Name Your Top Flop Mechanics in CM

Generic, on-topic discussion about Colonial Marines.
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Pedr007
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Name Your Top Flop Mechanics in CM

Post by Pedr007 » 20 Aug 2018, 04:29

Hi Guys!

In light of certain events that are gonna change certain things up by A LOT, Id like to collect what you objectively think of as the WORST mechanics implemented into this iteration of Baystation code.


9 Out of 10 times mechanics work fine but theres just some of them that have been written by a drunk hobo while high on crack cocaine. Let me begin:

Those are not sorted in a ranked order.

1. Warrior Grab:

- No Counterplay (At least not Solo or in smaller groups, which is like pretty much your MAJORITY of encounters with Xenos), No limited duration (Or so it feels), Easy to cheese with around corners, Easy to abuse the Xenos health pool mechanics to Grab and Repeat ad infinitum.

Warrior Grab is pretty fucking bad. I rate Cheese/10

2. Autoinjector Skill lock

- Autoinjectors are designed IRL for complete MORONS and emergencies. Literally ANYONE can use them. We can not use em in CM xD Too STOOPID.
- Prevents any kind of customization for non medic chars when it comes to their medic loadout
- Dumbs down PFC Gameplay considerably. No helping medics possible, Medics die = GG NO RE UNINSTALL

Considering how commonplace autoinjectors are and how limited they already are in CM, i mean theyre single use and all, I rate this mechanic STOOPID/10

Thats the 2 that I got out of the top of my head, Imma gonna stop here and see what YOU guys got before investing any more effort and time.

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Re: Name Your Top Flop Mechanics in CM

Post by mat13295 » 20 Aug 2018, 04:47

Coifs

"Let's make a frozen map and the only protection from freezing gets removed by facehuggers so the marine dies lmao."

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Re: Name Your Top Cancer Mechanics in CM

Post by NethIafins » 20 Aug 2018, 04:49

1) Hugger combat. Any caste can grab a hugger that is basically immortal, holding one in your one hand and disarming a marine or a survivor with another. After they fall down, you basically attach it to their face and they are infected. Absolutely retarded
2) Crusher charge that breaks map walls. You can breach into space and also create a stupid detour for your entire xeno army to fuck someone over unexpectedly
3) Ancient Queen Charge. Absolutely imbalanced, especially when you charge alongside crushers.
4) Praetorian spit, you can snipe someone on the edge of your vision, or deal a fuckton of damage, basically threeshoting a marine into crit with a very low cooldown
5) Huggers that jump onto you and remove your helmet or break it. Also they jump like every second and 3-4 tiles

Worst mechanics
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Chaznoodles
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Re: Name Your Top Flop Mechanics in CM

Post by Chaznoodles » 20 Aug 2018, 04:51

Artificial delays.

Wield delay and nesting delay exist purely to make permanesting a thing without actually implementing it, because they know there would be a fuss. They also make the game more difficult without there being any real way around it, giving xenos an easier time.

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Pedr007
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Re: Name Your Top Flop Mechanics in CM

Post by Pedr007 » 20 Aug 2018, 05:03

Chaznoodles wrote:
20 Aug 2018, 04:51
Artificial delays.

Wield delay and nesting delay exist purely to make permanesting a thing without actually implementing it, because they know there would be a fuss. They also make the game more difficult without there being any real way around it, giving xenos an easier time.
Good point! "Youre getting out of the locker to get your bearings! It takes FOREVER! With love: Your Coderbase!"

I think we can all agree that nobody needs that. Come to think of it the games full of recently added artificial delays like that that force players to play slower by simply hardcoding time limits on actions.

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Re: Name Your Top Flop Mechanics in CM

Post by NethIafins » 20 Aug 2018, 05:09

Pedr007 wrote:
20 Aug 2018, 05:03
Good point! "Youre getting out of the locker to get your bearings! It takes FOREVER! With love: Your Coderbase!"
You can't even imagine how unfair it is to suddenly jump out of the closet and buck someone
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Re: Name Your Top Flop Mechanics in CM

Post by Chaznoodles » 20 Aug 2018, 05:12

NethIafins wrote:
20 Aug 2018, 05:09
You can't even imagine how unfair it is to suddenly jump out of the closet and buck someone
Get good at checking your surroundings

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Re: Name Your Top Flop Mechanics in CM

Post by Maddog_1977 » 20 Aug 2018, 05:13

NethIafins wrote:
20 Aug 2018, 05:09
You can't even imagine how unfair it is to suddenly jump out of the closet and buck someone
I used to jump outta the closets in upper engi to meme some aliens. Good days.

