Ns 3.0 Seems To Be Much Awesomeness
Isamil
Join Date: 2003-11-25 Member: 23552Members, Constellation
I've had 2-3 epic(hour long and not drawn out) games in the last 2 days. Altair doesn't suck anymore. Bast could use a bit more work, not much was changed. Free fast upgrades are a huge boost to aliens, they seem to be winning a lot now but I'm sure that will change once marines figure out new ways to fight them.
I have heard a lot of people reporting client instability; a lot of people say they lock up for a few seconds.
I have heard a lot of people reporting client instability; a lot of people say they lock up for a few seconds.
Comments
Those are just the servers having problems, lots of em fixed it by lowering the slots from 25/28 to around 17-18.
the new cloaking is very deadly as well.
That sucks, i must have played in 4-5 games over the weekend the were longer than 30minutes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Altough what I'm witnessing right now is that in a lot of game, people pick sensory first because of the novelty. It didn't take long for commanders to catch up, and now, a lot of people are starting to say that sensory isn't that good, because the commander expects it...
<i>Of course he's going to expect it if everyone use it!</i>
Aliens : Randomness, that's the key!
Congratulation to the dev team, also, for balancing larger/smaller games. I haven't have that much fun playing NS (being an alien player mostly) since the 1.X/2.X days.
-edited spelling and errors-
Ive had several games last about an hour and free upgrades and gest to skulk = kharaa heaven. Thank you devs tbh!
<b>Note"</b><i>*most of the time</i>
Few of them are quite good.
<b>Note"</b><i>*most of the time</i>
Few of them are quite good. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i beg to differ. it's much more fun to have top teir vs top teir without having to resort to combat *shudders*
you truly are the antichrist <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Short games typically lead with one team successfully rushing. After the initial rush, it's usually just the successful team pounding away at the enem too close to the spawn point to allow a reversal of the situation. Or, the aliens win via the time limit, despite both teams being at a equal standing.
Long games allow Skulks to choose to rush or set up for ambush, and Marines can rush, or tread carefully, to watch for the hidden Skulks, and not worry about the game being won at the beginning.
And so, the evolution of both teams must balance each other, with teams having to upgrade in consideration of the enemy's upgrades, instead of just all maxing out the same trait and running in Desperado style, in order to beat the time limit.
Short games typically lead with one team successfully rushing. After the initial rush, it's usually just the successful team pounding away at the enem too close to the spawn point to allow a reversal of the situation. Or, the aliens win via the time limit, despite both teams being at a equal standing.
Long games allow Skulks to choose to rush or set up for ambush, and Marines can rush, or tread carefully, to watch for the hidden Skulks, and not worry about the game being won at the beginning.
And so, the evolution of both teams must balance each other, with teams having to upgrade in consideration of the enemy's upgrades, instead of just all maxing out the same trait and running in Desperado style, in order to beat the time limit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think they were talking about classic, and not combat, since combat games are MADE to be fast-paced.
you truly are the antichrist <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I really need to change that name! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
That, and 3.0 final just seems more finished. It may be my sub-conscious thought train that this is the final version, but I suspect that it's simply because the level of polish is up an extra step since beta 5.
<i>BUS</i> (this wont be the final version <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> )
Finally we ended up winning because the comm got tired of playing the level haha
Also i've noticed new stratigies that comms are using, like when they put a PG up to attack near a hive they'll place a obs with it to detect the cloaked units :-P, really a pain in the @ss.