Was There Anything That Was Needed To Be Fixed
Syringed
Join Date: 2003-04-17 Member: 15579Members, Constellation
<div class="IPBDescription">that got fixed!?</div> Knock back is now MASSIVE for skulk bite. It's just insanely huge and utterly rediculous. The built multiple structures in 1 spot for aliens bug still exists, knife knock back is brutal now as well, gorges are now better at fighting than skulks currently thanks to improved bunnyhop/armor/spit, many maps seem to have changed for the worse and a lot are many times darker than I can remember. Many balance issues haven't even been touched which surprised me.
I hope there's a beta5a out asap.
I hope there's a beta5a out asap.
Comments
As Zunni said many times in IRC today, this was not a balance patch, it was a bug fixing patch. Tons of stuff was fixed, and there were some balance changes as well. Also keep in mind that unless you transfered your config files over, all of your old settings were lost, so if you tweeked some of your brightness or gamma settings, you might need to do that again for B5.
LOL DO THE RINES IN STERCRATF GO BCK LIKE A BAZLIONMILLIONTRILLIONG MILES WHIN DAY R HIT?!?!!???!?!/ I DON"T THINK so
apparently, some people skipped over this part.
apparently, some people skipped over this part. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Frustrating the players in the name of balance is NOT a good thing. Change balance some other way.
If they heard a good one and it was feasible, I don't see why they couldn't try it or consider it.
Relying on a "if you jump, you can go bouncing around the room" effect is frustrating for skulks and fairly hard to balance since it's not constant.
Uhh, correct me if I'm wrong, but isn't that the point of closing in on marines, so when you reach them, they die?
I think skulk knockback should be completely removed for skulk (its underpowered anyway), but keep the fixed knockback for fade/onos, if that's possible.
There's also several other things that just weren't fixed or fixed but made worse. ns_eclipse, ns_lost, ns_viel, several little bugs like the structure bug, the gestation on ramps bug, gestation in vents, and so on.
The new combat map just seems kind of like it was just put in because it was flashy and visually well done but extremely poor for a combat map gameplay wise.
There are some things I do like about this build. The new grenade model/animations, the shotgun isn't so much in your face anymore while firing it, and gorges got a needed boost so they're not totally crap in a one on one fight against a marine and onos with cara aren't that bad anymore.
I think while this build did fix a lot of stuff the things the players wanted fixed/balanced the most just weren't touched and it's scratching people the wrong way and making them think the NS devs are really out of touch with the community.
Hell with SKULK problems... with a knife I have thrown ONOS over edges to their doom! Think the marine start on the cargo bay / power silo / ventilation map... I forget it's name right now (ns_lost?)