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Re: Name Your Top Flop Mechanics in CM

Post by Dauntasa » 20 Aug 2018, 05:16

unholster delay is still bad

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Re: Name Your Top Flop Mechanics in CM

Post by DefinitelyAlone0309 » 20 Aug 2018, 05:25

pain crit, especially stable pain crit.
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Pedr007
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Re: Name Your Top Flop Mechanics in CM

Post by Pedr007 » 20 Aug 2018, 05:27

NethIafins wrote:
20 Aug 2018, 05:09
You can't even imagine how unfair it is to suddenly jump out of the closet and buck someone
Oh I know exactly how cheesy it is. Antags on TG aboosing this shit for DECADES. Run away hide in locker, sec chases, TASE, gg.

However, I think the deay we got right now is a TAD too high.

HERES THE SEKRIT PHEROMONE HACKZ YOUR MOTHER DOESNT YOU TO KNOW ABOUT:

Any drone with Pheromones, especialy Eite n Higher, and a high HP xeno, can cheese and tank the living SHIT out of everything.

Right now I see Elder Warrior and Ancient drone running as tag team a lot. Warrior cheeses you with grab while under influence of Warding pheromones so he can tank all the hits while dragging your ass.

Im just gonna add Pheromones to broken mechanics because they can be abused and stacked to a degree that makes it MECHANICALLY IMPOSSIBLE to kill a xeno. mechanically impossible as in 2x2 or 3x3 Corridor. Health pool of the xeno is larger than all potential gun damage output of the marines on the entire screen. This shit is abused by experienced Xeno players a lot.
You can see it mostly in tight spots or chokes, where you got 3 Elder Xenos with relatively large Health Pool vs 6 or 9 marines that can not get their guns to bear at the same time simply due to map restrictions. Pheromones in combinations with Health Pool and Choke points. Blyatiful recipe for salt.

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Re: Name Your Top Flop Mechanics in CM

Post by Dauntasa » 20 Aug 2018, 05:31

DefinitelyAlone0309 wrote:
20 Aug 2018, 05:25
pain crit, especially stable pain crit.
It's concerning to me that the devs, as they said in the townhall, think that getting someone to the point where they're stable enough to burst but in perma paincrit as a xeno is hard. It's basically guaranteed to happen.

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Re: Name Your Top Flop Mechanics in CM

Post by Build_R_ » 20 Aug 2018, 05:39

Ravager de-limb chances are insane considering they do plenty of brute damage already.
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Re: Name Your Top Flop Mechanics in CM

Post by DefinitelyAlone0309 » 20 Aug 2018, 06:12

Dauntasa wrote:
20 Aug 2018, 05:31
It's concerning to me that the devs, as they said in the townhall, think that getting someone to the point where they're stable enough to burst but in perma paincrit as a xeno is hard. It's basically guaranteed to happen.
looks at Warrior's delimb that can remove your feet without harming the host, just pain crit them

looks at Spitter's acid spit that can get to a point of burn damage where you're in pain crit, but since you don't have any major shit like IB or organ damage, you'll last the entire 3 stages.

Also, aliens never needed you to stay alive throughout. Once you get to stage 3, you can die then and nobody will care.
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Re: Name Your Top Flop Mechanics in CM

Post by immaspaceninja » 20 Aug 2018, 06:17

Wield delay/firing delay and all other sorts of delays

Hugger combat, since it makes you spend 20+ minutes on going shipside and getting surgery.

Xenos upgrade system, since it makes you wait 30+ minutes till you can actually play the game

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Re: Name Your Top Flop Mechanics in CM

Post by Blade2000Br » 20 Aug 2018, 07:42

I enjoy how everyone complains about the xeno gameplay. But no one touches on how instagib of a Tank at several tiles ahead might be unfair for beno players.

Or OBs you can't even see coming because devs already removed the only thing that was visible to then.

Or how Xenos got nerfed so badly on the stats rebalance Crusher is mediocre.

