<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->Yay!<!--colorc--></span><!--/colorc--> <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->Addition of insight ;) <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the new main menu additions <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the Alien energy changes - fade and leap skulks seem a bit more balanced now - I love the skulk changes. <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->Reduced cost of upgrading a hive <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the new changes to docking!
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Nay..<!--colorc--></span><!--/colorc--> <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Pretty much every new addition to the ingame UI. :( A new player to NS2 might feel they are somewhat helpful but as someone who already knows the game they make me want to claw them out of my eyeballs. They take away <b>so</b> much screen real-estate to display extremely redundant information. The HP progress bars are especially irritating as they take up probably 10x more space as a simple "x% | x%" hp/build text that was in last patch to relay the exact same info. This is a shooter you need to be able to see what you are shooting at, right now the UI feels extremely MMO / CoDish with all the training wheels in it. :/ <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->The Armory energy implementation is pretty negligible and does not scale with player count - which it very much needs to. They are pretty much just like the 214 armories again (which were too good). <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->The parasite change was really unnecessary, it's useless now aside from the damage aspect when used on a0 marines to 2-bite them.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->suggestions:<!--colorc--></span><!--/colorc--> <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Please for the love of all that is holy, add an option to disable many of the in-game UI attributes. Or at the very least make them easier to mod, currently the UI components are in like 10+ different folders and LUA files. <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Make the Armories easily exhaustible and most importantly make their energy rate <u><b>scale with player count</b></u>. Make them supplemental to welders, not the primary source of free healing on a forward position. Marines should not realistically be able to hump armories in forward/vulnerable positions for very long, if at at all. <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Revert the parasite change or work miracles with whatever you guys had in mind for it.
<!--coloro:#DDA0DD--><span style="color:#DDA0DD"><!--/coloro-->Other concerns:<!--colorc--></span><!--/colorc--> <!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Alien Wavespawn just needs to go. It's buggy and <u><b>no one</b></u> wants to sit in a 40 second spawn queue. It's also counter-intuitive to the way aliens "should" be constricted when spawning and that would be the egg count. It's just stupid to sit in a 40 second spawn queue with a nice view of the 20 available eggs in your hive. Makes no sense. Not fun. Unnecessary at this point. Alien egg spawns also need to scale with player count. <!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->-<!--colorc--></span><!--/colorc-->"RFD" or "no res when dead" needs to go also. It did not accomplish its original goal of staggering life-form explosions, it's counter intuitive when you look at abilities like Xenocide and it overly punishes aliens at the moment who have monumental spawn times when compared with the marines. One could argue it adds one more disadvantage to the team that is already at a disadvantage (losing team? lose even harder!)
<!--quoteo(post=1960684:date=Aug 10 2012, 03:58 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Aug 10 2012, 03:58 PM) <a href="index.php?act=findpost&pid=1960684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->Yay!<!--colorc--></span><!--/colorc--> <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->Addition of insight ;) <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the new main menu additions <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the Alien energy changes - fade and leap skulks seem a bit more balanced now - I love the skulk changes. <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->Reduced cost of upgrading a hive <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the new changes to docking!
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Nay..<!--colorc--></span><!--/colorc--> <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Pretty much every new addition to the ingame UI. :( A new player to NS2 might feel they are somewhat helpful but as someone who already knows the game they make me want to claw them out of my eyeballs. They take away <b>so</b> much screen real-estate to display extremely redundant information. The HP progress bars are especially irritating as they take up probably 10x more space as a simple "x% | x%" hp/build text that was in last patch to relay the exact same info. This is a shooter you need to be able to see what you are shooting at, right now the UI feels extremely MMO / CoDish with all the training wheels in it. :/ <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->The Armory energy implementation is pretty negligible and does not scale with player count - which it very much needs to. They are pretty much just like the 214 armories again (which were too good). <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->The parasite change was really unnecessary, it's useless now aside from the damage aspect when used on a0 marines to 2-bite them.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->suggestions:<!--colorc--></span><!--/colorc--> <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Please for the love of all that is holy, add an option to disable many of the in-game UI attributes. Or at the very least make them easier to mod, currently the UI components are in like 10+ different folders and LUA files. <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Make the Armories easily exhaustible and most importantly make their energy rate <u><b>scale with player count</b></u>. Make them supplemental to welders, not the primary source of free healing on a forward position. Marines should not realistically be able to hump armories in forward/vulnerable positions for very long, if at at all. <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Revert the parasite change or work miracles with whatever you guys had in mind for it.
