A Quick Observation Reguarding 1.04.
BlueGhost
Join Date: 2002-11-30 Member: 10337Members
<div class="IPBDescription">Balance stuff.</div> 1.04 appears to be trying to:
1) Remove marines rushing the 1st hive.
2) Make the battle be over the 3rd hive, instead of the 2nd by weakening umbra and fades.
3) Remove the marines 'siege everything' mentality.
4) Increase the viability of other alien upgrades over D->M->S
It just struck me that point 1, point 2 and point 4 all would be aided by increasing the base alien 'hardness' and de-creasing carapice. So at the top level aliens would be easier to kill but at the bottom un-upgraded level aliens would take more killing.
If this were the case celerity skulks could acctually be very usefull, silence skulks wouldn't be losing so much when they're forced to assult (rather than camp).
And marines who leave base the instant they spawn wouldn't be so capable of absolutly dominating the skulks like they can now.
Incedently in the 1.04f server I played lerk spikes seem seriously kickarse.
BlueGhost
Oh also if its not really hard lock r_drawviewmodel 0 this patch please, I used it afew times and I basically makes me as good as some of the best players I know, which makes me worried that I AM as good but they cheat, which is a bad thing to think :\.
1) Remove marines rushing the 1st hive.
2) Make the battle be over the 3rd hive, instead of the 2nd by weakening umbra and fades.
3) Remove the marines 'siege everything' mentality.
4) Increase the viability of other alien upgrades over D->M->S
It just struck me that point 1, point 2 and point 4 all would be aided by increasing the base alien 'hardness' and de-creasing carapice. So at the top level aliens would be easier to kill but at the bottom un-upgraded level aliens would take more killing.
If this were the case celerity skulks could acctually be very usefull, silence skulks wouldn't be losing so much when they're forced to assult (rather than camp).
And marines who leave base the instant they spawn wouldn't be so capable of absolutly dominating the skulks like they can now.
Incedently in the 1.04f server I played lerk spikes seem seriously kickarse.
BlueGhost
Oh also if its not really hard lock r_drawviewmodel 0 this patch please, I used it afew times and I basically makes me as good as some of the best players I know, which makes me worried that I AM as good but they cheat, which is a bad thing to think :\.
Comments
2] failed
3] never really a problem, but failed
4] failed, but with a few changed sensory could be good
I'm happy with all the bug fixes in 1.04, and the new siege system. I dislike the fact that the build order now promotes fast teching and marine base camping, but I can live with it. 1.1 is very promising. The marine rush is still very viable and easy to accomplish, but a gorge by the hive with 3 DCs cannot die, at all. It's not really fair, but it can be changed easily. Regen and Redemption still needs to be adjusted and made better, as it's still not a viable 1 hive option. Sensory improvements have been awesome, but I think a few more things should be changed to make it even more worth it.
That's all I got to say right now