I thinks this video of skulk biting, and his slowed down version, raise an interesting point :
Should the damage really be checked at the moment the player hits the button (the moment the animation starts) ? Woul'nt it be more intuitive to make the check approximately at the moment the mouth <b>closes</b> on the animation ?
No matter how many times I look at the first video - which corresponds to what the player <i>feels</i> - it still feels wrong... Shouldn't the player's <i>feel </i>be prioritized ?
A question that I find interesting to answer to is : What is, in the player's perspective, the indication that the alien bites the marine (other than the hit registeration on the crosshair) ? Is it the position/distance of the marine the moment the player hits the attack button, or the one the moment the alien closes his mouth ?
In the video, we don't have the firt information, so it is obviously the second we take. But in the game ? I tend to think it is the second too, because the two moments are very close, and it is the most obvious (and logic) feedback we think we can rely on.
Another point is that, if the check is done instantly, an alien who hits a marine while strafing will have his mouth close on empty air because of the animation delay, while the hit is registered.
<!--quoteo(post=1927747:date=Apr 20 2012, 08:42 AM:name=Regul)--><div class='quotetop'>QUOTE (Regul @ Apr 20 2012, 08:42 AM) <a href="index.php?act=findpost&pid=1927747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should the damage really be checked at the moment the player hits the button (the moment the animation starts) ? Woul'nt it be more intuitive to make the check approximately at the moment the mouth <b>closes</b> on the animation ?
No matter how many times I look at the first video - which corresponds to what the player <i>feels</i> - it still feels wrong... Shouldn't the player's <i>feel </i>be prioritized ?<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree that the players feel should be prioritized. I would guess apart from accounting the damage when the mouth closes they could increase the speed of the animation so the player wouldnt feel that way in the first place.
Right now I wonder if it even makes sence to try to balance the game that much when the overall performance is at the level it is right now. Im afraid that once the most players have stable framerates it willl be much easier for the marines to actually hit the aliens which will bring up a new need for balancing.
At least I had the experience that I die a lot because of framerates around 15 fps when an alien is speeding towards me. Having read the article about perfomance on ns2hd.com I guess it will still take some time till the overall performance is at a better level.
Anyways, I already enjoy the game quite a lot and Im always impressed at how much such a small studio can accomplish. So... good work, carry on :)
<!--quoteo(post=1927621:date=Apr 20 2012, 06:59 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Apr 20 2012, 06:59 AM) <a href="index.php?act=findpost&pid=1927621"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tiny feedback. Some abilities might probably be better off having their damage actually start with the animation e.g. onos smash. It looks/feels unpolished and wonky otherwise<!--QuoteEnd--></div><!--QuoteEEnd-->
This must have been why it felt like I was disjointed on the percentages of the structures I was smashing. I hit smash and the percentage went down, but the animation didn't touch it for another second or two. It felt like it was something else damaging it, and not me. I had to double check if there was a lerk around or something.
<!--quoteo(post=1927720:date=Apr 20 2012, 09:50 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 20 2012, 09:50 AM) <a href="index.php?act=findpost&pid=1927720"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I must've missed something but I thought augmentation would require you to unlock every alien lifeform ability (bilebomb, blink, etc) manually, that would in fact add more depth and choices to the alien comm. Instead we got a single button at 25 res that unlocks all lifeform abilities? Really hope that's just temporary. It would be MUCH more interesting if you had to unlock every augmentation, since it is essentially a big tech upgrade, not to mention it'd cost more resources and time, which isn't a bad thing given how fast you can get a mature hive.<!--QuoteEnd--></div><!--QuoteEEnd--> Seconded. I had a lot of hope for Khammander depth this build, and while it's taken a step in the right direction, we really need these sorts of options to truly open up a dynamic Kharaa experience.
I'd like to see a build of instant bite registration on mouth-fully-closed, but I expect that would mostly lead to a lot of Skulks missing as Marines dodged out of their now-blind screens. If Marines weren't hopping like jackrabbits, the idea might have merit, but right now they can change position too quickly for that sort of ambiguity.
