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Thread: Current meta is not great.

  1. #81
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    06 January 2021
    Carlarc updated:

    The hijacking hive now gains 1 pooled larvae every minute.
    ????????

    Are xeno minors just not ever going to happen now?

  2. #82
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    Quote Originally Posted by ObsidianCrow View Post
    ????????

    Are xeno minors just not ever going to happen now?
    https://gyazo.com/23c46f9ebcdef1026e8f79c144531ebe

    of course

  3. #83
    Whitelisted Synthetic Driker's Avatar
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    Quote Originally Posted by optimisticdude View Post
    How did something like that even get accepted?

    Is the person responsible for balance decisions well? Are they being held hostage and in need of rescue?

    Do we need to put Feweh back in charge and fire literally everyone?
    STOP TRYING TO A HAND WHOLE

  4. #84
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    One larva a minute after crashing is basically nothing, 17 runners and 3 battle larva aint taking fort briefing. It a neat little boost and punishment to marines for trying to just run back to the ship as the aliens will get boosted if they do.

  5. #85
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    /incoming rant

    Quote Originally Posted by ban View Post
    an idea how to make combat fun -
    1)make xenos and marines way more fragile
    3) spread out xeno power ower the board nerf T3s but add more T3 slots for example
    4)add back maturity so xenos loose something that can not be easily replaced when they die

    4)give purpouse for shipside roles- make OT able to mass produce interisting stuff but nerf them so he does not just make boring instakill nades but like... weed removal nades bombs with healing gas proximity nades you will figure out something.
    1,3,4 That would make the game less tactical and more fun so they won't do it.

    4 - healing nades we have, I can make it and all it will do is OD marines as you have no idea what did they took before the nade, maybe they were already OD and you just doubled up their OD even more.

    - Weed removal nade is high intensity, high range low duration inci nade. I always make it and it ends up FFing marines as they don't use their brains to figure out how to use it tactically. When I'm engi, I always take an inci nade. Chuck it, fix cades while fire prevents most xenos from attacking. But a PFC will just chuck it in the middle of the room and waste it at best, FF at worst.

    - mass producing: did that, didn't end well. I could make 3-4 maxcaps or 30-40 meh mines in the same time. So I made 40 pure welder mines before drop. We are talking about making 40 mines in 15 minutes alone, that is mass-production speed. I made a total of 120 in 45 minutes and ghosted to see how marines are using it...and I almost cried.

    Marines didn't understand it was for tactical reasons and it will never kill a xeno, but it's easy and fast to make. Place it correctly, it will burn a lurker and runner and they are forced to retreat and roll, even heal as it's high intensity. So from going 30 minutes straight harassing, I just took away 15-20 minutes from that lurker. Tactically speaking I "killed" a lurker as it would have literally half the time attacking. It will also messes with their head as I know too much mines can destroy their confidence for pushes which will give marines time to cade and heal up.

    Place it in the front and deny xeno pushes as with the young queen update only RAVs will front line constantly. If they want to push in fire, no heal for xenos. Use that as tactical advantage and focus them down.



    Real game results:

    ///Cue Benny Hill song///



    Marines were placing them in middle of corridor, xenos sets it up, marines can't retreat as they are too dumb to see that there is a mine and MUH maybe I should run in the direction of LZ not away from it as the mine will create a fire and I will be stuck between the fire and xenos. They get shredded, run or pushed into fire and complain that the mines sucks. I mean...I have no words for stupidity. /facepalm

    Than they complained that the mines won't instakill xenos. Well no dumby, you really think making 120 maxcap mines is feasible in 45 minutes? I barely have enough mats for 10 and you will die to a lurker before you even plant it. And what's the point even, most of the time they will just FF with it. Marines are waaaay to dumb to use any OT shit, forget even about hiding them under sheit so it will actually get xenos not just XXs or T3s that were instructed to set them off and tank them.

    At this point I just make it for myself, deploy and plant everything myself or it will go wasted. If this is how OT was intended than it's my bad, I misunderstood it. I though OT suppose to make stuff for everybody, but turns out while you can do that, it's pointless and just end up marines FFing and crying. So no, I won't handle out OT things randomly unless specifically asked or if I see a veteran player who I know.



    In conclusion, just because we have a few veterans who are using their brains and all the special weapons and tactics the game provides, 95% of PFCs will just place a mine in the middle of hallway expecting an idiot xeno just to step on it...like..he won't.

    /rant over
    Last edited by Fix it again Tony; 01-08-2021 at 08:50 AM.

