It would be cool if you could get some kind of cyst carapace, whereby aliens could research it & it makes cysts immune to physical attack (only can be hit by flames & A.R.C)
I find the cysts pretty laggy but they are kind of cool, maybe they shouldn't cost so much res though as a gorge.
The only other problem I find is that aliens simply don't have anything to fend off heavy marine flame, shotgun & gl attacks. A good strike from the marines and aliens lose every time no questions (i'm primarily an alien player)
The lerk is almost useless now as well, the point of him was that you could sit back and attack the rines. Now we have 3 close quaters attack lifeforms but nothing to support them with from behind
<!--quoteo(post=1859291:date=Jul 10 2011, 02:05 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 10 2011, 02:05 AM) <a href="index.php?act=findpost&pid=1859291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One new 'bug' I found in 180 is that when you walk into a 'join alien/marine' area, you pass through the wall and fly outside the map.
And is it possible to send the player into the map when they join spectator, instead of leaving the player floating outside the rr?<!--QuoteEnd--></div><!--QuoteEEnd--> That isn't a build 180 exclusive for sure, I thought it was a well known bug based on how much it happened to me.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->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
I wouldn't mind the brightest part of the "undulation" being darker either.
After playing with the new lighting I don't think they actually made it brighter, it seems like they kept the darkness from the old one but made it more red, which is better than really bright and red version but I would still prefer it to be less red, you have quite nice art assets in this game, making them all red kind of spoils the effect somewhat.
I want pitch black in rooms without a power node. It gives the aliens an advantage in rooms they sorta own. Remember: There is no more power in a room without a power node, so gtfo red light!
i was optimistic to the cyst idea, thought it would be a good addition, but after i´ve played a few matches i really dislike them. they should be stronger if they are near to a hive and invisible, so only a scanner could reveal them. -OR do we even need them right now?- having all tech now available in one base, the marines are able to get the flamer very soon. it would be cool if the arc could kill the infestation with its aoe damage. would makes sense too..
im not happy with the lerk either. at the moment he is a strong short range warrior, which is quiet interesting, but due to the new flight mode it has massive limitations to its mobility while in combat. in b179 it was difficult to kill a shotti or two with the lerk while in fighting in small areas, it was possible though, but now its almost impossible to kill one shotty in small areas when he has a decent aiming skill
<!--quoteo(post=1859306:date=Jul 10 2011, 03:53 AM:name=dsi1)--><div class='quotetop'>QUOTE (dsi1 @ Jul 10 2011, 03:53 AM) <a href="index.php?act=findpost&pid=1859306"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That isn't a build 180 exclusive for sure, I thought it was a well known bug based on how much it happened to me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah it happened to me every time I joined a team in 179.
What if all alien structures had the same functionality as cysts, feeding the infestation and keeping it alive and being part of the cysts network. Regular structures would still needed to be placed on existing infestation, and cysts would be needed to advance into new territory. But marines would have to kill all alien structures in a given area to remove the infestation, and not just a few cysts. That would also take care of the 'lone marine takes down the whole cyst network' problem.
<!--quoteo(post=1859419:date=Jul 10 2011, 02:05 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jul 10 2011, 02:05 PM) <a href="index.php?act=findpost&pid=1859419"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But marines would have to kill all alien structures in a given area to remove the infestation, and not just a few cysts. That would also take care of the 'lone marine takes down the whole cyst network' problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
If I understand that correctly you mean that alien structures can keep infestation alive even if disconnected from the hive(s). Sounds like a pretty good fix to the current weakness.
About the emergency lighting I agree with most here that the old model felt a lot more atmospheric. How about having the light out for most of the time and then have a random flickering of red light. Read: The power node is not completely destroyed, it just doesn't deliver enough power, but every now and then it loads up enough energy for a few seconds of flickering. That's how we know it from sci-fi films.
Some of the greatest visuals in game for me were the moments where the light was out and all you could see was the hectic movements of the flashlights lighting small areas. That was something I have never had in a game before, you really shouldn't scrap that idea.
