<!--quoteo(post=1858953:date=Jul 8 2011, 09:27 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Jul 8 2011, 09:27 PM) <a href="index.php?act=findpost&pid=1858953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seemed to me like the lights still pulsed in and out. Was I just hallucinating?
Cysts are way too easy to kill and unconnected cysts die way too fast.
Slowdown on hit is crippling for aliens. Played 3 games, all dominating victories from marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
Really? Because I just played 3 games where the aliens whooped us.
I also liked the lights oscillating from red to black. Cists do seem easy to destroy but then I've only played marines so far so I don't know how easy they are to create.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited July 2011
<!--quoteo(post=1858953:date=Jul 8 2011, 08:27 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Jul 8 2011, 08:27 PM) <a href="index.php?act=findpost&pid=1858953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Slowdown on hit is crippling for aliens. Played 3 games, all dominating victories from marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1858953:date=Jul 9 2011, 04:27 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Jul 9 2011, 04:27 AM) <a href="index.php?act=findpost&pid=1858953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seemed to me like the lights still pulsed in and out. Was I just hallucinating?
Cysts are way too easy to kill and unconnected cysts die way too fast.<!--QuoteEnd--></div><!--QuoteEEnd--> It still pulses in and out but it used to change between red and black.
I don't think cysts are too easy to kill just maybe they shouldn't die when unconnected. But they do need to be smaller so they're harder to kill from distance and look a touch less like malformed pumpkins.
But on a positive note I really like the changes to summit :)
<!--quoteo(post=1858958:date=Jul 9 2011, 12:20 AM:name=Laggasaurus)--><div class='quotetop'>QUOTE (Laggasaurus @ Jul 9 2011, 12:20 AM) <a href="index.php?act=findpost&pid=1858958"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It still pulses in and out but it used to change between red and black.
I don't think cysts are too easy to kill just maybe they shouldn't die when unconnected. But they do need to be smaller so they're harder to kill from distance and look a touch less like malformed pumpkins.
But on a positive note I really like the changes to summit :)<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, you're right, looked at it closer and its just a slight pulsing rather than red-black-red. I liked the red-black-red, made marines actually have to use their flashlights and give an advantage to the aliens in 'their' territory.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited July 2011
I have been itching to test the new build for weeks. It has been some... interesting changes. Here are my personal opinions --
Cysts: Losing a Hive is now less punishing (but still a little harsh). Infestation that took minutes to build used to wither away in seconds. Cysts, on the other hand, maintain Infestations longer, so they are more forgiving. Unfortunately, Cysts have too little health, and are the links are too easily severed. Cysts also lack innate health regeneration.
Lerk: Spore range is short now. Lerks can no longer deal with Shotguns effectively.
Fade: Reduced attack speed on Swipe sets the Fade apart from the Skulk, but the energy drain is too high. Now it takes 15 seconds for a Fade to regenerate enough energy for one Swipe while on fire (please reduce the Flamethrower energy regen penalty, it is just not fun). The usefulness of the Stab attack is still limited, mainly because it roots the Fade itself in place.
There is also a bug that causes the Fades and Lerks to receive no benefit from melee upgrades, due to the changes to their weapons' damage type. I have posted a bug report on getsatisfaction. <a href="http://getsatisfaction.com/unknownworlds/topics/build_180_bug_attack_weapon_upgrades_not_working_properly" target="_blank">http://getsatisfaction.com/unknownworlds/t...orking_properly</a>
Shotgun: The damage increase at close range was unnecessary. They can now kill Fades in 2 shots at close range. The damage dropoff is too drastic. I would suggest changing Shotgun damage to around 4 (at max range) to 18 (at close range) damage.
I liked the old pulsating red-black-red better like everyone else. I could even deal with a little less red on the color of the emergency lighting. Aliens need more benefit from chomping down on the power node aside from just disabling the marines from building there (you even see some commanders build power packs as opposed to repairing the power node). The lighting was a cool atmospheric effect an added a sense of danger to the areas while also giving some benefit in terms of surprise to the alien team.