<!--coloro:#DDA0DD--><span style="color:#DDA0DD"><!--/coloro-->Other concerns:<!--colorc--></span><!--/colorc--> <!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Alien Wavespawn just needs to go. It's buggy and <u><b>no one</b></u> wants to sit in a 40 second spawn queue. It's also counter-intuitive to the way aliens "should" be constricted when spawning and that would be the egg count. It's just stupid to sit in a 40 second spawn queue with a nice view of the 20 available eggs in your hive. Makes no sense. Not fun. Unnecessary at this point. Alien egg spawns also need to scale with player count. <!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->-<!--colorc--></span><!--/colorc-->"RFD" or "no res when dead" needs to go also. It did not accomplish its original goal of staggering life-form explosions, it's counter intuitive when you look at abilities like Xenocide and it overly punishes aliens at the moment who have monumental spawn times when compared with the marines. One could argue it adds one more disadvantage to the team that is already at a disadvantage (losing team? lose even harder!)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1960611:date=Aug 10 2012, 02:33 PM:name=Syknik)--><div class='quotetop'>QUOTE (Syknik @ Aug 10 2012, 02:33 PM) <a href="index.php?act=findpost&pid=1960611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've been playing NS for 10 years now, and I can safely say that the direction it seems to be going will hurt the game. It seems like your focusing so much on the new players, rather than listening to the more experienced players. You need to listen to both types of players, and not step down and ignore the more experienced population, which has been the case for quite a while it seems..<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't see this. Any changes that made the UI more noob friendly won't affect experienced players, so it is not dumbing anything down. Of course bothersome elements like huge red icons are bad but I feel like UWE knew what they were doing with the UI before so there is no reason not to trust them with future changes, although the current placeholder additions are annoying. Other than the UI, this patch catered more to the experienced players actually. The whole reason that aliens were op is because they were much easier to play before yet marines can't do squat without a competent commander and playing in squads. Now it takes more than half a brain to play lerk, yet you can play lerk just as well as you could last patch if you know how to glide and manage your energy. Same with the gorge, I've still held a hydra wall against an endless assault from a marine duo, and when a few more came they could kill a hydra, however replacing it costs nothing except energy for the gorge, but to them health and ammunition. If they were a bit smarter they could rush you, but that's where alien team play comes in, including having a commander to give you support with cysts, crags, and whips. It still takes grenade launchers to consistently take out good emplacements.
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
Agree with all of Rantology's points as well.
Biggest offender in terms of UI additions is the hive / cc realtime health and location indicator. Also would rather choose the hive I spawn at, not too keen on spawning into grenade launcher pushes at a dead hive.
I would like to see sprint nerfed(shorter sprint time, same cd) or maybe even removed. Together with the upcoming carapace fix it should balance things out a bit more in the early/mid game... at least i feel like its too easy as marine in the early game... especially if you rush shotguns.
why can't the intrusive UI elements be linked to the minimap cycle? or just turned off. this is not the way to make newbies acquainted with maps, and it doesn't help them learn the maps at all.
<!--quoteo(post=1960691:date=Aug 10 2012, 05:14 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Aug 10 2012, 05:14 PM) <a href="index.php?act=findpost&pid=1960691"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like to see sprint nerfed(shorter sprint time, same cd) or maybe even removed. Together with the upcoming carapace fix it should balance things out a bit more in the early/mid game... at least i feel like its too easy as marine in the early game... especially if you rush shotguns.<!--QuoteEnd--></div><!--QuoteEEnd-->
agreed, sprint and all movement slowing is way overdone. Most source games have 90% speed or so moving backwards, it's enough to really change how effective you are moving back, there's no need for that direction being only walk. might as well unbind the s key for marines with how it is now.
Whilst I really like the new changes to Aliens I also think it means a couple of older nerfs may need to be reverted, this is a good thing as I think the new changes will make Aliens much easier to balance now.
