Skulk: Increased carapace to 20. Increased speed partially to give them more a chance to get in range of their target's.
Fade: Need's to be less dependant on adrenaline or metabolize for energy. Getting silence or celerity should be a useful alternative instead of constantly having to meta your energy back. Acid rocket need's to be increased in damage as well as energy useage. 50 dmg with 33% energy useage seem's reasonable. Also, no more "stopping as a brick" when you're low on energy, even if you're using lvl 3 adrenaline.
Onos: Base stat's need to be increased to 800/750. Need's to have better armor absorb so a single HMG cannot take down an Onos in less than an entire drum. Need's improved stomp that will go over slope's. Charge need's to be buffed to 30 dmg a touch instead of 16. Charge is mostly used for charging to a marine, devouring, then running away. Devour need's to be lengthened to classic time in combat to influence the useage of gore instead of devour and hiding behind wall's.
Balanced alien res. flow for large game's. Currently in non-custom map's, four rt's will barely give alien's enough res. to do anything unless they get RFK.
Increased alien spawn time in large game's. Marine's can currently outspawn the alien's ranging from two to four to one.
RFK: Need's to be removed. Encourage's marine stalemating by giving them the cash to purchase weapon's after killing aliens frequently. Make's game's long and boring and is one of the downfalls of playing NS.
<!--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-->Skulk: Increased carapace to 20. Increased speed partially to give them more a chance to get in range of their target's.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
A skulk is an ambush unit that should work together in large numbers... even by itself a skulk should be smart enough to wait for long enough to take the back runner of the group down. Skulks don't need any speed or armour booast.
<!--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-->Fade: Need's to be less dependant on adrenaline or metabolize for energy. Getting silence or celerity should be a useful alternative instead of constantly having to meta your energy back. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Fades will become just as hard as a lerk to hit then. Low adren is a fade's weakness. With all 3 hives a fade has a ranged weapon, power melee attack esp with focus, and can vary in these distances quickly with blink and is not completely dependant on the hive for healing at Hive 2. If a fade is good energy management they'll never need adren but will take cele or silence.
<!--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-->Also, no more "stopping as a brick" when you're low on energy, even if you're using lvl 3 adrenaline.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I never have had this syndrome after pratice with a fade... I'm not perfect but as I say above good energy management and angle from takeoff is key... Eg. Holding down the attack key to blink is pointless in maps like eclispe, mineshaft, and hera. You'll just get stuck.
Given passive regen, new upgrade to replace regen.
Alien spawns 10% of the team rather than 1 person at a time.
Obs upgrades to advanced obs which shows aliens that move around it.
Movement chambers speed up building of other chambers.
Marines are parasited when they touch sensory chambers.
Blue alien bar is for alien flashlight.
2 Webs per player, every third web removes the first web.
Acid Rocket does more damage to armor/buildings. (Stop comparing this to spit, spit is slower and has no splash and it can't be used much since the gorge dies very fast anyway.)
Charge has a better damage indicator. Right now you feel like your just rubbing something, not demoishing it.
Marines take 10 seconds to equip heavy armor/jetpack. Normally it takes people some time to change clothes.
Allow marines to be recycled, for those frustrated commies.
There is many things in the changelog who isnt even fixed. Like cloak, when you sneak and use cloak at the same time, some times you get uncloaked. And the parasite thing... Maybe they can re-fix it in b6 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
How about a fade that can actually navigate vents.
As is, you can't even attempt to get a marine out of a vent with a fade. Try blinking in there to grab him, and you'll run out of energy before you reach him. In the event that he has a shotgun or upgraded weapons, you wont have the adren to blink away faster than a snales crawl.
Fade initial speed doesn't have to be as it was pre-b5, but it's just complete crap now...
I would have hoped that this would have been tested before being implemented <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<!--QuoteBegin-Harmondo+Sep 10 2004, 02:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harmondo @ Sep 10 2004, 02:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about a fade that can actually navigate vents.
