IMNSHO, I'd say that balance isn't the point, fun is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I agree Sinkler well that and yes Aliens do need to be buffed or at least Onos because I am tired of seeing marines able to kill an onos easily and being very UNAFRAID of it Onos was a tank and now it has to resort to Hit and Run tactics like a skulk and also Aliens should have an advantage because Yes as said earlier Biology will always kick us in our nuts and grind them into powder. And I also wan to see lerk spikes back!
Put the skulk back to 30 armor and we're set. Skulks are twigs, and so easy to take out, even without weapon upgrades. Yes I know skulks are suppose to ambush, but when you see a skulk try ambushing someone and their victim has lv1 armor, it's sad to see the skulk die. Either make the skulk armor higher, or make them spawn faster and I'd be satisfied.
how does 6 on 6 cal match even compare to the pub game?
ive seen cal games and the fact that it is six on six means fades show up realy early (therefore skulks become the secondary rush after the fade/s) . often the game is over with out a 2nd hive and no onos.
i fail to see how that compares to a 10 on 10 pub game where you dont have fade/s in under 5 min (therefore are skulking for a good part of the game. not to mention fade is nearly usless against all that fire power. granted a good fade has a good chance to win out in the end) and dont nomaly win the game with out a seond hive and a few onos.
the games in cal are short. they have no need of the skulk as a primary attacker. the strat is all about the fade. 3 rts and one good ambush is all you need.
pub games are long. they have no choice but to use the skulk as a primary attacker. the strat is try and hold them off untill we can get some fades and a second hive.
a small boost in armor to the skulk will not change the cal game but it may help the pub game.
I don't claim to represent the interests of all the people who play pubs (because perhaps they have... lives), but I play enough and ask enough people to get a pretty good sense.
I don't claim to represent the interests of all the people who play pubs (because perhaps they have... lives), but I play enough and ask enough people to get a pretty good sense. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> lol. The MOST team play based computer game in the world today is ns. Clans and CAL are the refinement of that teamwork. While you may have fun pubbing, you don't know what ns CAN be till you play with the same guys on a regular basis against top notch teams and players.
I don't claim to represent the interests of all the people who play pubs (because perhaps they have... lives), but I play enough and ask enough people to get a pretty good sense. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <span style='color:white'>Be nice.</span>
1.bind fades and onoses to the 2nd hive 2. give lerks more hp/ap 3. increase lerk bite damage to 75 4. decrease flapping energy requirement 5. increase lerk cost to 35/40 6. bind fades and onos' lives to the second hive i.e if the second hive goes down the fade and onos start to die as well. make them lose x amount of hp per 3 seconds 7. make regen heal 3% armour and 1% of hp 8. lower gorge cost to 5 and start with 25 res 9. increase gorge hp/ap slightly 10. decrease gorge base speed slightly 11. increase skulk hp/ap 12. increase fade slash dmg to 85 13. increase fade armour to 170 14. decrease fade hp to 270 15. increase onos hp to 720 16. increase onos ap to 700 17. decrease required energy for goring 18. increase energy required for stomping 19. removed or greatly decrease energy to devour 20. make devour damage ap & hp simultaneously at the same rate 21. at hive 3 make all alien attacks do 5 extra damage/ 10% extra damage 22. make web cost lest energy to use 23. increase HA "webbed" time 25. decrease hive hp to 5500 26. change hive heal to 2% a second increase to 3% if victims hp is less than 25% also applies to the hive 27. change acid rocket damage to 30 dmg on impact, 10dmg a sec, lower by 1 dmg every sec. 28. increase blast radius of acid rocket 29. lower rof and higher energy needed for acidrocket 30. lower xenocide energy req by 10% 31. increase xenocide blast radius 32. increase the range for xenocide' max damage. 33. give xenocide burning dmg 5hp per sec for 5 sec. 34. increase ap by 50% while xenociding 35. after 50% of the time elapsed while xenociding has passed lower hp by 50% increase ap by a further 100% 36. change defence chamber heal to 3hp a second 37. allow defence chambers to self-heal 38. reduce oc build time by 10 sec 39. make movement chambers recover 8% of energy per second 40. make movement increase building speed of gorge and self buildspeed, hive not included 41. give sensory chambers the ability to parasite anything that is in range, remains invisible and can only parasite once ever 3 sec 42. increase spore damage to 10/sec 43. make sporing buildings increase the build time by 25% 43. increase energy required for sporing by 7% 44. disable spore stacking 45. increase spore time by 3 seconds 46. higher spore rof ever so slightly 47. make stomp do 5dmg to hp 48. give charge a 0.5 meter knockback 49. increase damage caused by charge on buildings 50. increase charge range by 0.2 metres to allow multiple targets 51. give charge and leap a 40hp/30ap attack upon impact (not sure if that can be implemented)
