<!--quoteo(post=1944040:date=Jun 17 2012, 02:11 AM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Jun 17 2012, 02:11 AM) <a href="index.php?act=findpost&pid=1944040"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ehhhhhh???<!--QuoteEnd--></div><!--QuoteEEnd--> I was talking about microing so he's actively involved in the game. Thought that was obvious from the context
I don't particularly like the idea of nanoconstruct. Many times it skips the whole idea of getting things done efficiently in a tough situation.
For example in NS1 when you're sieging a hive, there's nothing more satisfying than actually getting the sieges up quick by succesfully organising a team that builds on the safer moments, but still has enough of positioning and avaible firepower to fend off the alien attacks. That dances very well with things like hit and run lifeforms and occassional wave attack nature of aliens.
With things like nano construct you eliminate a lot the pressure of getting things done in an efficient way (as in using as much manpower to build) while still maintaining enough defensive firepower and positioning. The nano construct simplifies the good relation between NS' FPS and RTS layers where you're not executing a dull worker routine, but actually playing a very tense RTS moment as a vital and micro intensive unit. Think of Starcraft bunker rushes where the workers tank, fight and build in very hectic and intense situations.
Certainly nano construct does ease the routine of building RTs, but as pointed out it also creates more dullness to the aliens while also undermining the good and exciting elements the RTS brings in.
<!--quoteo(post=1944042:date=Jun 17 2012, 08:15 AM:name=2sBlind)--><div class='quotetop'>QUOTE (2sBlind @ Jun 17 2012, 08:15 AM) <a href="index.php?act=findpost&pid=1944042"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We're on track to not having change logs at all any more.<!--QuoteEnd--></div><!--QuoteEEnd--> Maybe they're waiting for the changelog video? But then again, delaying a changelog for a video doesn't seem reasonable to me, and if you want that you could record it while the patch is going out to steam, or a little earlier, so... I don't know, but I hope there's a good reason for keeping us in the dark.
<!--quoteo(post=1943930:date=Jun 16 2012, 02:45 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Jun 16 2012, 02:45 PM) <a href="index.php?act=findpost&pid=1943930"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One could say, that staring at a building for several seconds in an FPS is a bad mechanic.<!--QuoteEnd--></div><!--QuoteEEnd-->
The sound system in NS allowed you to pinpoint the direction and distance of sounds very well and it made building stuff, especially by yourself, very tense and quite interesting.
The lack of a minimap makes chomping on stuff as alien a lot more tedious in NS2.
i have played a lot as alien now, but even if aliens have map control and most kills.. aliens still loose once marines gets Jetpacks and arcs
onos cant really do anything towards the marine whit jp. neither can gorge besides hyrdas. skulk can but not as effective as fade and lerk..
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->I hope you Ns2 dev can make a way for aliens to disable the jp for a few seconds<!--colorc--></span><!--/colorc-->
Not against arc`s they are fun but i wish for aliens to have something to slow them a bit down
bile/vortex are pretty hard counters to ARC's now. JP's are still a little overpowered IMO (just b/c they are so hard to kill now that lerks are not OP and can 2man hives in certain rooms). If there are a lot of JP's in a small area I have found xenocide to be fairly effective (use it and then just leap up into all of them). This at least does good overall damage that get multiple players within a bite/swipe of dying.
<!--quoteo(post=1944129:date=Jun 17 2012, 12:28 PM:name=twostroker)--><div class='quotetop'>QUOTE (twostroker @ Jun 17 2012, 12:28 PM) <a href="index.php?act=findpost&pid=1944129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->I hope you Ns2 dev can make a way for aliens to disable the jp for a few seconds<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
NO.
The correct solution to this problem is to give fades and skulks ways to use skill to beat jetpacks, not to add more negative abilities into the game. This is fixed by removing the fade on blink -> swipe and leap -> bite. Also slightly increasing jetpack cost to ~15 and rebalancing upgrade times and costs.
You absolutely do not need to give aliens a way to disable jetpacks. That is fundamentally bad for gameplay, unfun, and probably won't even fix the problem.
