One Word For Ns: Frustration

sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
<div class="IPBDescription">NS has some serious problems...</div> Ok before I start let me say I love NS, the whole idea is just wonderful, you guys pulled it off beautifully, and over-all it's been a great experience. But frustration is soon nestling in... I've TRIED to understand the balance, but I just don't see it...

First of all, the turrets. My good god are the turrets retarded. They take forever to lock on something, and when they do they don't do sh*t. The little buggers can run past them, the rocket sludge guys can just dance around and corner and waste the sh*t out of them. I mean, what's the point? Turrets are retarded! Why make them this bad? I guess I can see why you wouldn't want to make them too good, then the game would just turn into a camping frenzy of turrets, but is that really so bad? I mean, wouldn't that make it so the team would have to work together to take down a well defended area? As it stands, one fricken sludge rocket guy can take down any base by himself by dancing around a corner. And since he has unlimited ammo, he can just sit there forever until he's done. His splash damage is way too powerful. Seriously though, fix the turrets please. And if you don't want a big turret war, just limit the number a team can have....

Second of all, the hit detection needs a LOT of work... I can peg that sludge rocket guy in the head only to notice bullets are going right through. I know this because I set the damage indicator to ON on my server. So he can just sit up in a vent and shoot away and we don't touch him because only his head shows and bullets don't hit his head.

<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->

Comments

  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    Heh... turrets retarded?

    I'm unsure of which mod you're playing if you think turrets are useless. Turrets aren't invincible, and were never meant to be. They need SOME type of back up to be useful, they can't just hose down a room by themselves. You've obviously never played alien and tried to get to a t-fac by yourself as a Skulk if you complain that turrets are useless.

    People complaining about fades make me mad. Nine times of ten, the Fade that keeps harassing you and your base with bilebombs/acid rockets is getting damaged, then he's running back to a gorge/def chamber and getting healed while a buddy takes his spot. Pursue him! Grab a friend and hose 'em with your hmg, then he's toast.

    Collision detection is just fine. Maybe you're goin up against a fully evolved Fade using an LMG, but I can take down Fades just fine with an HMG/Shottie/GL. If I have backup, that is. Marines take teamwork.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    marines can do the exact same thing, whats the problem with balance?
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    Afraid not... as soon as they edge around a corner and see the leg of a turret they can begin unloading with splash damage until they are dead.

    Turrets just take too much time to notice anything. You think they would be smart enough to look at the corner for a few minutes where they are getting shot from. Why should they need back-up? They are automated defense turrets, they are meant to defend. If they needed backup they would have let us take control of them... But can we? No. What's the point of backup if you just get caught in the splash... Turrets are too retarded.

    As for hit detection, I don't know how you can say it's fine, to hurt buildings you need to shoot near the base of them (especially for aliens).
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    I know you've probably heard this before, but we did spend MONTHS balancing this game, so don't expect that stuff like this will be changed often. If the turrets were made any more powerful, then all the game would be for marines is just building turrets over, and over, and over. That isn't fun in the slightest bit. Turrets are only 1 part of the game, and it is made so that the marines have to use their own weapons more than turrets. Turrets are very useful however, although maybe not in small areas like you said, but in large rooms I have seen tons of aliens killed by turrets that were there guarding the resource points. Even though the turrets arn't super strong the marines can still win with the proper tactics and teamwork, and even though one alien could destroy a few turrets, it hardly effects the rest of the game.
  • NubiNubi Join Date: 2002-11-10 Member: 8026Members
    Alien turrets: 50 damage, short range

    Marine Turrets: 25 Damage, long range


    what's the problem?
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    You're highly over exagerating, the longest a turret takes to lock on or find you in the open is about 4-5 seconds. Sure the skulks can run past 'em, they're supposed to. But I mean an Onos isn't going to go in a large room and exit witout a scrath.

    If the alien team is that far into the game in which they can bile bomb, then so be it. That's the point, everything on the alien team has unlimited ammo, not even considered ammo after the Lerk uses the energy to fly. Anyways it's exatreamly hard to find a camping spot and bile bomb a marine base, I mean the ammunition is heavy for a reason, if you've noticed it curves while it fires. Well that's because they probbally thought something to like what you're saying might happen.