Marine changes:
1. change lmg damage to 5ap/5hp increase to 10hp when ap is depleted 2. change shotgun pellet damage to 13ap/5hp 18 dmg per pellet after ap is depleted 3. change spread pattern to make "groups of pellets" i.e 8 groups of 2 pellets make a minimal delay between each group 4. change hmg damage to 12hp/7armour change to 20 dmg when ap is depleted 5. lower hmg clip to 120 6. decrease hmg reload time by 3% 7. change gl damage to 60% of current damage to ap, 40% to hp increase to 100% of current damage when ap is depleted 8. increase base HA ap to 250 9. decrease HA speed 10. increase HA research time by 15sec 11. lower maximum jp fuel 12. increase jp fuel regeneration 13. decrease jp fuel regeneration by 50% in water 14. give jp a very slight knockback if firing in the air 15. decrease turret damage by 5 16. increase turret rof to that of a lmg 17. require a 1 res reload for turrets after 200 bullets are fired. make this process auto 18. increase the research time of weapons upgrades by 30sec 19. increase the damage of weapons upgrades by 1% each lvl lvl3 gets an extra 1.5%. 20. increase grenade damage to 120dmg, keep current damage allocation. 21. increase welder range and radius i.e can target 2 objects at half repair rate 22. increase welder rof 23. decrease damage repaired by 2 24. increase phase gate hp by 150 25. increase tf hp by 150 26. decrease turret hp by 100 27. tie each ip spawn time to the other, i.e waits 2 seconds for a second victim to die, if there are none spawns immediately. 28. decrease ip hp by 150 29. decrease electrifiy damage to 15 30. change electrify damage to 14hp/1ap 31. decrease adv. armoury research time by 20 sec 32. remove electrify target limit 33. decrease res tower hp by 200 34. change damage system of unbuilt buildings to reduce the building progress 35. make building slots cost 5 res and make it cost x res while building according to the particular building. 36. possibly change motion to detect sound instead. 37. include a sound filter for each marine for motion upgrade, to avoid false readings. 38. increase motion research time 39. increase motion research cost to 40 40. decrease obs cost to 15 41. give obs limited motion detection range 42. remove ability for obs and scanner sweep to detect aliens through motion, or give it a different icon for buildings only. 42. each level of armour decreases the damage of spores by 1/sec. 43. when lvl3 armour is reached give a new research available on the armoury to hand out full-body suits to all newly-spawned marines. reduces spore damage to 2.5/sec 44. lvl3 armour increases noise generated by movement by 10% 45. dull sound recieved by lvl3 armour and HA, does not hinder motion/rectified by motion 46. increase lmg rof slightly 47. decrease lmg clip to 45 48. catalyst increases reload rate, and perception of sound. 49. if dc or mcs are active (healing energy/hp) they will be picked up by motion 50. motion does not pick up silenced aliens (lvl3)
hopefully, this will increase the value of a hive in turn increasing the value and making it easier for marines to lock down a hive. the lerks sporing dmg has been increased to help keep marines out of key locations earlier on in the game. while hopefully shortening the time it takes to end alien-favoured games. (stops the end struggle of taking out marines' spawn)
These are only suggestions, dont flame me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
edit: added charge impact damage to leap
--
additional changes to alien' damage system:
1.all forms of bite does 75 dmg to armour, flows onto hp if armour is less than 75 2. slashing does 60ap/30hp flows on of armour is less than 60 3. increase gore damage to 100 4. gore does 30hp/70ap 5. make metabolize only heal hp and nrg (not sure about these) 1. spit bypasses armour, 25 to hp 2. heal spray does 20 dmg to armour 3. spit does 10dmg to HA due to inablilty to reduce breathing (not sure about this one) 4. maybe alter fade blink to something more like 1.04 blink to reduce the ability for them to turn games around.
additional changes to marines... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
1. deplete jp fuel by 20% of total fuel if bitten/slashed/gored/xenocided/acidrocket..ed and nothing else.
