Update Discussion Thread (August 2018)

Generic, on-topic discussion about Colonial Marines.
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Surrealistik
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Re: Update Discussion Thread (August 2018)

Post by Surrealistik » 13 Aug 2018, 01:06

By the way, with regards to the rifle slowdown idea, I like that idea, but more for the shotguns in the event they don't get to keep their spike damage.

So:

Rifle standard rounds gain low level AP and the rifle has less ranged damage falloff; this allows it to actually deal with armoured enemies, and do more than tickle damage at medium-long ranges, which is where it should excel.

Buckshot retains its damage nerf but both Buckshot and Slugs impose a 2 second slow (Slug damage is already absolute shit, it doesn't need nerfing at all); this returns the buckshot's power, but make it require more teamwork/follow up instead of being a one-two shot handcannon.

https://gitlab.com/cmdevs/ColonialMarines/issues/4327
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Re: Update Discussion Thread (August 2018)

Post by BillyBoBBizWorth » 13 Aug 2018, 01:53

Surrealistik wrote:
13 Aug 2018, 01:06
Rifle standard rounds gain low level AP and the rifle has less ranged damage falloff; this allows it to actually deal with armoured enemies, and do more than tickle damage at medium-long ranges, which is where it should excel.

Buckshot retains its damage nerf but both Buckshot and Slugs impose a 2 second slow (Slug damage is already absolute shit, it doesn't need nerfing at all); this returns the buckshot's power, but make it require more teamwork/follow up instead of being a one-two shot handcannon.

https://gitlab.com/cmdevs/ColonialMarines/issues/4327
Sounds logical to me, everyone get behind this Gitlab suggestion and on the forums if you see it the same way!

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Re: Update Discussion Thread (August 2018)

Post by mat13295 » 13 Aug 2018, 07:19

So with the HP nerf to xenos can we maybe tune the LBT so it isn't gibbing every t3 that hasn't reached mature?

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Re: Update Discussion Thread (August 2018)

Post by Jeser » 13 Aug 2018, 11:27

LTB doesn't gibs Rav, crusher and Queen only.
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Re: Update Discussion Thread (August 2018)

Post by kamenkuro » 14 Aug 2018, 00:00

mat13295 wrote:
13 Aug 2018, 07:19
So with the HP nerf to xenos can we maybe tune the LBT so it isn't gibbing every t3 that hasn't reached mature?
It's already a slow mess that's heavily dependent on competent tank crewmen
There is rarely 2 competent tank crewmen at a time

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Re: Update Discussion Thread (August 2018)

Post by NethIafins » 16 Aug 2018, 07:53

# upgrades listed below:
[Suggestion]Add C4 blocks to the Explosives Crate or add a Demolitions crate with x amount of C4
[Suggestion]Allow ghosts to see the tank's durability levels by examining it
[Bug] People without engineering skills can see tank integrity
[Bug] Examining weeds doesn't tell you the type of ceiling
[BUG] Red level gun cabinet keeps unlocking itself
[BUG] Tank can break Hull Window and get stuck on Pressure Shutters
[BUG] Zombie claws can be put into lockers
[BUG] Ancient Runner has 100 max plasma instead of 250
[Suggestion] Give Chief Engineers max powerloader skill like maintenance technicians do
[BUG] Old Synths can operate firearms.
[BUG]Crashing dropship in certain places causes nested hosts to die from exposure to space
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Re: Update Discussion Thread (August 2018)

Post by SolarMacharius » 16 Aug 2018, 08:10

With c4 crates getting the tank around is a lot easier. Also you better believe I'm ordering four of those on infection rounds.
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Re: Update Discussion Thread (August 2018)

Post by Jeser » 16 Aug 2018, 09:21

Also back module point on DSs was moved up, to allow tank load even with module installed.
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Re: Update Discussion Thread (August 2018)

Post by NethIafins » 16 Aug 2018, 12:26

Oh almost forgot. WO is in rotation
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Re: Update Discussion Thread (August 2018)

Post by misto » 20 Aug 2018, 16:31

just a general statement rather than feedback on anything specific, but artificial delays to actions is something you should go lighter on as a balancing tool, the ss13 controls are clunky at the best of times, intentionally making them less responsive is gradually adding up to a less and less pleasing experience. im certain that with some thought alternate counterbalance methods could be arrived at.

