After playing beta3v5 8+ hours straight this weekend, here are my thoughts:
Combat:
Nice changes there. The spawnsystem works quite well, good idea to limit the max spawn to 5 players. Queue time may be a little long, but I believe the new wave countdown starts a bit quicker then with the spawnsystem-plugin.
The idea of aliens respawning as skulk opens some very interesting tactics I've noticed. Especially going down from onos -> fade or fade -> lerk adds to the gameplay. But it also allows you to gestate to a different lifeform to get one more upgrade for that fade/onos. Gestation time is quite ok, as long as you don't die too often <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Aliens have to be careful though, getting spawncamped at the start = loss.
Onos got some nice buffs in combat! The added carapace finally makes it worth and onos now only costs 4 points (no one noticed that?!) instead of 5. Redemption is especially powerful with this combination.
Skulking changed a bit it seems, biting is somewhat different. Sometimes harder, sometimes (with the reduced knockback) better. No problem to me.
The Shotgun owns <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> both sound and usage. Welder rules too! JP is indeed a blender/vacuum but I got used to it in an hour. I expect that JP may cost 3 points in the future or that it will be accessible after Armor 3 has been purchased, to balance its power. Especially since it's immune to stomp now (might be a nerf onos-wise).
co_sava is a VERY nice map from an esthetic point of view. Indeed it's a bit too hard for aliens to win (only lost on that map as aliens). Perhaps some vents and obstacles for the marines will improve it.
NS: didn't play much, but i guess most map changes are for the good. The new hera is very nice with the balcony and holoroom being single-res. gl to 15 res can be useful against early oc-walling.
ns_altair: cool map. Only played 2 games but it seems nice and fresh. The alien team had problems with upping the top hive, we couldn't build it. Others may have already mentioned this.
In NS, onos did not receive much improvement as most players use regen instead of carapace/redemption. In addition with the new JP's, the onos may be even more nerfed. Guess balancing onos is still a tough matter, since the cheaper cost acknowledges that it is a less powerful lifeform (conforms with the cost reduction to 75 res in NS). So maybe we have to say 'byebye' to the thought that onos is a super-tank.
Some critizism: why didn't happen anything with the hive 3 abilities? Acid Rocket still needs work, it's now weaker than spit! Up damage to 40 or so and increase energy cost. Onos charge is good speed-wise, but dealing damage is still crappy. I would like to see damage per hit instead of per second and an added knockback.
Good job buffing the MC with increased range and effectiveness. I'm already a fan of MC-first tactics. Hopefully this may open up the way. BTW I'm seeing more SC first tactics lately: cool! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
All-in-all: I think the team did a great job. Most whiners are ppl that just need to play more before they state their opinions, sure the devteam did a lot of testing. Keep it up!
One Question. When will the Changelog for the Alien Buffes (NS_Classic) released ?? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
In 4a we all know that the Marines had an easy time to win. In b5 there have been mostly Bugsfixes and some Buffs to the Rines . For Example why do they need a better Jetpack ? I like it but for what reason do the need it ?
I think that the Dev team is blinded by Combat and completly lost its Focus on NS <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
The Alien Changes in Classic are so little. Only the Armor Buff of the Onos is Nice but i think this was only made for Combat because no one Choose Carapace in Classic (maybe now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> ).
The aliens need a Buff or Clanplay will definitly die. Its not funny to win every Rine round and lose the Aliens rounds.
By The way i uncloak when i strafewalk (i tryed it as gorge) but the Changelog said this is fixed
<!--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-->O Walking aliens no longer uncloak while strafing or if they have upgraded to celerity.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
My last words are. For now the Patch is ok but i hope that the Devs come back to Classic NS and get Combat out of their Mind.
Cvars that allow people to change things like the availability of onos/ha/hmg/seiges, maximum numbers of onos/ha/hmg/seiges (like TFC class limits), combat skulk-spawning, building costs, wave-spawn times and the likes (obviously all controlled by a clan-game cvar that locks them all down). The benefit this would have is people could tweak it to different settings and you would see what was popular without having to release a new patch.
(And I just played a game with rules of no-seige, no-ha and no-onos and it was quite fun, but the hives seemed to go down quite quickly).
And tbh, it seems like combat has now become a race for the Onos. If enough rines have HMGs byt the time the onos turns up, the rines will kill the onos and take the hive. If they dont, chances are the CC will go down.
As for maps, they come and go and old versions can be retrieved and renamed.
And I still think co_sava_b1 was better than co_sava.