Eliminating those delays will make marines on foot that much vulnerable to fades and skulks. Jetpacking marines are much more difficult to hit thanks to speed and erratic movement alone - it's hard to harm them even with a lerk. The question should be if a piece of equipment that adds such massive increase in survivability, mobility and hard counters many lifeforms is well designed, not what bandaid can be added to hide the underlying problem.
<!--quoteo(post=1944223:date=Jun 17 2012, 05:19 PM:name=Rowen)--><div class='quotetop'>QUOTE (Rowen @ Jun 17 2012, 05:19 PM) <a href="index.php?act=findpost&pid=1944223"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think that's even a solution.
Eliminating those delays will make marines on foot that much vulnerable to fades and skulks. Jetpacking marines are much more difficult to hit thanks to speed and erratic movement alone - it's hard to harm them even with a lerk. The question should be if a piece of equipment that adds such massive increase in survivability, mobility and hard counters many lifeforms is well designed, not what bandaid can be added to hide the underlying problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
It really doesn't. The shotgun can keep the fades in check and that leap change doesn't make any real difference in ground fights.
<!--quoteo(post=1944225:date=Jun 17 2012, 05:20 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Jun 17 2012, 05:20 PM) <a href="index.php?act=findpost&pid=1944225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lower max speed of jp's by 1, increase that of lerks by 1. problem solved.<!--QuoteEnd--></div><!--QuoteEEnd-->
This doesn't fix anything because a) it doesn't help skulks vs jetpacks and b) it doesn't help fades vs jetpacks. Lerks are plenty fast enough to hit jetpacks.
<!--quoteo(post=1944227:date=Jun 17 2012, 05:27 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Jun 17 2012, 05:27 PM) <a href="index.php?act=findpost&pid=1944227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It really doesn't. The shotgun can keep the fades in check and that leap change doesn't make any real difference in ground fights.
This doesn't fix anything because a) it doesn't help skulks vs jetpacks and b) it doesn't help fades vs jetpacks. Lerks are plenty fast enough to hit jetpacks.<!--QuoteEnd--></div><!--QuoteEEnd-->
lower max speed of jp's doesn't help skulks and fades? what?
<!--quoteo(post=1944229:date=Jun 17 2012, 05:30 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Jun 17 2012, 05:30 PM) <a href="index.php?act=findpost&pid=1944229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lower max speed of jp's doesn't help skulks and fades? what?<!--QuoteEnd--></div><!--QuoteEEnd-->
It doesn't help them hit jetpacks in the air or when chilling on objects in the air (like tall boxes or wall frames) which is the entire problem with jetpacks. It doesn't really matter if they're flying fast or slightly less fast in the air because the skulk and fade can't reliably aim at anything in the air. The only way to fix this is to remove the delay on their movement ability -> attack ability.
<!--quoteo(post=1944231:date=Jun 17 2012, 05:33 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jun 17 2012, 05:33 PM) <a href="index.php?act=findpost&pid=1944231"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One minute into the game and leap kicks in ?
That seems a <b>bit</b> early.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, that's definitely a problem with abilities being tied to hive maturation when hives mature incredibly fast. Skulks might as well just come with leap because it comes out so early.
<!--quoteo(post=1944227:date=Jun 17 2012, 11:27 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Jun 17 2012, 11:27 PM) <a href="index.php?act=findpost&pid=1944227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It really doesn't. The shotgun can keep the fades in check and that leap change doesn't make any real difference in ground fights.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't understand the objection. Jetpacking marines can use shotguns too, and are that much difficult to hit with or without delay. Marines on foot are a much easier target to leap at and bite, again because their position and movement is much more predictable. This is almost a guaranteed bite, I wouldn't call it a "not any real difference"
<!--quoteo(post=1944066:date=Jun 17 2012, 06:38 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Jun 17 2012, 06:38 AM) <a href="index.php?act=findpost&pid=1944066"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't particularly like the idea of nanoconstruct. Many times it skips the whole idea of getting things done efficiently in a tough situation.
For example in NS1 when you're sieging a hive, there's nothing more satisfying than actually getting the sieges up quick by succesfully organising a team that builds on the safer moments, but still has enough of positioning and avaible firepower to fend off the alien attacks. That dances very well with things like hit and run lifeforms and occassional wave attack nature of aliens.