  6. #86
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    Quote Originally Posted by Pigeon View Post
    One larva a minute after crashing is basically nothing, 17 runners and 3 battle larva aint taking fort briefing. It a neat little boost and punishment to marines for trying to just run back to the ship as the aliens will get boosted if they do.
    Imagine 17 defender now...good luck killing even 1.

  7. #87
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    Quote Originally Posted by Pigeon View Post
    One larva a minute after crashing is basically nothing, 17 runners and 3 battle larva aint taking fort briefing. It a neat little boost and punishment to marines for trying to just run back to the ship as the aliens will get boosted if they do.
    you know there's 3 other castes for first evo right

  8. #88
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    Quote Originally Posted by Pigeon View Post
    One larva a minute after crashing is basically nothing, 17 runners and 3 battle larva aint taking fort briefing. It a neat little boost and punishment to marines for trying to just run back to the ship as the aliens will get boosted if they do.
    Punishing marines for being defensive in the ONE place it's logical for them to be, while xenos can just sprint for a staircase and camp it for 20 minutes

    Almost 3 years since I've first played this stupid-ass game and people still don't realize it's xenos that dictate when marines evac, not rines.

  9. #89
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    -During managment days I caught/was made aware of popular permabanned players multikeying and a head said "Well its too much drama to let them appeal, just let them play if they dont cause trouble."

    This one kinda made sense to me. There isnt any real way to stop a person from coming back and multikeying. Unless a better system for bans pops up those dudes have nothing better to do then chimp out and make vulgar command announcements when they arent allowed to play. Its more just a tacit admission that theres clearly limitations to player removal and its better for the overall community to ignore some shit so it doesnt escalate.

  10. #90
    Whitelisted Captain FGRSentinel's Avatar
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    Disclosure and TL;DR: more PO/CAS stuff.

    Quote Originally Posted by CABAL View Post
    Thanks to overall nerf to CAS/OB/Mortar, you could then nerf benos a bit, or buff PFCs. Who would be happy from PFC buff? PFCs, which is majority of CM playerbase. Who would be happy from CAS/OB/Mortar nerfs? Benos, which is second biggest majority of CM playerbase.
    Choosing between "fun" for one PO, CO, Engineer on Mortar and "fun" for every PFC, I can easly choose the second option.
    The issue is that POs are in a position where, while it's easy to ignore their "fun" to benefit every other role in the short term, there's enough mechanics that require their involvement that them losing interest will have long-term issues. For instance, POs can't kill or even hit anything, so why would the CAS PO pay attention? PO alt-tabs most of the round, suddenly no medevac or CAS. No medevac, medics need to risk their lives to get critical Marines to the LZ or burn through meds to keep them stable. Suddenly you either have no medics and/or a bunch of half dead Marines barely holding on because they have peri, tram, five splints, and dylo keeping them standing with no way to get surgery. That doesn't sound fun, does it?

    Quote Originally Posted by Fix it again Tony View Post
    You know this is an interesting topic. I still remember fist time playing TGMC after looong time of playing CM. I took my gear, took a cool rifle started shooting an injured xeno..and I killed it. With...a rifle. A normal weapon. No with some extremely-optimized meta-gaming perfectly timed robust way...I just...shot it.

    The ones getting the actual kills are 1) robust veterans who know how to optimize weapons to min-max and good at the game, 2) meta-gaming tards (like me) who only get kills because we learned how to abuse the game and kill inexperienced xenos who don't know how you can hide an OT max-cap remote detonated things under stuff and 3) specs, SGs, skyfires.

    Basically 90% of marines will kill 10% of xenos and 10% of marines will kill 90% of xenos...which in my mind is not fun. I would much rather have everybody way more squashier than now. But I'm not dev. For now, I just take granted as a xeno that I'm immortal, unless that 10% comes along and completely ignore all bullets and I don't even play as PFC any more as you can't kill anything with the base weapons.
    This is my major issue with balance right now. Everyone wants to feel like they can make a difference, but it feels like anything that doesn't have an easy counter for the Xenos gets nerfed, then nerfed again, then nerfed a third time for good measure, unless it's specialists. For all the claims that offscreen kills aren't fun to Xenos, it sometimes feels like, outside a few good devs, the dev team doesn't care nearly as much for Marines having fun if that fun is had in a way they don't approve of. I know the PO situation is partially because a few devs against correcting the broken nature of pylons or restoring relevance to mortars and CAS in the average round are advocating in some way for them being outright removed, for instance.

