I Just Can't Say It Yet
Iden
Join Date: 2002-10-16 Member: 1513Members
<div class="IPBDescription">I tried it for a while...</div> I can't quite... for the life of me. Say NS is balanced yet.
Close.
Not yet.
I know the devs, the playtesters, and other fanbois (I'm one too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> ) are going to rip into me for saying this. But it still needs minor adjustments.
Why can't I believe it?
For the simple reasons that half the main end weaponry is bugged.
Bilebomb does less damage that PARASITE does. Siege cannons sometimes couldn't hurt a babler. Xenocide is something you do just to watch the cool effect half the time against builds it's on par with bilebomb or less.
When a good half of the end game weapons (or almost all of them) are bugged and not working right, isn't that a call for all to realize balancing might not quite be finished yet? Sure, in theorey it'll all be good, but that aside I've walked out of many games where the marines were so holed up in their base and had so many resources that the game wasn't fun anymore.
I just finished (ie: left) a game on eclipse where they had made a layer of three or four turrets deep and across both doors all the way across. Armories, and nade spammers just sat there and probably are STILL sitting there as I write this. Onos rush? Ha!
Which brings me to the only thing I think needs to be "nerfed" or "tweaked" or however you want to call it.
Marine turret limit. Sweet jesus there needs to be a limit or the end game weapons need to be fixed against builds. Eitherway something needs to be done. The ailen's turrets have finally been limited and the def chambers were set back to stop the 'walls of lame' yet the marine turret factory farms grow up to be plantations at the end game just for fun and to get the alien players to quit because they're not having fun anymore.
There's a great Strategy! Make the round so patheticly boring/lame/whatever that your opponent would rather go hang himself!
[edit]
I forgot to mention the grenades that sometimes are on par with a single HMG bullet
[/edit[
When a strategy like that starts to get employed with effect I think it means it's time to go. Who else is with me for a slight limit on sentry turrets in an area? (not per turret factory).
Close.
Not yet.
I know the devs, the playtesters, and other fanbois (I'm one too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> ) are going to rip into me for saying this. But it still needs minor adjustments.
Why can't I believe it?
For the simple reasons that half the main end weaponry is bugged.
Bilebomb does less damage that PARASITE does. Siege cannons sometimes couldn't hurt a babler. Xenocide is something you do just to watch the cool effect half the time against builds it's on par with bilebomb or less.
When a good half of the end game weapons (or almost all of them) are bugged and not working right, isn't that a call for all to realize balancing might not quite be finished yet? Sure, in theorey it'll all be good, but that aside I've walked out of many games where the marines were so holed up in their base and had so many resources that the game wasn't fun anymore.
I just finished (ie: left) a game on eclipse where they had made a layer of three or four turrets deep and across both doors all the way across. Armories, and nade spammers just sat there and probably are STILL sitting there as I write this. Onos rush? Ha!
Which brings me to the only thing I think needs to be "nerfed" or "tweaked" or however you want to call it.
Marine turret limit. Sweet jesus there needs to be a limit or the end game weapons need to be fixed against builds. Eitherway something needs to be done. The ailen's turrets have finally been limited and the def chambers were set back to stop the 'walls of lame' yet the marine turret factory farms grow up to be plantations at the end game just for fun and to get the alien players to quit because they're not having fun anymore.
There's a great Strategy! Make the round so patheticly boring/lame/whatever that your opponent would rather go hang himself!
[edit]
I forgot to mention the grenades that sometimes are on par with a single HMG bullet
[/edit[
When a strategy like that starts to get employed with effect I think it means it's time to go. Who else is with me for a slight limit on sentry turrets in an area? (not per turret factory).
Comments
especially about the xenocide and bilebomb damages.. I was playing a LA marine, a skulk xeno'd on me, i swear he was touching me, didnt even kill me. I think xenocide should at least be able to kill a marine without HA (even after the armor has been upgraded max) Bilebomb just seems to annoy people, usually better to use acid rocket, and ya, siege are bugged bad, but when they work, they work well.
Oh, almost forgot. As for the weapons, I agree <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> They could definitely use a fix.
Definitely a turret limit per area, but in return there must be a recycle option for turrets (if there isn't one already), so the marines could build them where they are needed the most
Siege limit
TF limit
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Pistol down
HMG down
Gren Launcher up
------------------------
Adjust shotty
-----------------
Xenocide up
Bilebomb up and bigger angle
--------------------------------------
Spores down
-----------------
** Be nice or you'll lose your right to post **
----------------------------
Babblers up
Web limit
Leap up
Onos's scream up and speed down
-----------------------------------------------
Fix the bulidings - getting stuck all the time
And prolly more, fill me in boys.
I don't want another running around trying to find a spot to place a turret like in TFC(I think it was TFC..)
you know with "you cannot place a turret here becuase of the frequency" or some **obscenity**...very annoy x.x and it prevents good defenses from being built (I.e actually thinking where you put your turrets then suddenly you can't cause some num nut but 1 to man turrets on the other side of the base >.>) yea...
Siege limit... Yes
TF limit... No... have you ever seen more than 2 in any one place
--------------
Pistol down... No
HMG down... No
Gren Launcher up... No
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Adjust shotty... Just needs to be cheaper
-----------------
Xenocide up... Maybe
Bilebomb up and bigger angle... Damge no yes I would like to see a better fire angle
--------------------------------------
Spores down... No
-----------------
Fix the g0ddamn blink... Blink works just fine... aim up and jump and fire
----------------------------
Babblers up... Yes
Web limit... There is a web limit
Leap up (omfg it really really sucks now)... Leap is use to get you some were not kill some one leap than bite
Onos's scream up and speed down... No speed is fine and do you even know what the scream dose
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Fix the bulidings - getting stuck all the time... Just don't look at the ground as you build
Leap up (omfg it really really sucks now)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Shotties are awesome. I usually toss that HMG junk to someone else if I walk over it.