With things like nano construct you eliminate a lot the pressure of getting things done in an efficient way (as in using as much manpower to build) while still maintaining enough defensive firepower and positioning. The nano construct simplifies the good relation between NS' FPS and RTS layers where you're not executing a dull worker routine, but actually playing a very tense RTS moment as a vital and micro intensive unit. Think of Starcraft bunker rushes where the workers tank, fight and build in very hectic and intense situations.
Certainly nano construct does ease the routine of building RTs, but as pointed out it also creates more dullness to the aliens while also undermining the good and exciting elements the RTS brings in.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, pity the siege turrets both build and drive themselves.
I know when you are falling in the air, you begin recharging, resulting in a bobbing up/down motion where JP's can basically hover.
If you make it so they recharge ONLY when on the ground (or standing on some surface) and/or make the recharge take longer I think it would be much more balanced. You can swipe/bite/xeno them while in the air to dmg them, and when they have to set down for 5-10sec would be the big opportunity to run in and finish them off.
Biggest problem in dealing with JPers for me personally is performance really, I could imagine having a much easier time as fade/lerk when performance clears up.
Also, I think this thread is a little confusing, too many issues being discussed at a same time. We should really be talking about the current ridiculous fast t.res economy (fast income, + relatively lower costs for some structures and tech), which combined with the 30 starting p.res pretty much makes the early game even shorter than it already was. I sincerely hope it is something they plan to address. (The 210 values are probably tentative, but for all we know the devs may actually be content with this kind of massively reduced early game)
In regards to hive maturation (which is tied to the whole early-mid game progression issue really), I hope they slow it down again, and reintroduce structure misting. That way the alien commander actually gets the choice between speeding up the maturation on one hive, or expanding more rapidly/teching up. It's perfect now that everything is on t.res. Please do consider bringing it back.
<!--quoteo(post=1944235:date=Jun 17 2012, 05:41 PM:name=Rowen)--><div class='quotetop'>QUOTE (Rowen @ Jun 17 2012, 05:41 PM) <a href="index.php?act=findpost&pid=1944235"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't understand the objection. Jetpacking marines can use shotguns too, and are that much difficult to hit with or without delay. Marines on foot are a much easier target to leap at and bite, again because their position and movement is much more predictable. This is almost a guaranteed bite, I wouldn't call it a "not any real difference"<!--QuoteEnd--></div><!--QuoteEEnd-->
It's pretty much a guaranteed bite or swipe no matter against a ground marine right now, even with the delay. That's why removing the delay won't matter for ground combat. It's important to note that shadowstep already doesn't have a delay. So I can shadowstep in and instantly swipe. The problem is jetpacks, and shadowstep can't go up.
In the competitive mod we've been scrimming with, blink is effectively a shadowstep that can go up. It gives fades the ability to threaten jetpacks (though jetpacks still have a clear advantage) and gets rid of the damage reduction based on energy nonsense. The result is that the fade CAN fight jetpacks and feels much more responsive than normal NS2 fades.
Again, I see a lot of suggestions for things that hinder jetpack movement. That's NOT what you should be asking for. The jetpack's mobility is fine for the pres price (though in the competitive mod it is 15 pres and much more tres + time to research), the problem is the alien's lack of ability to actually hit anything that is in the air. Buffing the lerk's effectiveness against jetpacks is rather meaningless because that means a 5 jp marine team needs to be countered by 5 lerks as fades/skulks will still be unable to engage marines bouncing on anything out of range of their trex arms. zzzzzzz
<!--quoteo(post=1944342:date=Jun 17 2012, 08:41 PM:name=Joracy)--><div class='quotetop'>QUOTE (Joracy @ Jun 17 2012, 08:41 PM) <a href="index.php?act=findpost&pid=1944342"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not running any mods of any sort, never had NS2 crash on me, and I minimize extremely often. What causes the crash on minimize?<!--QuoteEnd--></div><!--QuoteEEnd--> ...seriously?
I crash as marine commander about 1 in 5 games that I comm. Since about 205 or 206.