Jetpack+Flamethrower marines are now gods, Fades in particular are useless against them.
I think Fade damage could do with a slight buff as it currently takes 3-4 hits on a fully healed and armored marine to kill and with the (totally justified) Fade durability nerfs they could do with becoming more like the assassins they're intended to be.
Oh I forgot to add - The Regeneration change is kinda bad... it makes the upgrade vastly inferior to anything but skulk and maybe lerk, who will likely use carapace anyway. I'm pretty sure it will be seldom researched at all once people realize how bad it is now.
Revert that change imo, it was fine before and would be balanced now that you can't use it in conjunction with Carapace.
<!--quoteo(post=1960752:date=Aug 10 2012, 06:23 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Aug 10 2012, 06:23 PM) <a href="index.php?act=findpost&pid=1960752"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh I forgot to add - The Regeneration change is kinda bad... it makes the upgrade vastly inferior to anything but skulk and maybe lerk, who will likely use carapace anyway. I'm pretty sure it will be seldom researched at all once people realize how bad it is now.
Revert that change imo, it was fine before and would be balanced now that you can't use it in conjunction with Carapace.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree. I think a middleground would be best. Some flat number plus a percentage. Set the numbers such that its still better (in terms of time required for a full heal) for low hp lifeforms, but not useless for fades/onos.
<!--quoteo(post=1960769:date=Aug 10 2012, 06:46 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Aug 10 2012, 06:46 PM) <a href="index.php?act=findpost&pid=1960769"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree. I think a middleground would be best. Some flat number plus a percentage. Set the numbers such that its still better (in terms of time required for a full heal) for low hp lifeforms, but not useless for fades/onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
15/tick + 5% of hp+armor seems like a good compromise.
<!--quoteo(post=1960771:date=Aug 10 2012, 03:49 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Aug 10 2012, 03:49 PM) <a href="index.php?act=findpost&pid=1960771"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->15/tick + 5% of hp+armor seems like a good compromise.
skulk: 19 hp/tick
lerk: ~23 hp/tick
fade: 30 hp/tick
onos: ~58 hp/tick<!--QuoteEnd--></div><!--QuoteEEnd--> <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->Sounds far more flexible than the current.<!--colorc--></span><!--/colorc-->
Also noticing some sort of refusal to accept key strokes in this build that I've never seen before. For example: place hydra, right click to heal, heal doesn't activate; or right click to leap and nothing happens - think its in relation to just after biting but not sure. Plenty of energy in both cases. Seems like it might have something to do with too many key strokes being down at once.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
Kind of like the flat rate.. Even if it doesn't have the added percentage like ns1.. Makes gorges more important imo. Fade or onos regen was so out of control! I'm not saying 60 sec to fully heal an onos is the right way, either.. But its a step in the right direction at least over 215 and for team work.
<!--quoteo(post=1960840:date=Aug 10 2012, 08:32 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Aug 10 2012, 08:32 PM) <a href="index.php?act=findpost&pid=1960840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kind of like the flat rate.. Even if it doesn't have the added percentage like ns1.. Makes gorges more important imo. Fade or onos regen was so out of control! I'm not saying 60 sec to fully heal an onos is the right way, either.. But its a step in the right direction at least over 215 and for team work.<!--QuoteEnd--></div><!--QuoteEEnd-->
it is a flat out nerf to oni, which already needed help. before, an onos was dead if it attacked any sort of fortified marine expansion without gorge support. now, he'll be dead, it'll just take longer after retreating for the gorge to heal him up. although an onos who chooses regen over cara now probably needs to have his head checked.
<!--quoteo(post=1960840:date=Aug 10 2012, 05:32 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Aug 10 2012, 05:32 PM) <a href="index.php?act=findpost&pid=1960840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kind of like the flat rate.. Even if it doesn't have the added percentage like ns1.. Makes gorges more important imo. Fade or onos regen was so out of control! I'm not saying 60 sec to fully heal an onos is the right way, either.. But its a step in the right direction at least over 215 and for team work.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think gorges are still very important now just because most will still take Cara over Regen because of the lack of scaling for aliens to begin with- but it really does make Regen an extra poor choice upon being a poor choice to begin with.
