Alien Flashlight

konatakonata Join Date: 2011-08-24 Member: 118296Members
<div class="IPBDescription">Level the playing frield</div>Link alien flashlight to energy. Make it use it much slower, but not so it's so imba so skulks can forever hide in dark places and just use a red blob on a black background to kill everything. Same with fades who just keep it on to get an easier to see target.

Comments

  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    edited September 2011
    The flashlight makes the map so much easier to maneuver through for me.
    Take Data Core on Summit for example, when the Alien hive roots itself the room becomes a mess of random building placements, hydras and cysts. Couple that with infestation and the constant dark red lighting it becomes a real eyesore and a mess for killing attacking marines.

    Seeing as Aliens need to defend,
    and seeing as the areas they defend are constanly without energy,
    I'm going to say the flashlight doesn't need a nerf.

    Not only that, but I notice it does wonders for my FPS for some reason.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Would you guys believe over a month ago the forums were adamantly saying alien flashlight did not need a nerf/counter?

    How far the community's come! :.)
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    I personally would just like to see the flashlight affected by lighting in order to keep aliens from always just defaulting to the flashlight.

    The brighter the room and the longer you're exposed to the light, the more disorientating and blurry the flashlight vision becomes. You could couple this with some nice game play mechanics like different mobile lighting sources being used defensively on the marine side. As an example, a group of marines could all use their flashlights to disorient any alien who tries to run at them; it would take multiple marine flashlights to produce any real disorientating affect. Possible Drop lights or glow sticks used as makeshift lighting and to help disorient flashlight vision. Possible flash-bangs used to disorientate aliens hiding in darkrooms with their flashlight on. All this would cost resources of course, but it could really make lighting a dynamic and important part of the game. I know this is all repeated information, but I think it is worth bringing up again.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    The flashlight complements many of the alien classes very well. Thus it seems fine the way it is and nerfing the flashlight seems to nullify many of the roles each alien class has.

    It helps the skulks “skulk” in dark areas and ambush marines. And it helps the fades pick target then “fade” away.

    If the alien flashlight were to reduce energy, fades would not use it because it would prevent them from attacking and hinder their movement (which would only be made worse by flamethrowers).

    It does not make much sense to have regular lights and marine flashlights distort the alien flashlight. The aliens are the team which distorts the marine senses with cloaking, the shade, drifter flares, ect. Thus, distorting senses should be something left specifically for the aliens.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    Personally i thought it was slightly imbalanced, but not really overpowered. Perhaps they could switch it to a "pulsing" so the bright model only shows bright when the light pulses... they did something like that in one of the videos where they were experimenting with that feature. I dont really think it is overpowered, since it becomes alot more difficult to keep your aim on a marine when you are 2 inches from him and hes circling around you. Not to mention that the skulk and gorge still have "eyes in their mouth" (-1 UWE) which makes it even harder to follow.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    I would like to see the hive producing alot more light in the room. Since there will be alot of fighting around, all players would benefit from more light.
  • Smug_LobsterSmug_Lobster Join Date: 2009-06-22 Member: 67903Members
    Why not make the alien flashlight make player models have an aura around them like in L4D or GW2? Nothing too bright but enough to help objects of interest stand out. Maybe it should only trigger the aura when the players are moving, as well, so marines can ambush a bit better.
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    I'm against nerfing the alien flashlight. As it is it a) lets aliens see easier. but b) stops them from knowing when things are on fire.

    So as it stands, it is pretty much balanced.

    Perhaps later on, the marines could research some sort of thermal something or other to make themselves invisible (passive, so it's always enabled) to aliens using alien vision.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    It's not balanced at all.

    It's basically like what people did back in the days of half-life to make it 10x easier to play, when people would white wall texture hack and colour their models all one colour. That's something consistency 1 was brought in to reduce. It's a big no no from a competitive view to have this available all the time and any time it's available. It <b>need</b> a down time.
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    not really, as I said before, aliens get a disadvantage when they use it, as it's actually harder to see certain things in the game, and also they cannot see flame at all when using the vision.

    Also, if you include marine invisibility as a tier 2 or tier 3 upgrade, then the alien vision is less effective.

    Alien vision does not need a down time. Down time would result in frustrated players who like to swap between the two visions as needed (say... when theyre not in dark areas, or when theyre burning) having to wait 30 seconds between swapping the vision around, or having it use up energy... It would be annoying, people would complain(I'm complaining already!) and it would likely be changed back to the way it was, or modified to something else.

