Aliens in NS2 inferior compared to NS1

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  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=1846051:date=May 13 2011, 10:03 PM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ May 13 2011, 10:03 PM) <a href="index.php?act=findpost&pid=1846051"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, you're wrong.
    The technical counterweight to the Onos is the exosuit.
    Jetpacks counter Lerk.

    What we are referring to isnt tactics on how to kill said units, but what balances the teams out.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I thought it was jetpack to counter onos and heavy to counter fade. (In NS1 anyway: devour > heavy) They aren't in NS2 yet and the onos no longer has devour so it remains to be seen.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    But what could really counter the jetpack aside from a hall of webs and hydras?
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=1846069:date=May 13 2011, 11:03 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ May 13 2011, 11:03 PM) <a href="index.php?act=findpost&pid=1846069"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But what could really counter the jetpack aside from a hall of webs and hydras?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would assume fade and lerk.

    Spores + Sniper Spikes > wildly flailing flying marines
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=1845914:date=May 13 2011, 06:44 AM:name=Majin)--><div class='quotetop'>QUOTE (Majin @ May 13 2011, 06:44 AM) <a href="index.php?act=findpost&pid=1845914"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems Rockdown has a problem for the Aliens once the marine reach advanced weapons (flamers, nades)... That problem is...

    <b>The Marines can hold on forever, with a good commander!</b>

    I played my 3rd stalemate to date game on Rockdown tonight, the aliens took the entire map, were owning the marines hard, until we got to marine start. The marine commander put up about 8 sentries covering almost every angle, he also had lots and lots of MACS. Combined with flamers, shotguns, weapons and armor 3, we just couldn't finish off the marine before they were able to repair and regroup. We sending in 4 lerks, we tried sending in skulks, we even did FADESWARM. No matter how many times we attacked, they were just able enough to kill us off and repair everything or replace. Eventually the alien team just got fed up and quit.

    Don't know what else to say, it's the 3rd time I have seen this happen, i guess we will just have to wait till we get some new abilities.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What I would like to see to fix this is bile bomb coming back for gorges. Also once whips get bombard you might be able to move them up to break a defensive line.
  • [Spec]Ice[Spec]Ice Join Date: 2011-05-13 Member: 98614Members
    I don't really think there where really counters to certain classes. A heavy train with proper BACKWELDING ;) would dominate Onos. I think this paper rocks scissor would apply more if the units where AI controlled. But the teamplay factor come into play. Jetpacks where about mobility but not really a counter to a certain "BUILD", or unit type.
  • wulfwulf Join Date: 2008-08-03 Member: 64749Members
    <!--quoteo(post=1846069:date=May 13 2011, 04:03 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ May 13 2011, 04:03 PM) <a href="index.php?act=findpost&pid=1846069"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But what could really counter the jetpack aside from a hall of webs and hydras?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nothing since fade blink is about as functional as ******
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    If Devour returned and Onos' super jump is still as planned, there will be many epic nom-noms >:)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited May 2011
    <!--quoteo(post=1845939:date=May 13 2011, 05:16 PM:name=wulf)--><div class='quotetop'>QUOTE (wulf @ May 13 2011, 05:16 PM) <a href="index.php?act=findpost&pid=1845939"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I almost exclusively go shotgun since I can't hit anything on the alien team. It's <u>not</u> the main reason I've played NS2. Citing it as the singular reason to play a game seems a bit hyperbolic, I'm not sure why that's hard to acknowledge.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Pointless semantics. He was not eloquent. You misunderstood him. I corrected your understanding. You counter that it was hyperbolic. <b>Who cares?</b>
    He plays Alien commander almost exclusively, which means he places great value in the alien commander. It's not like your case of "I only go shotgun because I can't hit aliens with anything else."

    <!--quoteo(post=1846118:date=May 14 2011, 10:51 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ May 14 2011, 10:51 AM) <a href="index.php?act=findpost&pid=1846118"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If Devour returned<!--QuoteEnd--></div><!--QuoteEEnd-->
    Please, no.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited May 2011
    <!--quoteo(post=1846069:date=May 14 2011, 12:03 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ May 14 2011, 12:03 AM) <a href="index.php?act=findpost&pid=1846069"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But what could really counter the jetpack aside from a hall of webs and hydras?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lerks and hydras.