<!--quoteo(post=1859424:date=Jul 10 2011, 07:38 AM:name=cron)--><div class='quotetop'>QUOTE (cron @ Jul 10 2011, 07:38 AM) <a href="index.php?act=findpost&pid=1859424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I understand that correctly you mean that alien structures can keep infestation alive even if disconnected from the hive(s). Sounds like a pretty good fix to the current weakness.<!--QuoteEnd--></div><!--QuoteEEnd-->
Build 180 is a gigantic step in the wrong direction. Every other patch, the game is ruined. Why do you keep doing this UWE? The entire feel of the game on all levels is now bad. Numerous poor changes in the look of and feel of playing. Too many to describe. The entire atmosphere is gone.
<!--quoteo(post=1859450:date=Jul 10 2011, 11:47 PM:name=Pr0n)--><div class='quotetop'>QUOTE (Pr0n @ Jul 10 2011, 11:47 PM) <a href="index.php?act=findpost&pid=1859450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Every other patch</b>, the game is ruined. Why do you keep doing this UWE?<!--QuoteEnd--></div><!--QuoteEEnd--> That means next patch will be awesome, so don't worry.
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
edited July 2011
I'm not a fan of all the alien structures dying when infestation goes away. That game mechanic is severely harsh.
Have it so that connected cyst infestation is required for the growth, health regeneration, and the ability to make mature structures. And you can still plant alien structures on isolated cyst infestation, but you need a gorge there to press the use key to develop it.
Works great with the hydra lifespan idea and that whips still need to be rooted in infestation to attack.
<!--quoteo(post=1859454:date=Jul 10 2011, 09:01 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jul 10 2011, 09:01 AM) <a href="index.php?act=findpost&pid=1859454"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That means next patch will be awesome, so don't worry.<!--QuoteEnd--></div><!--QuoteEEnd-->
new DI SUX so hard ! Marine are slow now. Lerk fly are not enough fast. Fade need more adrenaline. Marine pick up weapon in auto, but i want to choose :/
Slowing damaged players is a good idea a marine or alien near death can not run like healthy ones also managing the human weapons powers is an important issue to balance the game powerful weapons and items should take more res and time to research and use :)
<!--quoteo(post=1859419:date=Jul 10 2011, 09:05 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jul 10 2011, 09:05 AM) <a href="index.php?act=findpost&pid=1859419"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if all alien structures had the same functionality as cysts, feeding the infestation and keeping it alive and being part of the cysts network. Regular structures would still needed to be placed on existing infestation, and cysts would be needed to advance into new territory. But marines would have to kill all alien structures in a given area to remove the infestation, and not just a few cysts. That would also take care of the 'lone marine takes down the whole cyst network' problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think this is a great idea. If I may add to it: what if when the cyst is destroyed, the alien structures stay but become lifeless until a new one is created or the marines destroy them? Kind of like how the power nodes work for the marines. If that's destroyed, everything around it still stays but is powered down. I feel this would help even it out.
+1 for the idea of stopping health regen to chambers not on infestation, and possibly lowering the chamber's ability effectiveness (attack damage, crag healing spray health gained, whichever it may be).
I like the sound of not killing off structures away from infestation and stopping their natural regeneration. I think Whips already uproot automatically when infestation recedes under them...
I'm not sure how cysts would work in with the idea of dynamic infestation. The video I saw of dynamic infestation had infestation go on the ceiling/walls, and if cysts control infestation, how would the infestation spread up there? Gorges aren't going to waste time/pres to spread infestation on walls/ceilings since they provide nothing more than an awesome look, and commanders can only place cysts on the floor.
<!--quoteo(post=1859583:date=Jul 10 2011, 09:44 PM:name=Applethief)--><div class='quotetop'>QUOTE (Applethief @ Jul 10 2011, 09:44 PM) <a href="index.php?act=findpost&pid=1859583"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure how cysts would work in with the idea of dynamic infestation. The video I saw of dynamic infestation had infestation go on the ceiling/walls, and if cysts control infestation, how would the infestation spread up there? Gorges aren't going to waste time/pres to spread infestation on walls/ceilings since they provide nothing more than an awesome look, and commanders can only place cysts on the floor.<!--QuoteEnd--></div><!--QuoteEEnd-->
while sometimes buggy in placing, gorges can place hydras on walls, as well as mini cysts now. with mroe refinement and tuning, the infestation could spread vertically as good as it does horizontally.
because the item isn't in yet, i think people aren't seeing it's usefulness against jetpacks. most maps we see so far have restricted movement when it comes to hallways. placing hyrdas on the sides and ceiling will screw over the JP users, especially when it comes to protecting the flanks and roof of the hive.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
Cyst health needs to be increased dramatically and then buff the flamethrower against cysts dramatically. 180 pretty much removed the need for the flamethrower. Shotguns can do pretty much everything.