<!--quoteo(post=1858963:date=Jul 8 2011, 10:06 PM:name=_Thresh_)--><div class='quotetop'>QUOTE (_Thresh_ @ Jul 8 2011, 10:06 PM) <a href="index.php?act=findpost&pid=1858963"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Weren't the cysts going to need a scan to reveal ?<!--QuoteEnd--></div><!--QuoteEEnd-->
No, it was suggested in light of Creep Tumors of SC2. If introduced, it would help the Cyst network integrity, and Observatory is available fairly early. Perhaps when cloaking comes around, allow Observatory to reveal cloaked lifeforms/buildings within detection range, too?
<!--quoteo(post=1858965:date=Jul 9 2011, 12:13 AM:name=hf_)--><div class='quotetop'>QUOTE (hf_ @ Jul 9 2011, 12:13 AM) <a href="index.php?act=findpost&pid=1858965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I liked the old pulsating red-black-red better like everyone else. I could even deal with a little less red on the color of the emergency lighting. Aliens need more benefit from chomping down on the power node aside from just disabling the marines from building there (you even see some commanders build power packs as opposed to repairing the power node). The lighting was a cool atmospheric effect an added a sense of danger to the areas while also giving some benefit in terms of surprise to the alien team.<!--QuoteEnd--></div><!--QuoteEEnd--> This is why we need full black, commanders can just get around power requirements with power packs and still enjoy full, although red, lighting.
I like the fact sgs better when really close I love the new summit map changes i love the reduced time to repair nodes + welding marines.
I hate the fact that as a fade take 3 swipes and outa nrg. I hate slowing down as dmg taken-skulks suck balls now actually all aliens do >.> Cysts costing personal res sucks really bad. prefer it as a secondary function as i was before, much more easier to spread and more helpful for team work. Auto pick up.. just no.. plz leave it as pick if u want it not forced upon. using a sg then suddenly picking up a gl in the middle of combat really annoying. ><
Having to be in the hive to use its nrg is ... well really bad, i have to jump out run to the other, try not be killed as start again. Sure a team mate could hop in but usually never happens due to everyone usually follows the one com rule :\
Stalemates are now going on for over 2hrs, just had a match right now and it seemed to never end.
why even have an alien team in the first place lol.
just go ahead and remove aliens and add in combat, because at this rate youll just have tons of players either waiting in the waiting room stacking marine or not even playing until a combat or classic mod is done,
^ I have to agree with Venem, it's miserable playing aliens now against marines with their cheap 1 shot kill weapons, super power sentries and fantastic mobility technology. Just when you think it couldn't get worse, you see a few ARCs rolling in...
Lerk = 30 res. When Lerk dies from 1 shot kill shotgun the player has lost 30 res and is stuck being a skulk for a long time,. Marine weapons = 30 or less res. When the marine dies another person can pick up the weapon for free = no wastage.
<!--quoteo(post=1858985:date=Jul 9 2011, 05:11 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 9 2011, 05:11 AM) <a href="index.php?act=findpost&pid=1858985"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerk = 30 res. When Lerk dies from 1 shot kill shotgun the player has lost 30 res and is stuck being a skulk for a long time,.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah that's pretty bad, once an alien loses something there is no way to "reclaim" it.
<!--quoteo(post=1858985:date=Jul 9 2011, 05:11 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 9 2011, 05:11 AM) <a href="index.php?act=findpost&pid=1858985"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine weapons = 30 or less res. When the marine dies another person can pick up the weapon for free = no wastage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't like the idea of the marine being able to reclaim his weapon. With this idea implemented then the cost of marine weapons should be increased to counter this out. Or, something along those lines. Just a thought.