    Let's skip the intermediate step and try to get it right the first time.
  • BroseidonBroseidon Join Date: 2011-07-18 Member: 110935Members
    Agree with l3lessed. Alien flashlight blurry when used in lit up areas and pretty good used in dark areas, encourages players to destroy power nodes and marines to repair them aswell. I always imagined the alien flashlight like a crocodiles underwater eye lens that it switches between depending if it is under water or above. No need for the alien flashlight to drain energy, just maybe if it was from a separate pool of energy just maybe.
    And mind if I remember everyone that we will probably be able to see spores and flames in the future with the alien flashlight. visible but not making them disorientating. One of the reasons we can't see them now is for balancing.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    Perhaps it's silly to point it out.. given it's a placeholder as I recall, but so far from the sound effect choice and the lack of dependence on light, plus it pulsing out on activation it seems more like an advanced echolocation of some sort. So it'd honestly bug me as it is now to have it even bothered by light at all, though it'd be interesting to perhaps see it distorted or obscured a bit by loud enough noises, maybe.

    Though a proper, fluff-friendly counter (if you need one so bad, I'm not actually for one being needed) to me would be a "thumper" (regularly impacting the ground or a speaker of some sort) sort of device that on regular intervals would scrambled the view a bit within it's range (something along the lines of quick bouts of static-like effects and/or quick scan-line like distortion/bending). Another defensive structure taking up more marine space probably isn't really what we need, though, not to mention it feels too much like a symmetrical structure to the shade, which I don't like really either the more I think about it.

    But hey, I figured I'd share the thought anyways.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited September 2011
    It's only advantageous if you grow to depend on it. Personally I prefer leaving it off, I can see fine without it in bright areas and I get more information. if you start out using it and never bother to develop regular seeing ability then I can see why you'd leave it on all the time, but otherwise I can't see the point of using it when you can see normally.
  • SteinhauerSteinhauer Join Date: 2010-07-17 Member: 72493Members
    The flashlight already comes with its disadvantages...

    -Flames are invisible, which causes obvious problems for the user
    -Spores are invisible, which if only the user could see them, could provide a tactical advantage
    -Umbra is invisible, which eventually will also provide a tactical advantage

    There's plenty of risk involved with using the flashlight already, and it really doesn't help enough outside of darkness to counter the disadvantages it holds
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I kind of agree with both sides.

    Steinhauer is right - also you can't judge how dark a room is. Sometimes you think you are really well hidden, when actually you are not.

    Perhaps lit rooms should blind aliens.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    The only real issue is the flames, and you can pretty much figure it out from the marine model.

    As for rooms not having power, spores, and umbra, they are non-issues. I guess technically seeing umbra could help, but it's small disadvantage and does not outweigh the gross benefit of having your enemies clearly highlighted.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Issues on both sides are negated by flipping it on and off... I don't see the negative side at all... Are you lot running around with the flashlight constantly on or something...
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    It's a bit of a cheat, although you could just add a LUA script in to the game to make the alien flashlight do whatever you want. Like constantly pulsing so you see both sides whenever it is pressed, yet your friend on the same server has the normal setting.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    Consistency can be forced later if the server wants that.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    The alien flashlight doesn't need a nerf, it works as intended, help aliens spot marines much easier, and if it you just keep it on all the time, so what? its not like marines depend on sneaking around, trying to appear unnoticed, that is a alien mechanic. The only reason that you would need it so having alien vision on all the time wouldn't be viable, would be if it allows aliens to spot things that in ordinary circumstances they shouldn't have been able to see. If you want to see its a crutch for players who should have to be more observant, you can see it that way, but if someone legitimately needs alien vision in order to see, whether they have color blindness or some other eye affliction, then should we really be punishing them for keeping alien vision on all the time?

    There are downsides to alien vision this time around, like previously stated. If you remember in build 163, when alien vision was first implemented, people complained that it needed to be BETTER, claiming how it renders you unable to tell the lighting condition in the area, unable to see flamethrower, spore, umbra, and other particle effects, actually made it useless. Yes, those were major discussions, which is why i am surprised that now things have switched, and now people are arguing that it needs a nerf, even though alien vision has not changed one bit for the last 22 patches, literally.