<!--QuoteBegin-Raistlin666+Sep 6 2004, 04:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Raistlin666 @ Sep 6 2004, 04:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For Example why do they need a better Jetpack ? I like it but for what reason do the need it ? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Because ALL pubs game went 5 games HA engame for every 1 JP endgame....now maybe I'll see my beloved blender in random pubs more often <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--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-->I think that the Dev team is blinded by Combat and completly lost its Focus on NS <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I too feel this there we so few/almost no changes to gameplay in NS and I think rines got the better of them even though they were more powerful to begin with, JP = death from above or Death from a marine that now moves too fast. Reduced knock back is a plus though.
I have seen armies of xenoing skulks in CO now and they generally own. Cause your not locked in to basically 1 life form you can afford to suicide bomb, save a few points and fade/ono if needed later. All u need is adren to leap round and xeno at will. It dont take alot of skill but xeno, if it doesnt kill the rines weakens them so much that its easy to mop em up later.
U can have a xeno skulk go in wreak havoc, then all gorge and web and heal hive if needed, then when hive is 100% you all charge and bile the CC, when you die return to xenoing. thats pretty much GG especially on the larger servers where there will be the odd ono/fade as well. The only way u loose is if u start to get camped (hopeflly the webs and stop this till u spawn but <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> )
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<!--QuoteBegin-kabab+Sep 7 2004, 02:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kabab @ Sep 7 2004, 02:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Respawning as a skulk is not very good cause once the marines get a gernade launcher its all over they can't do anything..
Can we please have the aliens come back as the previous lifeform but still be able to change class how hambone mode used to work... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Just don't die as higher lifeform! That easy. Sure, mistakes happen and one can die sometimes, but i watch too many suicide- Fades/Oni everyday that don't even try to leave the fight.
Give this beta5 some weeks and alien players will hopefully adapt and stop this suicide runs because gestating after death is annoying... or everyone starts super skulking..that would be the bad effect.
Did the shotgun get changed apart from the crosshair? Because it's a goddamn railgun currently. Shotguns are ment to be up-close damage dealers, not sniper weapons. I've been consistantly getting kills at ranges that are simply too far for a weapon designed for close-quaters combat.
The jetpack actually didn't seemed to have changed much, at least in the Combat side of things. However combined the shotgun, players are getting jetpacks very early, and the counter, webs, simply arn't appearing at the same speed. Plus webs are still horribly limited and with the increased ability to change direction and speed mid-flight, it's possible to dodge webs to a large degree.
Wave spawning has had an interesting effect also; it's sped up gameplay a *lot*. Both sides are hitting levels much faster and the gameplay is significantly quicker and action-packed. Combat now really feels like it should: a fast-paced bloodbath filled with action.
Classic is still rife with the woes of 3.0; the marines still dominate. With a plethora of bugs out of the way I hope the devs will be able to focus on gameplay changes, which from the Classic side of things are sorely needed.
Come on try not to die??? you might be able to get away with hit and run in 6v6 games but try 12v12 games blinking into 7-8 shotties its not so easy to come out alive.
If the skulk thing stays then atleast they could reduce the time it takes to gestate, if you get a onos before any upgrades you spend more time gestating then fighting.
<!--QuoteBegin-kabab+Sep 7 2004, 04:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kabab @ Sep 7 2004, 04:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Come on try not to die??? you might be able to get away with hit and run in 6v6 games but try 12v12 games blinking into 7-8 shotties its not so easy to come out alive. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 12vs12 games are complete waste of times, But if you have that many people.. leap, lerks sporing etc, people are doomed to get lvls for onos with stomp and what not. Sure if the marines have 2 or more lvls higher than the aliens it only shows that they'v used the map layout as advantage or that their simply better players.
There are ways to win almost in every map out there, on both sides..
forgot to say, i love the map changes, <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--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--> Enjoy the beta and have fun instead to cry for this and for that. Simple. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is a beta. The developers want feedback. Most people in this thread are not "crying". They are providing feedback on Beta 5. Your job as a playtester is to provide feedback. Simple.
I get stuck more then ever, in nothing on a ladder outside powersilo as skulk i got stuck and some more times. Also i heard like 4 people that got the weapon unavaliable bugg one of them was a fade the couldent swipe.
Other then that it's great, exept the new maps i dont like them. I get alot more kills, and i think it is because all DLed models got replaced with the original low lagg ones.
The extra up boost on fade blink is annoing, u hit pipes and stuff in small areas when you escape. cause im used to aim a little higher up and now I go even MORE up.
