I love how this hasn’t been stated by the devs since morrow was a maint (and only he really pushed it). So I don’t know where people are getting it from.
right now it is not desired outcome, just the steps taken lead to it. I do not know how has winrate changed, but the round duration definitly droped. Did any of the past increases not lead to hiverush meta? I have only seen the one before and this one and nothing has changed. Also yes the 50 50 winrate is the most fun imo, the one that we had since last 2 larva per burst to this larva per burst, it leads to long rounds where both sides ahve plenty of options to turn the tide and shipside for RP.
various numbers have been said over the years
people have been saying it as a joke and some people don’t get jokes
70-30 was long dead by the time morrow was in charge, it’s legitimately ancient.
It’s a joke and frankly also unrealistic due to how flexible the playerbase is, 70-30 will only happen if there’s an absolutely gargantuan shift in balance. 2 larva per burst isn’t enough to cause this.
Iirc winrates reached 50-50 like relatively early, (like maybe between 2017-2019) though I honestly can’t pinpoint exactly when. Probably just a combination of factors- Marines have been massively powercrept over the years (xeno devs amiright guys).
I’d imagine the addition of fire support from CAS + mortar are an immense contributing factor, in addition to the huge buffs to specialist power (excluding the free 4 SGs marines got), such as the addition of the scunt, pyro, GL, etc.
Hi, I’m kinda new to the CM13 and SS13 in general.
I joined and started to play only because of CMs, thanks a lot for it.
Even if I’m new, I heard there were times when marines were strong by having funny toys such as: LTB tank with different armor and snowplow, CAS with big funny bomb, max range mortar and all the other fun stuff that got nerfed.
What I mean if the point of two larvae per cap PR is to more Xeno to play and to have fun, i in exchange suggest bring all the marine toys back. I want to have fun too as a marine too (!), it would be more interesting and fair.
bring back double chung we might see some demons come back:smiling_face_with_horns:
Just like the good old days. The boys would be back in town.
Should have been TM’d with other additions to the game, like Queen rework and higher burst times.
THIS.
The maintainers seem to think that not being able to haul caps via tunnels will counteract the massive tip of balance that is double burst, but not really. All it does is nerf backline capping. But there’s still queen screech stun and runners being able to tackle spam drag marines who are stunned by queen screech.
I would 100% be fine with double larva if queen screech and tackle dragging was nerfed, but nope. They just fully merged double burst with zero regard for game balance.
Also survivors and smallhosts are a big issue. 4 survs and 2 smallhosts capped equals 12 NEW LARVA. AGAIN, TWELVE NEW LARVA. That can bring a hive from 28 to 40, not including burrowed larva.
Survivors are now detrimental to the round. In other words, rounds are basically decided by how competent the surviors are. And I hate that so much, it’s COLONIAL MARINES, not survivors vs xenos. Sigh.
Constantly winning (xeno) and constantly losing (marine) isn’t fun, fun fact.
I really hope they buff marine and address the surv problem to give marines a better chance to adapt against double burst. I’m a xeno main, the game is very boring when 80% of rounds are marines early evacuating.
I have no ill will towards the maintainers btw, I just think the double burst pr was timed extremely poorly.
70:30 is so fucking bad bro should be 50:50
Looking back without the nostalgia glasses, I actually do not mind 70:30.
Why? Because despite almost a decade now of playing CM13, the balance and game has not really changed significantly. New elements have been added, but the base game and framework of how every round plays out has not changed.
You have a prep phase (marine prep, briefing, deploy, setup first barricades / get first objectives done like secure an area).
You have the initiation phase (first contact, do we OB to engage, do we railgun (OG’s remember), do we rush, etc).
You have the mid game (fighting for territory; casualties on both sides are typical at this point but not enough to tip it on either side).
Late game (either at Caves or FOB at this point and a battle for survival for either side).
End game (hijack for xenos, cleanup for marines).
