Two Things That Really Kill Natural Selection
Xyrcai
Join Date: 2004-05-25 Member: 28898Members
<div class="IPBDescription">You may not agree, but..</div> These are things I think, personally, greatly hurt the fun factor of NS.. I havent played much since the first few phases of the beta, but the new one I was a bit upset when I returned to it after all the changes..
<ul><li><b>Motion Tracking</b> - This removes the "Fear factor" aliens once had, which was a major part of NS. Removing Motion Tracking would make skulks stay a threat, and would make people less likely to go rambo.</li><li><b>Grenade Launchers/Xenoside/Grenades</b> - These should hurt friendlies. It is incredibly lame that people just spam grenades from a distance under their teammates so that no one can get close. Explosives are not meant to be close quarter weapons, are they?</li></ul>
There are more, of course..But those two are very minor, yet major, flaws in how NS is now. Motion Tracking makes Skulks pretty much obsolete(You cant ambush if they know where you're hiding) <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
<ul><li><b>Motion Tracking</b> - This removes the "Fear factor" aliens once had, which was a major part of NS. Removing Motion Tracking would make skulks stay a threat, and would make people less likely to go rambo.</li><li><b>Grenade Launchers/Xenoside/Grenades</b> - These should hurt friendlies. It is incredibly lame that people just spam grenades from a distance under their teammates so that no one can get close. Explosives are not meant to be close quarter weapons, are they?</li></ul>
There are more, of course..But those two are very minor, yet major, flaws in how NS is now. Motion Tracking makes Skulks pretty much obsolete(You cant ambush if they know where you're hiding) <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
Comments
Explosives I dunno about, u either have ff on or off, I think thats how it should stay.
MT circles, however, I'd love to see removed. Put it on the minimap where it belongs, the circles are just overkill.
MT circles have been the pillar of MT since NS was made. The minimap sprites were just added, and you never see motion tracking in competitive games becuase res is usually spent elsewhere.
and as Bob said, GL's are easily taken down when they are reloading.
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Hahahaha. No.
Or it needs to cost more/take up more upgrades. Usually you can start mt early on, and then get lots of res from rfk since killing aliens with MT is easy early on.
one might even say that one has to evolve, or be naturally selected out from the environment? hey! waaaiit a second!!
or, one might even say that ones should be lucky enough to have ones genes naturally mutate in order give advantageous phenotypic variance in order to best survive or exploit certain population culling pressures... ah.. i see the whole natural selection metaphor breaks down pretty fast.
never mind, nothing to see here.
Xenocide- Knockback is already fine I think
Motion: Put Sens over the map
You've got to be kidding me. at least 60% of marine games I watch on our ladder in Australia start with motion tracking.
Love the idea of having a normal motion tracking and an advanced motion tracking. Splitting more upgrades and bringing more variety into the way NS is played will see more of a starcraft-style success :D~
Also, if it only updated every second or so rather than every quarter second like it does now.
put a range limit on it like certain range of the obs or certain range of each marine
make it refresh slower so like every 4 seconeds the circle moves
or
just get rid of the circle entirely and leave it on the minimap i know the minimap thing is a recent addition but i think it should only be on the map the circle is over kill
- Walking Kharaa dont get picked up by motion tracking
- All lifeforms except skulks show up on MT ( skulks are to small to be picked up )
- Get rid of the 'shoot here' circles and make lifeforms only visible on the minimap.
If you really wanted to nerf it though perhaps call it Audio tracking rather than motion and make it so you only see lifeforms that are making a noise which would mean you wouldnt see walking aliens or aliens with silence, giving aliens an effective counter. I still think though that changing MT at all from where it is now would kind of defeat the point of ever taking it.
The servers on which I play have 100% team damage enabled for all pub games (normal ns and combat included.) To this end the coms are alot more carefull when dishing out grenade launchers, especially after the number of times some inexperienced player has repetadly grenaded a hive under which a bunch of teammates (and often he himself) are standing - tk central anybody? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> The same goes in combat, we only see maybe one grenade launcher on an entire team in any given round and usually its held by a ramboing jetpacker so that he dosent become a burden to teammates. After FF went on we quickly found out how detrimental a grenade spammer can be when you have a marine spawn full of aliens.
