@Wake if the onos is in visual range then the comm could click it and read its health anyway.
Right now is just easier, its a QoL change.
Interfaces should be easy to use, not artificially hard to use. In the perspective of the comm and information nothing has changed. It was already possible.
I did often.
This is a flawed argument because
1) Onos is not the only lifeform, although it may be the more often selected one by commanders.
2) Commanders by and large don't have the reaction time or ability to break away from other micro actions to assess every single lifeform (including skulks) that baits and plays aggressively - which previously was most of the alien team.
Being able to encounter a new group of marines in the next room faster than the prior room's marines (or commander) could communicate HP status - WAS the primary playstyle when playing aggressively as an alien of any class.
@Wake if the onos is in visual range then the comm could click it and read its health anyway.
Right now is just easier, its a QoL change.
Interfaces should be easy to use, not artificially hard to use. In the perspective of the comm and information nothing has changed. It was already possible.
I did often.
It's not a QoL change... its a balance change.
You're talking about comparing 1. a comm's reaction to click on an onos and then relay that info to the team to 2. instant information in a marines face.
There's a huge difference. Several seconds in an engagement is a lifetime.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited May 2016
I really like the health bar especially for marines (shooting). It is a sorely needed feature in NS2 IMO to help push new players slightly up the "skill curve" to hopefully drive up the retention rate.
Feels like this poll has been dominated by competitive players who are feeling the negative effect on aliens. Perhaps this is the first tremor in the balance shake down that ns2 has needed for a long time.
Feels like this poll has been dominated by competitive players who are feeling the negative effect on aliens. Perhaps this is the first tremor in the balance shake down that ns2 has needed for a long time.
Competitive players did have a pretty good understanding of their enemies health prior to the health bar. Competitive games are played 6vs6 which leaves 5 players on the field, so "Onos low" usually is a very unambiguous call because if you have to wonder which one your mate is talking about, you have a bigger problem.
It's been said over and over - it makes tracking easier, and I dare to argue that, by your logic, for every rookie marine player that gets 'pushed up the skill curve' and takes down a lifeform and is now successfully retained(tm) for another round, you have a rookie alien that now flashes their lifeform in a moment where before, they wouldn't have. What about the skill curve and magical retention of the frustrated player there?
Feels like this poll has been dominated by competitive players who are feeling the negative effect on aliens. Perhaps this is the first tremor in the balance shake down that ns2 has needed for a long time.
Competitive players did have a pretty good understanding of their enemies health prior to the health bar. Competitive games are played 6vs6 which leaves 5 players on the field, so "Onos low" usually is a very unambiguous call because if you have to wonder which one your mate is talking about, you have a bigger problem.
It's been said over and over - it makes tracking easier, and I dare to argue that, by your logic, for every rookie marine player that gets 'pushed up the skill curve' and takes down a lifeform and is now successfully retained(tm) for another round, you have a rookie alien that now flashes their lifeform in a moment where before, they wouldn't have. What about the skill curve and magical retention of the frustrated player there?
Keep it because i notice new players actually shase aliens now, but tweak it in a way that it only shows when you are aiming at the alien/marine, i don't like how it hovers above the enemy even when you are not aiming directly at it after the initial attack.
Think of the health bar as a target and shoot at it. It's there for your aiming not for blocking your view.
I am sure it was entirely unintentional that the health bar helps with targeting. If it was intentional I wish they made a bright target appear on the enemy whenever you saw him. It's easy now, but it could be even easier.
Ok, lets think of it that way.
How about we make it mouseover. Easier, but still only on the unit you focus on.
This would only be okay for comms. But even then, comms being able to read HP is something I never liked. But atleast it was only the comm and it took a fair amount of time to do so because micro management.
Feels like this poll has been dominated by competitive players who are feeling the negative effect on aliens. Perhaps this is the first tremor in the balance shake down that ns2 has needed for a long time.
In short: change is good. :P
1. Comp players will not be the only ones to feel the effects of this change on alien. If you are not feeling that there is a difference, chances are you play alien in YOLO mode.
2. Experienced players will also exploit this change and make themselves even stronger than they were. One of the goals of this change is to help rookies... What this change does is raise the skill floor of rookies WHILE increasing the effectiveness of high level players.
Change is good... if it is well thought out and balanced.
Marginal benefit is most for high level players. It's staggering that some people defend this change and say that high level players are complaining because it makes our alien play worse.
It makes our marine play so much better and at the end of the day 1 strong marine is the best unit/resource in the game.
I laugh at anyone who implies high level players complain or suggest changes purely for their own benefit. This argument is one of the biggest barriers to game development.
Marginal benefit is most for high level players. It's staggering that some people defend this change and say that high level players are complaining because it makes our alien play worse.