<span style='color:white'>Refrain from doubleposting, please.</span>
Sarisel.::' ( O ) ';:-. .-.:;' ( O ) '::.Join Date: 2003-07-30Member: 18557Members, Constellation
edited July 2004
<span style='color:white'>If you have an issue with my moderation decisions, bring it up to me in PM. Thanks for pointing me at that oversight, though.</span>
Long, epic battles where both teams are trying to win and have a chance to win (and both teams have at least 3 res nodes) are generally fun on pubs. This is why people keep wanting 1.04 back (even though it had many problems), because it had these long games, and they don't happen in 3.x. Clanners don't want to play long games, but people playing in pubs do. Apparently, that is the problem.
Cortex, looking over your list some, these are some things I noticed. First, locking fades/onos to 2 hives encourages 2 hive lockdowns by marines. Second, changing the marine weapons to damage a certain amount of hp/ap eliminates the benefit that alien armor receives with new hives.
<!--QuoteBegin-Soberana+Jul 24 2004, 11:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soberana @ Jul 24 2004, 11:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There arent any epic battles as you get bigger game knowledge. You know when you are going to lose and when to win.
**** your epic, I want balance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> People had plenty of game knowledge while playing 1.04. Comms knew exactly where they wanted to expand to (based on the starting alien hive) and what structures they wanted to place, and aliens knew very quickly who their one gorge was going to be, and which areas they had to defend until a second hive came. A lack of game knowledge was not the cause of epic games in 1.04. Also, without the jp/hmg rushes (which I was lucky enough to rarely see, and could have been avioded by an increase in upgrade time/cost), 1.04 was balanced just fine.
<!--QuoteBegin-Soberana+Jul 24 2004, 02:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soberana @ Jul 24 2004, 02:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There arent any epic battles as you get bigger game knowledge. You know when you are going to lose and when to win.
**** your epic, I want balance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> But CK omg one side completly dominating the other unless they suck is liek omg epicnessessnesyay
I agree that an epic struggle is the point of the game, but making aliens more powerful then marines means that game play will become even more predictable and boring. If near balance is achived then the game will struggle back and forth instead of progressing to alien win.
I think the big problem is the onos right now, its both too strong and too weak at the same time. Some one once suggested maybe the onos should have thick armor for the front, and weaker amor at the back and sides. Some quick numbers could be,
Head on damage = 1/2 (50% Body damge = Full damage
This could easily be accounted for in the story line, and implimentation is just adding an aditional hitbox at the front of the onos.
Hmm Gorges now have an ability with at least 2 hives and this is one of those abilitys that don't take up bile bomb slot. A ninja skulk follows you and it can be respawn every 5 mins. Also skilled players on aliens and newbie players on marine = balance.
<!--QuoteBegin-The_IRS+Jul 24 2004, 10:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The_IRS @ Jul 24 2004, 10:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Games are created for the competative people, not for pubs. It's not meant for an epic stuggle because that takes too long and get's boring. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Erm... No. Or rather, not completely.
Games are not created <i>against</i> any demographic, and that's what such remarks eventually boil down to. NS is not created for casual <i>or</i> competitive players, it's created for both. So please, everyone, stop waving your flag and rallying against the others. It is plainly not necessary.
<!--QuoteBegin-Nemesis Zero+Jul 24 2004, 06:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Jul 24 2004, 06:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-The_IRS+Jul 24 2004, 10:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The_IRS @ Jul 24 2004, 10:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Games are created for the competative people, not for pubs. It's not meant for an epic stuggle because that takes too long and get's boring. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Erm... No. Or rather, not completely.
Games are not created <i>against</i> any demographic, and that's what such remarks eventually boil down to. NS is not created for casual <i>or</i> competitive players, it's created for both. So please, everyone, stop waving your flag and rallying against the others. It is plainly not necessary. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> NS simply boils down to being designed in order to be played.
And who plays it best? The people who work at it the most to become the best.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->NS simply boils down to being designed in order to be played.
And who plays it best? The people who work at it the most to become the best. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> But does it really matter who plays the best? NS is built to be played with teamwork. And if it is played with the amount of teamwork that was in the dev team's collective mind when the coding was laid down, then it is being played the way it was designed. It doesn't matter if half the team can't aim for crap, or if none of the gorges know what choke points that best hold against attack, but if the team communicates well and attempts to coordinate their efforts, then NS is being played the way it should be.
<!--QuoteBegin-semi-psychotic+Jul 24 2004, 09:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic @ Jul 24 2004, 09:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->NS simply boils down to being designed in order to be played.
