Avatar
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    It's not like Ancient is a crazy thing to have after the power curve got flatten lmao. It's literally Elder with 5 extra health
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  2. #62
    Senior Member Pigeon's Avatar
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    Irony was the fatties were the things thanos snapping at aliens and still can, while the ancients at 12:45 mess up the rest of the balance of the game and was never asked for>.>

  3. #63
    Senior Member Casada_Radio's Avatar
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    Am I in a minority here in that I don't really mind marines doing their Fatty Bomb meme? Fatties are really expensive. In fact they are the most expensive rockets you can have. It's not 450 points as what the wiki pointed out (Before the latest patch it was I think 800?). By overusing this, and if they miss, they just cripple their chances of doing more CAS. It's just that we have gotten used to the new CAS fire mission sounds we forgot about the silent single target CAS.

    That and last time we had to deal with Specs who were more OP then, with 1 hit gib rockets. Marines need some good heavy ordinances that kills xenos.

    Just my view, not sticking really hard to it.
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  4. #64
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    Quote Originally Posted by Just L View Post
    Have you seen how fast a hivelord can spam resin structures, Noah? It's also tedious for marines to destroy resin, unless you want to waste CAS or mortar shots on it.
    Yes, but they're not strong enough to prevent a decent chunk of marines (like you'd see during a flank) to tear them down. An HPR or something can easily take them down, I see it happen all the time.

  5. #65
    Senior Member Just L's Avatar
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    Nothing really tears down thick resin walls quickly except for CAS, or several marines shooting it. The HPR isn't even good at clearing resin structures.
    Orlando 'Florida' Blackburn - The Florida Man from the moon


  6. #66
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    Quote Originally Posted by Casada_Radio View Post
    Am I in a minority here in that I don't really mind marines doing their Fatty Bomb meme? Fatties are really expensive. In fact they are the most expensive rockets you can have. It's not 450 points as what the wiki pointed out (Before the latest patch it was I think 800?). By overusing this, and if they miss, they just cripple their chances of doing more CAS. It's just that we have gotten used to the new CAS fire mission sounds we forgot about the silent single target CAS.

    That and last time we had to deal with Specs who were more OP then, with 1 hit gib rockets. Marines need some good heavy ordinances that kills xenos.

    Just my view, not sticking really hard to it.
    I feel like it's just a few people being salty that they don't get multiple warnings like with OB or mortars or fire missions.

  7. #67
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    Quote Originally Posted by Jackson T. Murphy View Post
    Going back to a Class type think is good, but i would adjust so that if you lost your primary weapon ( idiot-throw it by tapping R at the wrong time, got revived away from where you died/hard-critted at, etc...), you can still USE the other weapons, but a significant downgrade in effectiveness... And make pistols equal use, as they are the ACTUAL sidearms that should be backups.
    I'd say a downgrade in effectiveness would be a little bit too much, and make little sense. Aside from specialist weapons, marines should be able to use all standard weapons.

    Adding to my previous idea and yours, how about we treat weapon vending like we do with armor? You get to pick one from a list of standard weapons (shotgun, M41A, HPR, etcetc) and one from a list of pistols/sidearms, from the marine equipment vendor, while the vendors near squad prep exit stop vending weapons. If you end up losing your weapon, you can pick up any that's abandoned on the floor, which happens a lot, plenty of times I've seen weapons just littered about, left by permadead marines. And if you can't find a weapon, or someone thought you were dead and took yours, you'll have to go to Almayer to get a replacement from Requisitions.

    And Requisitions probably shouldn't be able to give out extra weapons at roundstart, that would prevent marines from swarming them just so they could deploy with two guns.

    Perhaps this would encourage marines to retrieve weapons as well as corpses. Keep the place tidy, yo.

    There is also a possibility of making Mag Harness a lot more available, or even a standard attachment to the weapon you vend for yourself at roundstart, but that could bite marines in the ass more than xenos, because you might get one PB off when you're being dragged away, but eventually you will die and your weapon will be lost along with your body. Either way it'll make marines a lot more careful not to lose weapons.

