Are there any obvious concerns with Beta 2 balance?
GreyFlcn
Join Date: 2006-12-19 Member: 59134Members, Constellation
Yeah, it's a bit early to judge. However the obvious stuff doesn't take long to notice.
Seems like they covered most the concerns listed from Beta 1 feedback threads.
Just wondering if there's anything that didn't get covered, or any other significant new concerns that have popped up.
Seems like they covered most the concerns listed from Beta 1 feedback threads.
Just wondering if there's anything that didn't get covered, or any other significant new concerns that have popped up.
This discussion has been closed.
Comments
I don't know, I haven't been too happy with aliens been cut down like this. Aliens should be about speed and 'quickness', while marines, bit heavier on speed but thicker skin. Anybody understand the concept?
The DC change takes some adjusting to, it still feels more natural to build a nest out of DCs instead of spread out around the map.
The hive +use change is really good for defending building hives on non-MC first starts... however everybody still wants MC first. Thankfully gorges can spit it now to trigger that. I just wish "The enemy approaches!" sound wouldn't play and maybe the hive would blink a different color on the HUD instead of red.
I'm a horrible Fade, so I can't and won't really comment on the whole changed blink thing. The Lerk flight change kinda hurts, but pancaking was really bad. It's still possible to pancake, but it takes more energy and is harder to pull off.
I haven't played combat in 3.2, but I would imagine the Onos would be more imbalanced for combat than it is in 3.1. However, almost all servers mod combat, so they can deal with it however they want.
dc isnt as nice anymore
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what? how? mass dcs were only used at the end of the game or by ######gots who hid in vents after the round was over. early game dcs are now much more viable, especially because of the 3% heal to hives.
I think thats what he's getting after.
I'd like to see the hmg nerfed a little bit.
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after buffing the onos? no thanks.
anyone got number of how many hmg bullets a onos takes now?
after buffing the onos? no thanks.
anyone got number of how many hmg bullets a onos takes now?
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you call that buffering?
I would rather see onos health be back as it was and bring back 3.1 fades and lerks speeds....
little nerf to hmg please. maybe 25 less bullets in a clip or something.
you call that buffering?
I would rather see onos health be back as it was and bring back 3.1 fades and lerks speeds....
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Uhm Onos health is higher than what it was
What isn't there is Hive2 armor
At Hive3 though, Onos is even stronger than in 3.1
/day dream
little nerf to hmg please. maybe 25 less bullets in a clip or something.
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that's a lot more than a little nerf
Uhm Onos health is higher than what it was
What isn't there is Hive2 armor
At Hive3 though, Onos is even stronger than in 3.1
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explain this again?!
As far as I know you only get that armour boost after thrid hive goes up. So having 1 hive or 2, onos still same ol tabby fattie maybe with stomp ability? I really don't understand your point here, sorry.
hive armor taken away (till thrid hive that is), speeds reduced lerks and fades (celerity or not) and finally i hear nerding dcs? (unsure personally about this one, I'm still debating about this myself)
guys you think it be good idea if once you upgrade to celerity lerks or fades be able to have 3.1 speeds? would this fix this? Once 3.2 gets final, maybe more people will complain...
<a href="http://www.unknownworlds.com/ns/static/changelogs/v322-changelog.html" target="_blank">http://www.unknownworlds.com/ns/static/cha...-changelog.html</a>
the onos health increase was stupid. it was obvious there was something wrong with the late game lifeforms dying so quickly, but raising onos hp was not the answer.
bring the onos hp back to where it was, nerf the hmg so late game fades are a little more effective and jps arent so LOLOVERPOWERED.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd say they primarily increased the hp because it didn't use its full armor with carapace.
After all Onos now is ca. at the same level as with 2 hives in 3.1. After the 3rd hive in 3.2 however the onos is more powerful than in 3.1 whats good IMO (fade nerf, lerk nerf).
I think JPs are maybe a bit too powerful now, because lerks cant do ish against them. As I've mentioned in antoher thread already, its very diffucult to chase a JPer with lerk, because its simply to slow even with celerity. Another problem is that a JPer is able to fly backwards and shoot you while you're trying to reach him. Please note, I'm only talking about 1on1 situations, lerk vs. JPer. A fight in the middle of a hive is another thing...
Basically the onos is good now.
jp on a medium skilled marine with an hmg is like an ultra skilled fade. and dont forget about more than 1 jp'er at at ime.
a jp in the wrong hands is worthless
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i agree, even more so for a fade, onos, or lerk.
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fixed
- Garo
Yes jp tech can be very expensive, but the good jpers own EVERYTHING. 10 res is just too little of a sacrifice for that.
For the chambers:
MC is still the favorite 1st chamber:
- It's more easy for a skulk to kill a marine with celerity than without.
- With adrenaline, chomping RT is shorter, lerk can spam spores and gorge are good healing station.
- Onos needs celerity. Onos is the best species to unlock a hive.
- Silence is good to ambush marines.
DC is the favorite 2nd chamber:
- Carapace is a must for fade and onos.
- Carapace can save a skulk from a mine... but you are near dead after.
- Regen is good to avoid to return to a hive, or if there no gorge near you.
- but redemption don't work well on skulk. (It only works well on carapace onos in combat.)
SC is the less favorite because the observatory, in the hand of a good commander, can be too powerful against this chamber.
But i see sometime SC to be the 2nd chamber:
- it's a good chamber to counter a lone marine who try to build a PG near the hive
- it's a terrific one if the commander don't scan a lot or don't put observatories in strategic locations.
- it counter MT in the SC range, or outside when you are 100% cloacked (you need to walk).
- focus is good versus JP.