Smash should have impact timed with its animation. I expect we'll see fine details like these tweaked in as time goes on; it's not a huge gameplay or balance concern at the moment from what I can tell.
Is there a similar one for marine tech? I do believe there's a big case to be made for dropping p.res gain and/or starting p.res, it would have a big impact on balance, since aliens can do a lot more with p.res than marines can currently. (And delaying that first fade/onos can be HUGE in giving marines the ability to compete) There really should be a thread dedicated to this subject since imo THIS (too fast higher lifeforms and even too many at a same time) is the core imbalance in NS 2, together with the expansion/tech speed which they have started addressing in this patch.
Higher life forms mean nothing when Marines are ganked at the 45 second mark but gtting their first two res nodes eaten. Theres no concievable way marines are going to be axing aliens first two res nodes at 45 seconds - this imbalance seems to me to be the deciding factor in most games. 70% recycle does help alot in res recovery, thats still 30% + node up time advantage to aliens though.
Watching all the Clan match games streamed, it seems all the Marines rushing in one dirction at the start and getting lucky with the direction is the way clan marines win. Watch some 4v4 of DOTA2 clans and theres just a world of difference in viewing entertainment. It's like in NS2 one has to exploit game weaknesses rather than enemy weaknesses.
Marine Side: Waste of res and only delays the game. (i have seen too many comms of late scrap any thought of an arms lab for turrets and gls... Might have been my horrible luck though) Alien Side: Minor annoyance except in mass or grouped with turtled marines. Only delays games.
There has GOT to be a better solution than stationary low damage aim bots. What if each turret had to be manned by a marine? or at least controlled by one. You have your base defense and turrets are limited to how many players you can field. Plus they are stationary and relay on power nodes.
I think the problem with turrets is just how people use them.
Almost every single game I play in a pub, a gorge puts 3-5 hydras in our first hive room before we have 3 res towers. Those hydras never get a kill or deal more than 50 damage over the course of the whole game. If I'm on marines, we get like 4 turrets in our base that can be hit by 2 bile bombs or covered in spores easily since they don't flank each other properly. Commanders load rooms with turrets and then don't turn/nano them and watch as skulks eat them all.
Turrets, whips and hydras can all be used effectively and cheaply if you put them in the proper places, and move/sell them if they're not being useful where you put them.
One thing I rarely see (but that's almost always more effective than turtling in the main base) is using turrets to assist with keeping map control. A couple turrets in 'tram hub' supplied with nanoshields and supporting marines can be a gigantic pain for aliens (because you cut off many of the flanking routes all at once). Whips placed around sharp corners can surprise and half-kill marines as they begin walking on infestation and slow down (to be finished off).
When the playerbase gets more and more skilled at the game, turrets will be used less and less as a crutch, and never in large numbers. It's just something that has to happen when people realize what you have, but also keep in mind what I mentioned (the niche usefulness of turrets). Why change the game to address a problem that will go away after people play for long enough?
<!--quoteo(post=1927665:date=Apr 20 2012, 09:07 AM:name=Nicksaerian)--><div class='quotetop'>QUOTE (Nicksaerian @ Apr 20 2012, 09:07 AM) <a href="index.php?act=findpost&pid=1927665"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it just me or with every build are we picking up more traits of NS1?<!--QuoteEnd--></div><!--QuoteEEnd-->
Compromise is something good designers strive for. You're seeing it in action (without UWE rewriting the game from scratch to satisfy the 20 people who just want NS1 with prettier graphics).
<!--quoteo(post=1927901:date=Apr 20 2012, 10:39 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Apr 20 2012, 10:39 PM) <a href="index.php?act=findpost&pid=1927901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the problem with turrets is just how people use them.
Almost every single game I play in a pub, a gorge puts 3-5 hydras in our first hive room before we have 3 res towers. Those hydras never get a kill or deal more than 50 damage over the course of the whole game. If I'm on marines, we get like 4 turrets in our base that can be hit by 2 bile bombs or covered in spores easily since they don't flank each other properly. Commanders load rooms with turrets and then don't turn/nano them and watch as skulks eat them all.