    Look back to NS1, the alien flashlight had NO downsides, there was literally no reason to ever not have it on, and people were okay with it, i know i used it all the time, and i was fine with it. All it did was greatly brighten the models of marines, and all structures for that matter. It helped aliens see in the dark, since naturally the aliens SHOULD have superior situation awareness.
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    <!--quoteo(post=1876035:date=Sep 21 2011, 01:31 AM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Sep 21 2011, 01:31 AM) <a href="index.php?act=findpost&pid=1876035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The alien flashlight doesn't need a nerf, it works as intended, help aliens spot marines much easier, and if it you just keep it on all the time, so what? its not like marines depend on sneaking around, trying to appear unnoticed, that is a alien mechanic. The only reason that you would need it so having alien vision on all the time wouldn't be viable, would be if it allows aliens to spot things that in ordinary circumstances they shouldn't have been able to see. If you want to see its a crutch for players who should have to be more observant, you can see it that way, but if someone legitimately needs alien vision in order to see, whether they have color blindness or some other eye affliction, then should we really be punishing them for keeping alien vision on all the time?

    There are downsides to alien vision this time around, like previously stated. If you remember in build 163, when alien vision was first implemented, people complained that it needed to be BETTER, claiming how it renders you unable to tell the lighting condition in the area, unable to see flamethrower, spore, umbra, and other particle effects, actually made it useless. Yes, those were major discussions, which is why i am surprised that now things have switched, and now people are arguing that it needs a nerf, even though alien vision has not changed one bit for the last 22 patches, literally.

    Look back to NS1, the alien flashlight had NO downsides, there was literally no reason to ever not have it on, and people were okay with it, i know i used it all the time, and i was fine with it. All it did was greatly brighten the models of marines, and all structures for that matter. It helped aliens see in the dark, since naturally the aliens SHOULD have superior situation awareness.<!--QuoteEnd--></div><!--QuoteEEnd-->
    um yea... what he said.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    I think the answer is simple. Poll usage time over the average player base, and if we don't see a 50/50 split between aliens using their vision and not, then we have an imbalance. Unless of course it wasn't ever intended for aliens to really use one of the two modes.
  • Smug_LobsterSmug_Lobster Join Date: 2009-06-22 Member: 67903Members
    Lol to balance something doesn't mean to make sure it is used 50% of the time or by 50% of players. That's like saying "we should check if leap is balanced by making sure about 50% of players use it and 50% don't use it.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1876101:date=Sep 21 2011, 10:28 AM:name=Smug_Lobster)--><div class='quotetop'>QUOTE (Smug_Lobster @ Sep 21 2011, 10:28 AM) <a href="index.php?act=findpost&pid=1876101"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lol to balance something doesn't mean to make sure it is used 50% of the time or by 50% of players. That's like saying "we should check if leap is balanced by making sure about 50% of players use it and 50% don't use it.<!--QuoteEnd--></div><!--QuoteEEnd--><!--quoteo(post=1876099:date=Sep 21 2011, 09:48 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Sep 21 2011, 09:48 AM) <a href="index.php?act=findpost&pid=1876099"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...Unless of course it wasn't ever intended for aliens to really use one of the two modes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was trying to illustrate the point that based on intended usage we can simply poll the player base's activity to find out how much it is being used, and with these numbers we can see if actual usage matches up with intended. I.E. Game balance.




    (So yes, I'm quite aware game balance does not always equate to a 50/50 playtime split between two complementary functions)
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    <!--quoteo(post=1876035:date=Sep 21 2011, 02:31 AM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Sep 21 2011, 02:31 AM) <a href="index.php?act=findpost&pid=1876035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The alien flashlight doesn't need a nerf, it works as intended, help aliens spot marines much easier, and if it you just keep it on all the time, so what? its not like marines depend on sneaking around, trying to appear unnoticed, that is a alien mechanic. The only reason that you would need it so having alien vision on all the time wouldn't be viable, would be if it allows aliens to spot things that in ordinary circumstances they shouldn't have been able to see. If you want to see its a crutch for players who should have to be more observant, you can see it that way, but if someone legitimately needs alien vision in order to see, whether they have color blindness or some other eye affliction, then should we really be punishing them for keeping alien vision on all the time?

    There are downsides to alien vision this time around, like previously stated. If you remember in build 163, when alien vision was first implemented, people complained that it needed to be BETTER, claiming how it renders you unable to tell the lighting condition in the area, unable to see flamethrower, spore, umbra, and other particle effects, actually made it useless. Yes, those were major discussions, which is why i am surprised that now things have switched, and now people are arguing that it needs a nerf, even though alien vision has not changed one bit for the last 22 patches, literally.

