Question About Acid

ArtelangioArtelangio Join Date: 2003-04-15 Member: 15521Members
I don't know where to put this so I'll put it here.

I've been away from ns for quite a while now, played a lot of it back in 1.03-1.04 and I've just started playing 3.0. My question is, why on when was the fades acid moved from 1 hive to 3 hive? Also curios why lerks spikes where removed, my experience with 3.0 is that it gets a bit too much close range for aliens, harassment seems limited only to lerks spores.

Comments

  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    acid rocket was moved to hive 3 because the fade was suposed to be a close combat fighter, like all other lifeforms except the gorge are close combat.

    Spikes didn´t fit in the close combat shema, so they were removed. I guess it´s now easier to balance NS when aliens have only close combat attacks.

    I<!--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--> don't know where to put this so I'll put it here.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    put it in general discussion if you dont know it <!--emo&;)--><img src='http://www.natural-selection.org/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    edited July 2004
    Acid rockets were moved to 3 hives because of how powerful it was when Fades were available in 1.0x
    Apparently it was the Acid Rockets that made Fades very powerful, and the dev team was forced to move AR down to 2 hives. Sadly, nerfs came in and now it's just good for wearing down armor.

    As for spikes, let's say that spikes did not exactly fit together with the new flying scheme (you do know there's a new flight system for lerks right?)
    The new flight system favored bite instead of spikes because players are only able to move forward. This in turn made spikes somewhat powerful as a compliment to bite. Try to think of it as a biting plane with a machinegun.
    Fly, shoot with machinegun (aka spikes) and bite them when close. Very nasty.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    I think it takes like 20 rockets to kill a HA with resupply (in combat)

    Even a 20% increase would do me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited July 2004
    What RaVe said, except that I believe that they wanted to make lerk also viable against buildings and weakened players. It was kind of an PITA trying to spike down lone ninjas or RT's. Not sure, ask from the dev.team. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Just remember to stack marines, if you intend to keep playing even a bit longer. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Wirhe+Jul 31 2004, 11:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wirhe @ Jul 31 2004, 11:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just remember to stack marines <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <img src='http://osc3.com/members/trevelyan/Die.jpg' border='0' alt='user posted image' />
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    edited August 2004
    <!--QuoteBegin-Trevelyan+Jul 31 2004, 08:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Jul 31 2004, 08:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Wirhe+Jul 31 2004, 11:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wirhe @ Jul 31 2004, 11:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just remember to stack marines <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <img src='http://osc3.com/members/trevelyan/Die.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    how.....random <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <img src='http://www.yzedf.com/pics/random/bombtech.jpg' border='0' alt='user posted image' />
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--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-->As for spikes, let's say that spikes did not exactly fit together with the new flying scheme (you do know there's a new flight system for lerks right?)
    The new flight system favored bite instead of spikes because players are only able to move forward. This in turn made spikes somewhat powerful as a compliment to bite. Try to think of it as a biting plane with a machinegun.
    Fly, shoot with machinegun (aka spikes) and bite them when close. Very nasty. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73287&hl=' target='_blank'>This</a> would solve the problem.

    Oh... you want random? I'll give you random!

    <img src='http://osc3.com/members/trevelyan/Vegprotest.jpg' border='0' alt='user posted image' />
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin-Rue+Jul 31 2004, 10:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Jul 31 2004, 10:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think it takes like 20 rockets to kill a HA with resupply (in combat)

    Even a 20% increase would do me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Since he would need armor2, it would take 25 acid rockets, and thats resupply excluded. And considering your chances of hitting the guy arent 100% either, I am of opinion that acid rocket BLOWS for a hive3 weapon.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Doesn't everbody? Acid rocket would be fine if it's a hive2 weapon instead of hive3.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-|ds|meatshield+Aug 1 2004, 07:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Aug 1 2004, 07:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Doesn't everbody? Acid rocket would be fine if it's a hive2 weapon instead of hive3. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Even then It would be pushing it when saying it is worth the 2nd hive.

    IMO leave it at 3rd hive... and leave marine damage the same... BUUUUUT make it do lots of building damage. Bilebomb is attached to a slow weak creature, and does damage in short damaging bursts. Acid Rocket <b>should</b> do damage in large volleys, slowly wearing down buildings. At the moment, a Fade can make Acid pour down on a marine base, and it is all negated by a few seconds of welding.

    Third hive... the point where aliens dominate the map... the point where assaulting BASES becomes the number one priority for every alien creature. Acid rocket should be changed to make it WORTH the third hive slot... to make it useful in the situation the alien team is in when the third hive is finished building.
  • ArtelangioArtelangio Join Date: 2003-04-15 Member: 15521Members
    I just think that the game is less interesting with both spikes and acid rocket effectively removed from game, at hive 3 the game is pretty much cleanup for aliens anyways. I think acid should swith places with metabolize and if it makes aliens too good then one can always nerf a little, just my opinion on the matter
  • TeiohTeioh Canadia Join Date: 2002-11-20 Member: 9453Members, Constellation
    <!--QuoteBegin-Artelangio+Jul 31 2004, 09:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Artelangio @ Jul 31 2004, 09:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't know where to put this so I'll put it here.

    I've been away from ns for quite a while now, played a lot of it back in 1.03-1.04 and I've just started playing 3.0. My question is, why on when was the fades acid moved from 1 hive to 3 hive? Also curios why lerks spikes where removed, my experience with 3.0 is that it gets a bit too much close range for aliens, harassment seems limited only to lerks spores. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Don't do acid, it can really screw you up for life.
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