Leap is really good if you can use it well. I had the marine team all calling me a "cheater" because I was raping them so severely with Leap + Celerity.
I really don't think that much else needs to be changed here. A turret limit in an area for the marines and/OR fix the end game weaponry will clear this issue up.
That's all, I think when those are done the game is going to rock (it already does, but it will rock even more then).
leap and blink still make you suicide often enough or get stuck in objects/walls with crouch/jump
if they fix blink and bile bombs, the fades will no doubt get the nerf stick.
Siege limit... Yes
TF limit... No... have you ever seen more than 2 in any one place<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
TF limit - I think he means throughout the whole map. Personally, I'm all for it. It discourages turret farms at every intersection, and makes the commander place them strategically (hopefully).
<!--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-->Adjust shotty... Just needs to be cheaper<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Even I agree with this one, and I'm a diehard alien player!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> LMG's are good in early-game for range. The shotgun would encourage weapon diversity among groups, rather than having everyone grabbing their extra LMG ammo on the way out the door.
Granted, some people prefer the shotgun anyways. I think it's a great weapon in early-game since the majority of alien attacks will be melee.
<!--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-->Xenocide up... Maybe<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Naah, xenocide is great the way it is!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Skulks aren't really meant to attack bases, so obviously it's not as devastating against structures. It's far more effective as a group-killing one-shot weapon.
My best xenocide against marines was against a group of 4. They were all contributing to quickly building a turret factory near one of our hives, so I ran through a vent, scurried along the ceiling, dropped <i>on top of</i> the factory, and xenocided. Five death/kill messages racked up on the side of the screen (four marines + me). Even the marine players were impressed. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Siege only does 330 and bilebomb is 160 vs buildings.
Xenocide is when you and a bunch of skulk buddies feel like assaulting the base and softening it up for the onos and what not, or actually just taking it out.
Blink: I just found out how it works, great for high 'impossible' jumps, vents, and quick draw-backs. If you're still alive it is.
Xenocide: fun, but I stronly advice you to evolve or just don't use it. I once made this deal that we rushed into a base with 4 Skulks, and all used Xenocide at the same time..... sorry Marines, you're spawns and defences are history.
TF & T's: Turret limit (everybody agrees with that, right) and not more than 2 TF's an outpost. Also area checking, so ffs don't bulid the whole map full of Turrets.
Oh I just love this game, will I ever be able to stop playing?
But, have you ever tried to take out a TF with 20 Turrets around it? Try it.....
There are issues with certain weapons doing no damage to certain things on certain maps. Ex: Siege turrets apparently do not work on Hera. Period. NO damage. I have not tested this myself but this is what I hear.
Bilebomb, ATM, does 80 damage to buildings when it hits directly. Considering the kind of health that those structures have, it takes quite a few bilebombs to take out a building.
Xenocide: I don't know how much damage it does, because I'm never around to see it when I do it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> I assume that it's more effective against marines, much like the acid rocket is supposed to be.
I see no need to cheapen shotty but im not a price expert - it is a good weapon and should cost.
All we need is the dmg bugs fixed.
Siege limit
TF limit
--------------
Pistol down
HMG down
Gren Launcher up
------------------------
Adjust shotty
-----------------
Xenocide up
Bilebomb up and bigger angle
--------------------------------------
Spores down
-----------------
** Be nice or you'll lose your right to post **
----------------------------
Babblers up
Web limit
Leap up
Onos's scream up and speed down
-----------------------------------------------
Fix the bulidings - getting stuck all the time
And prolly more, fill me in boys.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
sorry..but those are just idiotic!
shotty, tf limit (WTF?), siege limit, hmg, pistol, gren, xeno and bile are all bad changes..
ALL that needs changing is a turret limit (in an area) and to fix bile/xeno/siege bug!
Have fun!
Never both, never in reverse order. Otherwise it just lengthens the development process.
picture this:
marines stay in the spawn the entire game.
build a few spawn points and an armory (no upgrades)
build a turret factory and start building turrets everywhere in spawn
eventually keep adding more turret factorys + of course more turrets
upgrade one of them so some siege can take out any close alien defense chambers and you are set.
constantly ignore the alien team yelling words like "gg turret nubs" or stuff like that
i'm pretty sure that would make the game last at least 3-6 hours. fun for the whole famliy!
Siege limit - 1-2 per factory?
TF limit - Nope.
--------------
Pistol down - Not really, if they're on pistol, they're dead anyway, give em a chance
HMG down - No, it's about right.
Gren Launcher up - Not up. Just fixed so the damage works right.
------------------------
Adjust shotty - How? I agree it's underused, but how can it be fixed (poss. SLIGHTLY higher RoF)
-----------------
Xenocide up - Once again, No. Just working correctly
Bilebomb up and bigger angle - Yes, as Aliens need a decent anti-farm weapon
--------------------------------------
Spores down - Yes, much too useful for the 'support & harass' critter
----------------------------
Babblers up - No, they're evil anyway.
Web limit - Yes, and maybe the pings of 3000 might go away
Leap up - Definitely, or maybe just make it easier to use. (set to a separate button, so you don't have to select then use, by which time, you could just bit them)
Onos's scream up and speed down - Yes & Yes.
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Fix the bulidings - getting stuck all the time - Yes.
Blink - I don't care what whoeever it was said, I blink ALL THE TIME, and it's still a bit too erratic for me. No sticking needed, and a bit less erratic in where is works.
We want changes that result in more team & strategic gameplay, as well as balance.
I'm also gonna link this thread to the Suggestions forum.
- Shockwave