<!--quoteo(post=1853830:date=Jun 17 2011, 04:36 AM:name=garthak)--><div class='quotetop'>QUOTE (garthak @ Jun 17 2011, 04:36 AM) <a href="index.php?act=findpost&pid=1853830"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->true, the machine gun isnt the most useful thing for killing a skulk, but 1 decent shot with the shotgun will kill a skulk pretty easily. and with the lower priced shotgun, and increased damage on the horizon, Im hating life already. Skulks need to have at least some kind of advantage.<!--QuoteEnd--></div><!--QuoteEEnd-->
Once again, I'd like to point out the hypocrisy here.
Shotgun = 15 res. Skulk = 0 res. Skulk w/frenzy and swarm = 4 res. Gorge = 10 res
My point is that tier 0 and 0.5 for aliens is far better than for marines (who don't even have a 0.5 option). Also, the fact that the gorge - which can self AND team heal, AND place hydras, AND spit bile bombs (which are amazing, great job UWE)- is only 10 resources also seems imbalanced right now. My hope is that next patch, when weapons drop to the ground on death, it will become more balanced. I would still like to see some sort of LMG upgrade/improvement made available to Marines, however.
<!--quoteo(post=1853835:date=Jun 17 2011, 05:59 AM:name=gorge.ous)--><div class='quotetop'>QUOTE (gorge.ous @ Jun 17 2011, 05:59 AM) <a href="index.php?act=findpost&pid=1853835"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But also the marine performance seems very "jittery" and I have problems aiming, especially at fast moving skulks to hitting them with an LMG is almost impossible. Maybe its FPS related but the strange thing is that I can aim and hit as alien quiet fine, just having problems when playing marines. Anyone else experiencing this?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup same issue. As alien it's 100% playable but as Marine it's fine until I get into a fight and it goes downhill real fast. Feels like I'm in slow motion as marine.
ghost problem has been solved but a new problem has arisen
Zombies *cough*
When game ends the rr doesnt show up so have to use j1/j2 commands and ends up with marine models floating or just standing there until the server gets reset.
<!--quoteo(post=1853909:date=Jun 17 2011, 03:56 PM:name=m3lior)--><div class='quotetop'>QUOTE (m3lior @ Jun 17 2011, 03:56 PM) <a href="index.php?act=findpost&pid=1853909"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Once again, I'd like to point out the hypocrisy here.
Shotgun = 15 res. Skulk = 0 res. Skulk w/frenzy and swarm = 4 res. Gorge = 10 res
My point is that tier 0 and 0.5 for aliens is far better than for marines (who don't even have a 0.5 option). Also, the fact that the gorge - which can self AND team heal, AND place hydras, AND spit bile bombs (which are amazing, great job UWE)- is only 10 resources also seems imbalanced right now. My hope is that next patch, when weapons drop to the ground on death, it will become more balanced. I would still like to see some sort of LMG upgrade/improvement made available to Marines, however.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah no, that's inaccurate.
Gorge hydras cost 10 res each, so the more hydras the gorge places, the more expensive he gets. It very quickly becomes very expensive to play as a gorge.
Gorges are, at the start, probably not worth even their 10 res price point. They can heal, but skulks generally don't need healing, and that's about all they can do.
Unless you're using one capture an early res node, gorges suck at the start.
Shotguns might be T1, but they are very, VERY easy to get, and they are a very strong T1 upgrade, remaining a keystone of marine tactics well into T2.
So the situation would be more accurately described as 'alien T1 is expensive (lerk) and largely useless, but they have a T0.5 which marines don't. Conversely, marines have a very quick, very cheap, very effective T1 which they can get before aliens can get lerks.'
Gorges are fantastic at all stages of the game. An early gorge can go set up 2 hydras (which are very irritating to try and kill with just an LMG), spread infestation for an early resource node capture, heal and protect them and teammates while a second hive is built. Yes, building hydras is expensive, as it should be. All units can gain an advantage from a teammate healing them, when the other team doesn't have that ability (unless commander is dropping med packs constantly, which costs resources).
Lerks (essentially T 2 if you look at cost and abilities) are also amazing. They can snipe, control areas, hit and run, etc etc etc.
Yes, shotguns are good. Yes, they are a T1 ability. Yes, Alien T 0, and T 0.5 are stronger than Marines. and IMO the shotgun is balanced with the gorge, with the gorge being potentially better the longer that the game goes on.
lerk movement is terrible, it's hard to control lerk when it should be easy and agile... You move forward only when you hold space down or constanlty spam it while holding w, where as you should be able to move as soon as you press w no matter what. The movement should be bat like, very agile and quick, right now it's far from it especially in tight places... good luck.
Hydras die extremely easily to anything, you can axe them to death. A gorge against a couple of rifle marines with two hydras is no contest, marines win easily. Hydras are good if you use them with crags or in a hive where there are distractions, but on their own in small numbers are pretty crap. You can easily avoid them, or ignore them. They don't do enough damage to be a threat.
