Xeno Mutator discussion

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Avalanchee
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Re: Xeno Mutator discussion

Post by Avalanchee » 06 Dec 2018, 03:54

lurkermain wrote:
06 Dec 2018, 03:09
Would lategame larvas really fall under delay? If (after a setback) there is a queen, they get an upgrade and go with larvas I'd say that it creates a chance for a comeback, not delay.
But the question could be, do xenos deserve this kind of comeback after failing? I'd say it's a design question.
Queen died, hive died and there is just one runner left.
Queen timer started a while ago.
A lost alpha bursts somewhere away from the main marine group (Ice ftw) and one of the 5 larvas evolves as a queen.
Boom you have 6 xenos scattered around underground ice, good luck killing them and mainly finding them all.
Last edited by Avalanchee on 06 Dec 2018, 06:42, edited 2 times in total.
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They are actually very balanced. The difference is ya get marines who think they can rambo a xeno and when they die, they get all salty about it.Mizari 10/12/2018, Xeno mutators
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xXen0zS1ay3rXx
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Re: Xeno Mutator discussion

Post by xXen0zS1ay3rXx » 06 Dec 2018, 06:36

Avalanchee wrote:
06 Dec 2018, 03:54
If you have trouble killing a young queen and a bunch of young t1s, you need to practice more.

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Re: Xeno Mutator discussion

Post by Avalanchee » 06 Dec 2018, 06:39

xXen0zS1ay3rXx wrote:
06 Dec 2018, 06:36
If you have trouble killing a young queen and a bunch of young t1s, you need to practice more.
What part of
Boom you have 6 xenos scattered around underground ice, good luck killing them and mainly finding them at all
Don't you understand
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They are actually very balanced. The difference is ya get marines who think they can rambo a xeno and when they die, they get all salty about it.Mizari 10/12/2018, Xeno mutators
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Re: Xeno Mutator discussion

Post by chocolate_bickie » 06 Dec 2018, 13:23

Avalanchee wrote:
06 Dec 2018, 06:39
What part of

Don't you understand
The part where marines just run in circles and split up instead of organizing themselves and sweeping the underground in anyway resembling an actual army.

Also the Queen Timer exists for a reason, don't like it, ask for it to be shorter.

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Re: Xeno Mutator discussion

Post by Avalanchee » 06 Dec 2018, 13:56

chocolate_bickie wrote:
06 Dec 2018, 13:23
The part where marines just run in circles and split up instead of organizing themselves and sweeping the underground in anyway resembling an actual army.

Also the Queen Timer exists for a reason, don't like it, ask for it to be shorter.

Avalanchee wrote:
06 Dec 2018, 03:54
Queen died, hive died and there is just one runner left.
Queen timer started a while ago.
A lost alpha bursts somewhere away from the main marine group (Ice ftw) and one of the 5 larvas evolves as a queen.
Boom you have 6 xenos scattered around underground ice, good luck killing them and mainly finding them all.
Phillip 'Avalanche' Murray
They are actually very balanced. The difference is ya get marines who think they can rambo a xeno and when they die, they get all salty about it.Mizari 10/12/2018, Xeno mutators
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lurkermain
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Re: Xeno Mutator discussion

Post by lurkermain » 06 Dec 2018, 14:24

I'm not sure what that has to do with the mutations though. If I understand correctly it's 5 larvae from an infection, not a queen mutator.
Regarding that, the new bioscan that speeds up as numbers go down should make that easier, but yes, ice has issues but new features should not revolve around ice.

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Re: Xeno Mutator discussion

Post by kastion » 06 Dec 2018, 22:16

mutations need some serious testing not just 3 matches. Marines should be forced to adapt over time like aliens are to every ridiculous buff marines get. Yall take months to change anything like the explosion buff where we were getting decimated. Make marines adapt for a while and get a good idea of what the balance really is instead of just nerfing everything off of 3 matches. There are a few things that are obviously broken but most things just need some adapation.