- Skulks are far crappier since slowed when they get hit. Wat. - Gorges can't really drop temp infestation anymore, they have to spend res to drop stuff that's easily killed. - Lerks? Flight model is far better than it used to be, but you can't have a lerk shotgun when the entire marine can kill you in one hit. ALSO LERKS GETTING SLOWED WHEN THEY GET SHOT ONCE WHAT (I understand that this is an "experimental change" but I feel like it was done on a whim to aliens) - Fades? Are you kidding me? Do you people even test this stuff? Okay I get it, they're supposed to be more like focus fades from NS1 but you have enough energy to go in once, swipe once, and BARELY have enough to get out. It usually takes 3 swipes to kill a marine, depending on the upgrades in the game (but 3 at fully upgraded both sides). Plus if they have a flamer it's the most frustrating thing ever. Oh, and did I mention that THEY DON'T HAVE METABOLIZE OR REGEN. Going back to the hive EVERY TIME you get hurt to heal is so damn dull. - Cysts. What. Who even dreams up of this stuff? Honestly even though I know playtesters don't focus on game balance they're the only ones that saw how they worked before release. HOW did this go live? In fact, you didn't even have to test it, any decent player could have told you that their current model was awful. Why even bother releasing them? - Alien commanders can't use other hive energy? Even if they're the only commander? I'm guessing this is a bug and wasn't intended, but if it was... wat.
I... don't even know what to say. Most of the people on my friends list are a bit speechless as well that stuff like cysts went live. Maybe there should be a "decent player playtesting" type of thing where Frelge/NS2 teams test the patches before they come out to point out any glaring gameplay imbalances.
firstly. well done on the whole so far, I really like NS2... but...
Just had a really bad game on Summit.
we managed to lock down the map as aliens, despite the 3 hive/ crag restriction (bug?). I think waiting for 3 hives before allowing crags is too much if this is design. the game was 'won', apart from when you have 8 marines together in marine start, it is simply not possible to shift them now. we threw lifeform after life form at the marines while they slowly crept back through the map, gathering strength, and weapons. grueling is an understatement.
granted they had 1 exceptional player, and 2 or 3 good ones, but we had several skilled players as well, AND we had total map control.
some thoughts from that session.
Lerks: I might be alone here, but I liked the old flight model. I am NOT going to risk 30 res, getting close to marines when shotgun is a one hit kill, and available before my lerk. I enjoyed sniping, but seemed to have trouble this game, is there a max range on this now? I didnt get very good feedback from the reticule.
Fades: not enough energy, not being able to help with turrets in the final push was annoying, paper thin! I went from 300hp 50armour to 168 and 0 in ONE hit from a shotgun! I expect a 50 res lifeform to be able to take out a single 15 res shotgun, but its touch and go, I have to retreat early (perhaps before I hit at all), if they have a good first shot. I dread to think about having the fight a shotgun AND a flamer together (+ medspam, + useweld). it just doesnt feel like there is any fun to playing fade against multiple marines with lvl3 armour, landing 3 swipes one the one target is tough, and by the time you get back, they have full armour again.
cyst: LOS to build the next felt strange, but it might grow on me.
deathpit in Summit- cross roads: harsh. really makes fighting marines coming through the new door a nightmare. its tough to navigate with blink, and risky too, by the time you are across, you have lost a lot of energy, and risked 50 res in the process.
im going to have to try again, but wishing for 179 after my initial play. sorry guys, aliens are in need of some love.
I have to say.. the balance? It feels worse than 179. Playing marine in 179 wasn't as painful as aliens is in 180.
The value of cysts: if you did use decimal points on Pres it's what you'd need to get a proper value for how squishy they are: 10 and you're out 30 res (it's 3 if I'm not mistaken) and it takes one easy ninja to kill them all, placing cysts with the hive is frequently buggy to make this problem worse.
They either need a major cost reduction even possibly free but that might be a bit extreme, or they need a health increase, somewhere along the lines of the old infestation I'd say, since everything can shoot them now it makes more sense you'd have to unload on them a fair bit.
Slow on damage probably shouldn't extend to aliens.. they're supposed to be the quick ones after all and they need to be able to actually close the distance properly, that on top of the still greatly spammed jumping from marines and that problem has gotten worse honestly.