Turrets, whips and hydras can all be used effectively and cheaply if you put them in the proper places, and move/sell them if they're not being useful where you put them.
One thing I rarely see (but that's almost always more effective than turtling in the main base) is using turrets to assist with keeping map control. A couple turrets in 'tram hub' supplied with nanoshields and supporting marines can be a gigantic pain for aliens (because you cut off many of the flanking routes all at once). Whips placed around sharp corners can surprise and half-kill marines as they begin walking on infestation and slow down (to be finished off).
When the playerbase gets more and more skilled at the game, turrets will be used less and less as a crutch, and never in large numbers. It's just something that has to happen when people realize what you have, but also keep in mind what I mentioned (the niche usefulness of turrets). Why change the game to address a problem that will go away after people play for long enough?<!--QuoteEnd--></div><!--QuoteEEnd-->
Very good point. Happened in NS1 also. I'll hold my breath or command instead. =)
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->One thing I rarely see (but that's almost always more effective than turtling in the main base) is using turrets to assist with keeping map control<!--QuoteEnd--></div><!--QuoteEEnd--> Yea this is BIG imo, I try to do this as often as possible as a commander, just 1 sentry down a hall or corridor can provide a massive help in holding an area while you wait for other buildings to go down, or more res to flow in, etc. Same thing with getting your marines to hold a position, too often the emphasis is on moving from point A to B when sometimes it's better to just have them 'turtle down' in room just outside a hive or whatever.
Though hydras simply don't offer the same amount of bang for their buck, and never will until they get reworked. IMO a hydra should be able to do the same thing, I miss the days of gorges being able to 'lock down' corridors, requiring more than a handful of marines, better weaponry or even ARCs to clear out.
"Commanders load rooms with turrets and then don't turn/nano them and watch as skulks eat them all. "
You WHAT? You can turn the bloody things? Thats good to know! (would be even nicer if you didn't need to, but this turning thing makes them alot more useful in my eyes now)
The hotkey is 'D'! Yeah, and what's better is you can turn a couple of them in different directions to trap skulks. Makes playing with turrets a bit more exciting.
I hadn't read the whole thread but it looks like people have noticed the discrepancies with the skulk bite animations. Bites now reg upon click rather than being timed with the animation. WHICH I LIKE. However the animations need to be sped up a lot to counter this.
I don't like the idea of having to prefire every weapon in this game to land a hit. Everything should be 0 latency and fast. That's the best if you want the game to be competitive and balanced.
On another note... this build has actually impressed me quite a bit. Right when I was losing hope in the developers course of action for balancing the game, they throw this build in to show they know how to go about fixing it.
In my opinion balancing has a ways to go and should continue on even past 1.0 release. This game is complex and will need a lot of time to be balanced... and with the constant updates balancing is going to be difficult. So hatss off to the developers on this build... the gameplay is finally starting to become more back and forth. They are making it so teamwork is necessary on both teams (Something I have waited forever for).
I am actually EXCITED again for this game. The developers have seen the issues with the aliens are now are fixing them. The marines are already pretty streamlined and polished in my opinion. It has always been the aliens that needed the most balancing When drifters are out of the game I will finally be enjoying alien commander again. Since the alien comm has a lot less coordination with the team I would like to see a huge emphasis on alien comm micro. The alien comm should be a pure micro style... making it so alien commanding actually requires skill.
<!--quoteo(post=1927747:date=Apr 20 2012, 04:42 PM:name=Regul)--><div class='quotetop'>QUOTE (Regul @ Apr 20 2012, 04:42 PM) <a href="index.php?act=findpost&pid=1927747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thinks this video of skulk biting, and his slowed down version, raise an interesting point :
Should the damage really be checked at the moment the player hits the button (the moment the animation starts) ? Woul'nt it be more intuitive to make the check approximately at the moment the mouth <b>closes</b> on the animation ?