<!--quoteo(post=1960843:date=Aug 10 2012, 08:37 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Aug 10 2012, 08:37 PM) <a href="index.php?act=findpost&pid=1960843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think gorges are still very important now just because most will still take Cara over Regen because of the lack of scaling for aliens to begin with- but it really does make Regen an extra poor choice upon being a poor choice to begin with.<!--QuoteEnd--></div><!--QuoteEEnd--> Agreed, but "still very important" does not equate to "still fun to play". Its been a while since the later has been true.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
@rant: idk.. I didn't see regen in 215 as a poor choice. Made fades so much more successful than they should have been for an "upgrade" aka without teamwork and coordination from a gorge or commander.
@whee: I disagree that anyone would be more or less dead based on an upgrade that works after you aren't getting shot and out of combat already. It just takes longer, like you said, only effecting duration, not combat survivability. I obviously agree onos needs a hp increase though..
I have to agree with most guys that posted here. The screen clutter is realy distracting, not to mention ugly. The subtle approach from earlier versions suited NS better, by far! Please don't over-do UI's and HUDS with massive icons and bright colours ( e.g. the hive/com seat, that's just a major flaw in design.. not to mention strange ). Also it seemed you tried to simplify the UI by explaining everything by colour or icon, but I saw eggs with red lines, green little blocks laying on top of the hive, yellow lines, icons, percentages and with that ( imo ) you totally mist your point and goal cus I for one had no idea what it all meant.
Simplicity is key, less is better in this case. Look at the game from a gamers perspective, which i'm not saying you'r not doing that, but think about what you realy want and expect from a game ( mainly the info given onto your screen ), don't think from a Modern Warfare player kind of perspective ;) Think more in lines of CS or NS1 for that matter.
<!--quoteo(post=1960873:date=Aug 10 2012, 10:02 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Aug 10 2012, 10:02 PM) <a href="index.php?act=findpost&pid=1960873"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@rant: idk.. I didn't see regen in 215 as a poor choice. Made fades so much more successful than they should have been for an "upgrade" aka without teamwork and coordination from a gorge or commander.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's a poor choice for every lifeform because you're choosing carapace vs regen. And the regen has been nerfed even more for higher lifeforms. This puts Cara > regen for everything.
Carapace, Adrenaline, and Feign Death are now the 3 staple upgrades thanks to the upgrade limitations. Anything else is a pure waste of t.res to even research.
The good: Balance improvements. Specifically the alien energy. Took a little while to get used to. Lost my first fade because I didn't realize I could not blink away so easy. After awhile I started being more of a hit and run player, and still being very effective. In the few(3-5) games I have played, aliens still won every match. I don't know if it is balanced yet but energy can not be brought down any more than it currently is.
The bad: I absolutely loathe all the new UI stuff. The health bars and hive/chair being visible are annoying. The "c" map is too dark now.
<!--quoteo(post=1960924:date=Aug 10 2012, 08:55 PM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Aug 10 2012, 08:55 PM) <a href="index.php?act=findpost&pid=1960924"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Carapace, Adrenaline, and Feign Death are now the 3 staple upgrades thanks to the upgrade limitations. Anything else is a pure waste of t.res to even research.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree. Only with a gorge, I prefer silence over feign death. I like to play ninja gorge and sneak into their base and place hydras. Works so well if they don't have an observatory.
I agree those bars are bad, please remove them NO matter if you make them blend in and look good! Seeing the percentage for Health and Building for my Baby Hydras blows progress bars away!!
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited August 2012
<!--quoteo(post=1960885:date=Aug 10 2012, 07:33 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Aug 10 2012, 07:33 PM) <a href="index.php?act=findpost&pid=1960885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it's a poor choice for every lifeform because you're choosing carapace vs regen. And the regen has been nerfed even more for higher lifeforms. This puts Cara > regen for everything.<!--QuoteEnd--></div><!--QuoteEEnd--> Thats a good point, but shouldnt a skulk or lerk regenerate faster than an onos? For the record, still neutral on % being involved in some manner.