EDIT: Welcome to the forums Joracy, you're a scary skulk :D
210 is such a joke patch. Just got finished playing mineshaft. Use to be slightly alien favored, now it's completely Marine favored. Same issues that have been repeated hundreds of times will continue to go ignored. ARCs shouldn't be mobile. Marine tech is stronger than Aliens. Aliens having zero scaling throughout the game. Onos are a complete joke. Lerks back to sucking unless the Kham is nice enough to give them lerk spikes early enough, but who's going to do that for the one player that's going to main lerk? JPs nearly invincible. Shotguns back to one shotting carapace skulks because that takes loads of skill to pull off. Nanoshield ruins the fps side of the game. Medpacks ruins the fps side of the game. Nanoconstruct ruins the rts side of the game. Nearing release date and don't see them making any changes in the future to fix any of them. Exosuits are not even in the game yet, but I would hate to see how ridiculously overpowered they are. Probably just steamroll right over the Aliens with them.
While I have been telling all my friends they should grab this game when it releases, I'm starting to think I should tell them to avoid it at all costs. It's starting to look like NS 3.0 and we all know what happened to NS after that.
Most of what you said is directly related to the current economy, which is currently poorly implemented and no doubt going to get finetuned in future patches. I would also agree aliens tend to struggle lategame, though that too is easily fixed. (Onos should simply be made stronger, at the cost of coming out later, lerk needs it's flying speed increased again, etc etc)
Maybe it's just me but skulk hit reg feels pretty bad in 210. Could be that this was the case in 209 as well, but I really do miss the pre 206 (? I think it was) skulk mouth hit reg. (Was much easier to actually jump in and hit things, now I have to jump around like a clown in the odd chance that I will register a hit. Seemingly worse performance sure doesn't help with that either)
<!--quoteo(post=1944355:date=Jun 18 2012, 06:36 AM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Jun 18 2012, 06:36 AM) <a href="index.php?act=findpost&pid=1944355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While I have been telling all my friends they should grab this game when it releases, I'm starting to think I should tell them to avoid it at all costs. It's starting to look like NS 3.0 and we all know what happened to NS after that.<!--QuoteEnd--></div><!--QuoteEEnd-->
No need to get this emotional. You can't expect perfect balance in every beta build. While some of your points are right, there is no sense in "threatening" the devs that you will make bad publicity to your X friends. It's immature and will not get you anywhere near of getting your opinion minded. Thank you.
Played yesterday on HBZ where they tried other res-income-rates, if I'm not wrong. Slower res income suddenly put the aliens back in the game. Skulk is though not really fun anymore. SG and GL can one-shot him. Especially the GL should make good damage against buildings but not being good in spamming doorways, so no skulk can move near the marines.
In regards to the GL, I do hope they will slow the fire rate. (As well as maybe reduce splash damage or anti-player damage a little) Ideally, one or two gls on a team should have a lot of added value, rather than everyone on the team just getting them because they can nuke down everything and everyone in a matter of a few seconds.
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
<!--quoteo(post=1944355:date=Jun 18 2012, 05:36 AM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Jun 18 2012, 05:36 AM) <a href="index.php?act=findpost&pid=1944355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's starting to look like NS 3.0 and we all know what happened to NS after that.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, it became the balanced game most of us loved playing for years -- some even still play it.
Comments
I was talking about microing so he's actively involved in the game. Thought that was obvious from the context
For example in NS1 when you're sieging a hive, there's nothing more satisfying than actually getting the sieges up quick by succesfully organising a team that builds on the safer moments, but still has enough of positioning and avaible firepower to fend off the alien attacks. That dances very well with things like hit and run lifeforms and occassional wave attack nature of aliens.
With things like nano construct you eliminate a lot the pressure of getting things done in an efficient way (as in using as much manpower to build) while still maintaining enough defensive firepower and positioning. The nano construct simplifies the good relation between NS' FPS and RTS layers where you're not executing a dull worker routine, but actually playing a very tense RTS moment as a vital and micro intensive unit. Think of Starcraft bunker rushes where the workers tank, fight and build in very hectic and intense situations.
Certainly nano construct does ease the routine of building RTs, but as pointed out it also creates more dullness to the aliens while also undermining the good and exciting elements the RTS brings in.