<!--quoteo(post=1859597:date=Jul 11 2011, 12:10 AM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Jul 11 2011, 12:10 AM) <a href="index.php?act=findpost&pid=1859597"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cyst health needs to be increased dramatically and then buff the flamethrower against cysts dramatically. 180 pretty much removed the need for the flamethrower. Shotguns can do pretty much everything.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1 - My thoughts exactly. I would also lower cyst cost and make it team res, but that is not as important.
It looks like cysts do an only one way trail !!! What about cysts to be more connected? not just one link, but many between each other nearest. And also links between cysts will works in both ways.
That will prevent from broking whole link when just one cyst is destroyed.
<a href="http://is.gd/cRjJv7" target="_blank">Here is updated prototype, to see what I mean.</a> <img src="http://img121.imageshack.us/img121/7120/ns2cysts.png" border="0" class="linked-image" />
Recent games I do Khaa commander. I was create path of infestation from one hive to another, and marine kill just one cyst near by source hive ... the result was .. that whole path of infestation die :(
<!--quoteo(post=1859424:date=Jul 10 2011, 03:38 PM:name=cron)--><div class='quotetop'>QUOTE (cron @ Jul 10 2011, 03:38 PM) <a href="index.php?act=findpost&pid=1859424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->About the emergency lighting I agree with most here that the old model felt a lot more atmospheric. How about having the light out for most of the time and then have a random flickering of red light. Read: The power node is not completely destroyed, it just doesn't deliver enough power, but every now and then it loads up enough energy for a few seconds of flickering. That's how we know it from sci-fi films.
<b>Some of the greatest visuals in game for me were the moments where the light was out and all you could see was the hectic movements of the flashlights lighting small areas. That was something I have never had in a game before, you really shouldn't scrap that idea.</b><!--QuoteEnd--></div><!--QuoteEEnd--> This. So very much this. It's a bit of a mixed feeling really. I like the feel of "emergency lighting"the red light gives, but the pitch black gave a very frantic "fear like" feeling. Marines forced to turn on flashlights and you could feel the tension that was going on when a squad moved in to a dark area with flashlights flickering all over the place.
The idea you mentioned above sort of reminds me of SAW(some number, can't remember), where the "guy to be murdered" was using his camera blitz to light a room. That sudden flash then black for 10-15 seconds, and you hear the recharge of the blitz untill the next flash. Come to think of it, that would be an awesome sound effect in game as well. <i>Having the destroyed power node emit a "charging" and buzzing sound, then a discharge sound once it attempted to light the room then back to black and a new recharge.</i>
As for the cysts, someone mentioned earlier an idea I liked a lot. Having the older cysts "grow" into the infestation, newer ones clearly visible on the ground like they are now. The older the cyst is, the more "ingrown" it would become. This would make it harder for a marine to locate the main cysts and destroy it single handedly. The marines would <b>NOT</b> get the mouse-over HUD indicating that they were aiming at a cyst OFC.
Comments
I find the cysts pretty laggy but they are kind of cool, maybe they shouldn't cost so much res though as a gorge.
The only other problem I find is that aliens simply don't have anything to fend off heavy marine flame, shotgun & gl attacks. A good strike from the marines and aliens lose every time no questions (i'm primarily an alien player)
The lerk is almost useless now as well, the point of him was that you could sit back and attack the rines. Now we have 3 close quaters attack lifeforms but nothing to support them with from behind
And is it possible to send the player into the map when they join spectator, instead of leaving the player floating outside the rr?<!--QuoteEnd--></div><!--QuoteEEnd-->
That isn't a build 180 exclusive for sure, I thought it was a well known bug based on how much it happened to me.