@Mister: feign is broken, so that leaves cara and andren. at that rate its easier to nerf those two over working on the rest. lol
<!--quoteo(post=1960960:date=Aug 11 2012, 12:55 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Aug 11 2012, 12:55 AM) <a href="index.php?act=findpost&pid=1960960"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Mister: feign is broken, so that leaves cara and andren. at that rate its easier to nerf those two over working on the rest. lol<!--QuoteEnd--></div><!--QuoteEEnd-->
Just tried it. It is pretty broken now.
Guess that means we can just skip shade hive altogether. Guess were back to crag>shift>whatever. So many options, my mind can't comprehend.
Comments
<img src="http://lemonsblack.com/wp-content/uploads/2012/02/terminator_vision_02.jpg" border="0" class="linked-image" />
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->Addition of insight ;)
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the new main menu additions
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the Alien energy changes - fade and leap skulks seem a bit more balanced now - I love the skulk changes.
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->Reduced cost of upgrading a hive
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the new changes to docking!
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Nay..<!--colorc--></span><!--/colorc-->
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Pretty much every new addition to the ingame UI. :( A new player to NS2 might feel they are somewhat helpful but as someone who already knows the game they make me want to claw them out of my eyeballs. They take away <b>so</b> much screen real-estate to display extremely redundant information. The HP progress bars are especially irritating as they take up probably 10x more space as a simple "x% | x%" hp/build text that was in last patch to relay the exact same info. This is a shooter you need to be able to see what you are shooting at, right now the UI feels extremely MMO / CoDish with all the training wheels in it. :/
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->The Armory energy implementation is pretty negligible and does not scale with player count - which it very much needs to. They are pretty much just like the 214 armories again (which were too good).
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->The parasite change was really unnecessary, it's useless now aside from the damage aspect when used on a0 marines to 2-bite them.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->suggestions:<!--colorc--></span><!--/colorc-->
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Please for the love of all that is holy, add an option to disable many of the in-game UI attributes. Or at the very least make them easier to mod, currently the UI components are in like 10+ different folders and LUA files.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Make the Armories easily exhaustible and most importantly make their energy rate <u><b>scale with player count</b></u>. Make them supplemental to welders, not the primary source of free healing on a forward position. Marines should not realistically be able to hump armories in forward/vulnerable positions for very long, if at at all.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Revert the parasite change or work miracles with whatever you guys had in mind for it.
<!--coloro:#DDA0DD--><span style="color:#DDA0DD"><!--/coloro-->Other concerns:<!--colorc--></span><!--/colorc-->
<!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Alien Wavespawn just needs to go. It's buggy and <u><b>no one</b></u> wants to sit in a 40 second spawn queue. It's also counter-intuitive to the way aliens "should" be constricted when spawning and that would be the egg count. It's just stupid to sit in a 40 second spawn queue with a nice view of the 20 available eggs in your hive. Makes no sense. Not fun. Unnecessary at this point. Alien egg spawns also need to scale with player count.
<!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->-<!--colorc--></span><!--/colorc-->"RFD" or "no res when dead" needs to go also. It did not accomplish its original goal of staggering life-form explosions, it's counter intuitive when you look at abilities like Xenocide and it overly punishes aliens at the moment who have monumental spawn times when compared with the marines. One could argue it adds one more disadvantage to the team that is already at a disadvantage (losing team? lose even harder!)
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->Addition of insight ;)
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the new main menu additions
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the Alien energy changes - fade and leap skulks seem a bit more balanced now - I love the skulk changes.
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->Reduced cost of upgrading a hive
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc-->the new changes to docking!
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Nay..<!--colorc--></span><!--/colorc-->
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Pretty much every new addition to the ingame UI. :( A new player to NS2 might feel they are somewhat helpful but as someone who already knows the game they make me want to claw them out of my eyeballs. They take away <b>so</b> much screen real-estate to display extremely redundant information. The HP progress bars are especially irritating as they take up probably 10x more space as a simple "x% | x%" hp/build text that was in last patch to relay the exact same info. This is a shooter you need to be able to see what you are shooting at, right now the UI feels extremely MMO / CoDish with all the training wheels in it. :/
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->The Armory energy implementation is pretty negligible and does not scale with player count - which it very much needs to. They are pretty much just like the 214 armories again (which were too good).