Freindly fire pretty much sorts grenade launchers out I recon.
No I didn't forget it, because I'm pretty sure that isn't the case.
Skulks are currently not much of a threat in NS:Classic because they're being forced to play with upgrades that really don't help them. To explain.
Examine skulks in Combat. They do pretty well for themselves, well enough that many players remain as them throughout a whole Combat game, Now why is this? The main reason is that skulks can chose the upgrades that benefit them the most: cloaking, focus, silence, celerity and to a lesser degree scent of fear.
In Classic, with D-M-S being really the only viable stratagy, skulks are denied this option. The entire alien side also loses their counter to Motion Tracking: sensory chambers. They negate MT within their radius, but I'd be surprised if any-one remembers that any more. By using the suggestion I brought up in <a href='http://www.unknownworlds.com/forums/index.php?showtopic=71686' target='_blank'>this thread</a> , the alien side can utalise all their chambers and make skulks far more viable in the early game.
Having said all that motion tracking is not whats killing ns.
As for explosives damaging friendlies. Some servers dont like that because of numpties wounding their own team. Remember our marines haven't all been to boot camp. That said the ntfm server and many others around are taking up the FF challenge and finding a better game for it.
The real things that are killing (public) ns imho:-
1. Attitude of long term players. Accept that its a game, have fun and stop moaning at nsPlayer. (someone will reply "I only moan because so many nsPlayers are complete pratts", which simply enforces this statement)
2. Skill weapons - Yes skill should make a difference but not a big difference (in classic at least). Any weapon that affords a player a 50:1 kill ratio HOWEVER SKILLED THAT PLAYER, needs to be altered - not nerfed because then us lesser mortals cant use the skill at all - but altered. There are several of these skills, I think its time the emphesis went back towards teamwork and communication skills.
Mt could be nerfed a bit with the "range option". The aliens SoF got a same restriction so why not the MT (well ok the "story" behind both abilitys is different, explaining the range limit for alien...). The SoF is realtime, which gives it a advancement over MT, you could nerf that as well and thus eleminate a differences between the races. Oh wait... they are supposed to be different arnt they?
Mt does not work on Aliens standing still (no matter if they look around) and walkin as far as i experience it (hard to be sure).
It also does not work on blinkin / flyin / leapin aliens properly (circle is "floatin" through the room when the alien already left it or reaches the alien after its first 2 attacks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ) Is there a speed limit on the circles or is it just the slow refresh of the position?
Regards
Deagle
if all the aliens or just some go fades and onos the combat games are totally screwed b/c balance.
- GLs are a problem in big games. I think aliens need a more tangible counter against grenades. A marine force with HMGs and GLs will defeat an alien force with onos and lerks, simply because the grenades will drive off the lerks, leaving the onos umbra-less. OR give the fade a more significant purpose in such battles.
I do think that it should have a minimum speed that it detects movement at (so a hiding skulk can move an inch and not get picked up on MT) but making it minimap only is silly.
While we're on the subject, how about we nerf the minimap so a marine can't see skulks that are behind them on it? Who needs MT when you can see an ambushing skulk on the minimap without even looking at him.
Mt could be nerfed a bit with the "range option". The aliens SoF got a same restriction so why not the MT (well ok the "story" behind both abilitys is different, explaining the range limit for alien...). The SoF is realtime, which gives it a advancement over MT, you could nerf that as well and thus eleminate a differences between the races. Oh wait... they are supposed to be different arnt they?
Mt does not work on Aliens standing still (no matter if they look around) and walkin as far as i experience it (hard to be sure).
It also does not work on blinkin / flyin / leapin aliens properly (circle is "floatin" through the room when the alien already left it or reaches the alien after its first 2 attacks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ) Is there a speed limit on the circles or is it just the slow refresh of the position?
Regards
Deagle <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
how would it double it? you just set it so " motion tracking" is set to = advanced motion tracking, and then you make it cost 2 points to get it nuff said