Updates discussion thread

Generic, on-topic discussion about Colonial Marines.
Bronimin
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Re: Updates discussion thread

Post by Bronimin » 12 Oct 2017, 13:41

and we can't even meme about it, because the queen mother has banned all memes

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Re: Updates discussion thread

Post by Crab_Spider » 12 Oct 2017, 14:58

Heckenshutze wrote:
12 Oct 2017, 13:11
Oh, boo hoo now xenos have to be a LITTLE smarter to kick some ass.

Get good, cry me a river while you're doing it.

P.S predators have thermals, and make them see figures instead of mobs isn't a problem, as long we see them throu walls. Plus, aliens don't 'see' they indeed smell or use pheromones to detect their targets so the days of meta your spec, medic, SL are over get used to it.

That's a theory. As are many pieces of knowledge in the Alien Universe. Speculation.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Updates discussion thread

Post by Nyeshivuu » 12 Oct 2017, 15:47

The first round with the xeno vision thing i kicked ass as i always do, i only died due to slipping off the almayer and falling to the colony. Killing marines still felt awesome but i would like it if i could see the wounds. That would be cool.
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Re: Updates discussion thread

Post by Sabactus » 12 Oct 2017, 16:41

Heckenshutze wrote:
12 Oct 2017, 13:11
Oh, boo hoo now xenos have to be a LITTLE smarter to kick some ass.

Get good, cry me a river while you're doing it.

P.S predators have thermals, and make them see figures instead of mobs isn't a problem, as long we see them throu walls. Plus, aliens don't 'see' they indeed smell or use pheromones to detect their targets so the days of meta your spec, medic, SL are over get used to it.
IRL, infrared light can be blocked by a single pane of glass so using infrared to see through walls is right out. You need some other kind of detection method.
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Re: Updates discussion thread

Post by HKO2006 » 16 Oct 2017, 05:42

Humans can now attempt to put out fire on another human by clicking them with an empty hand on help intent.

You think it is a marine buff? Nah, muhreen will forget to switch hand before 'helping' and bayonet each other in the head instead.
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Re: Updates discussion thread

Post by kooarbiter » 24 Oct 2017, 10:04

HKO2006 wrote:
16 Oct 2017, 05:42
Humans can now attempt to put out fire on another human by clicking them with an empty hand on help intent.

You think it is a marine buff? Nah, muhreen will forget to switch hand before 'helping' and bayonet each other in the head instead.
what's funny is that this exact thing was suggested a few weeks ago for the xenos, but here we have marines taking advantage instead, fascinating
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Re: Updates discussion thread

Post by Bronimin » 24 Oct 2017, 10:15

The difference is when marines are lit on fire it is usually an accident and fire crits them in about 2 seconds if they are hit by a flamer whereas a xeno has about five or so to retreat and start rolling unlesss they are a young T2 or T1 unit.

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Re: Updates discussion thread

Post by Heckenshutze » 24 Oct 2017, 12:35

kooarbiter wrote:
24 Oct 2017, 10:04
what's funny is that this exact thing was suggested a few weeks ago for the xenos, but here we have marines taking advantage instead, fascinating
If you see a human on fire you go and try to help him. Standard human behaviour.

Xenos won't , they're mindless slaves ordered to kill and infect they give a shit about their sisters. Also if you get lit as a xeno you risked too much and lost
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Re: Updates discussion thread

Post by Crab_Spider » 24 Oct 2017, 12:56

Heckenshutze wrote:
24 Oct 2017, 12:35
If you see a human on fire you go and try to help him. Standard human behaviour.

Xenos won't , they're mindless slaves ordered to kill and infect they give a shit about their sisters. Also if you get lit as a xeno you risked too much and lost
For starters, they feel pain in the Hivemind when a member dies, the Queen is what keeps this together, and when she dies, they go into shock and retreat, protecting a praetorian when it’s in at risk. Don’t forget Ol’ Blue, whom was tamed and used to hunt down Mozart, another alien that was being used for stealing an egg and going on a killing spree. They’re not mindless either. Individuals will change behavior when they are separated from the Hive, and even prolong suffering of other entities when the Queen wills it, as implied in Aliens. There’s also the lurker class, which feigns death to for captures, in Colonial.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Updates discussion thread

Post by Heckenshutze » 24 Oct 2017, 13:24

Crab_Spider wrote:
24 Oct 2017, 12:56
For starters, they feel pain in the Hivemind when a member dies, the Queen is what keeps this together, and when she dies, they go into shock and retreat, protecting a praetorian when it’s in at risk. Don’t forget Ol’ Blue, whom was tamed and used to hunt down Mozart, another alien that was being used for stealing an egg and going on a killing spree. They’re not mindless either. Individuals will change behavior when they are separated from the Hive, and even prolong suffering of other entities when the Queen wills it, as implied in Aliens. There’s also the lurker class, which feigns death to for captures, in Colonial.
We have our own lore, we don't follow the original as a rule
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Re: Updates discussion thread

Post by davidofmk771 » 24 Oct 2017, 13:28

kooarbiter wrote:
24 Oct 2017, 10:04
what's funny is that this exact thing was suggested a few weeks ago for the xenos, but here we have marines taking advantage instead, fascinating
Humans have wide, open palms on their hands to pat out fire. All xenos get is long, spindly claws. That wouldn't do much to smother a flame.