And who plays it best? The people who work at it the most to become the best. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> But does it really matter who plays the best? NS is built to be played with teamwork. And if it is played with the amount of teamwork that was in the dev team's collective mind when the coding was laid down, then it is being played the way it was designed. It doesn't matter if half the team can't aim for crap, or if none of the gorges know what choke points that best hold against attack, but if the team communicates well and attempts to coordinate their efforts, then NS is being played the way it should be. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, Flayra designed this game to be played. Not so that players could have sucky aim and still win, because aiming is still part of the game.
Nor would it be correct to say you could play the game best without teamwork, either.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No, Flayra designed this game to be played. Not so that players could have sucky aim and still win, because aiming is still part of the game.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
heh how do you know this is true ?? he might have designed so ppl that have sucky aim could still play... ;D
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Just because your not good at NS doesn't give you the right to tell the devs how to make it easier for you to win<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
how can you judge someone's ability to play a game from just reading something they have typed... ?? please teach me how <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
dunno if this is possible but why not have 3 sets of stats for both sides that would random be selected (secretly) and when the map is played you don't know which gun is as good as you thought it was a map ago, maybe this map the turrets can't aim as well as 3 maps ago, maybe the shotgun has a longer ROF etc.
Comments
well that and yes Aliens do need to be buffed or at least Onos because I am tired of seeing marines able to kill an onos easily and being very UNAFRAID of it
Onos was a tank and now it has to resort to Hit and Run tactics like a skulk and also Aliens should have an advantage because Yes as said earlier Biology will always kick us in our nuts and grind them into powder.
And I also wan to see lerk spikes back!
i disagree with the idea that the marine guns need to be nerfed.
all it would take is 10 to 15 more ap on the skulk (so carpace is useful) and a bit stronger onos (make it 100 rez again)
while we can never be 100% sure on what the change would realy mean it is a simple start.
ive seen cal games and the fact that it is six on six means fades show up realy early (therefore skulks become the secondary rush after the fade/s) . often the game is over with out a 2nd hive and no onos.
i fail to see how that compares to a 10 on 10 pub game where you dont have fade/s in under 5 min (therefore are skulking for a good part of the game. not to mention fade is nearly usless against all that fire power. granted a good fade has a good chance to win out in the end) and dont nomaly win the game with out a seond hive and a few onos.
the games in cal are short. they have no need of the skulk as a primary attacker. the strat is all about the fade. 3 rts and one good ambush is all you need.
pub games are long. they have no choice but to use the skulk as a primary attacker. the strat is try and hold them off untill we can get some fades and a second hive.
a small boost in armor to the skulk will not change the cal game but it may help the pub game.
I don't claim to represent the interests of all the people who play pubs (because perhaps they have... lives), but I play enough and ask enough people to get a pretty good sense.
I don't claim to represent the interests of all the people who play pubs (because perhaps they have... lives), but I play enough and ask enough people to get a pretty good sense. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
lol. The MOST team play based computer game in the world today is ns. Clans and CAL are the refinement of that teamwork. While you may have fun pubbing, you don't know what ns CAN be till you play with the same guys on a regular basis against top notch teams and players.
I don't claim to represent the interests of all the people who play pubs (because perhaps they have... lives), but I play enough and ask enough people to get a pretty good sense. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<span style='color:white'>Be nice.</span>
Alien changes:
1.bind fades and onoses to the 2nd hive
2. give lerks more hp/ap
3. increase lerk bite damage to 75
4. decrease flapping energy requirement
5. increase lerk cost to 35/40
6. bind fades and onos' lives to the second hive i.e if the second hive goes down the fade and onos start to die as well. make them lose x amount of hp per 3 seconds
7. make regen heal 3% armour and 1% of hp
8. lower gorge cost to 5 and start with 25 res
9. increase gorge hp/ap slightly
10. decrease gorge base speed slightly
11. increase skulk hp/ap
12. increase fade slash dmg to 85
13. increase fade armour to 170
14. decrease fade hp to 270
15. increase onos hp to 720
16. increase onos ap to 700
17. decrease required energy for goring
18. increase energy required for stomping
19. removed or greatly decrease energy to devour
20. make devour damage ap & hp simultaneously at the same rate
21. at hive 3 make all alien attacks do 5 extra damage/ 10% extra damage
22. make web cost lest energy to use
23. increase HA "webbed" time
25. decrease hive hp to 5500
26. change hive heal to 2% a second increase to 3% if victims hp is less than 25% also applies to the hive
27. change acid rocket damage to 30 dmg on impact, 10dmg a sec, lower by 1 dmg every sec.