No matter how many times I look at the first video - which corresponds to what the player <i>feels</i> - it still feels wrong... Shouldn't the player's <i>feel </i>be prioritized ?<!--QuoteEnd--></div><!--QuoteEEnd--> Fair enough, but please solve it by having the animation close the mouth instantly rather than delaying the moment of hit, because when you're in that zen-like trance where you only click the instant your crosshair is over a target, you really don't want to be foiled by an arbitrary delay.
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>r_gui false</b><!--colorc--></span><!--/colorc--> still does not remove the health rings!
<!--quoteo(post=1928095:date=Apr 21 2012, 01:26 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Apr 21 2012, 01:26 PM) <a href="index.php?act=findpost&pid=1928095"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>r_gui false</b><!--colorc--></span><!--/colorc--> still does not remove the health rings!<!--QuoteEnd--></div><!--QuoteEEnd--> I reported this a while ago but they told me that the health rings aren't part of the GUI, so if you wanted this, you'd have to make it a separate command.
I have a strange sound bug (bursting and much too loud noise) since 205, it happens when Onos is attacking, sometimes also during skulk attacks. ( I hope it´s a bug, because it´s really annoying sound). Anyone else has this sound and finds it disturbing?
<!--quoteo(post=1928151:date=Apr 21 2012, 02:58 PM:name=emil)--><div class='quotetop'>QUOTE (emil @ Apr 21 2012, 02:58 PM) <a href="index.php?act=findpost&pid=1928151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a strange sound bug (bursting and much too loud noise) since 205, it happens when Onos is attacking, sometimes also during skulk attacks. ( I hope it´s a bug, because it´s really annoying sound). Anyone else has this sound and finds it disturbing?<!--QuoteEnd--></div><!--QuoteEEnd-->
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
<!--quoteo(post=1927803:date=Apr 20 2012, 02:48 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 20 2012, 02:48 PM) <a href="index.php?act=findpost&pid=1927803"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way in regards to this chart
[img]http://i.imgur.com/XIDw6l.png[img]
Is there a similar one for marine tech? I do believe there's a big case to be made for dropping p.res gain and/or starting p.res, it would have a big impact on balance, since aliens can do a lot more with p.res than marines can currently. (And delaying that first fade/onos can be HUGE in giving marines the ability to compete) There really should be a thread dedicated to this subject since imo THIS (too fast higher lifeforms and even too many at a same time) is the core imbalance in NS 2, together with the expansion/tech speed which they have started addressing in this patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
This deserves more attention, making a thread on this in general discussion would be best.
<!--quoteo(post=1928384:date=Apr 22 2012, 12:55 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Apr 22 2012, 12:55 AM) <a href="index.php?act=findpost&pid=1928384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This deserves more attention, making a thread on this in general discussion would be best.<!--QuoteEnd--></div><!--QuoteEEnd-->
The biggest problem I can see with that chart is it assumes static values and ignores the actions of the other team. It obviously doesn't account for the rate and times at which Aliens gain an RT nor if an RT is lost. So for example it says currently at 2 RT's you will see an Onos at 13:20. Well that's assuming Aliens start at 2 RT and not that Aliens get their second RT two minutes into the game. At 3 RT's it says an Onos at 8:53 but again that's not accounting for the time spent at 1 and 2 RT's nor if marines were able to potentially deny an RT.
<!--quoteo(post=1927977:date=Apr 20 2012, 06:02 PM:name=OnosFactory)--><div class='quotetop'>QUOTE (OnosFactory @ Apr 20 2012, 06:02 PM) <a href="index.php?act=findpost&pid=1927977"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Commanders load rooms with turrets and then don't turn/nano them and watch as skulks eat them all. "
You WHAT? You can turn the bloody things? Thats good to know! (would be even nicer if you didn't need to, but this turning thing makes them alot more useful in my eyes now)<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah I know, this is news to me too.
Bug-Report: When you place a sentry near a wall with a column/pipe near by and a skulk attacks it from the direction where the pipe/column stands, you can push the skulk out of the map by turning the turret (or atleast bug their view) so it faces the pipe/column and therefore pushes the skulk out.
