Beta 4 Poll
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
<div class="IPBDescription">Especially regarding Combat</div> Go crazy. I'm quite happy with Classic at the moment, and so this post is mostly in regards to Combat.
One more thing: we tested the Combat changes on a small scale before releasing, but didn't realize quite how much the growing alien XP was going to help the aliens. We'll be giving the marines a boost shortly, so take that into account.
One more thing: we tested the Combat changes on a small scale before releasing, but didn't realize quite how much the growing alien XP was going to help the aliens. We'll be giving the marines a boost shortly, so take that into account.
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Comments
Map tweaks are always good, and the BUS is keeping many a people on there toes
I also prefered the old weapon sounds, no insult to Max's new ones.
btw, what ever happened to the reload animations?
just his change alone would help balance out combat...
but meh, what do i know...
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I realise all this can seem a bit harsh, but i'm a tactician by nature (RA, SC:BW, WC3) and from a commanders POV i would get bored very quickly if there was only 1 way to win against a good player. Maybe NS is supposed to be a FPS with bits of RTS, but i have always hoped it would be a RTS/FPS, but atm I just can't see NS heading towards more of a RTS after the lastest patches.
Hopefully the next version is the final v3.
Anyway, yeah, alien XP is a bit too fast, but in general I like it. I think give it a few weeks and we'll see a much better games. Right now marines are still struggling to move out as a group. Within a few weeks I think we'll see better marine rushing with more teamwork.
There are few a still maps that need fixing.
The port engine hive on nancy has this grated floor that you can't build or drop stuff on as comm.
Angst has some doors that onos can't fit through easily.
And will the fade attack range be fixed so that they can hit a crouching marine? Personally this is the single most annoying aspect of NS right now.
Also, I didn't see it in the change log so I assume it hasn't been fixed, there is a bug where you can shoot with unlimited ammo from an armory, will this be fixed?
1 alien death = 3 marine deaths.
aliens respawn faster.
Marines lose.
That is the synopsis of combat, currently.
Wave spawning has its cons, But I'd much rather be able to play than watch me and my entire team painfully spawn one at a time and be instantly mauled to death by a single skulk.
Thanks Flayra.
I wish we could a little more in between thats all. But I glad you guys are always trying. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Wave spawning has its cons, But I'd much rather be able to play than watch me and my entire team painfully spawn one at a time and be instantly mauled to death by a single skulk. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
My sentiments, exactly. I also do not like the changes to the lerk; the lack of any factor limiting lerk maneuverability allows lerks to mouse wheel flap up and down, ceiling to floor, at incredible speeds. A player doing this renders himself practically invulnerable, as he is moving far too quickly to be shot down. Obviously, the lerk can't directly attack marines while doing this, but it can use spores, umbra, or primal scream, making it a serious headache to have to deal with.
I recommend that some limiting factor be reintroduced to the lerk flapping; either a maximum amount of flaps per second, or an energy cost (albeit a smaller one than in 3.0b3).
Note: I wouldn't have foreseen this behavior from the lerk change, either. This doesn't change the fact that it is a major problem.
Other than that aliens are overpowered, big time, just like in beta 3, 2, 1, and since combat was first made.
Anyway. If you cap the lerk speed on the vertical access to 550 withouth celerity and 800 with celerity, i think beta 4 would be a lot better.
Dont get me wrong, I like how you spawn by 1's instead of waves by the cc killing anything that was attacking, but I dont like how you must stay dead for long periods of time because there is no way to stay alive during an alien/marine attack. What I would prefer to see is the same slow spawn but they are spawned into a protected room much like s&i (Science and Industry) and can gorup up themselves instead of just getting 20v1ed.
**Edited for clarity**
In my opinion, pancake lerking is not the biggest problem with the change to the lerk. In 3.0b3, a player had to choose whether he or she wanted to be an attack lerk that used celerity to execute quick hit-and-run attacks a la the fade, or whether he or she wanted to be a support lerk that used adrenaline to spam spores, umbra, etc. Removing the energy cost for flight effectively eliminates this strategic choice between celerity and adrenaline.
I didn't see any reason for this change, and I thought the 3.0b3 lerk to be the most balanced and fun implementation of the lerk thus far; I recommend that the lerk be completely reverted back to this implementation. The cost should probably be lowered a bit for the lerk to be more viable. I think a cost somewhere in the range of 23 to 28 would be good.
Sorry to quote you in this thread, but this is simply wrong. Lerk was not used much because it was not fun (with constant crawling behind bigger aliens or hiding inside vent). Flying was too riscy and too predictable and considering 1 SG hit kills lerk, lerk needs mobility. Also now you have choice between celer and adren, before 3b4 adren was very very important and I never saw anyone good with lerk using celer before.
Classic is still no fun for aliens in large games so I don't play it anymore.
Combat games are supposed to be relatively brief, and lots of us know how frustrating it is to have a stalemate combat which just drags on and on.
Now, if you allow the enemy to overrun your base you are doomed, and rightfully so.
As for aliens gaining experience over time, this is very good if you join a game late. When all the other aliens are level 8+ and you start as a level 1 skulk it's almost hopeless. The same applies to marines, but at least they have ranged weapons from the start. I suspect that once you reach higher levels (4+) the time-experience makes little or no difference, but it's certainly a help at the beginning.