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->The parasite change was really unnecessary, it's useless now aside from the damage aspect when used on a0 marines to 2-bite them.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->suggestions:<!--colorc--></span><!--/colorc-->
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Please for the love of all that is holy, add an option to disable many of the in-game UI attributes. Or at the very least make them easier to mod, currently the UI components are in like 10+ different folders and LUA files.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Make the Armories easily exhaustible and most importantly make their energy rate <u><b>scale with player count</b></u>. Make them supplemental to welders, not the primary source of free healing on a forward position. Marines should not realistically be able to hump armories in forward/vulnerable positions for very long, if at at all.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->*<!--colorc--></span><!--/colorc-->Revert the parasite change or work miracles with whatever you guys had in mind for it.
<!--coloro:#DDA0DD--><span style="color:#DDA0DD"><!--/coloro-->Other concerns:<!--colorc--></span><!--/colorc-->
<!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Alien Wavespawn just needs to go. It's buggy and <u><b>no one</b></u> wants to sit in a 40 second spawn queue. It's also counter-intuitive to the way aliens "should" be constricted when spawning and that would be the egg count. It's just stupid to sit in a 40 second spawn queue with a nice view of the 20 available eggs in your hive. Makes no sense. Not fun. Unnecessary at this point. Alien egg spawns also need to scale with player count.
<!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->-<!--colorc--></span><!--/colorc-->"RFD" or "no res when dead" needs to go also. It did not accomplish its original goal of staggering life-form explosions, it's counter intuitive when you look at abilities like Xenocide and it overly punishes aliens at the moment who have monumental spawn times when compared with the marines. One could argue it adds one more disadvantage to the team that is already at a disadvantage (losing team? lose even harder!)<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with 99% of this, well said!
I don't see this. Any changes that made the UI more noob friendly won't affect experienced players, so it is not dumbing anything down. Of course bothersome elements like huge red icons are bad but I feel like UWE knew what they were doing with the UI before so there is no reason not to trust them with future changes, although the current placeholder additions are annoying. Other than the UI, this patch catered more to the experienced players actually. The whole reason that aliens were op is because they were much easier to play before yet marines can't do squat without a competent commander and playing in squads. Now it takes more than half a brain to play lerk, yet you can play lerk just as well as you could last patch if you know how to glide and manage your energy. Same with the gorge, I've still held a hydra wall against an endless assault from a marine duo, and when a few more came they could kill a hydra, however replacing it costs nothing except energy for the gorge, but to them health and ammunition. If they were a bit smarter they could rush you, but that's where alien team play comes in, including having a commander to give you support with cysts, crags, and whips. It still takes grenade launchers to consistently take out good emplacements.
Biggest offender in terms of UI additions is the hive / cc realtime health and location indicator.
Also would rather choose the hive I spawn at, not too keen on spawning into grenade launcher pushes at a dead hive.
agreed, sprint and all movement slowing is way overdone. Most source games have 90% speed or so moving backwards, it's enough to really change how effective you are moving back, there's no need for that direction being only walk. might as well unbind the s key for marines with how it is now.
Just give us an off button for all this tooltip/onscreen indicator stuff.. and everyone will be very happy :)
Jetpack+Flamethrower marines are now gods, Fades in particular are useless against them.
I think Fade damage could do with a slight buff as it currently takes 3-4 hits on a fully healed and armored marine to kill and with the (totally justified) Fade durability nerfs they could do with becoming more like the assassins they're intended to be.
<!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->WHY GIVE BELLY SLIDE AN ENEGRY COST <!--colorc--></span><!--/colorc--><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->GAHAHAHAHAHAHAHAHAHAH!!!!!!!!! <!--colorc--></span><!--/colorc-->
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->HOW DARE THOSE GORGES ESCAPE!<!--colorc--></span><!--/colorc-->
Revert that change imo, it was fine before and would be balanced now that you can't use it in conjunction with Carapace.
<!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->WHY GIVE BELLY SLIDE AN ENEGRY COST <!--colorc--></span><!--/colorc--><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->GAHAHAHAHAHAHAHAHAHAH!!!!!!!!! <!--colorc--></span><!--/colorc-->
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->HOW DARE THOSE GORGES ESCAPE!<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
my sentiments exactly.
its not like gorge slide was being abused to win games.