And on the marine side, they're a little too well equipped now with the new drop mechanic, it gets a bit ridiculous at times when everyone can be decked out with FTs and GLs constantly.
ARCs by endgame are now easily spammed to the point that just incredibly stupid tactics like trying to roll 3 or 4 them into actual LOS of a hive, barely protected (they were killed quickly, but I can see someone using them intelligently just being crippling even under the best circumstances) wont even dent their economy, more just keep on rolling in.
I was in the same game as melatonin. As he said, it was a stalemate. And I think... <!--quoteo(post=1858992:date=Jul 9 2011, 01:34 AM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Jul 9 2011, 01:34 AM) <a href="index.php?act=findpost&pid=1858992"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...the fade got nerved a lot. Its hitrate is slower and the adrenalinecost is higher. But has the fade increased damage? I can't take out a single turret without running out of adrenaline. To kill a marine I still need 3 hits<!--QuoteEnd--></div><!--QuoteEEnd-->
3 hits in more time with more adrenalin cost. Even the skulk more efficient then a fade. Don't get me wrong, I like the new patch, the pustules, the new lerk flight and so on. But if all teams are teched up there will be an endless stalemate and that has to be balanced.
Btw.. it is intentional that I can use only the hive in which I am in AND that the crag needs <b>3 (!!!)</b> hives? because.. that is pretty anoying.
€dit: And gorge making mini-cysts cost now 4 p-res? seriously?? Then give us at least the healthspay infestation wihtout pustules back..
Besides: <!--quoteo(post=1858915:date=Jul 8 2011, 04:54 PM:name=Hakujin)--><div class='quotetop'>QUOTE (Hakujin @ Jul 8 2011, 04:54 PM) <a href="index.php?act=findpost&pid=1858915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--> Reverting power node disabled color back to full red because everyone likes it more<!--QuoteEnd--></div><!--QuoteEEnd--> This is a terrible decision, IMO. The black really made it atmospheric and dangerous -- it made marines use their flashlight. Who is "everyone" because it doesn't include me!
This is a terrible decision, IMO. The black really made it atmospheric and dangerous -- it made marines use their flashlight. Who is "everyone" because it doesn't include me! <!--QuoteEnd--></div><!--QuoteEEnd-->
I have a suggestion about the red-black-red lights when the powernode is down:
What if you make the lights flicker on and off, instead of just gently pulsing? As if the powernode was still able to give off short sparks of energy for the lights. Think about it: You see that skulk at the door, flicker off, flicker on, you see his teeth :) That would be awesome.
However, care must be taken so the flickering doesn't induce epileptic attacks. It should only be short bursts of light, never really oscillating with a regular frequency. Think of a broken neon light: Mostly off, but it flickers on randomly, sometimes staying dark for 1 to 2 seconds.
And yeah, total darkness for when it's off. Chewing on the power cables should give aliens a real edge in fights.
Everything sounds very good except this: <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Initial version of Skulk air knockback and stun with Rifle melee<!--QuoteEnd--></div><!--QuoteEEnd--> Realy? Knockback with marine melee spam? Omg...
Edit: aliens now totaly loosers...every game lost...thanks nade spam,. New lerk fly is weird but better i guess, only my thumb HURT VERY MUCH BECAUSE I HAVE TO PRESS 1000 times to fly up.
But i like finaly i don't have to buy thousands of weapons just because i die in the game. Now i can just wait if a teammate die haha, no i mean search for my lost weapon ;-)
p.s. summit is the best map of all! Keep that style of maps please!
I wasn't aware that anybody preferred the super red bright lighting.
