Beta 4 Changes
Act_Chill
Join Date: 2003-04-24 Member: 15816Members
<div class="IPBDescription">no long paragraphs here</div> <b>Lerk flight </b>with no stamina. I thinks was needed and now people will use lerk again. It sucks when a flying unit cant fly.
<b>CO spawn system </b>would work for clan matches where they just dont rambo into hive. In pub its much different b/c of the faster death rate and when one side has a que of dead people its game over. This happens fast and without wave spawing a team has no chance. Maybe making hte spawn rate based on the total amount of people playing in the server. Ranging from like 15 seconds for 1v1 to 2 seconds for 12v12.
<b>Bast is back </b>and everyone is happy, but there are only 8 rts. It seems that its not enough and that the rt placment is scewed away from the refinery hive and towards atmosphere. So if the marines reolcate to atmosphere and the aliens have refinery then there is no way the aliens can control enough rts to win. I saw this happen several times.
<b>The third hive ability </b>costing 2 points instead of one was a good change. Going early zeno was too powerfull just like early jp/HA and thats why thoughs are 2 points. Webbing is one of the best upgrades in the game and a gorg has plenty of points to spend. This wont hurt the gorg in ability it just delays the gorg getting webs.
Overall the changes were not bad, but they do need to fix the spawn system in CO asap. They have done several diferent spawn systems and none of them have satisfied 100% of the players and it never will. However I think each new ideal has been worse and worse. The first one was the best one even if it took a level 10 onos long to respawn. A level 10 onos should take awhile to respawn but people didnt like it.
<b>CO spawn system </b>would work for clan matches where they just dont rambo into hive. In pub its much different b/c of the faster death rate and when one side has a que of dead people its game over. This happens fast and without wave spawing a team has no chance. Maybe making hte spawn rate based on the total amount of people playing in the server. Ranging from like 15 seconds for 1v1 to 2 seconds for 12v12.
<b>Bast is back </b>and everyone is happy, but there are only 8 rts. It seems that its not enough and that the rt placment is scewed away from the refinery hive and towards atmosphere. So if the marines reolcate to atmosphere and the aliens have refinery then there is no way the aliens can control enough rts to win. I saw this happen several times.
<b>The third hive ability </b>costing 2 points instead of one was a good change. Going early zeno was too powerfull just like early jp/HA and thats why thoughs are 2 points. Webbing is one of the best upgrades in the game and a gorg has plenty of points to spend. This wont hurt the gorg in ability it just delays the gorg getting webs.
Overall the changes were not bad, but they do need to fix the spawn system in CO asap. They have done several diferent spawn systems and none of them have satisfied 100% of the players and it never will. However I think each new ideal has been worse and worse. The first one was the best one even if it took a level 10 onos long to respawn. A level 10 onos should take awhile to respawn but people didnt like it.
Comments
Took the words right outta my mouth. XD
It kinda works, if you can call essentially eliminating some third hive abilities for certain classes "working", maybe this will force them to give the third hive abilities a bit of a buff for some classes.
Personally, I think it would be easier to nerf webs a bit(time-wise, then maybe make it easier for a marine to trigger another web, that should balance it out if necessary), maybe nerf xeno a bit less, and make the third hive ability one point again.
Lerk flight would be better if they took out pancaking by limiting the lerk's max speed.
Xeno's not that overpowering... because you end up with a late game alien that has 1 point in a useless ability. Twas a tradeoff.
Yeah... other 3 hive abilities suxors.
This problem is way to important. I go to pub that is always full and Marines win 1 out of 6 times. It's really, really hard to win with this spawn system. Please, do something about it.
Alien trickle Xp was changed to make for marines moving out.
Yet what made for the longest games?
Marines camping marine start.
So I tend to think that simply the trickle XP would have been enough to accomplish both these goals. Marines would have to push out or lose. And since they're pushing out, they tend to win or lose more quickly.
With both changes in place, it only stands to reason that the aliens are winning hands down. They move faster so they'll therefore cover more distance between the hive and the CC than the marines will in the same amount of time. When the battle takes place, it'll be closer to the marine side.
Given that it's unlikely marines will win the battle without casualties, the marine force that presses on will be weaker. Aliens spawn faster (though singly) so have more of them to deal with the reduced marine threat, thus being able to push marines back further. Once you've pushed them all the way back into the spawnpoint, the single-spawn system takes care of the rest <i>as it was designed to</i>.
To deal with this, marines are.. guess what... camping marine start again. After all, they need the group fire to deal with aliens. The closer you are to where your teammates spawn in, the faster you can have group fire. It doesn't change the endgame very much, aliens still win by getting into the base and spawncamping, it just takes them a little longer that way.