Are there any obvious concerns with Beta 2 balance?

GreyFlcnGreyFlcn 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.
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Comments

  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    So far it feels pretty balanced to me. It still takes a lot of effort to deal with Jetpacks, but its not impossible. And you can definitely feel the difference in the res game with the weaker Marine RTs. Hitting Res is the best way to stop Jets, so thats a good thing.
  • GreyFlcnGreyFlcn Join Date: 2006-12-19 Member: 59134Members, Constellation
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    So far seems 50/50
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    The balance feels quite good, but I'd love to see marines being forced to a bit more aggressive play. Atm aa up at 7 mins and 2 hmg welders is enough to hold the pg:s until proto techs. Probably some of the problem is fixed when aliens learn to rely less on fades and more on skulk support.
  • kiddokiddo Join Date: 2007-01-07 Member: 59503Members
    personally... celetiry doesn't feel any different from not having it. I'm still hating the speed reduced to lerks and fades. Even though your energy not suppose to be reduced at much when using blink, with +movement you hold it few times or even tap it...its gone pretty quickly. that is very annoying, both on lerks and fades. I wanted to see the speeds be back as they were in 3.1.

    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?
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    to be perfectly honest i havent bothered downloading it yet <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    I enjoy 3.2 beta 2 way more than 3.1. Disclaimer: I'm a pubber.

    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.
  • MrBananaManMrBananaMan Join Date: 2005-02-26 Member: 42562Members
    dc isnt as nice anymore, unless its early game and an outpost for a little skulky ("dc? WTH I WANT MC." ok sorry sorry...). jetpacks have always been the ultimate bane of players with low skill.
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    edited January 2007
    <!--quoteo(post=1598502:date=Jan 14 2007, 12:58 AM:name=MrBananaMan)--><div class='quotetop'>QUOTE(MrBananaMan @ Jan 14 2007, 12:58 AM) [snapback]1598502[/snapback]</div><div class='quotemain'><!--quotec-->
    dc isnt as nice anymore
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • GreyFlcnGreyFlcn Join Date: 2006-12-19 Member: 59134Members, Constellation
    Well, it probably sucks for Siege maps.
    I think thats what he's getting after.
  • TerRaKanETerRaKanE Join Date: 2003-05-14 Member: 16292Members, Constellation
    <!--quoteo(post=1598674:date=Jan 14 2007, 09:59 PM:name=milosis)--><div class='quotetop'>QUOTE(milosis @ Jan 14 2007, 09:59 PM) [snapback]1598674[/snapback]</div><div class='quotemain'><!--quotec-->
    I'd like to see the hmg nerfed a little bit.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    after buffing the onos? no thanks.
    anyone got number of how many hmg bullets a onos takes now?
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    edited January 2007
    Approxximately 10 more HMG bullets are needed now. if level 3 weapons.
  • kiddokiddo Join Date: 2007-01-07 Member: 59503Members
    <!--quoteo(post=1598678:date=Jan 14 2007, 09:24 PM:name=TerRaKanE)--><div class='quotetop'>QUOTE(TerRaKanE @ Jan 14 2007, 09:24 PM) [snapback]1598678[/snapback]</div><div class='quotemain'><!--quotec-->
    after buffing the onos? no thanks.
    anyone got number of how many hmg bullets a onos takes now?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    you call that buffering?

    I would rather see onos health be back as it was and bring back 3.1 fades and lerks speeds....
  • MrBananaManMrBananaMan Join Date: 2005-02-26 Member: 42562Members
    edited January 2007
    /day dream

    little nerf to hmg please. maybe 25 less bullets in a clip or something.
  • GreyFlcnGreyFlcn Join Date: 2006-12-19 Member: 59134Members, Constellation
    <!--quoteo(post=1598690:date=Jan 14 2007, 10:32 PM:name=kiddo)--><div class='quotetop'>QUOTE(kiddo @ Jan 14 2007, 10:32 PM) [snapback]1598690[/snapback]</div><div class='quotemain'><!--quotec-->
    you call that buffering?

