Have You Ever Seen CLF Survivors Live?

Assorted changes for the CLF survivor inserts within. I can’t speak too much to the balance aspects except that I’ve played a lot of Xeno and very little of the inserts and have tangled with them dozens of times as a bug.

I have literally only ever seen one of the mythical rounds where the CLF survivors actually live, and it was by fleeing once their hold was broken in Solaris’ caves and then holding out for two minutes in Marshall’s with shocked doors only to be summarily gunned down by the Marines.

Are CLF survs affecting the gameplay loop only on rounds when I’m not playing?? Is this some sort of Twilight Zone episode? I don’t get it. Am I alone in that?

ERT CLF is very strong to be able to put up a fight with marines of equal or slightly higher number
survivor CLF cant be that good or they will mega frag xenos (and for some reason xenos should always be able to be killed by xenos) so IF they survive they get smoked by marines and maybe brig RP as POWs

CLF ERT is quite strong and they usually frag quite hard. The van is also a pain. I have maybe seen them 3-4 times over the months

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the last LV-624 round they survived until the fog dropped, got in their van, killed an IO, stripped them, gave them enough brute damage to perma them, and were only killed by two fraggers. i am proud to say i was one of them ^^

when are we gonna stop dancing around it and remove the FUCKING INSERTS!!! or replace it with something cooler like UPP!!!

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I’ve not seen CLF survive often besides that one time a lurker devoured one and took them to all the loot on the map. I do think making all of their endurance set to 1 is a pretty big nerf. Most other survs have atleast endurance 2 since y’know otherwise their bones would shatter on sight.

When CLF nightmares for all maps were added one round on Solaris ridge had the CLF capture the scout for a while which was cool but most rounds CLF don’t make it that far to have any real impact on anything for better or worse.

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They had no endurance before aside from the SL who had endurance 5.

Its hit or miss. They either die at once or kill a bunch of marines before termination/capture

They are rare enough that I cannot say with much accuracy if they live more often than not. Completely my own, baseless opinion but I feel they die more.

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Oh lord thats cursed. Explains why some of my CLF nightmare rounds went so badly, I always assumed it was just their armour not being very protective.

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Keaton Howard does not miss.

CLF survive as often as any other survs: once in 5-10 rounds, when most of the team has brains, luck and good ping

Tbh, I haven’t witnessed living survs in a while, let alone CLF ones

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Oh boy another surv nerf

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Its a shuffle. Nerfs and actual buffs (+1 endurance across the board). The only real nerf would be the sentry ammo. But you shouldn’t depend on them for anything but drone rushes so eh.

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The only time I see CLF survs live is usually because the xenos are like “Let’s let them kill all the marine talls heheheheheh” And then the sniper/scout kills them all uneventfully. I do feel they really need a buff, since otherwise it’s a bit of a waste of a surv roll (I usually toggle out of it). Also they didn’t even add a CLF insert to chances for the funnies, smh smh.

Apart from rounds where the marines decide to “Truce” with the CLF, or they surrender (on top of needing xenos to let them live), they never live past like 40 minutes.

They do not need this nerf, holy hell. Also the CLF ERT is not that strong, only the spec is (which CLF survs do not get). The rest are shit, barring good RNG on getting UPP SMG’s.

The ship was also already a useless hold, oft considered a death trap. There’s a dam good reason that survs typically run away on a truck, (it’s got too many entries to effectively defend). Even on lowpop, it’s just too open, xenos will eventually get past the turrets, and cap all the survs.

Again, it’s the same trend with nerfing survs… they keep doing the cheese tactics, because they are too weak to do anything else to the point of non-viability. The taking away of the SL’s orders is also just weird, because marine SL’s (and most ERT faction SL’s) have it. Even priest survs get it (the pilot on Hybrisa).

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The most accurate take I’ve seen in this discussion so far

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This question can be answered with a question. Did they get a bipod? If so did they put it on the mar-50 and give it’s user all the MAR magazines?

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clf survs die every round, the 1/10 rounds they manage to live due to xeno apathy they get fragged instantly by a smartgunner, the rounds THAT doesn’t happen they slime an IO and go up to the almayer on the normandy to kill defenseless noobs.

tldr they suck

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It might honestly be helpful to give the CLfF insert a extra guerilla or medic or guaranteed synth just because they are automatically hostile to the entirety of the marines and xenos whereas most others at least can count on marine rescue and while CLf insert shouldn’t be game changing it certainly feels far too liable to die as is

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they should get their combat synth and their sniper back that will balance it i think

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Yes, I’ve survived as CLF survivor twice.

The issue is, if you go gung-ho and just start lighting up every marine/xeno you’re gonna die real quick. You gotta make your hold, holdout until the Xeno force gets drawn away by the marines and then pick your battles.

Its hard enough to survive against the Xenos, let alone against the USCM as well.

Your best chance is at surviving the Xenos and then doing guerilla hit and run attacks on the USCM or trying to slip into their backline/onto the dropship.

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Let me repost this…

Not accounting for the slight increase on LV, or the fact certain maps are just instant RIP for CLF

Average of how often the server as a whole will see hostile survivors

Assumptions:

  • 15 rounds per day
  • 3 are always 0% chance,(CC) so 12 eligible rounds/day
  • 10% chance per eligible round = 0.8 expected spawns per 10 rounds
  • Does not account for LVs slight increase spawn (due to not being listed)
Hours Played Rounds Expected Spawns
16 hours 10 0.8 spawns
32 hours 20 1.6 spawns
64 hours 40 3.2 spawns
160 hours 100 8.0 spawns
320 hours 200 16.0 spawns

Now, lets be realistic, the CLF only survive if they either have a synthetic, the hive is extremely lazy/wants them to survive or the rare chance the stars align, let’s be generous once more and say thats 15% of the time they survive.

That is 2.4 rounds out of 320 they survive and interact with the core gameplay loop after marines land.

Let me say that again.

2.4 rounds out of 200 rounds they survive in the gameplay loop, and 16 times they appear in the gameplay loop.

As someone who plays survivor, xeno and marine, I can tell you the reasons the Xenomorphs die, is the usual case of: Hyper aggressive capture tactics. High Risk, high reward. Mix that with the fact that the role also does attract people who are more mechanically experienced, it’s easy to exploit that weakness.

The fact they are nerfing these inserts is a shining example of people making mistakes and blaming the other side for being OP, rather than self-reflecting and learning. The change will (I believe) encourage toxicity with newer survivors who are trying to learn the role because they’re not playing the most optimal route, because the skills are locked behind certain roles and/or WL role.

TLDR: CLF nearly always die, but it costs the Xenomorphs as they are usually impatient and don’t wait for T2/T3s. This is a shortsighted merge which will ironically only encourage more “fragging” and less attempts of survival. The monkeypaw always wins.

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