28. increase blast radius of acid rocket
29. lower rof and higher energy needed for acidrocket
30. lower xenocide energy req by 10%
31. increase xenocide blast radius
32. increase the range for xenocide' max damage.
33. give xenocide burning dmg 5hp per sec for 5 sec.
34. increase ap by 50% while xenociding
35. after 50% of the time elapsed while xenociding has passed lower hp by 50% increase ap by a further 100%
36. change defence chamber heal to 3hp a second
37. allow defence chambers to self-heal
38. reduce oc build time by 10 sec
39. make movement chambers recover 8% of energy per second
40. make movement increase building speed of gorge and self buildspeed, hive not included
41. give sensory chambers the ability to parasite anything that is in range, remains invisible and can only parasite once ever 3 sec
42. increase spore damage to 10/sec
43. make sporing buildings increase the build time by 25%
43. increase energy required for sporing by 7%
44. disable spore stacking
45. increase spore time by 3 seconds
46. higher spore rof ever so slightly
47. make stomp do 5dmg to hp
48. give charge a 0.5 meter knockback
49. increase damage caused by charge on buildings
50. increase charge range by 0.2 metres to allow multiple targets
51. give charge and leap a 40hp/30ap attack upon impact (not sure if that can be implemented)
Marine changes:
1. change lmg damage to 5ap/5hp increase to 10hp when ap is depleted
2. change shotgun pellet damage to 13ap/5hp 18 dmg per pellet after ap is depleted
3. change spread pattern to make "groups of pellets" i.e 8 groups of 2 pellets make a minimal delay between each group
4. change hmg damage to 12hp/7armour change to 20 dmg when ap is depleted
5. lower hmg clip to 120
6. decrease hmg reload time by 3%
7. change gl damage to 60% of current damage to ap, 40% to hp increase to 100% of current damage when ap is depleted
8. increase base HA ap to 250
9. decrease HA speed
10. increase HA research time by 15sec
11. lower maximum jp fuel
12. increase jp fuel regeneration
13. decrease jp fuel regeneration by 50% in water
14. give jp a very slight knockback if firing in the air
15. decrease turret damage by 5
16. increase turret rof to that of a lmg
17. require a 1 res reload for turrets after 200 bullets are fired. make this process auto
18. increase the research time of weapons upgrades by 30sec
19. increase the damage of weapons upgrades by 1% each lvl lvl3 gets an extra 1.5%.
20. increase grenade damage to 120dmg, keep current damage allocation.
21. increase welder range and radius i.e can target 2 objects at half repair rate
22. increase welder rof
23. decrease damage repaired by 2
24. increase phase gate hp by 150
25. increase tf hp by 150
26. decrease turret hp by 100
27. tie each ip spawn time to the other, i.e waits 2 seconds for a second victim to die, if there are none spawns immediately.
28. decrease ip hp by 150
29. decrease electrifiy damage to 15
30. change electrify damage to 14hp/1ap
31. decrease adv. armoury research time by 20 sec
32. remove electrify target limit
33. decrease res tower hp by 200
34. change damage system of unbuilt buildings to reduce the building progress
35. make building slots cost 5 res and make it cost x res while building according to the particular building.
36. possibly change motion to detect sound instead.
37. include a sound filter for each marine for motion upgrade, to avoid false readings.
38. increase motion research time
39. increase motion research cost to 40
40. decrease obs cost to 15
41. give obs limited motion detection range
42. remove ability for obs and scanner sweep to detect aliens through motion, or give it a different icon for buildings only.
42. each level of armour decreases the damage of spores by 1/sec.
43. when lvl3 armour is reached give a new research available on the armoury to hand out full-body suits to all newly-spawned marines. reduces spore damage to 2.5/sec
44. lvl3 armour increases noise generated by movement by 10%
45. dull sound recieved by lvl3 armour and HA, does not hinder motion/rectified by motion
46. increase lmg rof slightly
47. decrease lmg clip to 45
48. catalyst increases reload rate, and perception of sound.