Revert that change imo, it was fine before and would be balanced now that you can't use it in conjunction with Carapace.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. I think a middleground would be best. Some flat number plus a percentage. Set the numbers such that its still better (in terms of time required for a full heal) for low hp lifeforms, but not useless for fades/onos.
15/tick + 5% of hp+armor seems like a good compromise.
skulk:
19 hp/tick
lerk:
~23 hp/tick
fade:
30 hp/tick
onos:
~58 hp/tick
skulk:
19 hp/tick
lerk:
~23 hp/tick
fade:
30 hp/tick
onos:
~58 hp/tick<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->Sounds far more flexible than the current.<!--colorc--></span><!--/colorc-->
+1 totally agree.
Also noticing some sort of refusal to accept key strokes in this build that I've never seen before. For example: place hydra, right click to heal, heal doesn't activate; or right click to leap and nothing happens - think its in relation to just after biting but not sure. Plenty of energy in both cases. Seems like it might have something to do with too many key strokes being down at once.
its not like gorge slide was being abused to win games.<!--QuoteEnd--></div><!--QuoteEEnd-->
Honestly, I don't like it either but if I had to guess it was for consistencies sake. Every other class's movement ability costs energy now.
I'm not saying 60 sec to fully heal an onos is the right way, either.. But its a step in the right direction at least over 215 and for team work.
I'm not saying 60 sec to fully heal an onos is the right way, either.. But its a step in the right direction at least over 215 and for team work.<!--QuoteEnd--></div><!--QuoteEEnd-->
it is a flat out nerf to oni, which already needed help. before, an onos was dead if it attacked any sort of fortified marine expansion without gorge support. now, he'll be dead, it'll just take longer after retreating for the gorge to heal him up. although an onos who chooses regen over cara now probably needs to have his head checked.
I'm not saying 60 sec to fully heal an onos is the right way, either.. But its a step in the right direction at least over 215 and for team work.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think gorges are still very important now just because most will still take Cara over Regen because of the lack of scaling for aliens to begin with- but it really does make Regen an extra poor choice upon being a poor choice to begin with.
Agreed, but "still very important" does not equate to "still fun to play". Its been a while since the later has been true.
@whee: I disagree that anyone would be more or less dead based on an upgrade that works after you aren't getting shot and out of combat already. It just takes longer, like you said, only effecting duration, not combat survivability.
I obviously agree onos needs a hp increase though..
Simplicity is key, less is better in this case. Look at the game from a gamers perspective, which i'm not saying you'r not doing that, but think about what you realy want and expect from a game ( mainly the info given onto your screen ), don't think from a Modern Warfare player kind of perspective ;) Think more in lines of CS or NS1 for that matter.
I think it's a poor choice for every lifeform because you're choosing carapace vs regen. And the regen has been nerfed even more for higher lifeforms. This puts Cara > regen for everything.
Balance improvements. Specifically the alien energy. Took a little while to get used to. Lost my first fade because I didn't realize I could not blink away so easy. After awhile I started being more of a hit and run player, and still being very effective. In the few(3-5) games I have played, aliens still won every match. I don't know if it is balanced yet but energy can not be brought down any more than it currently is.
The bad:
I absolutely loathe all the new UI stuff. The health bars and hive/chair being visible are annoying. The "c" map is too dark now.
<!--quoteo(post=1960924:date=Aug 10 2012, 08:55 PM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Aug 10 2012, 08:55 PM) <a href="index.php?act=findpost&pid=1960924"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Carapace, Adrenaline, and Feign Death are now the 3 staple upgrades thanks to the upgrade limitations. Anything else is a pure waste of t.res to even research.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree. Only with a gorge, I prefer silence over feign death. I like to play ninja gorge and sneak into their base and place hydras. Works so well if they don't have an observatory.
Thats a good point, but shouldnt a skulk or lerk regenerate faster than an onos?
For the record, still neutral on % being involved in some manner.
@Mister: feign is broken, so that leaves cara and andren. at that rate its easier to nerf those two over working on the rest. lol
Just tried it. It is pretty broken now.
Guess that means we can just skip shade hive altogether. Guess were back to crag>shift>whatever. So many options, my mind can't comprehend.