70:30 sped along the worst aspects of the game, which were late midgame and endgame, while preserving the best of the initiation and mid game since both sides were still at full power.
50:50 is not healthy for the game because in reality, 50:50 winrate is literally just who hugs their most advantages first. Most games are either super one sided, very few are actual fun slug fests of back and forth, and the other games are all cringe fests where either side holds to their side of the map waiting for the other person to blink (LV-642 is the worst example and just shows it the worst).
Developers are trying to curb the marine defensive right now to force marines to stop FOB hugging and that did not work, so the next step is to give xenos overwhelming numbers. This is fine if marines have some sort of compensation, such as giving them more offensive weapons back, give them their cool marine tools like LTB tank (this is an example, I actually do not want tank back because everyone will hug it every round like they used to and everything will depend on whether or not crewmen are good at the game or not which is not healthy for the game) actually give them APC back, give marines more OB’s, unnerf Mortar, unnerf HEDP availability, and we’d see a lot more interesting rounds.
Xenos would be a proper swarm if they do their job but marines can spearhead huge offensives.
Just to clarify for anyone unaware. You can’t test merge something that isn’t a merge.
Larva per burst is a setting. Changing the setting can’t be test merged, only changed in the setting.
So not test merging it isn’t a conspiracy, as I under stand it (correct me if I am wrong maintainers) it is just because it is a settings change outside of something that gets committed.
more or less correct, the actual “double burst” part of the PR was just a config setting, config settings are managed by server hosts generally (or their higher up staff anyway) and aren’t actually changed on the github; they’re txt files that get edited; the only thing we can change on the github for configs is adding new ones and setting the defaults. testmerging config changes doesn’t really do anything (at least not for me, since I can’t change configs).
TLDR yeah we can’t testmerge changes to the actual values in configs, just prs that add or remove config options.
I spoke to the PR author and they had done all the work they planned to do on it, the code checked out, it had the relevant approvals it needed, so it was merged, testmerging it wouldn’t have affected burst #s at all, and the burst amounts can be tweaked up or down as needed with just an edit of a .txt file.
Are we getting old rate of fire back on marine guns, morrow nerfed guns as a compensation for removing two larvas per cap. No? I didn’t think so.
You mean this?
The 20% slower attackspeed was there because full auto would be more like fuller auto (still remember dying in 3 seconds during the full auto TM as rav).
No, not that one, it was a PR morrow himself made. Where he nerfed semi auto from 300 rof to 240 on mk2 for example, it was during the time he nerfed xenos from 2 larva to 1.
Going from 300 to 240 RPM is a 20% decrease. It’s literary the PR I mentioned because the full auto made guns so every rifleman with AP would shred T3s like no tomorrow.
There was also the TM of -20% fire rate across the board BEFORE the auto TM which most people got miffed at, but it was integrated into the full auto PR.
Yeah idk what this is all about, -20% nerf was there to curb full auto, idk why Phenomeus believes it was somehow intended by morrow to ‘compensate’ for removal of double larva; that’s just literally not true.
-20% was a nothingburger anyways, literally nobody was hitting 5 clicks a second consistently unless they were using cheats. The true RoF was substantially lower than 300 RPM on semi auto, so realistically full auto was just a plain buff. The 240 RPM cap was there to stop it from being too excessive. Effective marine fire rate would increase overall.
TL;DR not a nerf
Looking back without the nostalgia glasses, 70:30 was shitty. Having that is unhealthy to the game, I was fighting it years ago, I will fight against introducing it back still.
70:30 doesn’t achive a single thing you listed, it just makes xenos win more. The whole reason for it was that devs were too afraid that people won’t play xenos and because they win more, they were supposed play them. To this very day after years of 50:50, stimms and fob siege slop to hijack siege slop xenos are still not having a problem with multiple burrowed larvaes nobody wants to take.
70:30 is not a solution, it is just xenos curbstomping 7 out of 10 rounds.