<!--quoteo(post=1875732:date=Sep 20 2011, 10:36 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Sep 20 2011, 10:36 AM) <a href="index.php?act=findpost&pid=1875732"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GL is definitely overpowered. Splash range and damage is crazy. It's fine against buildings (it should be good against them), but it's too powerful against skulks, lerks and gorges. It's very difficult to avoid them as the range is so big. A few marines spamming them are very difficult to get close to. I also think that if a marine fires a nade at his own feet then he should take massive damage from it and it should only be used as a last resort.<!--QuoteEnd--></div><!--QuoteEEnd-->
If a marine fires a GL at his feet, it will do massive dmg and will basically one shot him.
Skulks are T1, GL is T2, Lerk is T1, GL is T2, Gorges are T1, GL is T2,
Its like complaining that an LMG cant kill a fade
LMG is T1, Fade is T2.
If people are getting hit with a GL as a Lerk, Either the Marine is of far higher skill, or the players Lerk skills could do with some improvement, the things move SO SO SO SO fast; hitting them with anything is just hard.
As stated 1 Fade can easilly kill 1 Marine, 2 Fads can kill 2 Marine. However 1 Fade vs 3 Marines with GL is not going to end well for the Marine.
I have noticed, that their is actually more team play with Marines than with Aliens at the moment, (Aliens still win 2/3 mind). Aliens as Fade especially seem to think they are invincible and do often die to out rageous odds.
Erhm? Not a great deal faster than a fade swiping a building? What game are you playing? :) Fades are more like aliens weakest class against buildings.<!--QuoteEnd--></div><!--QuoteEEnd-->
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1875739:date=Sep 20 2011, 10:23 AM:name=Cygone)--><div class='quotetop'>QUOTE (Cygone @ Sep 20 2011, 10:23 AM) <a href="index.php?act=findpost&pid=1875739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Meant Lerk. Sorry<!--QuoteEnd--></div><!--QuoteEEnd--> Lerk spikes are also too powerful against structures, so there's that. They should be even slower than fades in killing structures. They are a support class. It's the skulks/gorges job to kill the buildings.
<!--quoteo(post=1875743:date=Sep 20 2011, 11:44 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Sep 20 2011, 11:44 AM) <a href="index.php?act=findpost&pid=1875743"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerk spikes are also too powerful against structures, so there's that. They should be even slower than fades in killing structures. They are a support class. It's the skulks/gorges job to kill the buildings.<!--QuoteEnd--></div><!--QuoteEEnd-->
Can't really argue that, infact think that not only buiildings but power nodes need more life, especially power nodes.
1st thing you do as a skulk on summit is kill the power nodes, so so hard for marines to kill skulks in dark areas. I also think that these power nodes should start broken but at about 90% fix (takes 10% repair to get lights back on).
the only real unbalanced thing about the gl is that sometimes it doesn't kill the marine if he spams grenades at his feet. and, weapons can be picked up again after death. that makes it very hard to press in on marine start; even if you kill a gl'er they will invariably pick it back up and the base can survive almost indefinitely with enough turrets and 1 RT.
-> though throwing grenades 'back' seems problematic to me:
if a grenade would come flying round a corner for example, it could only bounce the grenade in another direction.
this makes it ideal for defending clusters of structures, with a slight downside that it could hurt something else on the 'bounce path'.
it will be massivly overpowered though if it would whip any grenade away, maybe make it so that the whip has a hit-chance of something like 15% for grenades???
-> though throwing grenades 'back' seems problematic to me:
if a grenade would come flying round a corner for example, it could only bounce the grenade in another direction.
this makes it ideal for defending clusters of structures, with a slight downside that it could hurt something else on the 'bounce path'.
it will be massivly overpowered though if it would whip any grenade away, maybe make it so that the whip has a hit-chance of something like 15% for grenades???<!--QuoteEnd--></div><!--QuoteEEnd-->
What do whips really *do* right now, though? How often do you see them deployed? How many times has a good, coordinated team been shut down by clever use of them? I've always seen people preferring Hydras over whips, in every game I've played (which is a few, but not a ton).