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Re: Xeno Mutator discussion

Post by xXen0zS1ay3rXx » 06 Dec 2018, 23:07

kastion wrote:
06 Dec 2018, 22:16
mutations need some serious testing not just 3 matches. Marines should be forced to adapt over time like aliens are to every ridiculous buff marines get. Yall take months to change anything like the explosion buff where we were getting decimated. Make marines adapt for a while and get a good idea of what the balance really is instead of just nerfing everything off of 3 matches. There are a few things that are obviously broken but most things just need some adapation.
For real, I'm not looking forward to the nerf version of the mutator we're going to get. AND on top of that the (totally impartial) devs will use the basically worthless mutator as carte blanche to shove even more marine buffs in since 'Well we jut buffed xenos with 1% more damage!'

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Re: Xeno Mutator discussion

Post by PantasTheDark » 07 Dec 2018, 05:16

The thing is benos are winning more than marines so I'd rather buff muhreens than benos, Im a xeno main and mostly the xenos win, so its better if we get a nerfed mutator and give marines some more edge to make things more fun in the end for everyone!

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Re: Xeno Mutator discussion

Post by kastion » 07 Dec 2018, 05:40

PantasTheDark wrote:
07 Dec 2018, 05:16
The thing is benos are winning more than marines so I'd rather buff muhreens than benos, Im a xeno main and mostly the xenos win, so its better if we get a nerfed mutator and give marines some more edge to make things more fun in the end for everyone!
I would need confirmation on this cause I don't think xenos have been winning more than marines the last like 3 months. The problem is without numbers it all comes down to confirmation bias.

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Re: Xeno Mutator discussion

Post by CABAL » 07 Dec 2018, 06:00

chocolate_bickie wrote:
06 Dec 2018, 13:23
The part where marines just run in circles and split up instead of organizing themselves and sweeping the underground in anyway resembling an actual army.

Also the Queen Timer exists for a reason, don't like it, ask for it to be shorter.
So it came to this... We are blaming marines that they are not acting like trained army.

"FF? It's not an 'issue' and it shouldn't be considered as a problem. We shouldn't buff marines to balance this out. It's their fault they are trigger happy."
"What? Marines split up to sweep underground, becouse benos can run in circles in caves around? They should stay as one group and act like a road roller who tries to run over 6 dogs that all run in different directions!"
"Marines are getting bored after spending hour in FOB and it's not guarded anymore? THEIR fault, they should stay there for eternity, keeping that one runner, sentinel and lurker from melting cades!"
"What? Marines didn't obey Command orders? Why can't they act like real army? It's so easy!"
"What? Young crusher charged at marines, get shot and retreated straight to the hive, crushing everything in it's path? Marines went after him? METARUSH! How could they know that he is retreating to the hive?"
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Re: Xeno Mutator discussion

Post by kastion » 07 Dec 2018, 06:04

CABAL wrote:
07 Dec 2018, 06:00
"Marines are getting bored after spending hour in FOB and it's not guarded anymore? THEIR fault, they should stay there for eternity, keeping that one runner, sentinel and lurker from melting cades!"
dude runners and lurkers need nerfed now that they can melt cades, that's op as shit.

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Re: Xeno Mutator discussion

Post by CABAL » 07 Dec 2018, 06:09

kastion wrote:
07 Dec 2018, 06:04
dude runners and lurkers need nerfed now that they can melt cades, that's op as shit.
Runner and Lurker distract, or slash cades, while Sentinel melts. But indeed, nerfs are required and I'm glad to hear it from xenomain, since there is need to cherrypick things and take them literally ;)
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Re: Xeno Mutator discussion

Post by Ketrai » 07 Dec 2018, 12:03

Xenos still win more often than marines, but it's a struggle. A lot of games just aren't fun as either marines win with a stomp, or they win on the almayer. There's no in between. Rarely any good two hour rounds that end on the planet.