Lerks are stronger than skulks but they are terrible at direct combat, making them a poor choice against marines early on. Their strength is in their ability to slow marines down and support other aliens, when marines have little to lose such as when they are only using starting equipment, lerks simply don't deal enough damage or have enough health to take them on without retreating constantly. Lerks rely on time and distraction to do their damage, so they work well with fades but skulks die too quickly or kill the enemy outright. The early game in general is much too fast paced for the lerk to be very useful.
It's also a little inaccurate to call frenzy and swarm T0.5 abilities, as you need to research them, and doing so takes just as long if not longer than it takes marines to get shotguns, so they are not very useful at all in the early game. Frezny is useful for lerks and fades but useless for skulks, swarm is useless in general because all aliens are capable of killing marines very quickly. If you hit someone then someone else hits them, they're probably going to die just from being hit twice anyway.
The reason that the gorge is amazing is because he can SUPPORT other players. 2 seemingly simple hydras become a huge pain when they are well placed, supported by skulks, and a gorge in the back healing everything.
Lerks are not up in your face, it's true. However, they are excellent if played right. Due to their speed, they can't really be caught, but they can harass and snipe as much as they want.
You keep saying that alien abilities are poor/not that good, but the truth is that they are excellent at their specialties.
Finally, I am primarily organizing things by their resource cost and relative strength when I say something is T0 or T1. Frenzy and Swarm are both amazing, cost next to nothing., and are not difficult to get.
I feel like the fades blink isn't used enough in combat. Most of the time it's used to quickly move towards a marine or to run away, but during combat the fades just run towards the marines while meleeing.
I'd like to see what would happen if the amount of energy required to blink was decreased but the fades health was also decreased. I think this would force fades to use blink strategically and: blink-hit target-blink-hit target rather than just running at them.
My vote goes to hit detection - right now it seems like killing a skulk is based more on luck (or the amount of flames around ;>) then on actual aim. Please look into hit detection.
Don't confuse buggy code with server being slow and not able to do hit detection fast enough to match with what you see on your client. Tick rate goes from 30 at start of round to 10 at the end.
I have no idea what -console is supposed to do. Does it draw some DX9 console? That'd be bad for all the people hosting server on server editions with basic Intel GPUs.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
Phase gates are sometimes confusing(or just bugged?), it seems like you can only go in the phase gate from one side of it. This needs a fix, its very confusing that you have to turn around and try to go through again, when you just did go through.
Also I'm thinking that giving phase gates an animation (think of the "new" blink, but the "phase gate way"? :P) would be awesome. In this one second animation(given that you only have two phase gates), you could add a list of the phase gates(if you have more than two of them) with location names. This way you would be able to chose which one to go to. And if you only got two phase gates, the list would simply not appear.
<!--quoteo(post=1854867:date=Jun 20 2011, 08:45 PM:name=ZupE891)--><div class='quotetop'>QUOTE (ZupE891 @ Jun 20 2011, 08:45 PM) <a href="index.php?act=findpost&pid=1854867"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->whats the best server for a North East Cost player? (USA) I still seem to lag too much<!--QuoteEnd--></div><!--QuoteEEnd--> Team #156 West. Still haven't found one with better latency or performance
Feels like the framerate is locked to 30. As a note, this is the biggest reason why Quake Wars failed (people expected to get quick gameplay, not some NTSC limit that <u>was</u> at the time practical with console games).
Well, the game definitely got more playable this time. Good job.
This new patch broke the game in terms of connectivity, the previous patch worked without any issues at all but as of now i cannot play on any server without lagging out and getting "connection problem detected", whatever you did it just got worse.
<!--quoteo(post=1855477:date=Jun 22 2011, 02:19 PM:name=lillbrorsan)--><div class='quotetop'>QUOTE (lillbrorsan @ Jun 22 2011, 02:19 PM) <a href="index.php?act=findpost&pid=1855477"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This new patch broke the game in terms of connectivity, the previous patch worked without any issues at all but as of now i cannot play on any server without lagging out and getting "connection problem detected", whatever you did it just got worse.<!--QuoteEnd--></div><!--QuoteEEnd--> Most people have said their connection got better with the new update, at least from what I've been seeing. It seems your problem is very localized.
Comments
Once again, I'd like to point out the hypocrisy here.
Shotgun = 15 res.
Skulk = 0 res.
Skulk w/frenzy and swarm = 4 res.
Gorge = 10 res
My point is that tier 0 and 0.5 for aliens is far better than for marines (who don't even have a 0.5 option). Also, the fact that the gorge - which can self AND team heal, AND place hydras, AND spit bile bombs (which are amazing, great job UWE)- is only 10 resources also seems imbalanced right now. My hope is that next patch, when weapons drop to the ground on death, it will become more balanced. I would still like to see some sort of LMG upgrade/improvement made available to Marines, however.
Maybe its FPS related but the strange thing is that I can aim and hit as alien quiet fine, just having problems when playing marines. Anyone else experiencing this?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup same issue. As alien it's 100% playable but as Marine it's fine until I get into a fight and it goes downhill real fast. Feels like I'm in slow motion as marine.