    Quote Originally Posted by Outcast Seer View Post
    On most servers with enough time and effort you can achieve ludicrous results, whether it be helping others or with combat. Discovering and making a super-virus that saves lives, or being the random civilian that manages to save the station by tripping a syndicate operator feels amazing. Yet CM seems to have stripped away the depth of combat and support roles.

    The neutering of mortars, CAS, OTs, and engineers feels like the game is saying "the only way a xeno should die is if 5-10 marines are simultaneously shooting it" and "nothing should interfere with a xeno assault except for a bunch of marines shooting bullets." This feels like shit. I certainly want xenos to be capable of fighting and beating marines, but I want to be able to have fun while it happens. To me CM currently feels very "high effort, low reward." I play games to have fun, not to get tired and bored.
    I'm partially convinced that a select few devs either don't understand the importance of cost/reward in keeping people interested in playing certain roles. As much as I dislike VCs and the medical APC basically being part of CASEVAC becoming irrelevant, it's important to note that they're one of the "high effort" roles that doesn't even get much reward unless the pop's high enough for them to deploy a tank or they're fine being a mobile medbay with almost no passenger capacity. OTs/MTs and everyone tied to OB firing also fall into this, but not to the same level, due to the fact that OBs are fairly easy to avoid as a Xeno unless you're ignoring the chat log (which can get you in trouble if the Queen decides to ahelp you ignoring orders anyways, so...). The current king of "high effort, low reward" gameplay is CAS POs. How many people would want to play a role that they know they'll spend almost half an hour doing repetitive work to prep something that either won't be used or won't hit anything? I've basically got a reputation in come circles for my feud with certain devs on this matter over almost half a year before 2-3 good ones took an interest in fixing it, which I think should be a bit of a red flag that fun gameplay's not the 100% primary focus right now.

    Quote Originally Posted by MattAtlas View Post
    I don't really think tech-webs will fix the problems we face. They feel like a bandaid path rather than a comprehensive fix.
    To continue with my usual cynicism of late, I'm going to say that I feel techwebs is a long-term diversion that will fix/improve nothing and is simply holding the entire game hostage by keeping certain aspects of the game that need to be rebalanced from being touched until it's ready to roll out.

    Quote Originally Posted by DefinitelyAlone0309 View Post
    Really the biggest problem I have right now, and it'll make me sound very douchy, is that player skill has dropped off the cliff. For all the talk about how the game has gone full TDM and how there's no RP, and how there're only sweaty tryhards left, this is the first time for a long while that I feel like I can't rely on anyone to have my back aside from maybe 10 names (last time was ssethtide but new players are new for a reason). But that's player's issues, not the game's.
    I disagree with it not being a game issue. It isn't entirely, but I know for a fact that certain roles have lost most of their veteran/trustworthy players, which means the average skill of people playing those roles is much lower now than it was a year ago, or six months ago, or even three months ago. Other roles/castes have become easier to play (such as defenders being nigh-invincible unless the defender makes a serious mistake) in ways that makes them draw inexperienced/bald players to them rather than improve.

    Quote Originally Posted by Pigeon View Post
    One larva a minute after crashing is basically nothing, 17 runners and 3 battle larva aint taking fort briefing. It a neat little boost and punishment to marines for trying to just run back to the ship as the aliens will get boosted if they do.
    This is a change that's only needed because of the state of the current meta and rule enforcement. The current meta with Xeno strength and Marine defenses has effectively inverted the old state where Marines were strongest at the start and Xenos grew stronger as the round went on, which encouraged them to attrition the Marines until they could properly fight them in the open. Now? Xenos are at their strongest when the Marines land and Marines gain strength as the round goes on, to an extent. The hive knows it takes time to set up an FOB, but there's no rules saying that the hive can't set up adjacent to the FOB's location and assault the LZ before the first cade line even goes up, which has been an issue on occasion lately to the point where the Marines can't even hold for more than 5-10 minutes before the Queen's pushing them back into the dropship.

    To call it a "punishment" to Marines who have no defense against this is a bit unfair to them. It's more a pat on the head for the hive for preventing the Marines from even getting out the door, which doesn't sound fun for the Marines, does it? As Don said, it's the hive that decides when the Marines evac, not the Marines, unless CIC's not willing to play the field. And, well, if Command isn't willing to play the field the hive's set up, then either Command's doing something they shouldn't or the hive's set up the board in a way the Marines can't actually play in any interesting (to them) way. Why punish the Marines for saying "this hand's too weak for anyone to want to play" rather than say that things need to be rebalanced to make it easier for the Marines to hold out?
    Last edited by FGRSentinel; 01-11-2021 at 02:58 PM.
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