    The point about jetpacks is that they kinda suck at attack comapred to HA. They let you move around and give you an advantage against melee aliens, but they don't make you any better against ranged aliens, which are quite powerful against the stock marines.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    the game has no skill based movement, and air control or momentum in-game, so player movement especially aliens feel completely sluggish. So much of the alien movement is predictable.

    I'm actually looking forward in seeing better fade abilities, having no ability to catch moving targets ruins the class completely.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    edited May 2011
    <!--quoteo(post=1846283:date=May 14 2011, 08:27 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ May 14 2011, 08:27 PM) <a href="index.php?act=findpost&pid=1846283"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The point about jetpacks is that they kinda suck at attack comapred to HA. They let you move around and give you an advantage against melee aliens, but they don't make you any better against ranged aliens, which are quite powerful against the stock marines.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I wouldn't go as far as to say that they suck at attack or are worse against ranged aliens. In fact, historically its been melee aliens with high burst damage that deal with Jetpackers while ranged aliens are the ones rushed down by the increased mobility. Wouldn't it be more accurate to say that JP fills the mobility/harassment niche for marines at about the same time that aliens are able to fill their big tank forward push niche (onos)? It's more like an opening up of the tech trees so each team all options of viable play open to them. Speaking of high mobility high burst melee classes...


    To make blink perfect what needs to happen is this:
    <ul><li> 1-button implementation (ghost appears on press, blink executes on depress),</li><li> blink max distance reduced from 20 to about 4,</li><li> energy cost reduced down to 20-30% of what it is now,</li><li> maintain the same Y value for your view post-blink,</li><li> small amount of forward momentum generated moving you in the direction you're facing (if only to allow you to continue blinking upwards more than once)</li></ul>

    Even if you disagree with the distance/energy reduction (which you shouldn't ;)) the rest should just make it seem more intuitive. I'll quote a post I made last year about why blink distance should be lowered (it's needless in this thread do not read it unless you really care).


    <!--QuoteBegin-myself last year+--><div class='quotetop'>QUOTE (myself last year)</div><div class='quotemain'><!--QuoteEBegin-->Blink maximum distance should be cut by at least two thirds and the auto-viewpoint thing, while very cool, should be removed.

    Also, it should be a hold down to get the target destination marker up/release to trigger the blink instead of click/click.

    This will allow two things:
    1.) Blink less disorienting to use and more control over where you go/aim at when you're the fade.
    2.) Less frustrating for marines, seeing as now it's almost binary where you either shoot the fade and he dies once he blinks in or he gets out again in a millisecond ready to heal up. It gives good marines a better chance to get the fade but also allows the fade more creativity to their movement.

    My proposed suggestions will maintain the coolness of blink, while levelling out the skill based effort/reward curve involved.


    These changes:
    A crappy fade will blink repeatedly in a straight line, crappy marines will still be shooting walls/feet/each other but most likely able to get the fade. Good marines will shoot it easily.
    A good fade will blink up/down/sideways similarly to a lerk in NS1, bad marines will hit less, good marines have a good chance.



    Basically on-par players will now have an equal chance of winning a fight and more creativity/skill/fun for everyone.

    ------

    The problem with large max distance blink is the lack of choice, creativity of movement and overall predictability. That's just from the fade's perspective. For marines it's almost like a cloak/focus situation where you either kill or you don't. The fade is either in the room or out of the room. There is no in-between, no distinction and most importantly of all: no room for growth as a player as your skill with the ability increases.

    The most fun abilities in multiplayer games are when it's almost like a game of cat and mouse between the two opponents. Current blink does not offer that.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • AerialEventAerialEvent Join Date: 2011-05-13 Member: 98542Members
    Fade

    nothing else like it

    she will be missed

    fix it please
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I've been thinking about a pretty similar blink as Mu introduced. I think the slight forward momentum for teleport exit would be quite awesome for the flow of the lifeform, giving a more fluent and natural feeling pace rather that the discrete blinking it has now.
  • jkflipflopjkflipflop Join Date: 2010-10-13 Member: 74423Members
    I think an "anchored" blink for the fade would be pretty cool. Right click to set your position you want to blink to, then run off and do whatever you want - right click again to blink to your saved spot. Maybe as an upgrade or something.
  • IactoIacto Join Date: 2010-11-23 Member: 75209Members
    Skulk needs leap turned down in energy cost I think, you can have some excellent skill based movement (similar to the hunter in l4d) by leaping off walls and ceilings. Perhaps do more damage if you hit someone while leaping?

