3.0 "final"
Grendel
All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
<div class="IPBDescription">Thoughts from the allegedly competent</div> I have little interest in reading what Joe Nub thinks about the new gameplay. However, I'm mildly curious as to what skilled players think of it.
Personal thoughts? 3.0 forces the Frontiermen to work together and now gives them more incentive to hunt down and destroy upgrade chambers as well as resource nodes. Frontiersmen must now work to <b>minimise casualties</b> as well as controlling resources and territory. It also places much more emphasis on the role of the Commander as they need to be much more flexible in combating a greater diversity of kharaa strategems.
Thoughts to ponder:
Celerity skulks are more powerful than can be considered reasonable, as much due to hitbox inaccuracies as anything else. Now that skulks aren't such cannon-fodder, should this be a time where we consider the demise of bunny-hopping?
Sieges could stand a reduction in cost.
With the kharaa game now relying less on uberfades to carry the day, is it perhaps worth considering reducing the fade's potency slightly? Perhaps by increasing blink energy cost, or by requiring a minimum amount of energy (25% for example) to engage blink? Maybe even just trim a few points of armour off them (which might make Carapace all the more tempting). I know such suggestions will probably make Mustang cry, but some of us mere mortals don't necessarily enjoy acting as his supporting cast. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Post away.
Incidentally, if anyone has any 3.0 Final scrim demos to post, please do.
Personal thoughts? 3.0 forces the Frontiermen to work together and now gives them more incentive to hunt down and destroy upgrade chambers as well as resource nodes. Frontiersmen must now work to <b>minimise casualties</b> as well as controlling resources and territory. It also places much more emphasis on the role of the Commander as they need to be much more flexible in combating a greater diversity of kharaa strategems.
Thoughts to ponder:
Celerity skulks are more powerful than can be considered reasonable, as much due to hitbox inaccuracies as anything else. Now that skulks aren't such cannon-fodder, should this be a time where we consider the demise of bunny-hopping?
Sieges could stand a reduction in cost.
With the kharaa game now relying less on uberfades to carry the day, is it perhaps worth considering reducing the fade's potency slightly? Perhaps by increasing blink energy cost, or by requiring a minimum amount of energy (25% for example) to engage blink? Maybe even just trim a few points of armour off them (which might make Carapace all the more tempting). I know such suggestions will probably make Mustang cry, but some of us mere mortals don't necessarily enjoy acting as his supporting cast. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Post away.
Incidentally, if anyone has any 3.0 Final scrim demos to post, please do.
Comments
And about the fade. Well in pubs its needed gigantically still because well 95% of the pubbers couldn't hit a Marine in a corner not moving. So i'll say it right now. You touch the Fade, you minus one point of his armor and i'll go to your house and get a condensed aircan and spray your eye balls until they freeze >.<
Thank you and have a nice day!
What the hell is wrong with the shotgun?
When I fade with celerity I can't be touched, hardly even by HMG.
They always had to work together.
<!--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-->Celerity skulks are more powerful than can be considered reasonable, as much due to hitbox inaccuracies as anything else. Now that skulks aren't such cannon-fodder, should this be a time where we consider the demise of bunny-hopping?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I would say fix the bugs over changing gameplay to adapt around bugs is a better idea.
<!--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-->Sieges could stand a reduction in cost.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Or make them dmg aliens again.
<!--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-->With the kharaa game now relying less on uberfades to carry the day, is it perhaps worth considering reducing the fade's potency slightly? Perhaps by increasing blink energy cost, or by requiring a minimum amount of energy (25% for example) to engage blink? Maybe even just trim a few points of armour off them (which might make Carapace all the more tempting). I know such suggestions will probably make Mustang cry, but some of us mere mortals don't necessarily enjoy acting as his supporting cast. wink-fix.gif <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
There is no reason to nerf the fade, unless you want to make it less fun for people who are trying to learn how to play with it.
Overall b6 is alien baised. Reminds me of 2.00.
<span style='font-size:8pt;line-height:100%'>By "we" I'm referring to those of us who don't jump to conclusions faster than super fast noodles finish (they're super fast I tell you!).</span>
either due to the lag being experienced on most servers or to some unknown hitbox bugs reg can seem very dodgy at times.
cloaking just isnt fun to play against, it never has been and never will be
<!--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-->Fighting an enemy you can’t even see creates frustration and anger, not atmosphere, and least of all fun. Cloaking changes the game from aim and shoot to either, squinting your eyes, hoping that you’ll even find a skulk model to aim for, or craving for the commander to perform a scanner-sweep. I would be playing Magic Eye and Where’s Waldo if I wanted to play a game in which concentrating on the screen is considered a skill. This leaves scanner-sweep and the observatory as the only counters to cloaking.