As is, you can't even attempt to get a marine out of a vent with a fade. Try blinking in there to grab him, and you'll run out of energy before you reach him. In the event that he has a shotgun or upgraded weapons, you wont have the adren to blink away faster than a snales crawl.
Fade initial speed doesn't have to be as it was pre-b5, but it's just complete crap now...
I would have hoped that this would have been tested before being implemented <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I think you're using blink wrong. Hold down your crouch key, aim straight ahead, and tap fire to go through vents without using much energy.
A complete block on rush tactics (lol, as if it could even be done, shame.) Removal of electricity Some of the skulk idea's implemented from these forums (regen after kills, ability swapping) marines getting back the ability to hear which hives aliens start in. Large game issues need to start to be tackled Removal of RFK downgrading shotgun ever so slightly now that people are aiming right.
basically anything and everything that makes gameplay as fun as it was back in 2.1+, but before the dreaded 3.0. Screw gamers that haven't got the simple patience for playing a map for 30 minutes, even those that can't handle the intense power sturggle games that last for 60 minutes. Implement a time limit so that games don't go on for too long...there is inroducing a time limit which makes the end of the game feel artificial (ie too early) and then there is introducing a time limit to save everyone from a stalemate (ie when the games gone on too long). Freedom once again to redo balance to enable longer games (ten freaking minute games eat my balls) while not having to worry about them going on until the server crashes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Been playing for the last few days on a few servers, and I noticed that the multi-siege tactics have intensified insanely...frankly it's near impossible to stop a group of rines building sieges, cause there'll also be rambos sieging other areas at the same time...khaara has no chance in covering the whole map at once AND fight groups of marines...
Bam...one hive gets sieged, and before you know it, a second hive is also under siege while everyone's busy trying to defend the first hive...don't really see why it's necessary to siege even...rines are still fully capable of simply walking in with shotguns and GL's and wipe the hive out...seems to be more of a comfort issue than actual strategy...
Comments
Fade: Need's to be less dependant on adrenaline or metabolize for energy. Getting silence or celerity should be a useful alternative instead of constantly having to meta your energy back. Acid rocket need's to be increased in damage as well as energy useage. 50 dmg with 33% energy useage seem's reasonable. Also, no more "stopping as a brick" when you're low on energy, even if you're using lvl 3 adrenaline.
Onos: Base stat's need to be increased to 800/750. Need's to have better armor absorb so a single HMG cannot take down an Onos in less than an entire drum. Need's improved stomp that will go over slope's. Charge need's to be buffed to 30 dmg a touch instead of 16. Charge is mostly used for charging to a marine, devouring, then running away. Devour need's to be lengthened to classic time in combat to influence the useage of gore instead of devour and hiding behind wall's.
Balanced alien res. flow for large game's. Currently in non-custom map's, four rt's will barely give alien's enough res. to do anything unless they get RFK.
Increased alien spawn time in large game's. Marine's can currently outspawn the alien's ranging from two to four to one.
RFK: Need's to be removed. Encourage's marine stalemating by giving them the cash to purchase weapon's after killing aliens frequently. Make's game's long and boring and is one of the downfalls of playing NS.
A skulk is an ambush unit that should work together in large numbers... even by itself a skulk should be smart enough to wait for long enough to take the back runner of the group down. Skulks don't need any speed or armour booast.
<!--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-->Fade: Need's to be less dependant on adrenaline or metabolize for energy. Getting silence or celerity should be a useful alternative instead of constantly having to meta your energy back. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Fades will become just as hard as a lerk to hit then. Low adren is a fade's weakness. With all 3 hives a fade has a ranged weapon, power melee attack esp with focus, and can vary in these distances quickly with blink and is not completely dependant on the hive for healing at Hive 2. If a fade is good energy management they'll never need adren but will take cele or silence.