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Re: Update Discussion Thread (August 2018)

Post by Nimiety » 20 Aug 2018, 16:33

What they said, getting rid of macros altogether might be a good idea, if you can make gameplay possible without them

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Re: Update Discussion Thread (August 2018)

Post by Snypehunter007 » 20 Aug 2018, 18:20

Nimiety wrote:
20 Aug 2018, 16:33
What they said, getting rid of macros altogether might be a good idea, if you can make gameplay possible without them
I've half-jokingly said this statement for a lot of my time on CM staff. I've never used macros simply because I'm too lazy to set them up, update them, and so on and so forth. I believe the reasoning I got for not removing it would be how, either, monumental the task would be. I think it is technically possible, but it would be extremely difficult. I'd be curious to see what gameplay looked like if that were to ever happen and as a biased, non-macro user, I think it would be for the better in regards to a flat playing field and would normalize feedback somewhat, though people's perceptions are always different.
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Re: Update Discussion Thread (August 2018)

Post by WinterClould » 20 Aug 2018, 19:22

Using shotguns last I knew without a macro was hella aids. Also there's a couple of /me or /say whatever binds that I like to have. Other then that, don't need macros. Pick up binds are kinda dumb. Prolly best to limit what can be macro'd again if marines ever need a nerf in that area. Binding /me and say should prolly never be removed though.
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Re: Update Discussion Thread (August 2018)

Post by Gnorse » 20 Aug 2018, 19:29

Don't forget the "HELP !" Macro.

But yes, we should slow down a bit on the delays. not that I use .Pick-up anyway.
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Re: Update Discussion Thread (August 2018)

Post by spookydonut » 20 Aug 2018, 23:56

Pickup delay only applies to using right click pickup or binding a macro to use pick-up

Directly left clicking something has no delay.

A stamina bar is an option but also would create a whole new range issues.

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Re: Update Discussion Thread (August 2018)

Post by Surrealistik » 21 Aug 2018, 00:19

Love the weapon changes.

I think removing the spread on bursts this aggressively while also increasing accuracy makes bursting a no brainer for the rifle, and single fire perhaps too niche, but at least the rifle is worth more of a shit. Would strongly consider halving the falloff for the rifle (or more) though because it eats a lot of damage loss from FO at the mid-long ranges it's supposed to excel at.
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Re: Update Discussion Thread (August 2018)

Post by carlarc » 21 Aug 2018, 10:26

pick-up delay ONLY comes into play after the first time you use pick-up, basically its only a nerf to memer tknives. pickup weapon macros are fine
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Re: Update Discussion Thread (August 2018)

Post by Herac » 21 Aug 2018, 11:58

If we're talking about macros verbs that could be removed point-to really needs to go, unless it has gone already since I haven't checked it. It's very open to abuse, allowing people to point to resin traps, claymores, or cloaked mobs/mobs in the dark that they can't actually see.
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Re: Update Discussion Thread (August 2018)

Post by spookydonut » 21 Aug 2018, 12:35

Yeah I'm working on point-to now, I dont see any reason to be able to use it as a macro, clicking should be sufficient.

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Re: Update Discussion Thread (August 2018)

Post by Dolth » 21 Aug 2018, 12:47

I mean using the click itself is already a macro, technically...
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Re: Update Discussion Thread (August 2018)

Post by Herac » 21 Aug 2018, 17:20

Ctrl + click is A OK, after all it still relies on you the user noticing something. But having it say bound to the I key and just spamming that when ever you're clearing an area is what I meant, for clarity.
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Re: Update Discussion Thread (August 2018)

Post by Dolth » 21 Aug 2018, 19:03

Yeah I just heard earlier about people using a macro to 'point-to resin-hole' or 'point-to M22-claymore-whatever-mine'. Totally deserve a nerf.
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Re: Update Discussion Thread (August 2018)

Post by misto » 23 Aug 2018, 00:59

Xenos with devoured humans inside them can no longer vent crawl.

going to make it difficult to abduct people from rear lines on industrialized maps like prison, some parts of ice and bigred, but not very relevant on lv.

restricting denesting to drone only, while it may help reduce mischief from fools wanting to free humans in order to "play" with them, will make it even harder to get runners or anyone else to do any transport work and result in more and more nests permanently clogged with corpses. indeed, at some points in the game match sentinels are often expected to spend a lot more time tending nest than drones are

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Re: Update Discussion Thread (August 2018)

Post by ThePiachu » 23 Aug 2018, 02:20

> Xenos with devoured humans inside them can no longer vent crawl.

Well, that makes it impossible to drag Prison survivors back into the hive. And you'd have to have a Drone run back and forth 3-4 times to transport the eggs needed to impregnate them, not to mention stashing them in some corner and guarding them separate for X minutes as the Marines are swarming that section of the prison. Not ideal!
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Re: Update Discussion Thread (August 2018)

Post by Sulaboy » 23 Aug 2018, 02:38

ThePiachu wrote:
23 Aug 2018, 02:20
> Xenos with devoured humans inside them can no longer vent crawl.

Well, that makes it impossible to drag Prison survivors back into the hive. And you'd have to have a Drone run back and forth 3-4 times to transport the eggs needed to impregnate them, not to mention stashing them in some corner and guarding them separate for X minutes as the Marines are swarming that section of the prison. Not ideal!
But that also sounds like a survivor buff which would be ideal.
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