    There is not and will be no hit detection in NS.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    im saying marines can do the same thing to offence towers, and they have less of a range than turrets, so both the turrets and offence towers are "retarded", therefore its balanced.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    Who needs an onos? You don't, you just need the rocket aliens, they can do anything. They are way overpowered.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    That's what I'm saying though, it shouldn't be this way. The team should have to do something TOGETHER to take down an area... There's just NO WAY to properly defend an area when ONE alien rocket guy can just sit around and corner and kill everything...

    Marines can do the same thing with the nade gun yes, but I don't want them to be able to do it either... This one man base killer thing is stupid.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    oh ffs

    Fades are overpowered against LIGHT MARINES, just as Heavy Marines are overpowered against SKULKS

    GET USED TO IT.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    Turrets long range? Hah! You don't know how many times I've seen a rocket alien just sit all comfortable at the end of a hallway where the gun doesn't even bother to look at him.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    compaired to offence towers they are long range.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    Skulks have a well balanced style of play though, even a skulk can drop on a heavy marine and take him out.

    Rocket aliens however, are way too easy... walk around and splash everything. Just head over to the UT2003 forums and you'll see the same complaints with the rockets. Walking around and splashing everything is just too retarded to be fun.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    edited November 2002
    you got to be kidding me, theres no way in hell a skulk would kill a full heavy marine (HA+HMG) unless the marine is a total noob and the skulk is godlike.

    and how come your not bashing other things in the game, like seige turrets that shoot through walls?
  • TANKER_666TANKER_666 Join Date: 2002-07-09 Member: 899Members
    sToOz, 1 word of advise, you need to play both side to know if it is unbalance. Spend some time with the aliens and see if the turrets is it really useless.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    I've seen it. The skulk knocks you around when you get bitten, and they run around they are hard to find half the time I can't see them when I'm under attack, he's running all around my feet takes me awhile to see him. And I've done it too heavys too.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    TANKER, I have played the aliens many times. Can you guess what I did? That's right, rocket alien and plastered every marine encampment I came up to. Sure I died when some marines would come up and kill me, but in a few seconds I was back again plastering the base. It's just too easy to be any fun. It shouldn't be that way.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Hmmm... you make some interesting points. On the turret issue, you'll have to know EVERYONE is complaining about them, one way or another, but the people who are used to NS don't really care, and the turret issue has really kind of been beaten to death. Maybe they'll be changed in the next release, NS <i>did</i> just come out.

    However, you make an interesting point about hit detection. I believe the dev team says NS doesn't need good a hit detection system (head-shots, for example), because this isn't a Weapons game, but a Strategy game. However, the reason the Fade (the acid rocket/bile bomb aliens) doesn't take hits on its extremities is because its using the same bounding box (area in which stuff hits it, calculated as a box by the game physics system) as the marines, but the fade's 3D model is quite a bit larger. The dev team can't make a bigger bounding box for the fade because of the limitations of the collision detection system in the Half-Life engine. However, I <i>do</i> have a suggestion:

    <i>Make the models a little smaller.</i> The fade model is pretty huge, and can stand to be shrunken and still make little Marines shiver in their boots. I also suggest the Onos (the big 'rhino-sized' alien) be shrunken just a teensy bit. Its bounding box is far smaller than the model too.

    The <i>frustration</i> part, however, will disappear one you <i>learn how to play the freaking game</i>. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> The people complain about stuff thats 'imbalanced' or 'suxx0rs!!!!11' are just people who've only been playing for a little while and don't know what the game's all about.

    Oh yeah, and be careful with the swearing stooz. A certain <i>unfriendly</i> admin was being a hardass about it, it seems he feels pretty strongly about the mindless, pointless, redundant censorship on the forums, and that said <i>unfriendly</i> admin will stifle any such adverse opinion... possibly even an opinion such as the one I've just expressed <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Peace.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    They aren't seen enough in the games that I play for me to really have an opinion. I just think the range through a wall should be shortened and if the seige has LOS (line of sight) it should have its full range...
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    The turrets are more intended to hold enemies back in time for allies to defend an area. If they're killing people, those people are unskilled.

    And yes, there are one or two problems with hit detection at the moment. Flayra has been informed.
  • GobyWanGobyWan Join Date: 2002-02-22 Member: 234Members
    The problem here is that the marines aren't making a concerted effort to kill you. Sure, if one fade has enough time, he can take out a turret nest, especially with bilebombs, but if there's decent opposition, one fade goes down fast.