    As for the Fade, just make you face the same direction as when you blinked, it's very disorientating at the moment. Apart from that, I do like the way it works at the moment.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1846308:date=May 15 2011, 12:27 AM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ May 15 2011, 12:27 AM) <a href="index.php?act=findpost&pid=1846308"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wouldn't go as far as to say that they suck at attack or are worse against ranged aliens. In fact, historically its been melee aliens with high burst damage that deal with Jetpackers while ranged aliens are the ones rushed down by the increased mobility. Wouldn't it be more accurate to say that JP fills the mobility/harassment niche for marines at about the same time that aliens are able to fill their big tank forward push niche (onos)?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, yes I suppose that is true given that NS1 had rocket fart fades and the lerk wasn't really much of a ranged class.

    But with the lerk snipe and fade teleport and hydras being easy to build, I think lerks and gorges are going to be picking jetpacks out of the air while fades do... something? Maybe once the exosuit gets in and it gets that lockdown thingy then fades will be awesome because they can get right behind it when it can't move.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    edited May 2011
    speaking of hydras, i never liked how small they are. The gorge should be able to hide behind his own chambers while he's building them or else dropping them, and running away would result in his chambers die extremely quickly or healing his own buildings from behind cannot be done at all, the gorge takes all the damage. (aside from hydras having so little health to begin with)

    ns2 leap is still sloppy work compared with ns1 leap.
    it has short distance, its not smooth as ns1 leap and very slow.
    And it even stoles sometimes when trying to leap, another run at leap is really needed.
    it feels like a partly working mini-leap rather then the actual leap it should be.
    another part of this problem the game has no skill based movement, and air control or momentum, which results in predictable movement and sluggish movement which ruins leap.

    Iv seen some good ideas for fade abilities, and I couldn't agree more.
    especially one click blink, so badly that is needed.


    i've said this in the past long ago, so I will repeat it again.
    the fade requires to forms of blink methods.
    the first one will be a more stealthy blink (current one)
    the second blink would be what ns1 blink was, to catch moving targets.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    +1 for MuYeah's blink ideas.
  • jkflipflopjkflipflop Join Date: 2010-10-13 Member: 74423Members
    Why on Earth is nerfing the max distance down to less than a quarter of what it was a "good" idea? Sure, it may help a little when you're directly engaging a marine, but you've just screwed the fade for all other uses of blink. I.E. "I want to blink up to that pipe that's 15 units up".
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited May 2011
    <!--quoteo(post=1846531:date=May 16 2011, 02:09 PM:name=jkflipflop)--><div class='quotetop'>QUOTE (jkflipflop @ May 16 2011, 02:09 PM) <a href="index.php?act=findpost&pid=1846531"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why on Earth is nerfing the max distance down to less than a quarter of what it was a "good" idea? Sure, it may help a little when you're directly engaging a marine, but you've just screwed the fade for all other uses of blink. I.E. "I want to blink up to that pipe that's 15 units up".<!--QuoteEnd--></div><!--QuoteEEnd-->
    You missed the part where he said the Fade should maintain momentum when exiting the Blink. Then you can perform rapid blinks and travel upward

    <!--quoteo(post=1846485:date=May 16 2011, 08:43 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ May 16 2011, 08:43 AM) <a href="index.php?act=findpost&pid=1846485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 for MuYeah's blink ideas.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1

    Skulk Bite: Spamming this should reduce your Energy to 0 at SOME point. Cost should be increased such that you can only bite continuously for a duration.

    Skulk Leap: It's sort of annoying that you can't leap while trying to Parasite. Would like to see Leap moved to Space Bar, such that tapping Space Jumps, and holding it briefly (~0.5 secs) Leaps. This makes intuitive sense and also opens up Bite's RMB. I also think the energy cost needs to be toned down slightly.

    Parasite: Should obstruct a Marine's periphery. Gives Skulks who can land a Parasite before engaging a slight advantage.

    Gorge Spit: Should Parasite.

    Fade Blink: Would be nice to have see your max range the same way Gorges can see the orange decal before dropping Infestation (but the decal would be locked to the Fade, obviously).