The dark version was infinitely better. I don't particularly like playing NS2 with even less colour distinction than I already have due to colourblindness.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1858996:date=Jul 9 2011, 02:04 AM:name=Toumal)--><div class='quotetop'>QUOTE (Toumal @ Jul 9 2011, 02:04 AM) <a href="index.php?act=findpost&pid=1858996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a suggestion about the red-black-red lights when the powernode is down:
What if you make the lights flicker on and off, instead of just gently pulsing? As if the powernode was still able to give off short sparks of energy for the lights. Think about it: You see that skulk at the door, flicker off, flicker on, you see his teeth :) That would be awesome.
However, care must be taken so the flickering doesn't induce epileptic attacks. It should only be short bursts of light, never really oscillating with a regular frequency. Think of a broken neon light: Mostly off, but it flickers on randomly, sometimes staying dark for 1 to 2 seconds.
And yeah, total darkness for when it's off. Chewing on the power cables should give aliens a real edge in fights.<!--QuoteEnd--></div><!--QuoteEEnd--> I've been hoping the lights off time would last longer (changed to 2 seconds), for the very same reason as you mentioned!
Two quick un-thought-through ideas regarding complaints I'm seeing so far (I've not actually played 180 yet, so maybe they are unfounded. Either way, here's my thoughts).
Marines being able to pick up weapons of dead comrades sounds great. But if they can pick them up, then surely aliens could destroy them with a quick couple of attacks, right? So sure, pick them up if the aliens are foolish enough to leave them lying around.
And since marines can easily save on res by picking up weapons, what if the aliens could harvest the dead for res? Perhaps a good ability for skulks (the form you get stuck in when you lose your points you spend on another form you lost). As you lap up the dead bodies juices you gain some of the res. I think it would be hilarious (ok, maybe creepy is more fitting) for a marine to walk into a room only to see skulks chomping on the dead bodies of other aliens and marines then leap into a frenzy as they realize humans have neared them. This way you can regain some of that lost res, and it gives you something fun to do to mock the dead. WAY better than tea-bagging the opposition in my opinion.
Comments
Cysts are way too easy to kill and unconnected cysts die way too fast.
Slowdown on hit is crippling for aliens. Played 3 games, all dominating victories from marines.
Cysts are way too easy to kill and unconnected cysts die way too fast.
Slowdown on hit is crippling for aliens. Played 3 games, all dominating victories from marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
Really? Because I just played 3 games where the aliens whooped us.
Damage slowdown + sentry spam = alien death wall
Also, I like the patch. Well done.
Cysts are way too easy to kill and unconnected cysts die way too fast.<!--QuoteEnd--></div><!--QuoteEEnd-->
It still pulses in and out but it used to change between red and black.
I don't think cysts are too easy to kill just maybe they shouldn't die when unconnected. But they do need to be smaller so they're harder to kill from distance and look a touch less like malformed pumpkins.
But on a positive note I really like the changes to summit :)
I don't think cysts are too easy to kill just maybe they shouldn't die when unconnected. But they do need to be smaller so they're harder to kill from distance and look a touch less like malformed pumpkins.
But on a positive note I really like the changes to summit :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, you're right, looked at it closer and its just a slight pulsing rather than red-black-red. I liked the red-black-red, made marines actually have to use their flashlights and give an advantage to the aliens in 'their' territory.
Cysts: Losing a Hive is now less punishing (but still a little harsh). Infestation that took minutes to build used to wither away in seconds. Cysts, on the other hand, maintain Infestations longer, so they are more forgiving. Unfortunately, Cysts have too little health, and are the links are too easily severed. Cysts also lack innate health regeneration.
Lerk: Spore range is short now. Lerks can no longer deal with Shotguns effectively.
Fade: Reduced attack speed on Swipe sets the Fade apart from the Skulk, but the energy drain is too high. Now it takes 15 seconds for a Fade to regenerate enough energy for one Swipe while on fire (please reduce the Flamethrower energy regen penalty, it is just not fun). The usefulness of the Stab attack is still limited, mainly because it roots the Fade itself in place.