I think a revamp into a sort of "building overlord/protector" that keeps grenades away might be the sort of thing the whip needs; it would put the research-vital structure nearer to the Crag in terms of placement and management, and create incentive to build them.
Instead of a set chance to deflect, I'd prefer a (rather short) cooldown, maybe the length of the current attack animation. One whip should be able to keep pace with a single GL marine's firing rate, but be overpowered easily by two marines with launchers.
As for bouncing grenades, the whip could always return them in a negative vector of their approach; something shot around a corner might not make it back into a marine's face, but assuming a flat wall, it would bounce back around the corner in a similar angle.
I like this idea very much. It creates a defending structure against granade launchers and if the cooldown of catching grenades is set to the right value it won't be overpowered.
But this discussion should take place in another thread / forum...
<!--quoteo(post=1876295:date=Sep 22 2011, 10:54 AM:name=basti1337)--><div class='quotetop'>QUOTE (basti1337 @ Sep 22 2011, 10:54 AM) <a href="index.php?act=findpost&pid=1876295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea very much. It creates a defending structure against granade launchers and if the cooldown of catching grenades is set to the right value it won't be overpowered.
But this discussion should take place in another thread / forum...<!--QuoteEnd--></div><!--QuoteEEnd--> Well <i>Suggestions</i> is for completed ideas, so I'll go make another thread here for this, since people seem to like it.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Noticed today (2 minutes ago) on the Progress Tracker: Delivered: Change weapon pick up to not require looking at weapon (like BC2)<!--QuoteEnd--></div><!--QuoteEEnd-->
One more thing needs to be delivered then we're almost here.. soooo close!!
I'd like to see some technical tasks finished in the next builds like the new occlusion culling system or working r_atmospherics... And of course some new game features
<!--quoteo(post=1876415:date=Sep 22 2011, 11:35 PM:name=basti1337)--><div class='quotetop'>QUOTE (basti1337 @ Sep 22 2011, 11:35 PM) <a href="index.php?act=findpost&pid=1876415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to see some technical tasks finished in the next builds like the new occlusion culling system or working r_atmospherics... And of course some new game features<!--QuoteEnd--></div><!--QuoteEEnd-->
I am not sure but didn't max said the Tech Tasks tree is broken till they upgraded the Tracker and he hadn't the time to fix it?
Maybe it is still broken?
Edit:
Found it: <!--quoteo(post=1870756:date=Aug 23 2011, 06:57 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Aug 23 2011, 06:57 PM) <a href="index.php?act=findpost&pid=1870756"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something broke with our Pivotal Tracker Engine project when we upgraded our account, which is why nothing is showing up on the website. I haven't had the time to look into it because I've been really busy working on technical tasks :P<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Gameplay task [185]Cloaked Aliens become visible on the mini map when they touch marines or marine structures. has appeared with status Delivered<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah, thanks! This was the reason our cloaked gorge baserush failed ^^
<!--quoteo(post=1876512:date=Sep 23 2011, 02:15 PM:name=BJHBnade_spammer)--><div class='quotetop'>QUOTE (BJHBnade_spammer @ Sep 23 2011, 02:15 PM) <a href="index.php?act=findpost&pid=1876512"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->we can live with out this Sound custom rolloffs not working, Hive for example
would be cool if they released today!<!--QuoteEnd--></div><!--QuoteEEnd-->
Those are only the Gameplay tasks. We don't know if and when so how many Tec Tasks are open. Or did you see some Tec Tasks been done the last 5 weeks.
Read 2 posts higher. But I don't know if they fixed it.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Gameplay task Can be alive with 0 health transitioned from Delivered to Accepted<!--QuoteEnd--></div><!--QuoteEEnd--> I will miss you, 0 hp!