Thevs.
Zombies *cough*
When game ends the rr doesnt show up so have to use j1/j2 commands and ends up with marine models floating or just standing there until the server gets reset.
<a href="http://imageshack.us/photo/my-images/714/2011061700003.jpg/" target="_blank"><img src="http://img714.imageshack.us/img714/3389/2011061700003.jpg" border="0" class="linked-image" /></a>
Shotgun = 15 res.
Skulk = 0 res.
Skulk w/frenzy and swarm = 4 res.
Gorge = 10 res
My point is that tier 0 and 0.5 for aliens is far better than for marines (who don't even have a 0.5 option). Also, the fact that the gorge - which can self AND team heal, AND place hydras, AND spit bile bombs (which are amazing, great job UWE)- is only 10 resources also seems imbalanced right now. My hope is that next patch, when weapons drop to the ground on death, it will become more balanced. I would still like to see some sort of LMG upgrade/improvement made available to Marines, however.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah no, that's inaccurate.
Gorge hydras cost 10 res each, so the more hydras the gorge places, the more expensive he gets. It very quickly becomes very expensive to play as a gorge.
Gorges are, at the start, probably not worth even their 10 res price point. They can heal, but skulks generally don't need healing, and that's about all they can do.
Unless you're using one capture an early res node, gorges suck at the start.
Shotguns might be T1, but they are very, VERY easy to get, and they are a very strong T1 upgrade, remaining a keystone of marine tactics well into T2.
So the situation would be more accurately described as 'alien T1 is expensive (lerk) and largely useless, but they have a T0.5 which marines don't. Conversely, marines have a very quick, very cheap, very effective T1 which they can get before aliens can get lerks.'
Lerks (essentially T 2 if you look at cost and abilities) are also amazing. They can snipe, control areas, hit and run, etc etc etc.
Yes, shotguns are good. Yes, they are a T1 ability. Yes, Alien T 0, and T 0.5 are stronger than Marines. and IMO the shotgun is balanced with the gorge, with the gorge being potentially better the longer that the game goes on.
Lerks are stronger than skulks but they are terrible at direct combat, making them a poor choice against marines early on. Their strength is in their ability to slow marines down and support other aliens, when marines have little to lose such as when they are only using starting equipment, lerks simply don't deal enough damage or have enough health to take them on without retreating constantly. Lerks rely on time and distraction to do their damage, so they work well with fades but skulks die too quickly or kill the enemy outright. The early game in general is much too fast paced for the lerk to be very useful.
It's also a little inaccurate to call frenzy and swarm T0.5 abilities, as you need to research them, and doing so takes just as long if not longer than it takes marines to get shotguns, so they are not very useful at all in the early game. Frezny is useful for lerks and fades but useless for skulks, swarm is useless in general because all aliens are capable of killing marines very quickly. If you hit someone then someone else hits them, they're probably going to die just from being hit twice anyway.
You're overrepresenting the aliens a bit I think.
Lerks are not up in your face, it's true. However, they are excellent if played right. Due to their speed, they can't really be caught, but they can harass and snipe as much as they want.
You keep saying that alien abilities are poor/not that good, but the truth is that they are excellent at their specialties.
Finally, I am primarily organizing things by their resource cost and relative strength when I say something is T0 or T1. Frenzy and Swarm are both amazing, cost next to nothing., and are not difficult to get.
I'd like to see what would happen if the amount of energy required to blink was decreased but the fades health was also decreased. I think this would force fades to use blink strategically and: blink-hit target-blink-hit target rather than just running at them.
Hit detection needs a lot of work tho, we, two fades, tried to gank one single marine and we couldn't even hit him once, because he was just strafing.
I have no idea what -console is supposed to do. Does it draw some DX9 console? That'd be bad for all the people hosting server on server editions with basic Intel GPUs.
This needs a fix, its very confusing that you have to turn around and try to go through again, when you just did go through.
Also I'm thinking that giving phase gates an animation (think of the "new" blink, but the "phase gate way"? :P) would be awesome. In this one second animation(given that you only have two phase gates), you could add a list of the phase gates(if you have more than two of them) with location names. This way you would be able to chose which one to go to. And if you only got two phase gates, the list would simply not appear.
My two cents on the Phase Gates.
Team #156 West. Still haven't found one with better latency or performance
And I play from Florida.
Well, the game definitely got more playable this time. Good job.
<img src="http://img151.imageshack.us/img151/9452/alienvision.jpg" border="0" class="linked-image" />
lol
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<a href="http://img263.imageshack.us/i/ns22011062500224432.jpg/" target="_blank"><img src="http://img263.imageshack.us/img263/646/ns22011062500224432.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img37.imageshack.us/i/ns22011062500225377.jpg/" target="_blank"><img src="http://img37.imageshack.us/img37/8584/ns22011062500225377.th.jpg" border="0" class="linked-image" /></a>
Most people have said their connection got better with the new update, at least from what I've been seeing. It seems your problem is very localized.