This thread is stupid and rarely have any good points to add.
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Re: Name Your Top Flop Mechanics in CM

Post by spookydonut » 20 Aug 2018, 07:45

This is a less than productive thread, I'm going to lock this as parts of it are quite toxic. You're more than welcome to discuss ideas for changes and identifying issues but this isn't the way to go about it.

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Re: Name Your Top Flop Mechanics in CM

Post by spookydonut » 20 Aug 2018, 23:49

Alright it's been pointed out I may have been a bit hasty about locking this and I agree, having read it more fully.

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Re: Name Your Top Flop Mechanics in CM

Post by Steelpoint » 20 Aug 2018, 23:55

Being instantly husked by an offscreen Boiler is never fun but it's an accepted part of gameplay. I'm not as concerned about the power of the Tank since its up to the Xenomorphs to continually inform the hive as to the location of the Tank so you can take steps to avoid accidently walking into its field of fire.

In terms of flop mechanics, I really think the Resin Cuffs was a poorly thought out and implemented concept.

In fact, I still think that the whole concept of capturing Marines in a nest for upwards of 10 or 20 minutes is a poor mechanic.
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Re: Name Your Top Flop Mechanics in CM

Post by spookydonut » 20 Aug 2018, 23:57

What would be the alternative, once a marine gets taken to a nest they get ghosted?

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Re: Name Your Top Flop Mechanics in CM

Post by Steelpoint » 21 Aug 2018, 00:02

Perhaps a mechanic where you take a captured host to a central area that fuses them into a building, which force ghosts the player and makes the body only partially recoverable (equipment not corpse) if the building is destroyed.

I'm no captain of designing but I'd enjoy a conversation on a alternative capture mechanic that does not remove control from a player for a very long period of time. If being captured definitively just killed the player I'd personally be more accepting of being captured since I don't have to force myself to stay in my body in the rare chance I can escape.
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Re: Name Your Top Flop Mechanics in CM

Post by KingKire » 21 Aug 2018, 00:23

Hahah, well an old one that made me flip my lid was mines being set off by dead xenos. Especially when it was linked with research needing dead xeno to make xeno tech. It was so... fuckin... bad. I'd be fine with dead xenos setting off mines, but then to have a game mechanic linked directly with dragging bodies past minefields, that was such a groin kicker it set off my set of (game) balance for a week.


That and floodlights taking forever to fix and then being destroyed in an instant. Wooo boy. The whole "floodlights need to be better" was my first post in CM's, and it was denied because a mod thought it sounded like a similar suggestion... First post ever, boom... denied. And it started my crusade to the suggestion forums, because i was FUCKIN right, and there was no suggestion of making floodlights better... there was another suggestion related to floodlights, but it was for a separate mechanic. ahhh good, nostaligic times...

Also, whens my suggestions for making floodlights better gonna be implemented, i want to see some upgradable floodlights! Timelocks and removal of suggestion forums be damned!

ah shucks, gotta BOLD THAT IDEA UP, MAKE IT WORK FOR THE MONEY LIKE THE DEAD HORSE IT IS.
Last edited by KingKire on 21 Aug 2018, 00:31, edited 2 times in total.
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Re: Name Your Top Flop Mechanics in CM

Post by Surrealistik » 21 Aug 2018, 00:27

It's a toss up between old school huggercombat (where everyone and their mom could and did face pie you with a hugger) and Frenzy Queen Screechbombing hands down, easily.

Honourable mention to broken ass old school Crushers before working PB buckshot was a thing, they had insane armour and health and an AoE stomp that stunned for 3 seconds.
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Re: Name Your Top Flop Mechanics in CM

Post by GoliathTheDespoiler » 21 Aug 2018, 00:42

For me my top flop mechanic is the dropship boarding as xeno.

Failing to lock a console instantly kills an entire hive and wins the game for marines.

Evacuation/SD is a close second, the way that you need to LET MARINES DIE to LET MARINES ESCAPE is kinda stoopid to me, though I understand why.
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Re: Name Your Top Flop Mechanics in CM

Post by KingKire » 21 Aug 2018, 00:59

Flop mechanic: When anything with wrappers turn into paper scraps, it isnt combined into a stack on a tile. Thats a pet peave but it adds up when your right clicking through paper scrap piles.
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But seriously, does uh, anyone know the way out?!


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