Update 294 Released on Steam! - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Update 294 Released on Steam! - Natural Selection 2
Fellow Chompers and Frontiersmen, Today we introduce a new (small) gameplay change! One of our goals is to ‘shake up’ certain elements of gameplay- be it long standing balance issues,...
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But the "hero spam" you describe is going to be difficult even with the new pickup delays. A 20% reduction in cooldown does not make up for a 50% decrease in (immediate) efficiency. This is probably going to tip balance slightly (further) towards aliens.
I'm really looking forward to the other changes you have in mind, though; I also like that you put them in one at a time to look at effects, unlike in some previous versions.
Bit this is a welcome change and one that I have wanted to see for a long time. There are many other changes I would love to see but i'll not get into that here.
Is anyone going to calculate how many bites less against each level of upgraded armour this will result in? Assuming accurate bites and meds.
Idk if it's going to be removed from comp mod or not but I'd expect bloodbaths at higher levels lol
I was also thinking that lerks will become stronger because their poisen will counter the healing effect to some degree.
You don't know that it hasn't been out for even an hour yet, get a minimum of 48 hours of personal testing before you reach this conclusion, assumptions are deadly.
Or what's possibly more important, is actually playing the game and see how it plays out in real engagements.
Testing things in a sterile environment can tell you only part of the story when it comes to ns2 balance.
Because, gasp, calculating is faster and more accurate? Going by feel only gets you so far, and knowing how many hits I have to do to get the kill is very important for assessing risk when engaging. What does my post have to do with NS2 balance anyway, may I ask?
Woohooo ! Yojimbo is in Shake your Tail Feather mode, let's rock !
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Does the instant 25 override the heal over time if the HoT is going to heal to 100 for example?
Have you figured it out yet? Do your results agree with what you get by testing it in-game? Me: Going by maths only gets you so far
You: Going by feel only gets you so far
Herp derp lets have a pointless argument
I dunno, when you get stunned in Dota2 for 1 second, you can literally feel the Eternity.
f*** blizzard! *troll*
This isn't a stun. If the commander wants to spend 4 rez to heal you up faster than waiting for the HoT of the 2 rez, that's up to them.
Oh, I'm sorry. In addition to not being able to read, you are also unable to do maths. I haven't gone and made the calculations yet, because it is even faster if someone else who already knows just posts it. I'd be disappointed to know if the PDT made the change as a proof of concept rather than as a considered change. Why 25 + 25 after 1 second and not other combinations as Kasharic suggested?
Now, the player gets some of that immediate benefit as before, but the remaining health benefit is given to them slowly, which means they are able to receive more of the potential healing available.
So good commanders will want to provide just enough medpacks for the healing + attacks to keep players at just under 100% health.
You realize that to get the same heal for any amount of res that it takes longer now right. Halving the time before the next pickup doesn't accomplish parity.
Assuming 2 seconds between pickups for simplicity with 50hp/0hot
0s+2s=2s
Assuming 1 seconds between pickups for simplicity with 25hp/25hot
0s+1s+1s+1s=3s
It's possible with the HOT that you won't need the 4th med, but you will still probably need additional time to survive another attack.
Yes it does. The HoT will "stack" until you are full HP and you still receive the instant 25 healing from additional meds during this time.
This is one thing we'll be watching quite closely- it's the one figure we were not entirely sure on. If it need adjusting, adjusting shall be done! We wanted to preserve the ability to 2-bite a marine under med spam and .45 (the skulk bite timer) was the figure we arrived at during playtesting to do that. So let us know how this pickup delay feels in the wild. Also one thing to consider too - would a no-armor marine becoming 3-bite be okay if you knew the marine comm wanted to dump 3+ res into him if we were to shorten the delay?
You're preaching to the wrong person here. Also PDT trello is public, recommend you hit it up some time if you want a better idea of the kind of consideration these issues get
100-40-90-30-80-20-70-10-60-dead
Now we'll see
100-40-75-15-40-dead and adjust from 40 to 60 with the over time heal won't really happen.
If a commander would like to medspam then it would be extremely expensive (double the cost) and would still keep the skill ceiling for commanders relatively similar.
Glad to hear you're on it already.
Uhm... sure. *glances at Dark Souls III*
No. No, it wouldn't. (subjective)
This is possibly one of the worst changes ever to come to a small player base game. Why would you freaking exclude servers that might have people? Also you are excluding the most popular Wooza servers by default... fix this asap plz.
This is just like what you guys did JUST recently with the modders... wtf is wrong with you, seriously.