There is also a bug that causes the Fades and Lerks to receive no benefit from melee upgrades, due to the changes to their weapons' damage type. I have posted a bug report on getsatisfaction. <a href="http://getsatisfaction.com/unknownworlds/topics/build_180_bug_attack_weapon_upgrades_not_working_properly" target="_blank">http://getsatisfaction.com/unknownworlds/t...orking_properly</a>
Shotgun: The damage increase at close range was unnecessary. They can now kill Fades in 2 shots at close range. The damage dropoff is too drastic. I would suggest changing Shotgun damage to around 4 (at max range) to 18 (at close range) damage.
No, it was suggested in light of Creep Tumors of SC2. If introduced, it would help the Cyst network integrity, and Observatory is available fairly early. Perhaps when cloaking comes around, allow Observatory to reveal cloaked lifeforms/buildings within detection range, too?
This is why we need full black, commanders can just get around power requirements with power packs and still enjoy full, although red, lighting.
I like the fact sgs better when really close
I love the new summit map changes
i love the reduced time to repair nodes + welding marines.
I hate the fact that as a fade take 3 swipes and outa nrg.
I hate slowing down as dmg taken-skulks suck balls now actually all aliens do >.>
Cysts costing personal res sucks really bad. prefer it as a secondary function as i was before, much more easier to spread and more helpful for team work.
Auto pick up.. just no.. plz leave it as pick if u want it not forced upon. using a sg then suddenly picking up a gl in the middle of combat really annoying. ><
Having to be in the hive to use its nrg is ... well really bad, i have to jump out run to the other, try not be killed as start again. Sure a team mate could hop in but usually never happens due to everyone usually follows the one com rule :\
Stalemates are now going on for over 2hrs, just had a match right now and it seemed to never end.
I saw marines crawling through the short vents on the floor in alien start
nice patch once again..
why even have an alien team in the first place lol.
just go ahead and remove aliens and add in combat, because at this rate youll just have tons of players either waiting in the waiting room stacking marine or not even playing until a combat or classic mod is done,
Lerk = 30 res. When Lerk dies from 1 shot kill shotgun the player has lost 30 res and is stuck being a skulk for a long time,.
Marine weapons = 30 or less res. When the marine dies another person can pick up the weapon for free = no wastage.
Yeah that's pretty bad, once an alien loses something there is no way to "reclaim" it.
<!--quoteo(post=1858985:date=Jul 9 2011, 05:11 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 9 2011, 05:11 AM) <a href="index.php?act=findpost&pid=1858985"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine weapons = 30 or less res. When the marine dies another person can pick up the weapon for free = no wastage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't like the idea of the marine being able to reclaim his weapon. With this idea implemented then the cost of marine weapons should be increased to counter this out. Or, something along those lines. Just a thought.
- Skulks are far crappier since slowed when they get hit. Wat.
- Gorges can't really drop temp infestation anymore, they have to spend res to drop stuff that's easily killed.
- Lerks? Flight model is far better than it used to be, but you can't have a lerk shotgun when the entire marine can kill you in one hit. ALSO LERKS GETTING SLOWED WHEN THEY GET SHOT ONCE WHAT (I understand that this is an "experimental change" but I feel like it was done on a whim to aliens)
- Fades? Are you kidding me? Do you people even test this stuff? Okay I get it, they're supposed to be more like focus fades from NS1 but you have enough energy to go in once, swipe once, and BARELY have enough to get out. It usually takes 3 swipes to kill a marine, depending on the upgrades in the game (but 3 at fully upgraded both sides). Plus if they have a flamer it's the most frustrating thing ever. Oh, and did I mention that THEY DON'T HAVE METABOLIZE OR REGEN. Going back to the hive EVERY TIME you get hurt to heal is so damn dull.
- Cysts. What. Who even dreams up of this stuff? Honestly even though I know playtesters don't focus on game balance they're the only ones that saw how they worked before release. HOW did this go live? In fact, you didn't even have to test it, any decent player could have told you that their current model was awful. Why even bother releasing them?
- Alien commanders can't use other hive energy? Even if they're the only commander? I'm guessing this is a bug and wasn't intended, but if it was... wat.
