My Take After 50+ Playhours
Fade_Affe
Join Date: 2002-11-05 Member: 6982Members
<div class="IPBDescription">Best Action Game Ever</div> Read the topic description <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
It's true, I've had nothing better to do than play this mod since its release. With all these hours logged I honestly think the balance is great. My qualms are only grenade launchers and that the aliens don't have an effective counter for turrets without three hives (I'd like to see gorg spit have a damage over time component against buildings that would eat a turret over the course of two minutes or so if it's not welded). imo the map determines far more of the bias than the game mechanics. Aliens seem to nearly always win Eclipse.
The only real problem I see (beyond what's fixed by the minor tweaks to dmg and amor levels) is that the marine team only needs one player (commander) who knows the mod well, the other marines only need basic FPS skills and a willingness to point at buildings and hit use. The Aliens really require every player to be skilled in the ways of the kharaa. So if you're a good alien player, don't swear at your teammates, teach them! Explain to the Gorgs to build 3 defense chambers behind their offense chambers and they'll worship you when they see the difference it makes. My favorite thing in the whole game is to be a cloaked fade standing next to a resource node and eat the marine who starts building there with my big nasty claws. (well, my *favorite* thing is to be commander, fade is a close second)
my idea to mitigate grenade launchers was a second FF mode where they damage marine structures but not players. It would help. A shallower magazine, lower RoF and longer reload time could be good, but nobody wants to gimp a weapon too much in one go. And if I expected to call the shots, I'd go make my own mod ;-) This one is a thing of beauty as it stands
being able to de-evolve upgrades would be great too. I love redemption for gorging but when I switch to fade to lay waste flipping to carapace would be awesome. Or can you do it and I just never tried?
It's true, I've had nothing better to do than play this mod since its release. With all these hours logged I honestly think the balance is great. My qualms are only grenade launchers and that the aliens don't have an effective counter for turrets without three hives (I'd like to see gorg spit have a damage over time component against buildings that would eat a turret over the course of two minutes or so if it's not welded). imo the map determines far more of the bias than the game mechanics. Aliens seem to nearly always win Eclipse.
The only real problem I see (beyond what's fixed by the minor tweaks to dmg and amor levels) is that the marine team only needs one player (commander) who knows the mod well, the other marines only need basic FPS skills and a willingness to point at buildings and hit use. The Aliens really require every player to be skilled in the ways of the kharaa. So if you're a good alien player, don't swear at your teammates, teach them! Explain to the Gorgs to build 3 defense chambers behind their offense chambers and they'll worship you when they see the difference it makes. My favorite thing in the whole game is to be a cloaked fade standing next to a resource node and eat the marine who starts building there with my big nasty claws. (well, my *favorite* thing is to be commander, fade is a close second)
my idea to mitigate grenade launchers was a second FF mode where they damage marine structures but not players. It would help. A shallower magazine, lower RoF and longer reload time could be good, but nobody wants to gimp a weapon too much in one go. And if I expected to call the shots, I'd go make my own mod ;-) This one is a thing of beauty as it stands
being able to de-evolve upgrades would be great too. I love redemption for gorging but when I switch to fade to lay waste flipping to carapace would be awesome. Or can you do it and I just never tried?
Comments
GJ Guys.
lunch and dinner on satarday , just got some food at 8:00 ish at night
Woke up on sunday got food as PC was starting up , missed the rest untill 10:00 ish at night
Went on the net at 6:00 on monday in the evenign and played untill 10:00 again.
Conclusion - Perfect
n1
I personnaly can down easilly nest of 4 marine turrets with single lerk (adrenalin/carapace upgrade) .. just get near them, use umbra and then bite them.
Addictive, beautiful, and team orientated.
At times, I even FORGET I'm playin' an HL mod. Sometimes It feels like <i>Alien vs. Predator</i> and sometimes it's like a strategy game.
I've heard too much griping and not enough praise for the wonderful job the NS team did on this mod.
So kudos to them!
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
It made me miss a meal and a lot of sleep. And I'm not even an avid gamer!
Been playing at least 10 hours a day since then. I haven´t touched Counter-Strike since and that was all i used to play.
It´s <b>SO</b> addicting....
[Added]
LOL @ Vangor <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Seems like all the threads are negative these days (and most e-mails), but I know that some people are enjoying it, the numbers don't like.
Enjoy!
I keep playing this game even if I have tons of homeworks to do <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> . I think the balance is perfect, despite some people thinks. I found something useful against turrets at 1 Hive:
Its plain simple, you just need a Gorge and a Skulk. The gorge heals the skulk when he is rushing the turrets. I've already taken out 5 turrets alone with that support (without even retreating). The skulk just needs to move all the time and it's quite easy. It's effective as long as there is not too much marines around (in my case there were no marines near the turrets). It works better if you're first type of chamber is a movement chamber, so the gorge can get adrenaline (more easy to heal) and the skulk can use celerity.
Also, I prefer to start with a movement chamber at first hive, because I don't find a really big use for def chamber at start (and you're 2nd hive should be up fast, which open to defensive chambers). For sensory, I think its more an "extra", cloaking is great, but it's the only really effective upgrade in that tree IMO.
So my order for chambers is: Movement -> Defensive -> Sensory
One more think, for people that say that they need to attack a HA about 10-15 bites with skulk and that is too difficult, think of it, that HMG and HA cost about 50 rps and you've cost nothing, so its normal he kills you <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->. Don't let them get ressources and the problem is solved!
Enjoy the Best Mod Ever!
Shiva (no I'm not a Final Fantasy fan or an Indian!!!)