This really creates a problem in a public server as the marine player is forced to entirely rely on the commander, who is usually unskilled and incompetent. Although team-work can be a fun part of the game, this kind of reliance affects the player’s potential for fun. I would rather die of my lack of aim and skill, than due to my inability to squint my eyes enough or the commander’s lack of skill. As I see no clear solutions to this problem (short of combat style scanner-sweep) there really should not be a place reserved for a skill like cloaking.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
this pretty much sums it up for me
also: pub crack hopping celerity skulks drive me insane
Suggestions :
-Fix stuck points outside vent hive on hera asap =/
-Allow aliens to change upgrades once they've already got one.
-Make seiges do more damage, it's pretty hard to seige now with a gorge healing.
But cloaking has become annoying. Maybe making them decloak while running again, or nix it, or make sc chambers cloak you but don't provide it as an upgrade. But as it stands, it's no fun.
Also, the shotgun "fallout" dmg after 500 units is ****. It's just a cut-off at a certain distance, each pellet does the same dmg regardless of distance.
either due to the lag being experienced on most servers or to some unknown hitbox bugs reg can seem very dodgy at times.
cloaking just isnt fun to play against, it never has been and never will be
<!--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-->Fighting an enemy you can’t even see creates frustration and anger, not atmosphere, and least of all fun. Cloaking changes the game from aim and shoot to either, squinting your eyes, hoping that you’ll even find a skulk model to aim for, or craving for the commander to perform a scanner-sweep. I would be playing Magic Eye and Where’s Waldo if I wanted to play a game in which concentrating on the screen is considered a skill. This leaves scanner-sweep and the observatory as the only counters to cloaking.
This really creates a problem in a public server as the marine player is forced to entirely rely on the commander, who is usually unskilled and incompetent. Although team-work can be a fun part of the game, this kind of reliance affects the player’s potential for fun. I would rather die of my lack of aim and skill, than due to my inability to squint my eyes enough or the commander’s lack of skill. As I see no clear solutions to this problem (short of combat style scanner-sweep) there really should not be a place reserved for a skill like cloaking.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
this pretty much sums it up for me
also: pub crack hopping celerity skulks drive me insane <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
^ truth.
I think the changes are good for the clan scene. The comm has to adapt a lot more and marines have to work together (even more so). If you rambo you will get cut down. However, I can see pubs getting dominated by aliens for these reasons. I am secretly hoping that this will encourage pub players to adapt, communicate and work together. Over time this may see marines improving although that's really up to the players.
I can't really comment on hitbox/reg concerns because no matter where I play I'm always above 120 ping <!--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-->
either due to the lag being experienced on most servers or to some unknown hitbox bugs reg can seem very dodgy at times.
cloaking just isnt fun to play against, it never has been and never will be
<!--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-->Fighting an enemy you can’t even see creates frustration and anger, not atmosphere, and least of all fun. Cloaking changes the game from aim and shoot to either, squinting your eyes, hoping that you’ll even find a skulk model to aim for, or craving for the commander to perform a scanner-sweep. I would be playing Magic Eye and Where’s Waldo if I wanted to play a game in which concentrating on the screen is considered a skill. This leaves scanner-sweep and the observatory as the only counters to cloaking.
This really creates a problem in a public server as the marine player is forced to entirely rely on the commander, who is usually unskilled and incompetent. Although team-work can be a fun part of the game, this kind of reliance affects the player’s potential for fun. I would rather die of my lack of aim and skill, than due to my inability to squint my eyes enough or the commander’s lack of skill. As I see no clear solutions to this problem (short of combat style scanner-sweep) there really should not be a place reserved for a skill like cloaking.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
this pretty much sums it up for me
also: pub crack hopping celerity skulks drive me insane <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
^ truth. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm going to have to agree with this general line of reasoning. I tend to play res **** in scrims/matches and I cannot fully describe how insanely frustrating it is to get taken down by a focus skulk in range of some random sc three walls away from you that you can't even get to. There honestly is not a damn thing you can do about it as it stands right now. I suppose we're going to have to send marines out holding hands to gather a RT or two. (mind you this would be countered by 2 cloaked focus skulks)
in the past, every alien on the map wasn't aletered to your presence when you were in range of a random SC...
Edit: that post was blind optimism, ignore it.
RAWR <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
I dunno if it would work for sure. All I know is that its just frustrating trying to keep pinging the entire map with an obs while upgrading armor and welding to stop 1 hit focus skulks.
I agree. the "midpoint" for aliens has gone from 4-6 minutes to 3-5 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> or even in some cases earlier. Where as the marines get to thier "midpoint" or tier2 game at around the same time as b5 (5-7) or later 6-?