49. if dc or mcs are active (healing energy/hp) they will be picked up by motion
50. motion does not pick up silenced aliens (lvl3)
hopefully, this will increase the value of a hive
in turn increasing the value and making it easier for marines to lock down a hive.
the lerks sporing dmg has been increased to help keep marines out of key locations earlier on in the game. while hopefully shortening the time it takes to end alien-favoured games. (stops the end struggle of taking out marines' spawn)
These are only suggestions, dont flame me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
edit: added charge impact damage to leap
--
additional changes to alien' damage system:
1.all forms of bite does 75 dmg to armour, flows onto hp if armour is less than 75
2. slashing does 60ap/30hp flows on of armour is less than 60
3. increase gore damage to 100
4. gore does 30hp/70ap
5. make metabolize only heal hp and nrg
(not sure about these)
1. spit bypasses armour, 25 to hp
2. heal spray does 20 dmg to armour
3. spit does 10dmg to HA due to inablilty to reduce breathing (not sure about this one)
4. maybe alter fade blink to something more like 1.04 blink to reduce the ability for them to turn games around.
additional changes to marines... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
1. deplete jp fuel by 20% of total fuel if bitten/slashed/gored/xenocided/acidrocket..ed and nothing else.
<span style='color:white'>Refrain from doubleposting, please.</span>
Cortex, looking over your list some, these are some things I noticed. First, locking fades/onos to 2 hives encourages 2 hive lockdowns by marines. Second, changing the marine weapons to damage a certain amount of hp/ap eliminates the benefit that alien armor receives with new hives.
You know when you are going to lose and when to win.
**** your epic, I want balance.
You know when you are going to lose and when to win.
**** your epic, I want balance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
People had plenty of game knowledge while playing 1.04. Comms knew exactly where they wanted to expand to (based on the starting alien hive) and what structures they wanted to place, and aliens knew very quickly who their one gorge was going to be, and which areas they had to defend until a second hive came. A lack of game knowledge was not the cause of epic games in 1.04. Also, without the jp/hmg rushes (which I was lucky enough to rarely see, and could have been avioded by an increase in upgrade time/cost), 1.04 was balanced just fine.
You know when you are going to lose and when to win.
**** your epic, I want balance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
But CK omg one side completly dominating the other unless they suck is liek omg epicnessessnesyay
I think the big problem is the onos right now, its both too strong and too weak at the same time.
Some one once suggested maybe the onos should have thick armor for the front, and weaker amor at the back and sides. Some quick numbers could be,
Head on damage = 1/2 (50%
Body damge = Full damage
This could easily be accounted for in the story line, and implimentation is just adding an aditional hitbox at the front of the onos.
Gorges now have an ability with at least 2 hives and this is one of those abilitys that don't take up bile bomb slot. A ninja skulk follows you and it can be respawn every 5 mins.
Also skilled players on aliens and newbie players on marine = balance.
Erm... No. Or rather, not completely.
Games are not created <i>against</i> any demographic, and that's what such remarks eventually boil down to. NS is not created for casual <i>or</i> competitive players, it's created for both. So please, everyone, stop waving your flag and rallying against the others. It is plainly not necessary.
Erm... No. Or rather, not completely.
Games are not created <i>against</i> any demographic, and that's what such remarks eventually boil down to. NS is not created for casual <i>or</i> competitive players, it's created for both. So please, everyone, stop waving your flag and rallying against the others. It is plainly not necessary. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
NS simply boils down to being designed in order to be played.
And who plays it best? The people who work at it the most to become the best.
And who plays it best? The people who work at it the most to become the best. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
But does it really matter who plays the best? NS is built to be played with teamwork. And if it is played with the amount of teamwork that was in the dev team's collective mind when the coding was laid down, then it is being played the way it was designed. It doesn't matter if half the team can't aim for crap, or if none of the gorges know what choke points that best hold against attack, but if the team communicates well and attempts to coordinate their efforts, then NS is being played the way it should be.
And who plays it best? The people who work at it the most to become the best. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
But does it really matter who plays the best? NS is built to be played with teamwork. And if it is played with the amount of teamwork that was in the dev team's collective mind when the coding was laid down, then it is being played the way it was designed. It doesn't matter if half the team can't aim for crap, or if none of the gorges know what choke points that best hold against attack, but if the team communicates well and attempts to coordinate their efforts, then NS is being played the way it should be. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, Flayra designed this game to be played. Not so that players could have sucky aim and still win, because aiming is still part of the game.
Nor would it be correct to say you could play the game best without teamwork, either.
heh how do you know this is true ?? he might have designed so ppl that have sucky aim could still play... ;D
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Just because your not good at NS doesn't give you the right to tell the devs how to make it easier for you to win<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
how can you judge someone's ability to play a game from just reading something they have typed... ?? please teach me how <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
just something to chew on