Hope you get what I mean. This bug is reproducible for me and my fellow.
i love to play ns2 i like the new build really! but im not going to play it ANYMORE if you dont fix the issue with the lerk:
its to strong!!! players are able to destroy a whole base by evading bullets and spamming bilebombs!!!! i come directly from an online game and im really upset about this 4 games in a row lerk spam the spikes are to dealdy the bilebomb is overpowerded and the fly to FAST or as you can say they are way to hard to hit !!! this is no fun and lots of players allready started abusing it! ah yea and on the big mining map they can bilebomb trough the glass and destroy the cc like that...
Comments
Should the damage really be checked at the moment the player hits the button (the moment the animation starts) ? Woul'nt it be more intuitive to make the check approximately at the moment the mouth <b>closes</b> on the animation ?
No matter how many times I look at the first video - which corresponds to what the player <i>feels</i> - it still feels wrong...
Shouldn't the player's <i>feel </i>be prioritized ?
A question that I find interesting to answer to is : What is, in the player's perspective, the indication that the alien bites the marine (other than the hit registeration on the crosshair) ? Is it the position/distance of the marine the moment the player hits the attack button, or the one the moment the alien closes his mouth ?
In the video, we don't have the firt information, so it is obviously the second we take. But in the game ? I tend to think it is the second too, because the two moments are very close, and it is the most obvious (and logic) feedback we think we can rely on.
Another point is that, if the check is done instantly, an alien who hits a marine while strafing will have his mouth close on empty air because of the animation delay, while the hit is registered.
No matter how many times I look at the first video - which corresponds to what the player <i>feels</i> - it still feels wrong...
Shouldn't the player's <i>feel </i>be prioritized ?<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree that the players feel should be prioritized. I would guess apart from accounting the damage when the mouth closes they could
increase the speed of the animation so the player wouldnt feel that way in the first place.
Right now I wonder if it even makes sence to try to balance the game that much when the overall performance is at the level it is right now.
Im afraid that once the most players have stable framerates it willl be much easier for the marines to actually hit the aliens which will bring up
a new need for balancing.
At least I had the experience that I die a lot because of framerates around 15 fps when an alien is speeding towards me.
Having read the article about perfomance on ns2hd.com I guess it will still take some time till the overall performance is at a better level.
Anyways, I already enjoy the game quite a lot and Im always impressed at how much such a small studio can accomplish. So... good work, carry on :)
This must have been why it felt like I was disjointed on the percentages of the structures I was smashing. I hit smash and the percentage went down, but the animation didn't touch it for another second or two. It felt like it was something else damaging it, and not me. I had to double check if there was a lerk around or something.
Seconded. I had a lot of hope for Khammander depth this build, and while it's taken a step in the right direction, we really need these sorts of options to truly open up a dynamic Kharaa experience.
I'd like to see a build of instant bite registration on mouth-fully-closed, but I expect that would mostly lead to a lot of Skulks missing as Marines dodged out of their now-blind screens. If Marines weren't hopping like jackrabbits, the idea might have merit, but right now they can change position too quickly for that sort of ambiguity.
Smash should have impact timed with its animation. I expect we'll see fine details like these tweaked in as time goes on; it's not a huge gameplay or balance concern at the moment from what I can tell.
<img src="http://i.imgur.com/XIDw6l.png" border="0" class="linked-image" />
Is there a similar one for marine tech? I do believe there's a big case to be made for dropping p.res gain and/or starting p.res, it would have a big impact on balance, since aliens can do a lot more with p.res than marines can currently. (And delaying that first fade/onos can be HUGE in giving marines the ability to compete) There really should be a thread dedicated to this subject since imo THIS (too fast higher lifeforms and even too many at a same time) is the core imbalance in NS 2, together with the expansion/tech speed which they have started addressing in this patch.
Watching all the Clan match games streamed, it seems all the Marines rushing in one dirction at the start and getting lucky with the direction is the way clan marines win. Watch some 4v4 of DOTA2 clans and theres just a world of difference in viewing entertainment. It's like in NS2 one has to exploit game weaknesses rather than enemy weaknesses.
