Update Discussion thread (14FEB18)

Generic, on-topic discussion about Colonial Marines.
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Re: Update Discussion thread (14FEB18)

Post by roushguy » 24 Jun 2018, 01:41

I'd like the Final Option for the Almayer to be the deployment of a tactical nuclear weapon. The disk already exists, after all. Arming the nuke triggers dropship launch to Almayer. If the Queen can disarm the nuke before it goes off, then the dropships unlock, and the round still does not end until the Queen launches toward the Almayer. When the dropship impacts, the round ends as per normal, and now-shipside ayys can get their murderbone on for the minute or two it takes for the round to restart.

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Re: Update Discussion thread (14FEB18)

Post by Gnorse » 24 Jun 2018, 05:09

Either that or give command the ability to charge the almayer's FTL drive (which takes 20 or so minutes), after which the game ends.
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Re: Update Discussion thread (14FEB18)

Post by Kesserline » 24 Jun 2018, 06:50

Oh my god. I think I have an idea for an endgame. Going to gitgud ! Gitlube ! Gotlob ! Gitlab !

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Re: Update Discussion thread (14FEB18)

Post by Dolth » 24 Jun 2018, 07:03

I really don't mind SD nerf. I never liked SD defense anyway.
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Re: Update Discussion thread (14FEB18)

Post by Rohesie » 25 Jun 2018, 09:29

1) IB is no longer slowly fixed by bicard OD. Sad.
2) Pain now causes new animations.
3) Drugs are now addictive. Tramadol and/or tricord included.
4) There's a timer for prae acid spray.
5) Warriors knockdown their victims upon lunging.

There are probably more changes, but the devs are not using the changelog anymore.
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Re: Update Discussion thread (14FEB18)

Post by spookydonut » 25 Jun 2018, 09:33

Phil sometimes forgets to changelog, it's not intentional

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Re: Update Discussion thread (14FEB18)

Post by DefinitelyAlone0309 » 25 Jun 2018, 09:53

IMVader wrote:
25 Jun 2018, 09:29
Drugs are now addictive. Tramadol and/or tricord included.
Wait, why ? I can understand Tramadol (though it's a shit point, but I can understand its realism), but why Tricord ? Not many people even use it already, and the injector can only be restocked by Nanomed, and it's not like you can take 100 of it anyway.

Is the Tramadol addiction thing just a nerf for OxyTram, the thing that's used not even that often (ruptured lungs, larva rush, and maybe SD defense surgeries or field surgeries) ?

I really don't understand why.
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 25 Jun 2018, 11:20

DefinitelyAlone0309 wrote:
25 Jun 2018, 09:53
Wait, why ? I can understand Tramadol (though it's a shit point, but I can understand its realism), but why Tricord ? Not many people even use it already, and the injector can only be restocked by Nanomed, and it's not like you can take 100 of it anyway.

Is the Tramadol addiction thing just a nerf for OxyTram, the thing that's used not even that often (ruptured lungs, larva rush, and maybe SD defense surgeries or field surgeries) ?

I really don't understand why.
It's probably to stop the unga in me from loading up on 30u tricord and tramadol before engaging Xenos.
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Re: Update Discussion thread (14FEB18)

Post by caleeb101 » 25 Jun 2018, 11:28

thats a fat nerf
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Re: Update Discussion thread (14FEB18)

Post by Nickvr628 » 25 Jun 2018, 11:55

Once again the staying power of marines are nerfed, while xenos still get infinite heals and AOE healing buffs.

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Re: Update Discussion thread (14FEB18)

Post by Steelpoint » 25 Jun 2018, 11:57

Tramadol addiction does not seem a big deal from what I've seen as a Medic. Worst thing I've seen is a rare "you need a hit" message which does nothing.

Likely the addiction is to counter the rare circumstances where someone is chugging constant Tram constantly so they are always running on Tram. I've not seen it affect regular Marines in regular gameplay.
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Re: Update Discussion thread (14FEB18)

Post by Bronimin » 25 Jun 2018, 12:38

Since they are medicines, you should still be covered distributing them to non-medics even if they are addictive -- the contraband marine law specifically makes an exception for medicinal drugs. I like the new overlays for pain, unconsciousness and blindness a lot, noticed them yesterday when i was playing. Did you screen always flash red when you were hit as a xeno too? I can't remember, that seems new.

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Re: Update Discussion thread (14FEB18)

Post by phil235 » 25 Jun 2018, 13:33

IMVader wrote:
25 Jun 2018, 09:29
3) Drugs are now addictive. Tramadol and/or tricord included.
Where did you hear that? This is bogus, only ultrazine has an addiction system.