<!--QuoteBegin-Ryo-Ohki+Sep 7 2004, 09:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Sep 7 2004, 09:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Did the shotgun get changed apart from the crosshair? Because it's a goddamn railgun currently. Shotguns are ment to be up-close damage dealers, not sniper weapons. I've been consistantly getting kills at ranges that are simply too far for a weapon designed for close-quaters combat. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, the shotgun's only change was the moved crosshair. It's surprising how much such a simple change can actually influence. We'll have to keep an eye on it.
Everyone, thanks for a mostly civil and insightful feedback thread.
<!--QuoteBegin-Nemesis Zero+Sep 7 2004, 08:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Sep 7 2004, 08:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Everyone, thanks for a mostly civil and insightful feedback thread. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Hehe you see there is no need to shut down the Forums for an release <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
But what about that i uncloak when i strafewalk as a gorge ? The changelog said that this is fixed.
I have to say, beta 5 is the best ting ever i played! i only had great games so far in combat and in normal ns, it even beats the old 1.04 in my opinion! We have longer and more fun games (why i dont know) and everything seems to be balanced quite good.
And if you overwrite the new jetpack sound witht he old one its all JOY!!!
The only things i don´t like are some of the map changes:
ns_altair: I don´t know but somehow its just ugly to me, i don´t know exactly why, but it just seems out of place
new_bast: well, i liked the old one better, the new layout is weird and the less chokepoints make less intense battles wich was the whole point of bast
ns_eclipse: still doors <!--emo&:(--><img src='http://www.natural-selection.org/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
So game play wise its <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> mapchangewise ists sometimes <!--emo&???--><img src='http://www.natural-selection.org/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
A Little Off Topic but the last 5 Post are only made by Germans <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> By The Way why dont we have a German Forum here <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
NS wise, still feels like the same game to me, HA or seige no matter if the jps are improved or not, they are still far superior.
CO wise, make the rines have to take time to get their JP's HMG's GL's HA's, makes no sense that they get instant upgrades, when in a real "NS style" game, Rines take longer to get all their upgrades than aliens, and if aliens spawn w/o upgrades, so should rines. If we're gonna make it so that rines hit the hive it's gg, then when aliens hit the CC, gg. Reward the aliens for killing that JP/HA, just like the rines are rewarded for killing that fade/onos.
Then I would add saying that the shotgun should be able to cancel reloading and start firing what little shell you have in it. Attempting to fire the shogun underwater should not work and actually force you to reload. (because the shells are wet and thus ruined.) The shotgun isn't overpowered, people are just good at using it now. The spread change is fine.
I use the NS 2.01 weapon and item sounds so it's all good. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
PS: devs please check on the Metamod-Adminmod compatability bug because that's what I use on my server and I really don't want it crashing. If it's a Steam thing please tell Steam it's a problem and to fix it ASAP.
I clan play a LOT, mostly its Clan Members vs Community members, and it always comes out to a fair and balanced game, on and off the official matches. In fact, we all think the folks who say Maines are overpowered and aliens are weaker than ever, are just complete whacko's, and we know so by the even and balanced way we play. Aliens win, marines win, etc. Its fair play. Its fairly balanced. Deal with it.
Comments
Combat:
Nice changes there. The spawnsystem works quite well, good idea to limit the max spawn to 5 players. Queue time may be a little long, but I believe the new wave countdown starts a bit quicker then with the spawnsystem-plugin.
The idea of aliens respawning as skulk opens some very interesting tactics I've noticed. Especially going down from onos -> fade or fade -> lerk adds to the gameplay. But it also allows you to gestate to a different lifeform to get one more upgrade for that fade/onos. Gestation time is quite ok, as long as you don't die too often <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Aliens have to be careful though, getting spawncamped at the start = loss.
Onos got some nice buffs in combat! The added carapace finally makes it worth and onos now only costs 4 points (no one noticed that?!) instead of 5. Redemption is especially powerful with this combination.
Skulking changed a bit it seems, biting is somewhat different. Sometimes harder, sometimes (with the reduced knockback) better. No problem to me.
The Shotgun owns <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> both sound and usage. Welder rules too! JP is indeed a blender/vacuum but I got used to it in an hour. I expect that JP may cost 3 points in the future or that it will be accessible after Armor 3 has been purchased, to balance its power. Especially since it's immune to stomp now (might be a nerf onos-wise).
co_sava is a VERY nice map from an esthetic point of view. Indeed it's a bit too hard for aliens to win (only lost on that map as aliens). Perhaps some vents and obstacles for the marines will improve it.
