<!--quoteo(post=1852678:date=Jun 14 2011, 09:36 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Jun 14 2011, 09:36 PM) <a href="index.php?act=findpost&pid=1852678"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So does this mean fades will be able to be damaged while blinking if scan is used? I hope so. That would be a great feature for a commander who pays attention.<!--QuoteEnd--></div><!--QuoteEEnd-->
actually I was thinking marines would be able to track where he will spawn next, and knowing this would greatly increase your chances of killing the fade.
i'm looking forward to testing fade air control and momentum, and I hope his over roll movement has been polished up.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Marines drop primary weapon on death<!--QuoteEnd--></div><!--QuoteEEnd-->
Very cool, I may be able to save my teammate's flamethrower for him ^^
Although, it feels sort-of clunky that you pick up the weapon by running over it (while holding the weapon of your choice). Maybe you can +use on the desired dropped weapon to pick it up, and only auto-acquire nearest dropped weapon when you drop your primary?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Allow Gorges to consume built hydras (with +use) for x% of resources back?<!--QuoteEnd--></div><!--QuoteEEnd--> Would work great if you also made it so <a href="http://www.unknownworlds.com/forums/index.php?showtopic=113749" target="_blank">healspray accelerated building instead of holding E</a>, like what new players assume.
<!--quoteo(post=1853500:date=Jun 16 2011, 03:01 PM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Jun 16 2011, 03:01 PM) <a href="index.php?act=findpost&pid=1853500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gorges holding E is just a mirror of marines building.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah but everyone still assumes healspray does it, and it's hard to get close to structures sometimes, also e building for marines makes sparks and hides the weapon, it doesn't have a visual indicator for aliens.
<!--quoteo(post=1853679:date=Jun 16 2011, 04:28 PM:name=Jaweese)--><div class='quotetop'>QUOTE (Jaweese @ Jun 16 2011, 04:28 PM) <a href="index.php?act=findpost&pid=1853679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm relieved to see hydra recycle removed from the tracker. It would have been a risky feature (griefable) that wouldn't really solve any problems.<!--QuoteEnd--></div><!--QuoteEEnd-->
They could've made it so Gorges can only devour their own Hydras, as Hydras belong to a specific player (as indicated by kills).
<!--quoteo(post=1853688:date=Jun 17 2011, 02:11 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Jun 17 2011, 02:11 AM) <a href="index.php?act=findpost&pid=1853688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They could've made it so Gorges can only devour their own Hydras, as Hydras belong to a specific player (as indicated by kills).<!--QuoteEnd--></div><!--QuoteEEnd-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1853688:date=Jun 17 2011, 12:11 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Jun 17 2011, 12:11 AM) <a href="index.php?act=findpost&pid=1853688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They could've made it so Gorges can only devour their own Hydras, as Hydras belong to a specific player (as indicated by kills).<!--QuoteEnd--></div><!--QuoteEEnd--> You sir deserve a cookie
<!--quoteo(post=1853679:date=Jun 17 2011, 12:28 AM:name=Jaweese)--><div class='quotetop'>QUOTE (Jaweese @ Jun 17 2011, 12:28 AM) <a href="index.php?act=findpost&pid=1853679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm relieved to see hydra recycle removed from the tracker. It would have been a risky feature (griefable) that wouldn't really solve any problems.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well except for hydras really need to be recyclable. You can easily break resource points with them right now.
<!--quoteo(post=1853707:date=Jun 16 2011, 08:59 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jun 16 2011, 08:59 PM) <a href="index.php?act=findpost&pid=1853707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well except for hydras really need to be recyclable. You can easily break resource points with them right now.<!--QuoteEnd--></div><!--QuoteEEnd--> Recycling doesn't solve this problem. Adding in building restrictions around nodes would.
<!--quoteo(post=1853688:date=Jun 16 2011, 08:11 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Jun 16 2011, 08:11 PM) <a href="index.php?act=findpost&pid=1853688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They could've made it so Gorges can only devour their own Hydras, as Hydras belong to a specific player (as indicated by kills).<!--QuoteEnd--></div><!--QuoteEEnd--> Still, I still don't see the purpose of this feature. It's a buff to the hydra, because you don't have to be as precise in their deployment. But the primary skill involved with hydras is knowing when and where to deploy them, and it seems this feature would detract from that. Isn't there a better way to buff them?
> Delivered: Make leap research and buyable (addresses early Skulk dominance)
I don't think this is a good 'balance change'. Most marines must just be completely incompetent at aiming (still at this stage). Three pistol rounds from the sniper mode pistol kills a skulk in early game, and long into the game as well, and any player who has NS1 experience or similar can take out skulks very easily with the pistol; leap or not.