+1
I wouldn't mind the brightest part of the "undulation" being darker either.
im not happy with the lerk either. at the moment he is a strong short range warrior, which is quiet interesting, but due to the new flight mode it has massive limitations to its mobility while in combat. in b179 it was difficult to kill a shotti or two with the lerk while in fighting in small areas, it was possible though, but now its almost impossible to kill one shotty in small areas when he has a decent aiming skill
Yeah it happened to me every time I joined a team in 179.
If I understand that correctly you mean that alien structures can keep infestation alive even if disconnected from the hive(s).
Sounds like a pretty good fix to the current weakness.
About the emergency lighting I agree with most here that the old model felt a lot more atmospheric. How about having the light out for most of the time and then have a random flickering of red light. Read: The power node is not completely destroyed, it just doesn't deliver enough power, but every now and then it loads up enough energy for a few seconds of flickering.
That's how we know it from sci-fi films.
Some of the greatest visuals in game for me were the moments where the light was out and all you could see was the hectic movements of the flashlights lighting small areas. That was something I have never had in a game before, you really shouldn't scrap that idea.
Sounds like a pretty good fix to the current weakness.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
That means next patch will be awesome, so don't worry.
Have it so that connected cyst infestation is required for the growth, health regeneration, and the ability to make mature structures. And you can still plant alien structures on isolated cyst infestation, but you need a gorge there to press the use key to develop it.
Works great with the hydra lifespan idea and that whips still need to be rooted in infestation to attack.
Make stab do 190 damage.
There's your surgical striker. Slow-ass, energy consuming, instakill attack.
this
LMG Fire still kills my FPS, not nice!!
Marine are slow now.
Lerk fly are not enough fast.
Fade need more adrenaline.
Marine pick up weapon in auto, but i want to choose :/
So WTF ?
I think this is a great idea. If I may add to it: what if when the cyst is destroyed, the alien structures stay but become lifeless until a new one is created or the marines destroy them? Kind of like how the power nodes work for the marines. If that's destroyed, everything around it still stays but is powered down. I feel this would help even it out.
while sometimes buggy in placing, gorges can place hydras on walls, as well as mini cysts now. with mroe refinement and tuning, the infestation could spread vertically as good as it does horizontally.
because the item isn't in yet, i think people aren't seeing it's usefulness against jetpacks. most maps we see so far have restricted movement when it comes to hallways. placing hyrdas on the sides and ceiling will screw over the JP users, especially when it comes to protecting the flanks and roof of the hive.
+1 - My thoughts exactly. I would also lower cyst cost and make it team res, but that is not as important.
What about cysts to be more connected? not just one link, but many between each other nearest.
And also links between cysts will works in both ways.
That will prevent from broking whole link when just one cyst is destroyed.
<a href="http://is.gd/cRjJv7" target="_blank">Here is updated prototype, to see what I mean.</a>
<img src="http://img121.imageshack.us/img121/7120/ns2cysts.png" border="0" class="linked-image" />
Recent games I do Khaa commander. I was create path of infestation from one hive to another, and marine kill just one cyst near by source hive ... the result was .. that whole path of infestation die :(
That's how we know it from sci-fi films.
<b>Some of the greatest visuals in game for me were the moments where the light was out and all you could see was the hectic movements of the flashlights lighting small areas. That was something I have never had in a game before, you really shouldn't scrap that idea.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
This. So very much this.
It's a bit of a mixed feeling really. I like the feel of "emergency lighting"the red light gives, but the pitch black gave a very frantic "fear like" feeling. Marines forced to turn on flashlights and you could feel the tension that was going on when a squad moved in to a dark area with flashlights flickering all over the place.
The idea you mentioned above sort of reminds me of SAW(some number, can't remember), where the "guy to be murdered" was using his camera blitz to light a room. That sudden flash then black for 10-15 seconds, and you hear the recharge of the blitz untill the next flash.
Come to think of it, that would be an awesome sound effect in game as well. <i>Having the destroyed power node emit a "charging" and buzzing sound, then a discharge sound once it attempted to light the room then back to black and a new recharge.</i>
As for the cysts, someone mentioned earlier an idea I liked a lot. Having the older cysts "grow" into the infestation, newer ones clearly visible on the ground like they are now. The older the cyst is, the more "ingrown" it would become. This would make it harder for a marine to locate the main cysts and destroy it single handedly.
The marines would <b>NOT</b> get the mouse-over HUD indicating that they were aiming at a cyst OFC.