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Thread: Marines are too spec dependent

  1. #11
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    2 specs would be a cool idea, BUT then you�d likely have to eventually buff xenos up again.

    Let�s also not forget. A single PFC shouldn�t be able to just dab on xenos in 1v1, in a group, yes it�s fine. But by game design, it would lead to buffing xenos if we make pfc marines buffed enough to easily 1v1 in a �fair� fight.

    A marine like a Pfc should have to WORK for that 1v1 kill. Not saying it should be impossible, just pretty hard. Imo, we might be at the point where it�s TOO easy currently to get a kill... but the flip side of the argument is that even the smallest change could result in hefty imbalance as we�ve all seen before for both sides.
    Why? Because there easily 2-4 time as many marines at the end of the day compared to xenos.

  2. #12
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    Too SADAR dependent

    I'd trade the removal of the SADAR for the removal of queen's screech tbh

  3. #13
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    Quote Originally Posted by IMMASPACENINJA View Post
    Too SADAR dependent

    I'd trade the removal of the SADAR for the removal of queen's screech tbh
    No one would wanna play queen lul

  4. #14
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    I would think more people choose to play Queen because they want to lead (for roughly the same reasons people play Command at all), instead of "ermagerd Screech makes me soooooooo horneh".

  5. #15
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    I mean, I 1v2 some runners a little while ago and I came out on top, it's mostly just luck than skill.

  6. #16
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    having played way too man pfc games over the past couple years, i can honestly say that it's never felt weaker. Sadar is hands down the only effective weapon at the moment. Everything else requires xenos to missplay.

  7. #17
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    From my point of view, strategies with squads and the overall dynamic between squad members have changed quite a bit since all the big changes happened (mutators, weapon buffs, etc.). Specifically, things have become a lot more oriented towards specialists; squads without one are basically screwed in combat. I've definitely noticed this while overwatching as a staff officer. Squad combat and tactics used to involve more cooperation: leaders would call in CAS and OBs, engineers would put down barricades, medics would heal the wounded at the frontlines, the PFCs would carry supplies and act as the main fighting force, the smartgunner would provide suppressive fire, and the specialist would use their powerful weapon to stop xeno pushes or kill T3s. The whole dynamic has changed now: smartgunner feels less useful than ever, medics that are on the frontlines have a hard time doing much because of faster skimishes, and engineers either don't have time to put down cades, aren't able to because it leaves then vulnerable, or they don't find it useful because cades have been nerfed and alien acid has been buffed significantly through mutators. Specialists and PFCs seem to have more influence on combat right now than ever, with PFCs able to vend unique gear (like CAS flares) and specialists being the only marine in the squad that can reliably 1v1 aliens.

  8. #18
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    Quote Originally Posted by Minimike View Post
    A group of good marines with a reasonable supply can push back xenos, problem is there's not many competent marines.
    There are as many competent marines as there are competent xenos. The actual problem is that 1 competent xeno is worth 5 competent marines easily, and two dozen incompetent ones. Xeno players have a LOT more leeway for stupid mistakes than marine players do, not only from having so many get-out-of-jail free cards like on-demand stuns and pounces, but also the lack of critical wounds, healing wherever they feel like, moving faster, having multiple chances to play again if they get removed early, and no friendly fire to worry about - with even the closest comparable bodyblocking being much easier to deal with than PFC McDimwit aiming a BC shotgun at the back of your head.

    Marines need a lot of communication, numbers, and teamwork to push xenos anywhere near as hard as xenos can push marines. 15 marines, no matter what they're supplied with, are going to struggle very hard against 15 xenos.

    Quote Originally Posted by Oaks View Post
    having played way too man pfc games over the past couple years, i can honestly say that it's never felt weaker. Sadar is hands down the only effective weapon at the moment. Everything else requires xenos to missplay.
    I find it's coming from a number of different areas: M41 is still too weak. It's almost in a good spot, but it's lacking in mid/late game combat. M56 Smartgun is still complete garbage, so every SG might as well not exist for how much they're actually able to contribute or help PFC's survive. Xenos in general are too fast/survivable to punish when they do overextend (it's particularly bad with Lurkers, Crushers, and front-line neurospit+dragspeed Sentinels/Praetorians).

    IMO, a few changes would go a long way:

    1. Lurkers need a speed reduction from mature upwards (but elder/ancient in particular)
    2. Crushers either need less health, or slower movement while they're not charging. Right now they're ridiculously tanky to the point that they're unkillable without an RPG specialist landing a successful stun + followup from 2-5 marines, or someone galaxy-braining the crusher by flipping down a cade and trapping it.
    3. Sentinels need something like less health to make their frontline permastunning and dragging into gas/carriers/mobs of xenos actually risky (stuns in general are awful, and the only reason I support sentinels keeping it at all is because it's important for controlling captures in the hive)
    4. Praetorians need an overhaul - are they a frontline combat caste, or a support caste? Right now they're too good at both, with praetorians running around with queen warding + recovery frontlining marines like a bigger sentinel except with a Crusher tier healthpool.
    Last edited by Boersgard; 02-04-2019 at 09:04 AM.

  9. #19
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    Quote Originally Posted by Boersgard View Post
    1. Lurkers need a speed reduction from mature upwards (but elder/ancient in particular)
    2. Crushers either need less health, or slower movement while they're not charging. Right now they're ridiculously tanky to the point that they're unkillable without an RPG specialist landing a successful stun + followup from 2-5 marines, or someone galaxy-braining the crusher by flipping down a cade and trapping it.
    3. Sentinels need something like less health to make their frontline permastunning and dragging into gas/carriers/mobs of xenos actually risky (stuns in general are awful, and the only reason I support sentinels keeping it at all is because it's important for controlling captures in the hive)
    4. Praetorians need an overhaul - are they a frontline combat caste, or a support caste? Right now they're too good at both, with praetorians running around with queen warding + recovery frontlining marines like a bigger sentinel except with a Crusher tier healthpool.
    1. Strongly agree (though I probably wouldn't make Lurkers LOSE speed as they mature, that's just shitty). As it is Lurkers are practically not much less evasive than Runners are. IMO Lurkers should be a lot more oriented around, well, lurking, ambushing and using their Cloak. It should at best have mediocre speed.

    3. Sentinel Neuro is getting a rework so I'll see what they do for that first since that's the real problem.

    2. and 4. Personally I think Crushers and Praetorians are fine... mainly because Boiler exists. I'd rather T3 Xenos be more powerful in general so the Boiler isn't so dominating in Xeno strategy.
    Last edited by That Happy Cat; 02-04-2019 at 09:18 AM.

  10. #20
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    Xenos are too t3 and queen dependent too. Its a game design problem all around.

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