I... don't even know what to say. Most of the people on my friends list are a bit speechless as well that stuff like cysts went live. Maybe there should be a "decent player playtesting" type of thing where Frelge/NS2 teams test the patches before they come out to point out any glaring gameplay imbalances.
Just had a really bad game on Summit.
we managed to lock down the map as aliens, despite the 3 hive/ crag restriction (bug?). I think waiting for 3 hives before allowing crags is too much if this is design.
the game was 'won', apart from when you have 8 marines together in marine start, it is simply not possible to shift them now.
we threw lifeform after life form at the marines while they slowly crept back through the map, gathering strength, and weapons.
grueling is an understatement.
granted they had 1 exceptional player, and 2 or 3 good ones, but we had several skilled players as well, AND we had total map control.
some thoughts from that session.
Lerks: I might be alone here, but I liked the old flight model. I am NOT going to risk 30 res, getting close to marines when shotgun is a one hit kill, and available before my lerk. I enjoyed sniping, but seemed to have trouble this game, is there a max range on this now? I didnt get very good feedback from the reticule.
Fades: not enough energy, not being able to help with turrets in the final push was annoying, paper thin! I went from 300hp 50armour to 168 and 0 in ONE hit from a shotgun!
I expect a 50 res lifeform to be able to take out a single 15 res shotgun, but its touch and go, I have to retreat early (perhaps before I hit at all), if they have a good first shot. I dread to think about having the fight a shotgun AND a flamer together (+ medspam, + useweld).
it just doesnt feel like there is any fun to playing fade against multiple marines with lvl3 armour, landing 3 swipes one the one target is tough, and by the time you get back, they have full armour again.
cyst: LOS to build the next felt strange, but it might grow on me.
deathpit in Summit- cross roads: harsh. really makes fighting marines coming through the new door a nightmare. its tough to navigate with blink, and risky too, by the time you are across, you have lost a lot of energy, and risked 50 res in the process.
im going to have to try again, but wishing for 179 after my initial play.
sorry guys, aliens are in need of some love.
It feels worse than 179. Playing marine in 179 wasn't as painful as aliens is in 180.
The value of cysts: if you did use decimal points on Pres it's what you'd need to get a proper value for how squishy they are: 10 and you're out 30 res (it's 3 if I'm not mistaken) and it takes one easy ninja to kill them all, placing cysts with the hive is frequently buggy to make this problem worse.
They either need a major cost reduction even possibly free but that might be a bit extreme, or they need a health increase, somewhere along the lines of the old infestation I'd say, since everything can shoot them now it makes more sense you'd have to unload on them a fair bit.
Slow on damage probably shouldn't extend to aliens.. they're supposed to be the quick ones after all and they need to be able to actually close the distance properly, that on top of the still greatly spammed jumping from marines and that problem has gotten worse honestly.
And on the marine side, they're a little too well equipped now with the new drop mechanic, it gets a bit ridiculous at times when everyone can be decked out with FTs and GLs constantly.
ARCs by endgame are now easily spammed to the point that just incredibly stupid tactics like trying to roll 3 or 4 them into actual LOS of a hive, barely protected (they were killed quickly, but I can see someone using them intelligently just being crippling even under the best circumstances) wont even dent their economy, more just keep on rolling in.
As he said, it was a stalemate.
And I think...
<!--quoteo(post=1858992:date=Jul 9 2011, 01:34 AM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Jul 9 2011, 01:34 AM) <a href="index.php?act=findpost&pid=1858992"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...the fade got nerved a lot. Its hitrate is slower and the adrenalinecost is higher. But has the fade increased damage? I can't take out a single turret without running out of adrenaline. To kill a marine I still need 3 hits<!--QuoteEnd--></div><!--QuoteEEnd-->
3 hits in more time with more adrenalin cost.
Even the skulk more efficient then a fade.
Don't get me wrong, I like the new patch, the pustules, the new lerk flight and so on.