    So in theory with this kind of change, marines would still be deploying with whatever weapon they prefer + a pistol, shotguns and M41As would each have their place where they're most useful and actually make a difference, and from about 12:45 up, you wouldn't be as restricted in weapons due to being able to go back up to Almayer and request an extra from Requisitions. Except you'll probably get yelled at for losing your weapon, which is something I wholeheartedly support, because I think it's a hilarious little bit of RP.

  8. #68
    Senior Member CABAL's Avatar
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    Quote Originally Posted by xenofood View Post
    Snip
    Too much of a husstle. Give certain weapons "weight", or "encumbrance".
    "Weight" option: You can't carry two "Heavy" Primaries (Shotgun/Pulse Rifle/Pulse Carabine/Flamer/Spec Weapon/HPR/etc). It just show the message you can't as it would be "too heavy", or some shit for you. But you can carry one Primary and M39 no problem. M39 is already trash, worse at basically everything compared to Pulse Rifle, but you could still kinda combo it like before. Unlike Orange Man, we shouldn't remove something completly (outside of a tank).
    "Encumbrance" option: You can carry two Primaries, but fluff text says it's not very comfortable, thus you are slower because of that and maybe longer in stun by 2/10 sec (slug reference). Better in my opinion as it still leaves potential for Marines to discover new combos, instead of simply (and stupidly) reducing their options. Hey, if somebody wants to be FoB supporter with HPR and Flamer, or something, he should be and speed wouldn't matter that much in that situation.

    To be clear: I don't mean in Hands. I mean on the marine. It would be stupid to not be able to carry two weapons in hand.
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  9. #69
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    Quote Originally Posted by CABAL View Post
    Snip snip
    I actually like that idea. Probably best not implemented as a first draft, but definitely something that would be worth looking into and refining. Certainly better than changing the vendor/requisitions code, you're right that it would be too much of a bother.

    However, before something like this is implemented, the uselessness of non-shotgun guns has to be solved first, or in tandem. Ideally, I'd love to see buckshot useful for the solo unga hunters, slug for support by stuns anywhere, M41A and others for frontline combat DPS or FOB guard duty. Maybe then we'd see more people guarding places like hydro road because their buckshot would make them ideal for that and the best place to get their desired runner/lurker kills.

    The only downside of that is the hopefully unlikely scenario where a whole squad picks shotguns because they wanna unga off to hunt lurkers, but instead they get ordered to go frontline. So that'd be either disregarding orders, or having to go switch guns, but I'd say that's more of an IC issue and, if M41As/etc are made to be useful in front line combat, it wouldn't really happen.

    Edit: A quick afterthought - maybe with the gun/xeno armor changes as proposed, there won't be a need to restrict marine loadouts at all, people would just pick for example shotgun and M41A and then be free to be assigned to whichever role. Runner cucking, stun support or frontline DPS. It would certainly keep them versatile, but we would no longer see the buckshot frontline unga rush. It would still be M41A frontline unga rush, but even after the ammo change, pulse rifles wouldn't match the current meta of buckshot.

    What we need is a solid, thought out proposal and then actual several rounds of testing to see how it works.
    Last edited by xenofood; 02-12-2020 at 11:21 AM.

  10. #70
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    The fact of the matter is too much of the marine power is based around the PB (and CAS, but that's another problem entirely). If we're acknowledging that PB makes up too much of the meta, then the only way we're going to be able to get past that is to give a real nerf to PBs. We can't buff M41 or other shotgun ammo if Buckshot PBs are too reliable.

    Make it so PB is not a one-hit kill on Xenos, but still a strong knockback and stun. Robust marines who are only concerned with their KDR will complain of course, but it will open up more design space for both Xenos and Marines by doing so. Balance around a PB that is not the king of all combat, and suddenly you can relocate power out of boilers and into the melee Xeno castes. Without boilers being as prominent, suddenly CBT stops becoming as much of an issue, as melee Xenos are less afraid to directly engage with Marine defenses.
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