Playtester Says Current Balance Was Undertested?
Tonzak
Join Date: 2002-11-25 Member: 9951Members
<div class="IPBDescription">Clans stop scrimming in dsgust w/balnce?</div> it seems like clanners are all saying aliens own when they know how to play.
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Skulks are far to strong at the beggining, you can see the great teamwork which was encouraged being wiped out by 2 skulks with celerity/silence or carapace. This basically allows any compotent alien team to dominate the map and the rts before the marines get upgrades, either the rines choose to do a very risky quick upgrade strat (in which case any good alien side will destroy the base) or be forced to spend res on turrets (quite hard to do considering you can probably hold 2 RT's at the very most with your vannilla marines), assuming the aliens arnt lieing down and letting you win of course.
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I really suggest you play some ns 2.0 scrims. Early in the game you CANNOT hold out to fastly upgraded skulks. Even if you manage a turret farm, because aliens progress so fast they'll have a 2nd hive and an easy bile bomb clearance.
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I'm tellin you that after playing about 20 ns 2.0 scrims that its impossible for a marine team to win without one major mess up by an alien team.
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what alamed me the most, though, is this:
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the current version you're seeing was the result of some very drastic and sudden changes made during the last week of testing. we literally had 4 days to get it to work and most of that time was spent finding bugs and getting it to work, we didn't have time to test balance issues and we've all observed the alien imbalance. this isn't something no one noticed for 4 months its something we didn't have any time to test. just wait for 2.01, most of these issues should be dealt with then.
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so let me get this straight, of all the time they spent "testing" this, they release a relatively undertested version? why is there an immediate need for a 2.01 right as 2.0 comes out? couldn't this have been worked out prior to the deadline?
the people who have been playing 2.0 the most all say it's imbalanced. the people who were testers say they didn't test the current balance enough to know if it is acceptable or not. so why were these changes released in 2.0? why are there no answers about the balance, only "you don't know what you're talking about since it's so new", which is not necessarily the case.
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Skulks are far to strong at the beggining, you can see the great teamwork which was encouraged being wiped out by 2 skulks with celerity/silence or carapace. This basically allows any compotent alien team to dominate the map and the rts before the marines get upgrades, either the rines choose to do a very risky quick upgrade strat (in which case any good alien side will destroy the base) or be forced to spend res on turrets (quite hard to do considering you can probably hold 2 RT's at the very most with your vannilla marines), assuming the aliens arnt lieing down and letting you win of course.
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<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
I really suggest you play some ns 2.0 scrims. Early in the game you CANNOT hold out to fastly upgraded skulks. Even if you manage a turret farm, because aliens progress so fast they'll have a 2nd hive and an easy bile bomb clearance.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
I'm tellin you that after playing about 20 ns 2.0 scrims that its impossible for a marine team to win without one major mess up by an alien team.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
what alamed me the most, though, is this:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
the current version you're seeing was the result of some very drastic and sudden changes made during the last week of testing. we literally had 4 days to get it to work and most of that time was spent finding bugs and getting it to work, we didn't have time to test balance issues and we've all observed the alien imbalance. this isn't something no one noticed for 4 months its something we didn't have any time to test. just wait for 2.01, most of these issues should be dealt with then.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
so let me get this straight, of all the time they spent "testing" this, they release a relatively undertested version? why is there an immediate need for a 2.01 right as 2.0 comes out? couldn't this have been worked out prior to the deadline?
the people who have been playing 2.0 the most all say it's imbalanced. the people who were testers say they didn't test the current balance enough to know if it is acceptable or not. so why were these changes released in 2.0? why are there no answers about the balance, only "you don't know what you're talking about since it's so new", which is not necessarily the case.
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