Curious About The Pt's Thoughts On These Changes
DrBox
Join Date: 2002-10-17 Member: 1525Members
<div class="IPBDescription">Mostly those that say its balanced</div> Now while I agree that a LOT of the problem with the aliens has to do with people not knowing how to play them. When we get the whole team working together, it is possible to take down the big turret farms people are making. Using combinations of Lerks with umbra, a few fades, and hit and run tactics.
But for those PT's that could only say "The game is perfectly balanced, you just don't know how to play" I'm curious as to your thoughts on the balance changes in the new beta patch recently installed on the lanvancouver servers (Go Flayra and Prodigy!)
Heres the list, shamelessly borrowed from the lanvan site:
The patch includes these changes:
Changelog
---
O Moved all gameplay constants into .dll
O Auto teambalance
O Lessen sentry damage from 27 to 23
O Lessened siege damage from 350 to 330
O Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
O Increased fade armor from to 90/125 to 125/150
O Increased acid rocket damage from 50 to 60
O Increased base speed of fade from 210 to 240
O Changed regeneration upgrade from fixed number to percentage of alien max health
O Grenades no longer do blast damage, and damage reduced from 200 to 180
O Increased research time for heavy armor from 80 to 100
O Increased HMG cost from 23 to 25
O Increased grenade launcher cost from 27 to 30
O Increased cost of heavy armor from 20 to 25
O Lower cost for offensive chambers from 16 to 14, and build time from 40 to 30
O Lessen HMG damage from 20 to 18
O Some server performance changes
O Put expire limit on health and ammo (30 seconds)
O Slow particle updating
Personally, I'm glad for these changes. Before, the aliens would have to work in perfect concert to win out. EVERYONE knowing exactly what to do. Yes teamwork should be required, but not to the point where everyone has to be in exact positions and using perfect teamwork even to have a CHANCE at winning.
Ordinarily this wouldn't be a problem if it was the same for the Human team. But since the aliens do take some knowledge to play, its harder to win out vs the humans which everyone already pretty much can play.
Case in point was an incredible game I had yesterday. I was on the alien side, the teams were balanced. Everyone on the alien team knew exactly what they were doing, whereas two of my friends who had not played this game AT ALL until that game were on the marines.
And slowly but surely, even after we had gotten 3 hives, then lost them, taken out countless turret farms, the humans slowly started to gain ground.
Anyway, enough rambling. What do you think of the changes? I'm all for them personally.
But for those PT's that could only say "The game is perfectly balanced, you just don't know how to play" I'm curious as to your thoughts on the balance changes in the new beta patch recently installed on the lanvancouver servers (Go Flayra and Prodigy!)
Heres the list, shamelessly borrowed from the lanvan site:
The patch includes these changes:
Changelog
---
O Moved all gameplay constants into .dll
O Auto teambalance
O Lessen sentry damage from 27 to 23
O Lessened siege damage from 350 to 330
O Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
O Increased fade armor from to 90/125 to 125/150
O Increased acid rocket damage from 50 to 60
O Increased base speed of fade from 210 to 240
O Changed regeneration upgrade from fixed number to percentage of alien max health
O Grenades no longer do blast damage, and damage reduced from 200 to 180
O Increased research time for heavy armor from 80 to 100
O Increased HMG cost from 23 to 25
O Increased grenade launcher cost from 27 to 30
O Increased cost of heavy armor from 20 to 25
O Lower cost for offensive chambers from 16 to 14, and build time from 40 to 30
O Lessen HMG damage from 20 to 18
O Some server performance changes
O Put expire limit on health and ammo (30 seconds)
O Slow particle updating
Personally, I'm glad for these changes. Before, the aliens would have to work in perfect concert to win out. EVERYONE knowing exactly what to do. Yes teamwork should be required, but not to the point where everyone has to be in exact positions and using perfect teamwork even to have a CHANCE at winning.
Ordinarily this wouldn't be a problem if it was the same for the Human team. But since the aliens do take some knowledge to play, its harder to win out vs the humans which everyone already pretty much can play.
Case in point was an incredible game I had yesterday. I was on the alien side, the teams were balanced. Everyone on the alien team knew exactly what they were doing, whereas two of my friends who had not played this game AT ALL until that game were on the marines.
And slowly but surely, even after we had gotten 3 hives, then lost them, taken out countless turret farms, the humans slowly started to gain ground.
Anyway, enough rambling. What do you think of the changes? I'm all for them personally.
Comments
This does not change the fact that it is simply more challenging to play as an alien. Even though the balance will be corrected... (no, not corrected, put back the way it was intended for release), aliens will still require more practice than playing as marines. So it's probable that people will still be complaining once the patch comes out. Those people probably always will complain.
Did they just not know it had a few changed, or is this a case of failing to see/overlooking the flaws due to undying love for the game? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
The latter is totally understandable, I've felt the same about many games that underwent changes, but hopefully this wont effect the development of this game.
Yes its wonderful, but it CAN and undoubtedly WILL get better.
In almost every game I've played up until release, 400 rps was an <b>enormous</b> sum for the marines. With armor, turrets, and weapons all around 20 per, this meant that you could spread yourself very thin very quickly, and that's not even taking upgrades and research into account.
I have a great deal of respect for the alien side, because I've seen what they're capable of in the hands of the skilled PTs. Granted, the marines must become weaker, especially in terms of the HMG and their resource collection, but don't cry <i>too</i> much for stronger aliens just yet. A fade in the hands of a playtester is <i>frightening</i>. Before long, that level of experience will be spread throughout the pubs, and woe be to the unprepared marine . . .