Maybe they're waiting for the changelog video? But then again, delaying a changelog for a video doesn't seem reasonable to me, and if you want that you could record it while the patch is going out to steam, or a little earlier, so... I don't know, but I hope there's a good reason for keeping us in the dark.
The sound system in NS allowed you to pinpoint the direction and distance of sounds very well and it made building stuff, especially by yourself, very tense and quite interesting.
The lack of a minimap makes chomping on stuff as alien a lot more tedious in NS2.
i have played a lot as alien now, but even if aliens have map control and most kills..
aliens still loose once marines gets Jetpacks and arcs
onos cant really do anything towards the marine whit jp.
neither can gorge besides hyrdas.
skulk can but not as effective as fade and lerk..
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->I hope you Ns2 dev can make a way for aliens to disable the jp for a few seconds<!--colorc--></span><!--/colorc-->
Not against arc`s they are fun but i wish for aliens to have something to slow them a bit down
NO.
The correct solution to this problem is to give fades and skulks ways to use skill to beat jetpacks, not to add more negative abilities into the game. This is fixed by removing the fade on blink -> swipe and leap -> bite. Also slightly increasing jetpack cost to ~15 and rebalancing upgrade times and costs.
You absolutely do not need to give aliens a way to disable jetpacks. That is fundamentally bad for gameplay, unfun, and probably won't even fix the problem.
Eliminating those delays will make marines on foot that much vulnerable to fades and skulks. Jetpacking marines are much more difficult to hit thanks to speed and erratic movement alone - it's hard to harm them even with a lerk. The question should be if a piece of equipment that adds such massive increase in survivability, mobility and hard counters many lifeforms is well designed, not what bandaid can be added to hide the underlying problem.
Eliminating those delays will make marines on foot that much vulnerable to fades and skulks. Jetpacking marines are much more difficult to hit thanks to speed and erratic movement alone - it's hard to harm them even with a lerk. The question should be if a piece of equipment that adds such massive increase in survivability, mobility and hard counters many lifeforms is well designed, not what bandaid can be added to hide the underlying problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
It really doesn't. The shotgun can keep the fades in check and that leap change doesn't make any real difference in ground fights.
<!--quoteo(post=1944225:date=Jun 17 2012, 05:20 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Jun 17 2012, 05:20 PM) <a href="index.php?act=findpost&pid=1944225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lower max speed of jp's by 1, increase that of lerks by 1. problem solved.<!--QuoteEnd--></div><!--QuoteEEnd-->
This doesn't fix anything because a) it doesn't help skulks vs jetpacks and b) it doesn't help fades vs jetpacks. Lerks are plenty fast enough to hit jetpacks.
This doesn't fix anything because a) it doesn't help skulks vs jetpacks and b) it doesn't help fades vs jetpacks. Lerks are plenty fast enough to hit jetpacks.<!--QuoteEnd--></div><!--QuoteEEnd-->
lower max speed of jp's doesn't help skulks and fades? what?
It doesn't help them hit jetpacks in the air or when chilling on objects in the air (like tall boxes or wall frames) which is the entire problem with jetpacks. It doesn't really matter if they're flying fast or slightly less fast in the air because the skulk and fade can't reliably aim at anything in the air. The only way to fix this is to remove the delay on their movement ability -> attack ability.
That seems a <b>bit</b> early.
That seems a <b>bit</b> early.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, that's definitely a problem with abilities being tied to hive maturation when hives mature incredibly fast. Skulks might as well just come with leap because it comes out so early.
I don't understand the objection. Jetpacking marines can use shotguns too, and are that much difficult to hit with or without delay. Marines on foot are a much easier target to leap at and bite, again because their position and movement is much more predictable. This is almost a guaranteed bite, I wouldn't call it a "not any real difference"
For example in NS1 when you're sieging a hive, there's nothing more satisfying than actually getting the sieges up quick by succesfully organising a team that builds on the safer moments, but still has enough of positioning and avaible firepower to fend off the alien attacks. That dances very well with things like hit and run lifeforms and occassional wave attack nature of aliens.