I don't mind loosing as marine. Because if you loose at marine you're almost guaranteed you'll get to fight a beno, one way or another. On stomps the marine mains will just run the fudge off and shoot everything up before you've done as much as seen a xeno. meh.

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Re: Xeno Mutator discussion

Post by ThePiachu » 09 Dec 2018, 03:42

Spent one evening and added 4 more mutators. More details will come in changelog when they are reviewed and merged :P .
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Re: Xeno Mutator discussion

Post by kastion » 09 Dec 2018, 06:23

ThePiachu wrote:
09 Dec 2018, 03:42
Spent one evening and added 4 more mutators. More details will come in changelog when they are reviewed and merged :P .
Sounds pretty cool, thanks Piachu. Any idea when mutators will make it into the regular game?

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Re: Xeno Mutator discussion

Post by Sargeantmuffinman » 09 Dec 2018, 17:51

And the mutators have been added as of this post.
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Re: Xeno Mutator discussion

Post by Survivor » 09 Dec 2018, 19:54

I saw a warrior running around breaking 2 bones in 1 slash. Each slash. Every slash. This shouldn't happen.
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Re: Xeno Mutator discussion

Post by Slader101 » 09 Dec 2018, 19:55

IF your going to be pulling this kinda stuff, might as well give back the tank seeing as Xenos cant complain about not being nerfed now! Also heres my feedback, i got slashed twice by a elder runner and had my chest broken and also had heart damage, whilst also every marine around me being unable to shoot the runner since it was so fast
Last edited by Slader101 on 09 Dec 2018, 19:57, edited 1 time in total.

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Re: Xeno Mutator discussion

Post by Eliteempire » 09 Dec 2018, 19:57

The lads are abit still too speedy in my opinion, Even as a ghost I could't follow runners effectively but it was also late game and possibly frenzy stacked.
Last edited by Eliteempire on 09 Dec 2018, 20:20, edited 1 time in total.

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Re: Xeno Mutator discussion

Post by simonset55 » 09 Dec 2018, 19:58

Yeah you gotta remove the increased drag speed thing, it's way too strong.

I could say more but just know that mutations will be incredibly hard to balance, something you've failed to do with multiple tests.
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Re: Xeno Mutator discussion

Post by Norwest » 09 Dec 2018, 20:04

I'm out, at least until this BS gets addressed. The mutator buffs make playing against xenos simply un-fun - I don't mind playing at a disadvantage if I end up in a 1v1 or the like, but adding buffs on top of a deliberately-unequal balance makes it damn near impossible to achieve anything against them. While I like the concept, devs, please consider how to balance out a major game-changing addition like this, or else this'll end up going the same way as the tank ("too OP, pls remove").

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Re: Xeno Mutator discussion

Post by xXen0zS1ay3rXx » 09 Dec 2018, 20:56

Wewlad the salty marine tears, guess this fun bit of change will be nerfed faster than then evo change timer

Also is everyone just going to ignore the PFC change? That is pretty big and has been asked for for awhile

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Re: Xeno Mutator discussion

Post by Boersgard » 09 Dec 2018, 21:18

I can say that I am also unequivocally done with this.

It's either don't play, or play xeno. This has gone from marines at a winnable disadvantage to a pure roflstomp.

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Re: Xeno Mutator discussion

Post by FGRSentinel » 09 Dec 2018, 21:43

Round that just ended, I was playing PO. Here's what we had happen:
First drop: same as normal.
Second drop: 4-5 wounded, nothing major
Third drop: Yuki asks me to hold until all wounded are loaded. About 5-6 minutes later and TWENTY WOUNDED MARINES, we launch up.
Forth drop: ten wounded, CO deploys
Fifth drop: "Alamo, hold on the surface for potential evac"

There was zero chance against them. It wasn't a battle, it was a massacre.
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