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Re: Update Discussion thread (14FEB18)

Post by TheMaskedMan2 » 25 Jun 2018, 13:46

Someone is probably popping Ultrazine pills in Marines mouths to power them up without telling them about it. They probably just assumed it was trico or tram.
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Re: Update Discussion thread (14FEB18)

Post by Sleepy Retard » 25 Jun 2018, 13:53

phil235 wrote:
25 Jun 2018, 13:33
Where did you hear that? This is bogus, only ultrazine has an addiction system.
Upon using tricord or tramadol, a single PFC stick - I've been getting tingling and addiction messages after it wears off.
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Re: Update Discussion thread (14FEB18)

Post by phil235 » 25 Jun 2018, 14:19

Give me the exact message

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Re: Update Discussion thread (14FEB18)

Post by Rohesie » 25 Jun 2018, 15:14

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Re: Update Discussion thread (14FEB18)

Post by RavingManiac » 25 Jun 2018, 16:26

It's likely that you were somehow given ultrazine without you knowing.

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Re: Update Discussion thread (14FEB18)

Post by Retrokinesis » 25 Jun 2018, 21:15

I also had this happen as a doctor a few days ago, while I was treating a patient who was on ultrazine. I ended up getting the withdrawal messages myself and my health indicator was down to green from 100. It's theoretically possible I was fed ultrazine without my knowing it, I suppose, but it started pretty much exactly as I touched the patient so I was under the impression either the addiction was bugged and spreading through physical contact or something was somehow allowing the drug to be metabolized through the air.

Not sure if it's the same bug or just a related one, since neither tramadol nor tricordrazine were involved.
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Re: Update Discussion thread (14FEB18)

Post by Casany » 25 Jun 2018, 21:47

Literal airborne addiction
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Re: Update Discussion thread (14FEB18)

Post by Steelpoint » 26 Jun 2018, 00:42

I started getting the addiction messages even when I only took a single Tricord injector. I know for a fact I was not given any ultrazine pills.
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Re: Update Discussion thread (14FEB18)

Post by Dauntasa » 26 Jun 2018, 02:33

roushguy wrote:
24 Jun 2018, 01:41
I'd like the Final Option for the Almayer to be the deployment of a tactical nuclear weapon. The disk already exists, after all. Arming the nuke triggers dropship launch to Almayer. If the Queen can disarm the nuke before it goes off, then the dropships unlock, and the round still does not end until the Queen launches toward the Almayer. When the dropship impacts, the round ends as per normal, and now-shipside ayys can get their murderbone on for the minute or two it takes for the round to restart.
The queen calling the dropship down doesn't really make a whole lot of sense. It seems like a major vulnerability that really just wouldn't exist, that requires you to just leave a computer with full control over one of your dropships behind, with no ID lock or way of deactivating it. Instead, the marines should place a nuclear weapon on the Alamo and then send it down unmanned, on autopilot, with the nuke onboard. It shouldn't be possible to disarm the nuke, but the queen should be able to push it off the ship and then hijack it, with the nuke destroying the colony(mechanically, killing all players on it and preventing the Normandy from going back down) after she leaves. This adds time pressure from the nuke for the queen, so she isn't able to delay and just wait until everyone's an Ancient before going up while the marines can't fortify the ship or go back down without immediately getting swarmed. It also removes the temptation for the marines to escape on the Normandy after the Alamo hits, which just prolongs the round for no particular reason if CIC doesn't manage to call evac and usually ends in everyone who did it getting admingibbed just so that the round can end. It also just makes sense, IC, as something the marines would do because they don't expect the queen to be able to hijack a dropship, without them having to have just left behind a "hijack dropship" button on the planet.

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Re: Update Discussion thread (14FEB18)

Post by Steelpoint » 26 Jun 2018, 02:44

Everyone accepts the current Almayer end game is bad, no one likes it. Even the devs have confirmed they are looking to rework the end game in some way.

While the devs did indicate a more complex overhaul, however they did mention on Discord a possible bandaid change would be to expand the size of the escape pods, prevent you from early launching them or locking them down, and make them launch sequentially over ten minutes. With anyone left behind after the last pod leaves being considered as being taken as a xeno host.
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Re: Update Discussion thread (14FEB18)

Post by Telegnats » 27 Jun 2018, 23:13

I get the feeling that xenos would meta that change hardcore and just start camping around the next pod to go.

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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 01 Jul 2018, 04:37

Spookydonut updated:
Removed Queen Charge ability.
Reduced overall speed of Queen.

Queen nerfs
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