Marine Side: Waste of res and only delays the game. (i have seen too many comms of late scrap any thought of an arms lab for turrets and gls... Might have been my horrible luck though)
Alien Side: Minor annoyance except in mass or grouped with turtled marines. Only delays games.
There has GOT to be a better solution than stationary low damage aim bots. What if each turret had to be manned by a marine? or at least controlled by one. You have your base defense and turrets are limited to how many players you can field. Plus they are stationary and relay on power nodes.
Almost every single game I play in a pub, a gorge puts 3-5 hydras in our first hive room before we have 3 res towers. Those hydras never get a kill or deal more than 50 damage over the course of the whole game. If I'm on marines, we get like 4 turrets in our base that can be hit by 2 bile bombs or covered in spores easily since they don't flank each other properly. Commanders load rooms with turrets and then don't turn/nano them and watch as skulks eat them all.
Turrets, whips and hydras can all be used effectively and cheaply if you put them in the proper places, and move/sell them if they're not being useful where you put them.
One thing I rarely see (but that's almost always more effective than turtling in the main base) is using turrets to assist with keeping map control. A couple turrets in 'tram hub' supplied with nanoshields and supporting marines can be a gigantic pain for aliens (because you cut off many of the flanking routes all at once). Whips placed around sharp corners can surprise and half-kill marines as they begin walking on infestation and slow down (to be finished off).
When the playerbase gets more and more skilled at the game, turrets will be used less and less as a crutch, and never in large numbers. It's just something that has to happen when people realize what you have, but also keep in mind what I mentioned (the niche usefulness of turrets). Why change the game to address a problem that will go away after people play for long enough?
<!--quoteo(post=1927665:date=Apr 20 2012, 09:07 AM:name=Nicksaerian)--><div class='quotetop'>QUOTE (Nicksaerian @ Apr 20 2012, 09:07 AM) <a href="index.php?act=findpost&pid=1927665"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it just me or with every build are we picking up more traits of NS1?<!--QuoteEnd--></div><!--QuoteEEnd-->
Compromise is something good designers strive for. You're seeing it in action (without UWE rewriting the game from scratch to satisfy the 20 people who just want NS1 with prettier graphics).
Almost every single game I play in a pub, a gorge puts 3-5 hydras in our first hive room before we have 3 res towers. Those hydras never get a kill or deal more than 50 damage over the course of the whole game. If I'm on marines, we get like 4 turrets in our base that can be hit by 2 bile bombs or covered in spores easily since they don't flank each other properly. Commanders load rooms with turrets and then don't turn/nano them and watch as skulks eat them all.
Turrets, whips and hydras can all be used effectively and cheaply if you put them in the proper places, and move/sell them if they're not being useful where you put them.
One thing I rarely see (but that's almost always more effective than turtling in the main base) is using turrets to assist with keeping map control. A couple turrets in 'tram hub' supplied with nanoshields and supporting marines can be a gigantic pain for aliens (because you cut off many of the flanking routes all at once). Whips placed around sharp corners can surprise and half-kill marines as they begin walking on infestation and slow down (to be finished off).
When the playerbase gets more and more skilled at the game, turrets will be used less and less as a crutch, and never in large numbers. It's just something that has to happen when people realize what you have, but also keep in mind what I mentioned (the niche usefulness of turrets). Why change the game to address a problem that will go away after people play for long enough?<!--QuoteEnd--></div><!--QuoteEEnd-->
Very good point. Happened in NS1 also. I'll hold my breath or command instead. =)
Yea this is BIG imo, I try to do this as often as possible as a commander, just 1 sentry down a hall or corridor can provide a massive help in holding an area while you wait for other buildings to go down, or more res to flow in, etc. Same thing with getting your marines to hold a position, too often the emphasis is on moving from point A to B when sometimes it's better to just have them 'turtle down' in room just outside a hive or whatever.