<!--quoteo(post=1853764:date=Jun 17 2011, 05:48 AM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Jun 17 2011, 05:48 AM) <a href="index.php?act=findpost&pid=1853764"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->> Delivered: Make leap research and buyable (addresses early Skulk dominance)
I don't think this is a good 'balance change'. Most marines must just be completely incompetent at aiming (still at this stage). Three pistol rounds from the sniper mode pistol kills a skulk in early game, and long into the game as well, and any player who has NS1 experience or similar can take out skulks very easily with the pistol; leap or not.<!--QuoteEnd--></div><!--QuoteEEnd-->
I couldent agree more.
This will break the skulkplay. Early skulks arent domimnating any games I am playing and for the last week I have played MANY. Skulks should be able to kill a marine 1v1 if they are equally skilled.
And also its very annoying having to research this everytime you spawn when it is a basic skill for the skulk.
I used to be quite good as marines before build 178, then I started to get lag when I fired the rifle. I think I only get this on Summit but Tram and Rockdown are fine.
Research for leap will ruin whole early khaa game. Because NS is the team play game (as I know) then there must be pressure to force marines to go together (else they will dominate whole map in few seconds). The game where after 20seconds the marines will have all resources / dominate whole map; and then just attack main khaa hive will be boring.
As 'one' wise man comment fights in NS2: Marine vs Skulk (1vs1) need! to be unbalanced for khaa side. 2M vs 2skulks equals and 3M vs 3skulks need to be on marine side.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
In regard to the Leap dilemma, I wonder if a compromise will be better for the game balance.
What if the default Leap velocity is decreased (from the current value of 20, which is just over 3 times the Skulk's run speed, to 12, for example) so it is less of a threat early game? This way, Skulks will not be completely crippled at the start of the game vs groups of Marines (who can research Shotgun a lot earlier than aliens can finish their second hive, and then having to research Leap).
I dont think that skulks are to strong, just the LMG is unsuitable for taking out skulks. The pistol is (strangely) doing a much better job...
And I still think giving gorges a hydra limit + recylce + limit upgrade would be a nice idea ;) As well as having a max amount of sentries per power node.
<!--quoteo(post=1853838:date=Jun 17 2011, 07:05 PM:name=gorge.ous)--><div class='quotetop'>QUOTE (gorge.ous @ Jun 17 2011, 07:05 PM) <a href="index.php?act=findpost&pid=1853838"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The pistol is (strangely) doing a much better job...<!--QuoteEnd--></div><!--QuoteEEnd--> Probably because it takes 3 bullets and you've got 10 in the mag.
guess I'm the oddball out here, I'd rather have an lmg over a shogtun against a skulk. although I'd much rather have the shotgun's ability to take out more than 10 skulks before needing to hit an armory or call for ammo.
Ehh I can see the appeal of the rifle over the shotgun, the shotgun is random, sometimes you can fire at a skulk at close range and the pellets just miss, more pellets but less damage per pellet would solve that, currently it's very easy to get significant dead zones where only one pellet might hit, or maybe three will hit, who knows.
But in terms of general power, the shotgun is probably superior if only because a good blast will one shot a skulk, it basically puts marines and skulks on a somewhat even field in close combat, the marine can one shot the skulk, but the skulk can maybe surprise the marine.
Although given that marines still have their pistol and can also whittle away skulks at range before they get to close combat, shotgun basically tips the balance signficantly in favour of the marine in most situations.
<!--quoteo(post=0:date=:name=NS2 Progress)--><div class='quotetop'>QUOTE (NS2 Progress)</div><div class='quotemain'><!--quotec-->Change medpacks to not give health (NS1)<!--QuoteEnd--></div><!--QuoteEEnd--> :P
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--QuoteBegin-NS2 Progress+--><div class='quotetop'>QUOTE (NS2 Progress)</div><div class='quotemain'><!--QuoteEBegin-->Have Gorge infestation treated the same as Hive infestation (have them create pustules, to simplify and so marines can shoot it) has appeared with status Started<!--QuoteEnd--></div><!--QuoteEEnd--> So infestation painting is removed and gorges will drop pustules instead? Still used by healspraying the ground or are you going to utilize the unused potential of the hydra's right click to cycle through different mini structures?
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
When medpacks no longer heal armor (I assume that was a typo), I hope something is implemented to be able to fix armor in the field. Welders or MACs auto-repairing marines are the obvious choices, but something needs to be done.