    I've said it many times: You can't complain about overall balance until you play with teams of equal skill for a good amount of time. Only then will you be playing the way it was intended.

    Natural Selection was balanced over a long time and the playtesters became quite skilled at the game. The game is balanced and designed for two teams of equal skill and intelligence and a high level of strategic thinking. There is currently no such thing existing, outside of the people who playtested. Wait till we're all good at it and then you can judge the overall balance.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    Oops I'll watch my mouth... Sorry admin!

    What I'm saying though, is there is little strategy when one guy can run around and plaster a defense that took time to set up. That's usually the defining quality of a base in any strategy game. You take over an area and defend it. Then you gain more ground. If the other team doesn't like this, he sets up an assault. Of course if you look at say StarCraft for an example... one seige tank could roll up and take out any Protoss cannon area. Then you say "just stick some guys at the base to counter the tank!"

    Fine you can stick marines around a base... but who wants to sit around all day? Not me.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    That's what I'm saying though! It's just too frustrating. There aren't any qualities that define a skilled player? I'd like to hear what you think makes a skilled NS player. Good aim is the only thing I can think of. Doesn't take a rocket scientist to launch a splash weapon around a corner.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    Goby, I have played both teams, please understand this. And every game it's the same nonsense.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Play on a different server, come back, and make another SINGLE post <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    Anyways, I happen to like NS and I appreciate the months of work that went into it. If you don't like the way NS works, go make your own mod.
  • TheScapegoatTheScapegoat Join Date: 2002-11-09 Member: 7870Members
    When i saw FUSTRATION i thought this was gonna be a complaint about usless marines that dont listen to there commander, but no it was about something DUMB!

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Turrets long range? Hah! You don't know how many times I've seen a rocket alien just sit all comfortable at the end of a hallway where the gun doesn't even bother to look at him. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    WTF! Ok so let me get this straight, you SAW a Fade blasting a base down a hallway and you didnt go HA HMG owning all over his arse? That could be your problem, you rely on turrets to kill stuff they arnt supossed to. I mean i guess i could drop a turret in a hall and hope it kills an Onos and they complain when it doesnt, or i can go kill the hive and saw goodbye to Onos. Or linstead of hopeing the nice little fade wont attack my base i could grab me a shotty and HA and go owning all over the Fade.

    FADE + DEF Turrets = Ownage.

    Nades + Seige Turrets = DEF TURRETS OWNED.

    No Defense Turrets + FADE = HMG Ownage.

    Or i guess we can rely on turrets to kill em, i guess, if we wanna lose.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    First, please respond to EVERYONE when replying, rather than making multiple replies in a row. There is no threading on this board.

    Secondly, a skilled player knows what's best to do. For example, as a marine, you should stick together, and be very agressive. The commander should give a heads up whenever he feels the base is under any real threat, at which point the marines should be returned with all possible speed to the base to defend it. Hopefully with a phase portal.

    As an alien, you have to go and make sure to harrass the marines at all times. Keep them defending their base, and you'll keep them from taking your hives. One or two aliens should be a builder, and go around building RP towers and hives (and don't forget the upgrades). Any alien should respond to a building that is under attack. Always. It's a sign that marines are on the move, and you need to stop them before they get where they're going.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    Hey you don't have to be that way. I like the mod too, just putting in my two cents. I obviously can't pull anything close to this off, and there are obviously some genious minds behind such magnificance(sp?).

    I just hate it when something this good has these annoying things. And maybe the game is fine and I'm retarded, but the only way I'm gonna find out is to post what I think and have other people attempt to educate me.
  • sTo0zsTo0z Join Date: 2002-11-12 Member: 8275Members
    edited November 2002
    The topics aren't being posted all together, they are coming in, and as I see them I respond... it's not like I see them all and respond one at a time. As it stands I'm replying to what I see as I write this.

    Hey Scapegoat, thanks for calling me dumb, appreciate it. Maybe I'm not as educated in the workings of the world as you, I mean I not everyone can be such a gifted fellow...

    What you don't seem to pick up is that I agree with what you're saying... and what I'M saying is splash weapons are way overpowered. Splash weapons = *yawn* too easy. They ruin the game for me.

    A skilled player knows what to do? Yah sure he does, pick up a splash weapon and go kill everything.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Welp, someone doesn't know how to follow directions. (The edit button is there for a reason. And you shouldn't be refreshing the topic so fast that you can see them as they come in anyway.)
This discussion has been closed.