    Look back to NS1, the alien flashlight had NO downsides, there was literally no reason to ever not have it on, and people were okay with it, i know i used it all the time, and i was fine with it. All it did was greatly brighten the models of marines, and all structures for that matter. It helped aliens see in the dark, since naturally the aliens SHOULD have superior situation awareness.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Agreed
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    <!--quoteo(post=1876107:date=Sep 21 2011, 07:39 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Sep 21 2011, 07:39 AM) <a href="index.php?act=findpost&pid=1876107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was trying to illustrate the point that based on intended usage we can simply poll the player base's activity to find out how much it is being used, and with these numbers we can see if actual usage matches up with intended. I.E. Game balance.




    (So yes, I'm quite aware game balance does not always equate to a 50/50 playtime split between two complementary functions)<!--QuoteEnd--></div><!--QuoteEEnd-->

    My argument wasn't about whether it should be used as precisely intended, as long as it doesn't cause imbalance if it is used in excess. If you were to poll people who to see how long they use alien sight, i honestly bet there would be people who almost never use it, and at the same time people who always/almost always have it on, and of course a few people in between. My previous post was outlining how that is perfectly okay, that its a kind of personal preference specific to different people. I often forget to put alien vision on when the light goes out even when i'm the alien, since seeing in the dark rooms isn't too hard, I know for other people it isn't this way, people who keep it on nearly 24/7 so that they can see better, or they need it on since it slightly improves frame-rate, they have color blindness, or some other eye affliction, neither of which is really justifies calling alien vision an exploit.

    I guess an aspect i didn't go in depth about was whether or not marines and aliens should have a level playing field in terms of vision, whether even in well lit rooms, the aliens can still use their vision to spot out marines better, which i feel is perfectly fine. When you think of aliens, you'd imagine they are much more perceptive than humans, we see it in animals all the time, whether they have a much clearer vision, sense of smell, hearing, etc, then yes its makes logical sense that aliens can spot marines easier, even in their own territory, since the drawbacks of using alien vision still apply. From a gameplay standpoimt, you've got to remember this is a game with asymmetrical player classes and teams. Things would be a whole lot different if this were some generic fps like call of duty, if you played on the Spetsnaz team, and you didn't get infrared goggles, but if you happened to be on the Rangers team, and everyone got to have goggles, then yes, that would be a problem. But in NS2, we have 2 teams that are dramatically different in character and play style already. The only time i imagined that alien vision would become too useful, was back in the days of build 163-167, when the only 2 maps available were rockdown and tram, and certain vents in rockdown made sniping for Lerks incredibly easy, since the lerk would see the marines and be able to shoot at them, but the marines couldn't shoot back since the Lerk was too far away to be spotted easily. Things have changed, the Lerk no longer has its sniping ability, and once more, alien vision comes to play a positive game play mechanic, if a Lerk were to quickly flood a room with Spores, which blinded the marines, the Lerk would also be blinded by his own attack, which i imagined would have been a nuisance for people playing Lerk, unless they quickly switched to Alien vision. It makes logical sense, since a spider wouldn't get caught in its own web, a Lerk shouldn't be blinded by his own Spores.

    /Rant

    I'm just trying to say that the fundamental idea of aliens having superior situation awareness, both in powered, and un-powered rooms, is not really making the playing field uneven, since the two sides are already as different as can be, and we shouldn't try to force people to use Alien vision in a certain way, for a certain period of time, because it wasn't exactly intended to be that way by the Dev's, as long as it doesn't cause any imbalances.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--quoteo(post=1876121:date=Sep 21 2011, 08:48 AM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Sep 21 2011, 08:48 AM) <a href="index.php?act=findpost&pid=1876121"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wall O' text goodness<!--QuoteEnd--></div><!--QuoteEEnd-->
    Perfectly put, just about every thought I've had on Alien vision when reading complaints about it over time.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Alien vision could use some improvements.

    I'd suggest adding distinct colouring to help distinguish friendlies and enemies. Also, the intensity of the shader effect could fade over distance, to help aliens gauge distance. Currently, it is easier to identify marines at long range than those in your face, where they blend with friendly players and structures, making close combat very confusing.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I noticed multiple comments on that subjects from the devs, and they all said "alien flashlight will be polished later". lets wait and discuss it again after the 2nd pass is done
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