    Alien Flashlight: Would like to see it provide more advantage. Should provide additional information for objects that are on the Hivesight (Alien structures, enemies on Infestation, parasited enemies), such as rendering them through walls, coloring them according to their Life or some other measure of Threat.
  • VicVic Join Date: 2010-11-20 Member: 75106Members
    edited May 2011
    <!--quoteo(post=1846485:date=May 16 2011, 03:43 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ May 16 2011, 03:43 PM) <a href="index.php?act=findpost&pid=1846485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 for MuYeah's blink ideas.<!--QuoteEnd--></div><!--QuoteEEnd-->
    -1 I'm afraid.
    Blink in its current implementation is already quite a pain when having a higher ping, having multiple blinks required will make it unusable.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    I am a fan of the one click blink.
    hold = ghost
    release = blink

    The double click is a trip up when trying to use blink to escape death.

    Not a fan of shortening the distance.
    I still use blink to ambush at long distances.

    I position down a fairly long hallway...decreasing my chances of being spotted
    I position the ghost right near the doorway and when the marines pass the threshold...I teleport behind them
    do damage and teleport away if i get low on energy or health.

    I repeat this for different sections of the overall hallway to give them just a horrible feeling about the hallway itself.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I wonder if the Mu's blink system could somehow have a blink direction selection included. For example there could be a very brief ghost phase where you've moved to the teleport location, but haven't materialized there. You could quickly aim (and possibly adjust the speed of) your exit. If the exit from the phase is manual, fade can also momentarily hang on in the teleport phase to briefly avoid damage for example. It could probably be balanced with a steep adren drain (while staying in the teleport phase) or something similar.

    The ability to choose the attack direction would give fade a lot more options rather than going headfirst into most situations like the NS1 fade does.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    edited May 2011
    <!--quoteo(post=1846604:date=May 16 2011, 11:25 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ May 16 2011, 11:25 PM) <a href="index.php?act=findpost&pid=1846604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder if the Mu's blink system could somehow have a blink direction selection included. For example there could be a very brief ghost phase where you've moved to the teleport location, but haven't materialized there. You could quickly aim (and possibly adjust the speed of) your exit. If the exit from the phase is manual, fade can also momentarily hang on in the teleport phase to briefly avoid damage for example. It could probably be balanced with a steep adren drain (while staying in the teleport phase) or something similar.

    The ability to choose the attack direction would give fade a lot more options rather than going headfirst into most situations like the NS1 fade does.<!--QuoteEnd--></div><!--QuoteEEnd-->


    The fact that there exists a discrete chain of teleports and hopefully the fact that your old inertia is wiped and new momentum generated will mean you can do 180 spins and stuff in between blinks á la lerk pancaking in NS1, unlike NS1 flying fade which was difficult to change direction. I had a look at the blink LUA code to change the blink distance for myself (which was surprisingly easy) and it appears there is a travel time equal to (distance teleported/X) which could be adjusted to allow a little reaction time with your view moving. Good fades would be able to think up to 3, 5, whatever number of teleports ahead and change direction accordingly and modify their intended future teleport combination after each blink based on the changing environment around them. I've gone and got all excited for something that doesn't and may not ever exist yet!

    This way seems so much more fun than NS1 blink, and that's coming from a guy who top-tier faded (and had a frickin great time doing it) for years!
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1846610:date=May 16 2011, 11:41 PM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ May 16 2011, 11:41 PM) <a href="index.php?act=findpost&pid=1846610"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The fact that there exists a discrete chain of teleports and hopefully the fact that your old inertia is wiped and new momentum generated will mean you can do 180 spins and stuff in between blinks á la lerk pancaking in NS1, unlike NS1 flying fade which was difficult to change direction.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmm... Maybe so.

    I still feel a bit uncomfortable with the idea of one teleport with one specific distance and direction (excluding the moments when you can aim it to the enemy or ground). I think for example shift key could provide some kind of teleport variation to suit a bit different needs.

    Once my exams are done this spring I might play around with Lua a bit and see if I can come up with something remotely useful or interesting.
  • lifesfunlifesfun Join Date: 2011-02-24 Member: 83302Members, Reinforced - Shadow
    +1 for MuYeah's blink ideas also.
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