NS: didn't play much, but i guess most map changes are for the good. The new hera is very nice with the balcony and holoroom being single-res. gl to 15 res can be useful against early oc-walling.
ns_altair: cool map. Only played 2 games but it seems nice and fresh. The alien team had problems with upping the top hive, we couldn't build it. Others may have already mentioned this.
In NS, onos did not receive much improvement as most players use regen instead of carapace/redemption. In addition with the new JP's, the onos may be even more nerfed. Guess balancing onos is still a tough matter, since the cheaper cost acknowledges that it is a less powerful lifeform (conforms with the cost reduction to 75 res in NS). So maybe we have to say 'byebye' to the thought that onos is a super-tank.
Some critizism: why didn't happen anything with the hive 3 abilities? Acid Rocket still needs work, it's now weaker than spit! Up damage to 40 or so and increase energy cost. Onos charge is good speed-wise, but dealing damage is still crappy. I would like to see damage per hit instead of per second and an added knockback.
Good job buffing the MC with increased range and effectiveness. I'm already a fan of MC-first tactics. Hopefully this may open up the way. BTW I'm seeing more SC first tactics lately: cool! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
All-in-all: I think the team did a great job. Most whiners are ppl that just need to play more before they state their opinions, sure the devteam did a lot of testing. Keep it up!
EDN OF TEH STORAY
/me notices your avatar, and the irony ;|
In 4a we all know that the Marines had an easy time to win.
In b5 there have been mostly Bugsfixes and some Buffs to the Rines .
For Example why do they need a better Jetpack ? I like it but for what reason do the need it ?
I think that the Dev team is blinded by Combat and completly lost its Focus on NS <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
The Alien Changes in Classic are so little. Only the Armor Buff of the Onos is Nice but i think this was only made for Combat because no one Choose Carapace in Classic (maybe now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> ).
The aliens need a Buff or Clanplay will definitly die. Its not funny to win every Rine round and lose the Aliens rounds.
By The way i uncloak when i strafewalk (i tryed it as gorge) but the Changelog said this is fixed
<!--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-->O Walking aliens no longer uncloak while strafing or if they have upgraded to celerity.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
My last words are. For now the Patch is ok but i hope that the Devs come back to Classic NS and get Combat out of their Mind.
i thought beta 5 gonna be great and i was going to make my donate.
now i gonna keep it till next beta.
Cvars that allow people to change things like the availability of onos/ha/hmg/seiges, maximum numbers of onos/ha/hmg/seiges (like TFC class limits), combat skulk-spawning, building costs, wave-spawn times and the likes (obviously all controlled by a clan-game cvar that locks them all down). The benefit this would have is people could tweak it to different settings and you would see what was popular without having to release a new patch.
(And I just played a game with rules of no-seige, no-ha and no-onos and it was quite fun, but the hives seemed to go down quite quickly).
And tbh, it seems like combat has now become a race for the Onos. If enough rines have HMGs byt the time the onos turns up, the rines will kill the onos and take the hive. If they dont, chances are the CC will go down.
As for maps, they come and go and old versions can be retrieved and renamed.
And I still think co_sava_b1 was better than co_sava.
Because ALL pubs game went 5 games HA engame for every 1 JP endgame....now maybe I'll see my beloved blender in random pubs more often <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I too feel this there we so few/almost no changes to gameplay in NS and I think rines got the better of them even though they were more powerful to begin with, JP = death from above or Death from a marine that now moves too fast. Reduced knock back is a plus though.
I have seen armies of xenoing skulks in CO now and they generally own. Cause your not locked in to basically 1 life form you can afford to suicide bomb, save a few points and fade/ono if needed later. All u need is adren to leap round and xeno at will. It dont take alot of skill but xeno, if it doesnt kill the rines weakens them so much that its easy to mop em up later.
U can have a xeno skulk go in wreak havoc, then all gorge and web and heal hive if needed, then when hive is 100% you all charge and bile the CC, when you die return to xenoing. thats pretty much GG especially on the larger servers where there will be the odd ono/fade as well. The only way u loose is if u start to get camped (hopeflly the webs and stop this till u spawn but <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> )
Can we please have the aliens come back as the previous lifeform but still be able to change class how hambone mode used to work...
Can we please have the aliens come back as the previous lifeform but still be able to change class how hambone mode used to work... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Just don't die as higher lifeform! That easy.