<!--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-->Also, no more "stopping as a brick" when you're low on energy, even if you're using lvl 3 adrenaline.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I never have had this syndrome after pratice with a fade... I'm not perfect but as I say above good energy management and angle from takeoff is key... Eg. Holding down the attack key to blink is pointless in maps like eclispe, mineshaft, and hera. You'll just get stuck.
Posthuminous (or Postkharaaus) XP in combat.
Skulk upgrades cost 0, gorge/lerk cost 2, fade/onos cost 3.
Electricity zaps adrenaline, not hp.
If 2 com chairs exist, a third can not be placed.
Given passive regen, new upgrade to replace regen.
Alien spawns 10% of the team rather than 1 person at a time.
Obs upgrades to advanced obs which shows aliens that move around it.
Movement chambers speed up building of other chambers.
Marines are parasited when they touch sensory chambers.
Blue alien bar is for alien flashlight.
2 Webs per player, every third web removes the first web.
Acid Rocket does more damage to armor/buildings. (Stop comparing this to spit, spit is slower and has no splash and it can't be used much since the gorge dies very fast anyway.)
Charge has a better damage indicator. Right now you feel like your just rubbing something, not demoishing it.
Marines take 10 seconds to equip heavy armor/jetpack. Normally it takes people some time to change clothes.
Allow marines to be recycled, for those frustrated commies.
lerk can transport gorge.
Like cloak, when you sneak and use cloak at the same time, some times you get uncloaked.
And the parasite thing...
Maybe they can re-fix it in b6 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
RFK as an alien is my justification for res whoring, i.e. "I worked for this!"
As is, you can't even attempt to get a marine out of a vent with a fade. Try blinking in there to grab him, and you'll run out of energy before you reach him. In the event that he has a shotgun or upgraded weapons, you wont have the adren to blink away faster than a snales crawl.
Fade initial speed doesn't have to be as it was pre-b5, but it's just complete crap now...
I would have hoped that this would have been tested before being implemented <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
As is, you can't even attempt to get a marine out of a vent with a fade. Try blinking in there to grab him, and you'll run out of energy before you reach him. In the event that he has a shotgun or upgraded weapons, you wont have the adren to blink away faster than a snales crawl.
Fade initial speed doesn't have to be as it was pre-b5, but it's just complete crap now...
I would have hoped that this would have been tested before being implemented <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think you're using blink wrong. Hold down your crouch key, aim straight ahead, and tap fire to go through vents without using much energy.
A complete block on rush tactics (lol, as if it could even be done, shame.)
Removal of electricity
Some of the skulk idea's implemented from these forums (regen after kills, ability swapping)
marines getting back the ability to hear which hives aliens start in.
Large game issues need to start to be tackled
Removal of RFK
downgrading shotgun ever so slightly now that people are aiming right.
basically anything and everything that makes gameplay as fun as it was back in 2.1+, but before the dreaded 3.0. Screw gamers that haven't got the simple patience for playing a map for 30 minutes, even those that can't handle the intense power sturggle games that last for 60 minutes. Implement a time limit so that games don't go on for too long...there is inroducing a time limit which makes the end of the game feel artificial (ie too early) and then there is introducing a time limit to save everyone from a stalemate (ie when the games gone on too long). Freedom once again to redo balance to enable longer games (ten freaking minute games eat my balls) while not having to worry about them going on until the server crashes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Been playing for the last few days on a few servers, and I noticed that the multi-siege tactics have intensified insanely...frankly it's near impossible to stop a group of rines building sieges, cause there'll also be rambos sieging other areas at the same time...khaara has no chance in covering the whole map at once AND fight groups of marines...
Bam...one hive gets sieged, and before you know it, a second hive is also under siege while everyone's busy trying to defend the first hive...don't really see why it's necessary to siege even...rines are still fully capable of simply walking in with shotguns and GL's and wipe the hive out...seems to be more of a comfort issue than actual strategy...