It makes our marine play so much better and at the end of the day 1 strong marine is the best unit/resource in the game.
I laugh at anyone who implies high level players complain or suggest changes purely for their own benefit. This argument is one of the biggest barriers to game development.
I for instance will only play marine on public, just to get the inbalance there, 1 marine with never below 40% wrecks the game, and forces people to disconnect and people wont play on the server or the game anymore
The sad part is most alien players quit when their team is getting killed ten minutes into the game by targeting helped marines. I played a game as aliens and when I checked the scoreboard most of my team quit and were replaced by bots.
The sad part is most alien players quit when their team is getting killed ten minutes into the game by targeting helped marines. I played a game as aliens and when I checked the scoreboard most of my team quit and were replaced by bots.
The sad part is most alien players quit when their team is getting killed ten minutes into the game by targeting helped marines. I played a game as aliens and when I checked the scoreboard most of my team quit and were replaced by bots.
I really like the health bar especially for marines (shooting). It is a sorely needed feature in NS2 IMO to help push new players slightly up the "skill curve" to hopefully drive up the retention rate.
Feels like this poll has been dominated by competitive players who are feeling the negative effect on aliens. Perhaps this is the first tremor in the balance shake down that ns2 has needed for a long time.
Comments
devs shouldnt be allowed to vote
This is a flawed argument because
1) Onos is not the only lifeform, although it may be the more often selected one by commanders.
2) Commanders by and large don't have the reaction time or ability to break away from other micro actions to assess every single lifeform (including skulks) that baits and plays aggressively - which previously was most of the alien team.
Being able to encounter a new group of marines in the next room faster than the prior room's marines (or commander) could communicate HP status - WAS the primary playstyle when playing aggressively as an alien of any class.
It's not a QoL change... its a balance change.
You're talking about comparing 1. a comm's reaction to click on an onos and then relay that info to the team to 2. instant information in a marines face.
There's a huge difference. Several seconds in an engagement is a lifetime.
plz.
right?
Feels like this poll has been dominated by competitive players who are feeling the negative effect on aliens. Perhaps this is the first tremor in the balance shake down that ns2 has needed for a long time.
In short: change is good. :P
Competitive players did have a pretty good understanding of their enemies health prior to the health bar. Competitive games are played 6vs6 which leaves 5 players on the field, so "Onos low" usually is a very unambiguous call because if you have to wonder which one your mate is talking about, you have a bigger problem.
It's been said over and over - it makes tracking easier, and I dare to argue that, by your logic, for every rookie marine player that gets 'pushed up the skill curve' and takes down a lifeform and is now successfully retained(tm) for another round, you have a rookie alien that now flashes their lifeform in a moment where before, they wouldn't have. What about the skill curve and magical retention of the frustrated player there?
Rookies only play marines.
Mostly indeed, because at least they know how a human works ;-)
It's a Natural Selection for a beginner ;-)
I am sure it was entirely unintentional that the health bar helps with targeting. If it was intentional I wish they made a bright target appear on the enemy whenever you saw him. It's easy now, but it could be even easier.
Keep it, but tweak it - Casuals
Remove it - Comp scene
I don't care - Rebels, legends, nihilists
I take it as Legend. You go for the last one Meat.
Have you heard boys? We are now officially a Comp scene.
(I've heard the real Comp scene has rq some time ago)
How about we make it mouseover. Easier, but still only on the unit you focus on.
This would only be okay for comms. But even then, comms being able to read HP is something I never liked. But atleast it was only the comm and it took a fair amount of time to do so because micro management.
CompetitiveNS Disassembly Team.
Close @Wake.
Annnyway....
1. Comp players will not be the only ones to feel the effects of this change on alien. If you are not feeling that there is a difference, chances are you play alien in YOLO mode.
2. Experienced players will also exploit this change and make themselves even stronger than they were. One of the goals of this change is to help rookies... What this change does is raise the skill floor of rookies WHILE increasing the effectiveness of high level players.
Change is good... if it is well thought out and balanced.
It makes our marine play so much better and at the end of the day 1 strong marine is the best unit/resource in the game.
I laugh at anyone who implies high level players complain or suggest changes purely for their own benefit. This argument is one of the biggest barriers to game development.
I for instance will only play marine on public, just to get the inbalance there, 1 marine with never below 40% wrecks the game, and forces people to disconnect and people wont play on the server or the game anymore
Thanks to me
He's probably talking about a rookie server.
I'm not a competitive player, stop generalizing.
I want them gone and I'm about as far from the competitive mindset you could possibly get..
@remi Any chance of having you reconsider these HP bars now?
Don't be silly, they can't hear dog whistles.