Sure, mistakes happen and one can die sometimes, but i watch too many suicide- Fades/Oni everyday that don't even try to leave the fight.
Give this beta5 some weeks and alien players will hopefully adapt and stop this suicide runs because gestating after death is annoying...
or everyone starts super skulking..that would be the bad effect.
Did the shotgun get changed apart from the crosshair? Because it's a goddamn railgun currently. Shotguns are ment to be up-close damage dealers, not sniper weapons. I've been consistantly getting kills at ranges that are simply too far for a weapon designed for close-quaters combat.
The jetpack actually didn't seemed to have changed much, at least in the Combat side of things. However combined the shotgun, players are getting jetpacks very early, and the counter, webs, simply arn't appearing at the same speed. Plus webs are still horribly limited and with the increased ability to change direction and speed mid-flight, it's possible to dodge webs to a large degree.
Wave spawning has had an interesting effect also; it's sped up gameplay a *lot*. Both sides are hitting levels much faster and the gameplay is significantly quicker and action-packed. Combat now really feels like it should: a fast-paced bloodbath filled with action.
Classic is still rife with the woes of 3.0; the marines still dominate. With a plethora of bugs out of the way I hope the devs will be able to focus on gameplay changes, which from the Classic side of things are sorely needed.
If the skulk thing stays then atleast they could reduce the time it takes to gestate, if you get a onos before any upgrades you spend more time gestating then fighting.
12vs12 games are complete waste of times, But if you have that many people.. leap, lerks sporing etc, people are doomed to get lvls for onos with stomp and what not. Sure if the marines have 2 or more lvls higher than the aliens it only shows that they'v used the map layout as advantage or that their simply better players.
There are ways to win almost in every map out there, on both sides..
Enjoy the beta and have fun instead to cry for this and for that. Simple.
Enjoy the beta and have fun instead to cry for this and for that. Simple. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is a beta. The developers want feedback. Most people in this thread are not "crying". They are providing feedback on Beta 5. Your job as a playtester is to provide feedback. Simple.
Other then that it's great, exept the new maps i dont like them.
I get alot more kills, and i think it is because all DLed models got replaced with the original low lagg ones.
The extra up boost on fade blink is annoing, u hit pipes and stuff in small areas when you escape. cause im used to aim a little higher up and now I go even MORE up.
(English suckage above)
No, the shotgun's only change was the moved crosshair. It's surprising how much such a simple change can actually influence. We'll have to keep an eye on it.
Everyone, thanks for a mostly civil and insightful feedback thread.
Hehe you see there is no need to shut down the Forums for an release <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
But what about that i uncloak when i strafewalk as a gorge ? The changelog said that this is fixed.
i only had great games so far in combat and in normal ns, it even beats the old 1.04 in my opinion!
We have longer and more fun games (why i dont know) and everything seems to be balanced quite good.
And if you overwrite the new jetpack sound witht he old one its all JOY!!!
The only things i don´t like are some of the map changes:
ns_altair: I don´t know but somehow its just ugly to me, i don´t know exactly why, but it just seems out of place
new_bast: well, i liked the old one better, the new layout is weird and the less chokepoints make less intense battles wich was the whole point of bast
ns_eclipse: still doors <!--emo&:(--><img src='http://www.natural-selection.org/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
So game play wise its <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> mapchangewise ists sometimes <!--emo&???--><img src='http://www.natural-selection.org/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
By The Way why dont we have a German Forum here <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Yes, the ammo cases are fantastic.
...There was more to b5?
CO wise, make the rines have to take time to get their JP's HMG's GL's HA's, makes no sense that they get instant upgrades, when in a real "NS style" game, Rines take longer to get all their upgrades than aliens, and if aliens spawn w/o upgrades, so should rines. If we're gonna make it so that rines hit the hive it's gg, then when aliens hit the CC, gg. Reward the aliens for killing that JP/HA, just like the rines are rewarded for killing that fade/onos.
Now, as the Dev team said, they omgawd fix balance.
Then I would add saying that the shotgun should be able to cancel reloading and start firing what little shell you have in it. Attempting to fire the shogun underwater should not work and actually force you to reload. (because the shells are wet and thus ruined.) The shotgun isn't overpowered, people are just good at using it now. The spread change is fine.
I use the NS 2.01 weapon and item sounds so it's all good. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
PS: devs please check on the Metamod-Adminmod compatability bug because that's what I use on my server and I really don't want it crashing. If it's a Steam thing please tell Steam it's a problem and to fix it ASAP.