With things like nano construct you eliminate a lot the pressure of getting things done in an efficient way (as in using as much manpower to build) while still maintaining enough defensive firepower and positioning. The nano construct simplifies the good relation between NS' FPS and RTS layers where you're not executing a dull worker routine, but actually playing a very tense RTS moment as a vital and micro intensive unit. Think of Starcraft bunker rushes where the workers tank, fight and build in very hectic and intense situations.
Certainly nano construct does ease the routine of building RTs, but as pointed out it also creates more dullness to the aliens while also undermining the good and exciting elements the RTS brings in.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, pity the siege turrets both build and drive themselves.
Also where is the official changelog?
I know when you are falling in the air, you begin recharging, resulting in a bobbing up/down motion where JP's can basically hover.
If you make it so they recharge ONLY when on the ground (or standing on some surface) and/or make the recharge take longer I think it would be much more balanced. You can swipe/bite/xeno them while in the air to dmg them, and when they have to set down for 5-10sec would be the big opportunity to run in and finish them off.
Also, I think this thread is a little confusing, too many issues being discussed at a same time. We should really be talking about the current ridiculous fast t.res economy (fast income, + relatively lower costs for some structures and tech), which combined with the 30 starting p.res pretty much makes the early game even shorter than it already was. I sincerely hope it is something they plan to address. (The 210 values are probably tentative, but for all we know the devs may actually be content with this kind of massively reduced early game)
In regards to hive maturation (which is tied to the whole early-mid game progression issue really), I hope they slow it down again, and reintroduce structure misting. That way the alien commander actually gets the choice between speeding up the maturation on one hive, or expanding more rapidly/teching up. It's perfect now that everything is on t.res. Please do consider bringing it back.
It's pretty much a guaranteed bite or swipe no matter against a ground marine right now, even with the delay. That's why removing the delay won't matter for ground combat. It's important to note that shadowstep already doesn't have a delay. So I can shadowstep in and instantly swipe. The problem is jetpacks, and shadowstep can't go up.
In the competitive mod we've been scrimming with, blink is effectively a shadowstep that can go up. It gives fades the ability to threaten jetpacks (though jetpacks still have a clear advantage) and gets rid of the damage reduction based on energy nonsense. The result is that the fade CAN fight jetpacks and feels much more responsive than normal NS2 fades.
Again, I see a lot of suggestions for things that hinder jetpack movement. That's NOT what you should be asking for. The jetpack's mobility is fine for the pres price (though in the competitive mod it is 15 pres and much more tres + time to research), the problem is the alien's lack of ability to actually hit anything that is in the air. Buffing the lerk's effectiveness against jetpacks is rather meaningless because that means a 5 jp marine team needs to be countered by 5 lerks as fades/skulks will still be unable to engage marines bouncing on anything out of range of their trex arms. zzzzzzz
Fix: Don't minimize.
There are more important bugs, to be fair.
Instal no flash menumod and run in fullscreen windowed like you're playing a game from this decade.
...seriously?
I crash as marine commander about 1 in 5 games that I comm. Since about 205 or 206.
EDIT: Welcome to the forums Joracy, you're a scary skulk :D
While I have been telling all my friends they should grab this game when it releases, I'm starting to think I should tell them to avoid it at all costs. It's starting to look like NS 3.0 and we all know what happened to NS after that.
Maybe it's just me but skulk hit reg feels pretty bad in 210. Could be that this was the case in 209 as well, but I really do miss the pre 206 (? I think it was) skulk mouth hit reg. (Was much easier to actually jump in and hit things, now I have to jump around like a clown in the odd chance that I will register a hit. Seemingly worse performance sure doesn't help with that either)
No need to get this emotional. You can't expect perfect balance in every beta build. While some of your points are right, there is no sense in "threatening" the devs that you will make bad publicity to your X friends. It's immature and will not get you anywhere near of getting your opinion minded. Thank you.
Played yesterday on HBZ where they tried other res-income-rates, if I'm not wrong. Slower res income suddenly put the aliens back in the game. Skulk is though not really fun anymore. SG and GL can one-shot him. Especially the GL should make good damage against buildings but not being good in spamming doorways, so no skulk can move near the marines.
Yes, it became the balanced game most of us loved playing for years -- some even still play it.