181 confirmed for best patch ever?

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Comments

  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Best patch ever for me ! New drivers solved my graphic glitches, so I could play more seriously. And the game is awesome.

    - Aliens won almost every match I played, but most were long.

    - Lerk spores should use more adrenaline.

    - Pathing work well for some parts, but sometimes ARCs just glitch and disappear. NPCs in general are a pain to command, compared to humans at least.

    - The fade really needs some momentum.

    - The fade blink sound should stop when going out of blink, the sound often continue for a while and it's a pain in the ears.
  • MaGicBushMaGicBush Join Date: 2002-12-02 Member: 10378Members
    edited July 2011
    <!--quoteo(post=1862825:date=Jul 23 2011, 04:26 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jul 23 2011, 04:26 PM) <a href="index.php?act=findpost&pid=1862825"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Lerk spores should use more adrenaline.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree with this, instead of lowering HP damage of the spores the adrenaline use could be increased almost 5x(so you can only use it maybe 2-3 times before having to regenerate adrenaline) which would significantly lower the spam and destruction of current use.
  • DaxedDaxed Join Date: 2008-03-19 Member: 63905Members
    edited July 2011
    This patch made the game really fun.

    The aliens were winning most rounds, but I don't think it was because of game/numbers imbalance. I notice that most marines were missing (myself included) due to lag. There were also lots of complaints of lag on voice comm (even with all pings showing 80 or less) and I noticed skulks and fades just warping everywhere until I'm dead (late game). I think the marine guns are powerful enough, we just need to be able to land some reliable shots.

    Overall it's pretty sweet and I like the way the game plays
  • TimTim Join Date: 2011-07-24 Member: 111958Members
    <!--quoteo(post=1862818:date=Jul 23 2011, 03:54 PM:name=MaGicBush)--><div class='quotetop'>QUOTE (MaGicBush @ Jul 23 2011, 03:54 PM) <a href="index.php?act=findpost&pid=1862818"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Funny, I found it pretty even and have played around 5 games so far. Marines win some and aliens others, aliens seem to dominate however early game now(shotgun nerf+lerk). However if marines make it past that they usually will win.

    The main problem I find is the lag, and pathing(also noticed sound issues, marines don't always cough and perspective is way off it seems). Yes at first it did seem improved, but it's still horrible when you get a few turrets/buildings up on either side(for some reason especially skulks are laggy and tend to pop around ALOT). I have also seen a MAC and Arc go off the map since 181 which causes extreme lag(I believe this was a old build issue which seems to have been revived). I do know it's beta, but we have to inform of issues if we expect them to be resolved(they stated in patch notes of extreme server performance boosts which obviously is not the case)!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah aliens are definitely the stronger force early game, but endgame it does seem to be marines.

    The skulk changes are great, really enjoying the new skulk - makes them more playable in endgame situations.

    MAC's and ARC's are definitely going off the map again.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited July 2011
    <!--quoteo(post=1862869:date=Jul 23 2011, 05:02 PM:name=MaGicBush)--><div class='quotetop'>QUOTE (MaGicBush @ Jul 23 2011, 05:02 PM) <a href="index.php?act=findpost&pid=1862869"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with this, instead of lowering HP damage of the spores the adrenaline use could be increased almost 5x(so you can only use it maybe 2-3 times before having to regenerate adrenaline) which would significantly lower the spam and destruction of current use.<!--QuoteEnd--></div><!--QuoteEEnd-->

    NOOOO
    i dont get the mentality of "well its been unbalanced from an adjustment, thus we remove a feature / purpose."
    gas is valid area denial tactic,
    damage per seconds is the issue.

    see:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114292&view=findpost&p=1862949" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1862949</a>



    p.s. 181 is the smoothest gameplay experience i've had so far, feels great and fun to play! only issue so far besides the gas is turrets still LAG the server horribly. from 30 ticks to 9. direct correlation.
  • kaffaljidhmakaffaljidhma Join Date: 2011-07-14 Member: 110392Members
    edited July 2011
    What if as well as raising the adrenaline cost, the lifetime of the spore cloud was also raised? This prevents spam and makes gas much more valid as area denial, rather than "chase the marines down a hallway with an ever advancing wall of death."

    It also injects skill into the class by making people judge the best place to block off before they spray.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited July 2011
    <!--quoteo(post=1862953:date=Jul 23 2011, 11:40 PM:name=kaffaljidhma)--><div class='quotetop'>QUOTE (kaffaljidhma @ Jul 23 2011, 11:40 PM) <a href="index.php?act=findpost&pid=1862953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if as well as raising the adrenaline cost, the lifetime of the spore cloud was also raised? This prevents spam and makes gas much more valid as area denial, rather than "chase the marines down a hallway with an ever advancing wall of death."

    It also injects skill into the class by making people judge the best place to block off before they spray.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <u>
    deal.</u>
    as long as the area or volume that the gas covers is slightly larger, so that in open areas of access (i.e. crossroads ) it isnt completely circumventable.
  • GrapeVineGrapeVine Join Date: 2006-12-01 Member: 58803Members
    This patch broke balance, hope they can nerf lerk gas and fix bite bug asap.
  • MaGicBushMaGicBush Join Date: 2002-12-02 Member: 10378Members
    <!--quoteo(post=1862951:date=Jul 24 2011, 01:32 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Jul 24 2011, 01:32 AM) <a href="index.php?act=findpost&pid=1862951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NOOOO
    i dont get the mentality of "well its been unbalanced from an adjustment, thus we remove a feature / purpose."
    gas is valid area denial tactic,
    damage per seconds is the issue.

    see:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114292&view=findpost&p=1862949" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1862949</a>



    p.s. 181 is the smoothest gameplay experience i've had so far, feels great and fun to play! only issue so far besides the gas is turrets still LAG the server horribly. from 30 ticks to 9. direct correlation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Aye, you should read my post on that topic I explained myself better. I was not meaning to remove it as a area denial.
  • vlncvlnc Join Date: 2010-09-07 Member: 73921Members, Squad Five Blue
    humm no this patch is not best ever (best still 179)
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