But if all teams are teched up there will be an endless stalemate and that has to be balanced.
Btw.. it is intentional that I can use only the hive in which I am in AND
that the crag needs <b>3 (!!!)</b> hives?
because.. that is pretty anoying.
€dit: And gorge making mini-cysts cost now 4 p-res? seriously??
Then give us at least the healthspay infestation wihtout pustules back..
Besides:
<!--quoteo(post=1858915:date=Jul 8 2011, 04:54 PM:name=Hakujin)--><div class='quotetop'>QUOTE (Hakujin @ Jul 8 2011, 04:54 PM) <a href="index.php?act=findpost&pid=1858915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->
Reverting power node disabled color back to full red because everyone likes it more<!--QuoteEnd--></div><!--QuoteEEnd-->
This is a terrible decision, IMO. The black really made it atmospheric and dangerous -- it made marines use their flashlight. Who is "everyone" because it doesn't include me!
This is a terrible decision, IMO. The black really made it atmospheric and dangerous -- it made marines use their flashlight. Who is "everyone" because it doesn't include me!
<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
What if you make the lights flicker on and off, instead of just gently pulsing? As if the powernode was still able to give off short sparks of energy for the lights.
Think about it: You see that skulk at the door, flicker off, flicker on, you see his teeth :) That would be awesome.
However, care must be taken so the flickering doesn't induce epileptic attacks. It should only be short bursts of light, never really oscillating with a regular frequency. Think of a broken neon light: Mostly off, but it flickers on randomly, sometimes staying dark for 1 to 2 seconds.
And yeah, total darkness for when it's off. Chewing on the power cables should give aliens a real edge in fights.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Initial version of Skulk air knockback and stun with Rifle melee<!--QuoteEnd--></div><!--QuoteEEnd-->
Realy? Knockback with marine melee spam? Omg...
Edit: aliens now totaly loosers...every game lost...thanks nade spam,.
New lerk fly is weird but better i guess, only my thumb HURT VERY MUCH BECAUSE I HAVE TO PRESS 1000 times to fly up.
But i like finaly i don't have to buy thousands of weapons just because i die in the game.
Now i can just wait if a teammate die haha, no i mean search for my lost weapon ;-)
p.s. summit is the best map of all!
Keep that style of maps please!
The dark version was infinitely better. I don't particularly like playing NS2 with even less colour distinction than I already have due to colourblindness.
The rifle shoot = extrem low fps is still in...ok play aliens team till 181.
The factory, i have no clue what it was i guess robots, is now invisible.
What if you make the lights flicker on and off, instead of just gently pulsing? As if the powernode was still able to give off short sparks of energy for the lights.
Think about it: You see that skulk at the door, flicker off, flicker on, you see his teeth :) That would be awesome.
However, care must be taken so the flickering doesn't induce epileptic attacks. It should only be short bursts of light, never really oscillating with a regular frequency. Think of a broken neon light: Mostly off, but it flickers on randomly, sometimes staying dark for 1 to 2 seconds.
And yeah, total darkness for when it's off. Chewing on the power cables should give aliens a real edge in fights.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've been hoping the lights off time would last longer (changed to 2 seconds), for the very same reason as you mentioned!
Marines being able to pick up weapons of dead comrades sounds great. But if they can pick them up, then surely aliens could destroy them with a quick couple of attacks, right? So sure, pick them up if the aliens are foolish enough to leave them lying around.
And since marines can easily save on res by picking up weapons, what if the aliens could harvest the dead for res? Perhaps a good ability for skulks (the form you get stuck in when you lose your points you spend on another form you lost). As you lap up the dead bodies juices you gain some of the res. I think it would be hilarious (ok, maybe creepy is more fitting) for a marine to walk into a room only to see skulks chomping on the dead bodies of other aliens and marines then leap into a frenzy as they realize humans have neared them. This way you can regain some of that lost res, and it gives you something fun to do to mock the dead. WAY better than tea-bagging the opposition in my opinion.