A cool gameplay feature would be to allow the infestation to "eat" dead marine players. Like if a marine was to die on the infestation, his body would slowly dissolve into the infestation and in a way "fertilizing" that patch of infestation healing or giving, that patch, an expansion boost.
Comments
actually I was thinking marines would be able to track where he will spawn next, and knowing this would greatly increase your chances of killing the fade.
i'm looking forward to testing fade air control and momentum, and I hope his over roll movement has been polished up.
Very cool, I may be able to save my teammate's flamethrower for him ^^
Although, it feels sort-of clunky that you pick up the weapon by running over it (while holding the weapon of your choice). Maybe you can +use on the desired dropped weapon to pick it up, and only auto-acquire nearest dropped weapon when you drop your primary?
Would work great if you also made it so <a href="http://www.unknownworlds.com/forums/index.php?showtopic=113749" target="_blank">healspray accelerated building instead of holding E</a>, like what new players assume.
Like -tickrate 100?
Yeah but everyone still assumes healspray does it, and it's hard to get close to structures sometimes, also e building for marines makes sparks and hides the weapon, it doesn't have a visual indicator for aliens.
They could've made it so Gorges can only devour their own Hydras, as Hydras belong to a specific player (as indicated by kills).
that's a pretty good idea actually
You sir deserve a cookie
<img src="http://www.contrib.andrew.cmu.edu/~spekospi/cookie-monster3-7769871237963363.jpg" border="0" class="linked-image" />
And we can also say: "Wut you talking about man, NS2's got devour!"
Well except for hydras really need to be recyclable. You can easily break resource points with them right now.
Recycling doesn't solve this problem. Adding in building restrictions around nodes would.
<!--quoteo(post=1853688:date=Jun 16 2011, 08:11 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Jun 16 2011, 08:11 PM) <a href="index.php?act=findpost&pid=1853688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They could've made it so Gorges can only devour their own Hydras, as Hydras belong to a specific player (as indicated by kills).<!--QuoteEnd--></div><!--QuoteEEnd-->
Still, I still don't see the purpose of this feature. It's a buff to the hydra, because you don't have to be as precise in their deployment. But the primary skill involved with hydras is knowing when and where to deploy them, and it seems this feature would detract from that. Isn't there a better way to buff them?
I don't think this is a good 'balance change'. Most marines must just be completely incompetent at aiming (still at this stage). Three pistol rounds from the sniper mode pistol kills a skulk in early game, and long into the game as well, and any player who has NS1 experience or similar can take out skulks very easily with the pistol; leap or not.
I don't think this is a good 'balance change'. Most marines must just be completely incompetent at aiming (still at this stage). Three pistol rounds from the sniper mode pistol kills a skulk in early game, and long into the game as well, and any player who has NS1 experience or similar can take out skulks very easily with the pistol; leap or not.<!--QuoteEnd--></div><!--QuoteEEnd-->
I couldent agree more.
This will break the skulkplay. Early skulks arent domimnating any games I am playing and for the last week I have played MANY.
Skulks should be able to kill a marine 1v1 if they are equally skilled.
And also its very annoying having to research this everytime you spawn when it is a basic skill for the skulk.
Youre trying to fix something thats not broken.
The skulk nerf is a bad idea. Cheaper shotguns and weaker skulks. Aliens early game is going to ######.
The game where after 20seconds the marines will have all resources / dominate whole map; and then just attack main khaa hive will be boring.
As 'one' wise man comment fights in NS2:
Marine vs Skulk (1vs1) need! to be unbalanced for khaa side. 2M vs 2skulks equals and 3M vs 3skulks need to be on marine side.
What if the default Leap velocity is decreased (from the current value of 20, which is just over 3 times the Skulk's run speed, to 12, for example) so it is less of a threat early game? This way, Skulks will not be completely crippled at the start of the game vs groups of Marines (who can research Shotgun a lot earlier than aliens can finish their second hive, and then having to research Leap).
And I still think giving gorges a hydra limit + recylce + limit upgrade would be a nice idea ;)
As well as having a max amount of sentries per power node.
Probably because it takes 3 bullets and you've got 10 in the mag.
But in terms of general power, the shotgun is probably superior if only because a good blast will one shot a skulk, it basically puts marines and skulks on a somewhat even field in close combat, the marine can one shot the skulk, but the skulk can maybe surprise the marine.
Although given that marines still have their pistol and can also whittle away skulks at range before they get to close combat, shotgun basically tips the balance signficantly in favour of the marine in most situations.
:P
Like if a marine was to die on the infestation, his body would slowly dissolve into the infestation and in a way "fertilizing" that patch of infestation healing or giving, that patch, an expansion boost.