Live casting

MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
<div class="IPBDescription">NS2 euro scene: pickup games</div>If you're curious about the semi-competitive scene in europe, then I suggest you watch me cast some of the euro pickup games. They normally get around 50 ping, the hit-reg is ok, and treff seems to own people with his 20 ping. LIVE now, come watch :).

www.twitch.tv/zepwnage

Comments

  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    This guy is effing amazing!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited February 2012
    Some interesting stuff was discussed. Get that video primed and ready :P
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    edited February 2012
    So...I casted two pickup games. They're still being processed (after processed, I might upload to youtube), but you can see them here:

    Scrim #1:
    <a href="http://www.twitch.tv/zepwnage/c/28013" target="_blank">http://www.twitch.tv/zepwnage/c/28013</a>
    <a href="http://www.twitch.tv/zepwnage/c/28060" target="_blank">http://www.twitch.tv/zepwnage/c/28060
    </a>
    Scrim #2:
    <a href="http://www.twitch.tv/zepwnage/c/28110" target="_blank">http://www.twitch.tv/zepwnage/c/28110</a>
    <a href="http://www.twitch.tv/zepwnage/c/28246" target="_blank">http://www.twitch.tv/zepwnage/c/28246</a>

    After these games, I talked with some of the Euro players about NS2 balances. This conversation zig-zagged quite dramatically and overall covered many many topics. The full 75min conversation can be heard here:

    <a href="http://www.twitch.tv/zepwnage/c/28290" target="_blank">http://www.twitch.tv/zepwnage/c/28290</a>
    <a href="http://www.twitch.tv/zepwnage/c/28307" target="_blank">http://www.twitch.tv/zepwnage/c/28307</a>
    What was covered was basically mine balance, alien upgrades (2res??), fade strength, ninja phase gates, power packs, resource towers, command stations, and some other stuff that I can't even remember.

    One of the main focuses of the conversation drifted to power nodes combined with resource towers and power packs. And out of that came this consensus. Power packs need to exist as they provide the marine team a way to ensure an important phase gate can be built. Power packs can be 'nerfed' from their past "op" state by simply adding a res upkeep every ten seconds.

    The res upkeep should probably be at least a minimum of 2 res per ten seconds, and in addition, should add 1 res upkeep per structure being supported. This would therefore force the marine team to either not build a base by the power pack or repair the power node powering that section.

    As a result of this conclusion, the conversation further evolved into opinions about how everyone mostly hated power nodes. As a result of this hate, a consensus was also made that wherever there is a resource tower, that that particular resource tower could in fact act as the power node for that section of the map. Therefore, the skulks would have less pointless biting of power nodes, because they would go straight for the resource towers (the thing that in the end really hurts the marines). This would streamline the gameplay, and the intricacies of this argument is something that takes something around 30 minutes.

    In addition, for the marine base something else would need to be done because rushing the extractor in marine base seems a bit lame. Therefore, if it's a marine base, perhaps the command station itself takes over providing power for that sector. If there is no command station, then the extractor takes over.

    There is a lot more to the discussion, so I hope you guys have the patience to listen to 75 minutes of high level meta-game discussion. I think a lot of interesting points are made. The links are provided.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Thanks for the casts, discussions and summaries. Good stuff. Is there any way to fix the choppiness of the stream? It's hard to see what's happening when it's hitching so much. Finally my chance to give a bug report.

    Power nodes are here to stay - they are so thematically awesome and they serve an important purpose for preventing stalemates and marine over-building. I'm not sure I fully understand why everyone wants power packs though - to help allow marines to "ninja" with phase gates? To solve this problem a much simpler way, power points could have their build time reduced or even have them auto-build. That's a lot easier then having some special 'upkeep'.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    I don't like power-packs either. There has to be a more elegant solution.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Update: after lots of chat, here's the new plan for power packs:

    <a href="https://docs.google.com/a/unknownworlds.com/document/d/10T9oRhmNdZ3bWGceLDbnZ2wQDN2pbbwc9aAccL72FJA/edit" target="_blank">https://docs.google.com/a/unknownworlds.com...aAccL72FJA/edit</a>
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    edited February 2012
    <!--quoteo(post=1903846:date=Feb 16 2012, 02:21 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Feb 16 2012, 02:21 PM) <a href="index.php?act=findpost&pid=1903846"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Update: after lots of chat, here's the new plan for power packs:

    <a href="https://docs.google.com/a/unknownworlds.com/document/d/10T9oRhmNdZ3bWGceLDbnZ2wQDN2pbbwc9aAccL72FJA/edit" target="_blank">https://docs.google.com/a/unknownworlds.com...aAccL72FJA/edit</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm glad you found our little stream, and I do like the new idea. I like the mechanic that it only powers 1 building. Their numbers can always be adjusted later if needed.

    This will allow marines to have more freedom, this does not only help for ninja phase gates it does not force marines to build next to power nodes without making them useless. Also this helps with power node base rushing later in the game if marines have plenty of res, they will be able to keep their upgrades and drop a 2nd obs somewhere to distress beacon if needed.

    I like the new idea, I'll probably write a more detailed post later.

    PS:
    Did you listen to all the discussion? Wondering what you thought about the other things we discussed (like fades, alien commander etc.).?
  • goblingoblin Join Date: 2004-09-05 Member: 31412Members
    why you just don't make a upgrade that enables any marine structure to be powered by an amount of res for a period of time?

    and just make a visual effect while this structure is powered this way, and maybe make this structure to take more damage...
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