If I am not mistaken this is shaping up to be the biggest if not second biggest patch ever released, good job you guys! Allso Cant wait to play as the Onos :D
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Gameplay task [186] Interactive infestation creating issue; bubbling up has appeared with status Delivered<!--QuoteEnd--></div><!--QuoteEEnd--> Dynamic infestation in 186? Did not see that coming :o
<!--quoteo(post=1877546:date=Sep 30 2011, 03:33 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Sep 30 2011, 03:33 PM) <a href="index.php?act=findpost&pid=1877546"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I am not mistaken this is shaping up to be the biggest if not second biggest patch ever released, good job you guys! Allso Cant wait to play as the Onos :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, you're correct there's a whole lot of work that the devs have put into this build, a crazzzy amount.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1877662:date=Oct 1 2011, 05:07 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Oct 1 2011, 05:07 AM) <a href="index.php?act=findpost&pid=1877662"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dynamic infestation in 186? Did not see that coming :o<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not the DI you might be thinking of. It's a neat improvement over what's currently in the game though.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited October 2011
<!--quoteo(post=1877674:date=Oct 1 2011, 01:59 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Oct 1 2011, 01:59 PM) <a href="index.php?act=findpost&pid=1877674"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's not the DI you might be thinking of. It's a neat improvement over what's currently in the game though.<!--QuoteEnd--></div><!--QuoteEEnd--> Oh, nice :) Is it in 186? I didn't expect them to have the 3D mesh done by now. I would be amazed if they had, with all the bugfixes they have already done :P
<!--quoteo(post=1877684:date=Oct 1 2011, 04:22 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 1 2011, 04:22 PM) <a href="index.php?act=findpost&pid=1877684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yea I think interactive implies set responses instead of dynamic activity.
Does it mean the devs are going to keep working on improving the current infestation which was originally only a place holder?<!--QuoteEnd--></div><!--QuoteEEnd-->
To answer this question we need build 186. Maybe we are lucky and they forgot it's saturday :-).
Comments
If a marine fires a GL at his feet, it will do massive dmg and will basically one shot him.
Skulks are T1, GL is T2,
Lerk is T1, GL is T2,
Gorges are T1, GL is T2,
Its like complaining that an LMG cant kill a fade
LMG is T1, Fade is T2.
If people are getting hit with a GL as a Lerk, Either the Marine is of far higher skill, or the players Lerk skills could do with some improvement, the things move SO SO SO SO fast; hitting them with anything is just hard.
As stated 1 Fade can easilly kill 1 Marine, 2 Fads can kill 2 Marine. However 1 Fade vs 3 Marines with GL is not going to end well for the Marine.
I have noticed, that their is actually more team play with Marines than with Aliens at the moment, (Aliens still win 2/3 mind). Aliens as Fade especially seem to think they are invincible and do often die to out rageous odds.
Erhm? Not a great deal faster than a fade swiping a building?
What game are you playing? :)
Fades are more like aliens weakest class against buildings.<!--QuoteEnd--></div><!--QuoteEEnd-->
Meant Lerk. Sorry
Lerk spikes are also too powerful against structures, so there's that.
They should be even slower than fades in killing structures. They are a support class. It's the skulks/gorges job to kill the buildings.
They should be even slower than fades in killing structures. They are a support class. It's the skulks/gorges job to kill the buildings.<!--QuoteEnd--></div><!--QuoteEEnd-->
Can't really argue that, infact think that not only buiildings but power nodes need more life, especially power nodes.
1st thing you do as a skulk on summit is kill the power nodes, so so hard for marines to kill skulks in dark areas. I also think that these power nodes should start broken but at about 90% fix (takes 10% repair to get lights back on).