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Re: Updates discussion thread

Post by Crab_Spider » 24 Oct 2017, 13:33

Heckenshutze wrote:
24 Oct 2017, 13:24
We have our own lore, we don't follow the original as a rule
That would be a good point — if we weren't talking about behaviors xenomorphs exhibit.
Last edited by Crab_Spider on 24 Oct 2017, 13:37, edited 1 time in total.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Updates discussion thread

Post by BladeBr » 24 Oct 2017, 13:34

Crab_Spider wrote:
24 Oct 2017, 12:56
For starters, they feel pain in the Hivemind when a member dies, the Queen is what keeps this together, and when she dies, they go into shock and retreat, protecting a praetorian when it’s in at risk. Don’t forget Ol’ Blue, whom was tamed and used to hunt down Mozart, another alien that was being used for stealing an egg and going on a killing spree. They’re not mindless either. Individuals will change behavior when they are separated from the Hive, and even prolong suffering of other entities when the Queen wills it, as implied in Aliens. There’s also the lurker class, which feigns death to for captures, in Colonial.
aliens don't pull other aliens fire out.

deal with it, ancient larva.
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Re: Updates discussion thread

Post by HKO2006 » 24 Oct 2017, 20:52

Update speculation

[D] OOC: Apophis775: WELL, until that OB I was playing as medic and taking a LOT of notes
[D] OOC: Apophis775: I'm going to be working on a rework of medical/medic to try to give them more tools they need
[D] OOC: Apophis775: Part of the reason I needed people to STOP FUCKING ABOUT with the vendors, is I can't get an accurate feeling of the medical situation, if EVERYONE is healing EVERYONE.
[D] OOC: Apophis775: So, here's some advice:
[D] OOC: Apophis775: you want Medic Buffs sooner?
[D] OOC: Apophis775: THEN STOP FUCKING WITH VENDORS IF YOU AREN'T A MEDIC
[D] OOC: Apophis775: becuase I'm observing and watching and that disrupts it
[D] OOC: Apophis775: No, I'm not going to blow them up. Your Overwatch took care of that with the OB.
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Re: Updates discussion thread

Post by NoahKirchner » 05 Dec 2017, 18:09

I really like the new PO updates (I know I'm just a tad late), they're really hecking neat.
Actually, on that note, updates to every marine combat job are awfully cool. The only things I can think of that I don't like are research being gutted (Even though I understand why it was done) and the engine making MT boring as hell.
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Re: Updates discussion thread

Post by Renomaki » 05 Dec 2017, 23:24

NoahKirchner wrote:
05 Dec 2017, 18:09
I really like the new PO updates (I know I'm just a tad late), they're really hecking neat.
Actually, on that note, updates to every marine combat job are awfully cool. The only things I can think of that I don't like are research being gutted (Even though I understand why it was done) and the engine making MT boring as hell.
Well, to be honest, the SM engine was just as boring as the current engine.

Sure, I know a lot of people liked to challenge themselves to see how much output they could get from the SM, but at the same time, so many people would join in and fuck it up at round start, ruining the round for the marines because 1/4th of the ship blows up and everyone gets sick. I once had that shit happen two times as CO, ONE DAY AFTER THE OTHER. Not a lot of fun. And then there is the fact that once you DO set it up, you can pretty much just forget about it and laze about the ship, since unless someone screwed up during the process, the SM should last you from the start of the round till the end without much inspection.

The new engines are bald-proof, meaning you won't have to worry about everyone getting radiation sickness anymore because some idiot forgot to turn off the emitter or didn't add any coolant. Plus, the fact that the engine requires constant maintenance and cell cooling means you always have SOMETHING to do as an MT. The downside to THIS is the fact that being an MT is a fair bit more hectic and/or tedious than it used to be, constantly having to check the machines for overheating or damage and the annoying rotation of fresh cells and used cells for the cooling unit takes up so much of your time. At least, it feels like that to me.
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Re: Updates discussion thread

Post by NoahKirchner » 06 Dec 2017, 01:07

Renomaki wrote:
05 Dec 2017, 23:24
Well, to be honest, the SM engine was just as boring as the current engine.

Sure, I know a lot of people liked to challenge themselves to see how much output they could get from the SM, but at the same time, so many people would join in and fuck it up at round start, ruining the round for the marines because 1/4th of the ship blows up and everyone gets sick. I once had that shit happen two times as CO, ONE DAY AFTER THE OTHER. Not a lot of fun. And then there is the fact that once you DO set it up, you can pretty much just forget about it and laze about the ship, since unless someone screwed up during the process, the SM should last you from the start of the round till the end without much inspection.