    I would rather see onos health be back as it was and bring back 3.1 fades and lerks speeds....
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    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
  • LeonLeon Join Date: 2006-10-31 Member: 58131Members
    jps are too strong
  • TalTal Join Date: 2005-02-23 Member: 42223Members
    <!--quoteo(post=1598703:date=Jan 14 2007, 06:25 PM:name=MrBananaMan)--><div class='quotetop'>QUOTE(MrBananaMan @ Jan 14 2007, 06:25 PM) [snapback]1598703[/snapback]</div><div class='quotemain'><!--quotec-->
    /day dream

    little nerf to hmg please. maybe 25 less bullets in a clip or something.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    that's a lot more than a little nerf
  • kiddokiddo Join Date: 2007-01-07 Member: 59503Members
    <!--quoteo(post=1598707:date=Jan 14 2007, 11:35 PM:name=GreyFlcn)--><div class='quotetop'>QUOTE(GreyFlcn @ Jan 14 2007, 11:35 PM) [snapback]1598707[/snapback]</div><div class='quotemain'><!--quotec-->
    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
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    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...
  • LeonLeon Join Date: 2006-10-31 Member: 58131Members
    <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> have more 200 hp now or 250? dunno
  • kiddokiddo Join Date: 2007-01-07 Member: 59503Members
    edited January 2007
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> Increased Onos HP from 700 to 950.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://www.unknownworlds.com/ns/static/changelogs/v322-changelog.html" target="_blank">http://www.unknownworlds.com/ns/static/cha...-changelog.html</a>
  • TerRaKanETerRaKanE Join Date: 2003-05-14 Member: 16292Members, Constellation
    edited January 2007
    <!--quoteo(post=1598708:date=Jan 15 2007, 12:37 AM:name=milosis)--><div class='quotetop'>QUOTE(milosis @ Jan 15 2007, 12:37 AM) [snapback]1598708[/snapback]</div><div class='quotemain'><!--quotec-->
    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.
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    Onos is far better now, especially late game.
  • MrBananaManMrBananaMan Join Date: 2005-02-26 Member: 42562Members
    jp's and or hmg have always been too powerful. i think the devs didnt realize that, especially when they made jp's unstompable.

    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.
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    a jp in the wrong hands is worthless
  • MrBananaManMrBananaMan Join Date: 2005-02-26 Member: 42562Members
    <!--quoteo(post=1599125:date=Jan 15 2007, 09:02 PM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Jan 15 2007, 09:02 PM) [snapback]1599125[/snapback]</div><div class='quotemain'><!--quotec-->
    a jp in the wrong hands is worthless
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    i agree, even more so for a fade, onos, or lerk.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--quoteo(post=1599124:date=Jan 15 2007, 08:52 PM:name=MrBananaMan)--><div class='quotetop'>QUOTE(MrBananaMan @ Jan 15 2007, 08:52 PM) [snapback]1599124[/snapback]</div><div class='quotemain'><!--quotec-->
    jp on a medium skilled marine with an hmg is worthless<!--QuoteEnd--></div><!--QuoteEEnd-->

    fixed
  • LeonLeon Join Date: 2006-10-31 Member: 58131Members
    but i would say in scrim/pcw they are too powerful for the reduce cost
  • GaroGaro Join Date: 2005-01-07 Member: 33134Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    DC has now became first chamber in most of the games and it's common to see it in field. SC has become 2nd or 3rd chamber now, which is shame, because it's the most versaile chamber in my opinion. Maybe nerf MT somehow so that it can't counter cloack so well. Maybe allow MT to spot aliens only on the map and minimap, but don't show the onscreen blue mt circless. Drop scan cost a bit and there you go.. (just my suggestion)

    - Garo
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    i havnt played much 3.2 b2, but ive commed thousands of games. Seeing JP cost go from 15 to 10, regardless of any other changes, sounds wayyyy too crazy. IMO 12 res per jp would be far more balanced.

    Yes jp tech can be very expensive, but the good jpers own EVERYTHING. 10 res is just too little of a sacrifice for that.
  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    JP are not too strong, but too fast... because lerk and fade are nerfed in speed and not JP.


    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.
This discussion has been closed.