Would balance the very early game alittle,
That honestly sounds like an awesome idea. hahah
+1
+1
+7
-> though throwing grenades 'back' seems problematic to me:
if a grenade would come flying round a corner for example, it could only bounce the grenade in another direction.
this makes it ideal for defending clusters of structures, with a slight downside that it could hurt something else on the 'bounce path'.
it will be massivly overpowered though if it would whip any grenade away, maybe make it so that the whip has a hit-chance of something like 15% for grenades???
-> though throwing grenades 'back' seems problematic to me:
if a grenade would come flying round a corner for example, it could only bounce the grenade in another direction.
this makes it ideal for defending clusters of structures, with a slight downside that it could hurt something else on the 'bounce path'.
it will be massivly overpowered though if it would whip any grenade away, maybe make it so that the whip has a hit-chance of something like 15% for grenades???<!--QuoteEnd--></div><!--QuoteEEnd-->
What do whips really *do* right now, though? How often do you see them deployed? How many times has a good, coordinated team been shut down by clever use of them? I've always seen people preferring Hydras over whips, in every game I've played (which is a few, but not a ton).
I think a revamp into a sort of "building overlord/protector" that keeps grenades away might be the sort of thing the whip needs; it would put the research-vital structure nearer to the Crag in terms of placement and management, and create incentive to build them.
Instead of a set chance to deflect, I'd prefer a (rather short) cooldown, maybe the length of the current attack animation. One whip should be able to keep pace with a single GL marine's firing rate, but be overpowered easily by two marines with launchers.
As for bouncing grenades, the whip could always return them in a negative vector of their approach; something shot around a corner might not make it back into a marine's face, but assuming a flat wall, it would bounce back around the corner in a similar angle.
But this discussion should take place in another thread / forum...
But this discussion should take place in another thread / forum...<!--QuoteEnd--></div><!--QuoteEEnd-->
Well <i>Suggestions</i> is for completed ideas, so I'll go make another thread here for this, since people seem to like it.
<i>Edit: Thread's up.</i>
One more thing needs to be delivered then we're almost here.. soooo close!!
I am not sure but didn't max said the Tech Tasks tree is broken till they upgraded the Tracker and he hadn't the time to fix it?
Maybe it is still broken?
Edit:
Found it:
<!--quoteo(post=1870756:date=Aug 23 2011, 06:57 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Aug 23 2011, 06:57 PM) <a href="index.php?act=findpost&pid=1870756"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something broke with our Pivotal Tracker Engine project when we upgraded our account, which is why nothing is showing up on the website. I haven't had the time to look into it because I've been really busy working on technical tasks :P<!--QuoteEnd--></div><!--QuoteEEnd-->
It is 1 month old.
yeah, thanks! This was the reason our cloaked gorge baserush failed ^^
Sound custom rolloffs not working, Hive for example
would be cool if they released today!
Sound custom rolloffs not working, Hive for example
would be cool if they released today!<!--QuoteEnd--></div><!--QuoteEEnd-->
Those are only the Gameplay tasks. We don't know if and when so how many Tec Tasks are open.
Or did you see some Tec Tasks been done the last 5 weeks.
Read 2 posts higher. But I don't know if they fixed it.
I will miss you, 0 hp!
Maybe they do some last PT to release 186 today?
Allso Cant wait to play as the Onos :D
Dynamic infestation in 186? Did not see that coming :o
Allso Cant wait to play as the Onos :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, you're correct there's a whole lot of work that the devs have put into this build, a crazzzy amount.
It's not the DI you might be thinking of. It's a neat improvement over what's currently in the game though.
Does it mean the devs are going to keep working on improving the current infestation which was originally only a place holder?
Oh, nice :) Is it in 186?
I didn't expect them to have the 3D mesh done by now. I would be amazed if they had, with all the bugfixes they have already done :P
Does it mean the devs are going to keep working on improving the current infestation which was originally only a place holder?<!--QuoteEnd--></div><!--QuoteEEnd-->
To answer this question we need build 186. Maybe we are lucky and they forgot it's saturday :-).