Though hydras simply don't offer the same amount of bang for their buck, and never will until they get reworked. IMO a hydra should be able to do the same thing, I miss the days of gorges being able to 'lock down' corridors, requiring more than a handful of marines, better weaponry or even ARCs to clear out.
You WHAT? You can turn the bloody things? Thats good to know! (would be even nicer if you didn't need to, but this turning thing makes them alot more useful in my eyes now)
Yeah, and what's better is you can turn a couple of them in different directions to trap skulks. Makes playing with turrets a bit more exciting.
I don't like the idea of having to prefire every weapon in this game to land a hit. Everything should be 0 latency and fast. That's the best if you want the game to be competitive and balanced.
On another note... this build has actually impressed me quite a bit. Right when I was losing hope in the developers course of action for balancing the game, they throw this build in to show they know how to go about fixing it.
In my opinion balancing has a ways to go and should continue on even past 1.0 release. This game is complex and will need a lot of time to be balanced... and with the constant updates balancing is going to be difficult. So hatss off to the developers on this build... the gameplay is finally starting to become more back and forth. They are making it so teamwork is necessary on both teams (Something I have waited forever for).
I am actually EXCITED again for this game. The developers have seen the issues with the aliens are now are fixing them. The marines are already pretty streamlined and polished in my opinion. It has always been the aliens that needed the most balancing When drifters are out of the game I will finally be enjoying alien commander again. Since the alien comm has a lot less coordination with the team I would like to see a huge emphasis on alien comm micro. The alien comm should be a pure micro style... making it so alien commanding actually requires skill.
Should the damage really be checked at the moment the player hits the button (the moment the animation starts) ? Woul'nt it be more intuitive to make the check approximately at the moment the mouth <b>closes</b> on the animation ?
No matter how many times I look at the first video - which corresponds to what the player <i>feels</i> - it still feels wrong...
Shouldn't the player's <i>feel </i>be prioritized ?<!--QuoteEnd--></div><!--QuoteEEnd-->
Fair enough, but please solve it by having the animation close the mouth instantly rather than delaying the moment of hit, because when you're in that zen-like trance where you only click the instant your crosshair is over a target, you really don't want to be foiled by an arbitrary delay.
I reported this a while ago but they told me that the health rings aren't part of the GUI, so if you wanted this, you'd have to make it a separate command.
Is there another console command I can use? There's that disable flash command....maybe I'll try that.
everyone does =)
[img]http://i.imgur.com/XIDw6l.png[img]
Is there a similar one for marine tech? I do believe there's a big case to be made for dropping p.res gain and/or starting p.res, it would have a big impact on balance, since aliens can do a lot more with p.res than marines can currently. (And delaying that first fade/onos can be HUGE in giving marines the ability to compete) There really should be a thread dedicated to this subject since imo THIS (too fast higher lifeforms and even too many at a same time) is the core imbalance in NS 2, together with the expansion/tech speed which they have started addressing in this patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
This deserves more attention, making a thread on this in general discussion would be best.
The biggest problem I can see with that chart is it assumes static values and ignores the actions of the other team. It obviously doesn't account for the rate and times at which Aliens gain an RT nor if an RT is lost. So for example it says currently at 2 RT's you will see an Onos at 13:20. Well that's assuming Aliens start at 2 RT and not that Aliens get their second RT two minutes into the game. At 3 RT's it says an Onos at 8:53 but again that's not accounting for the time spent at 1 and 2 RT's nor if marines were able to potentially deny an RT.
You WHAT? You can turn the bloody things? Thats good to know! (would be even nicer if you didn't need to, but this turning thing makes them alot more useful in my eyes now)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I know, this is news to me too.
Hope you get what I mean. This bug is reproducible for me and my fellow.
its to strong!!! players are able to destroy a whole base by evading bullets and spamming bilebombs!!!! i come directly from an
online game and im really upset about this 4 games in a row lerk spam the spikes are to dealdy the bilebomb is overpowerded and the fly to FAST or as you can say they are way to hard to hit !!! this is no fun and lots of players allready started abusing it! ah yea and on the big mining map they can bilebomb trough the glass and destroy the cc like that...
no way!!!