The new engines are bald-proof, meaning you won't have to worry about everyone getting radiation sickness anymore because some idiot forgot to turn off the emitter or didn't add any coolant. Plus, the fact that the engine requires constant maintenance and cell cooling means you always have SOMETHING to do as an MT. The downside to THIS is the fact that being an MT is a fair bit more hectic and/or tedious than it used to be, constantly having to check the machines for overheating or damage and the annoying rotation of fresh cells and used cells for the cooling unit takes up so much of your time. At least, it feels like that to me.
There is a medium that can be reached there, though. A mixture between the complexity of the supermatter so that, after you set it up, you feel as if you've accomplished something, and simply removing the whole killing half of the ship aspect with a more mundane downside, like a simple lack of power.
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Re: Updates discussion thread

Post by Heckenshutze » 10 Dec 2017, 19:19

I don't enjoy how bad survivors are at guns now, the skill system really fucked up the role
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Re: Updates discussion thread

Post by caleeb101 » 18 Dec 2017, 07:12

Damn it. People aboosing Tail attack got it turned into nothing more than an RNG feature now.
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Re: Updates discussion thread

Post by HKO2006 » 23 Dec 2017, 19:43

december 23 2017Gorg updated:
Xeno acid now weakens walls and creates a hole in the wall.
The small xeno castes can crawl through the holes by dragging their sprite onto the wall with the hole in it (dragged bodies will come a long for the ride).
Human players can look through the holes by dragging the wall with the hole onto their player sprite.
Human players can throw flares, flashlights and grenades through the holes.
Big xenos can attack said weakened walls to destroy them.
All walls now become girders or damaged girders upon destruction.
Damaged girders cannot be destroyed.
Girders can be repaired and built upon to repair the wall.

Looks like a wall melting nerf.
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Marine: Bayonet/smash myself and others when clearing weed/filling sandbags, nade myself at RO line (don't misclick Z&don't R after Z!), forgot to disable UGL after loading it, walk into my own flame, fire nade to have it bounces back to me (nades don't go diagonally through people/wall), walk into Crusher charge, drag monkey/colonist body/alien body to have claymore to face, move while burst firing to FF
Alien: Pounce across fire nade field as hunter to have HP halved.
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Re: Updates discussion thread

Post by SnakeEater14 » 23 Dec 2017, 20:07

Seems like this will definitely have an effect on defending tcomms on Big Red, which is almost always the weak point in a fob.
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Re: Updates discussion thread

Post by Bronimin » 23 Dec 2017, 22:20

I can see damaged girders being used in FOB defenses already.

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Re: Updates discussion thread

Post by HKO2006 » 02 Jan 2018, 22:48

January 3 2018
dylanstrategie updated:
Changed how Peridaxon and Quick Clot work. Peridaxon now stops most symptoms from internal damage without fixing them. Quick Clot now stops all bleeding but doesn't fix it. Dosages and overdose thresholds unchanged.
Added Peridaxon to the Marine Medical Vendors.
Added Incision Management Systems to the Surgery Rooms.
Bone surgery made one step faster by removing final bone patching step.

Related: [Suggestion] Remove Peridaxon https://gitlab.com/cmdevs/ColonialMarines/issues/1958
[Suggestion] Medical Reform Proposal - Getting Rid of Field Peridaxon Without Cancer https://gitlab.com/cmdevs/ColonialMarines/issues/1963

RavingManiac updated:
Ice colony telecomms moved to southwest of the hangar, below the container yard
Prison station west monorail station now uses (unopenable) transit shutters in the doors instead of walls
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Marine: Bayonet/smash myself and others when clearing weed/filling sandbags, nade myself at RO line (don't misclick Z&don't R after Z!), forgot to disable UGL after loading it, walk into my own flame, fire nade to have it bounces back to me (nades don't go diagonally through people/wall), walk into Crusher charge, drag monkey/colonist body/alien body to have claymore to face, move while burst firing to FF
Alien: Pounce across fire nade field as hunter to have HP halved.
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Bronimin
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Re: Updates discussion thread

Post by Bronimin » 02 Jan 2018, 23:16

The absolute
M A D M A N
A
D
M
A
N

Behold the man that nerfed Peri

Karmac: nah
Surrealaser: Haha, right, and make medical even more of a hellish shithole of backlogged surgeries and its roles even less fun and more onerous than they already are, sounds great....
Drownie: Let everyone dies by oxygen deprivation, for a CM without lungs.

Szunti: I agree. If you could choose between a broken arm or damaged heart which would you choose? Of course the latter, because you take one pill and it's solved.
I wouldn't completely remove peridaxon but use it instead only for stabilization. Your organs would still work while you have peridaxon in your body, but it wouldn't heal the organs.


Tormod Steinsholt: What would the benefits be? What is the desirable gameplay to be derived from it?
Philip Andersen: I love it when I sit in medbay for fifteen minutes infected then bursting because I came in with twenty other badly injured marines. Lets just make it forty marines because they all need various organs fixed.
misto maxo: game's medical systems are already fairly harsh and the procedures fairly time consuming, besides being not very engaging or enjoyable

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Re: Updates discussion thread

Post by immaspaceninja » 03 Jan 2018, 00:09

Can someone provide me a reason why is it a good idea to make a change that forces you to spend 30 minutes in medbay each time you get an IB/poped lung, while not even being able to talk to people around you because you're unconscious due to oxy damage?

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