There's definitely something wrong with collision between objects. You can see it when he's in amongst Hydra's/other aliens at 4:13 where he just vibrates which looks/feels wrong. Is this something that's still a work in progress?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->This is how NS2 should be played (thanks SuperNorn!): <a href="http://yfrog.com/h056gacj" target="_blank">http://yfrog.com/h056gacj</a><!--QuoteEnd--></div><!--QuoteEEnd-->
YEAH ! This way you can't see where is your crosshair :>.
BTW, ns2 is getting better and better, we can have epic games with 18players now, keep up the good work UWE
Yup, it was 100% useless as I couldn't see what I was aiming at. It would be nice if the fov scaled to resolution though, I don't think it does at the moment and it becomes fairly obvious at higher resolutions. Can't even see the ammo counter haha. It's good for screenshots though.
<!--quoteo(post=1853930:date=Jun 17 2011, 12:05 PM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Jun 17 2011, 12:05 PM) <a href="index.php?act=findpost&pid=1853930"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone else notice the Mouse and Keyboard are a little lacking with Supernorn's pic? lol<!--QuoteEnd--></div><!--QuoteEEnd-->
He doesn't use his hands to control the Marines... I bet there is a Kinect just off-screen.
<!--quoteo(post=1853927:date=Jun 17 2011, 11:57 AM:name=Supernorn)--><div class='quotetop'>QUOTE (Supernorn @ Jun 17 2011, 11:57 AM) <a href="index.php?act=findpost&pid=1853927"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yup, it was 100% useless as I couldn't see what I was aiming at. It would be nice if the fov scaled to resolution though, I don't think it does at the moment and it becomes fairly obvious at higher resolutions. Can't even see the ammo counter haha. It's good for screenshots though.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yea, that is one of the bigger complaints I have. While my triple-monitor rig was not bought with the purpose of gaming (mainly use it for web design, music arranging, and such), it is nice to take advantage of it. Right now, though, by having vert-, the game actually seems to punish multi-monitor users by decreasing the possible view-area (as seen with clipping off the gun model and blocking part of the ammo counter).
I understand the argument against it. Yes, it gives more area which we can see without moving around. Surround sound gives us the ability to hear all around us, though. Should we disable surround sound as well?
I don't mean to cause the argument here and take over the thread. This could end up to be the "scripts argument" for NS2.
...omg, I said the "s word." Scripts...scripts...SCRIPTS!!!
In conclusion, Supernorn, save up and buy a third monitor. Totally worth it.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
I don't know about the fade changes. With the blink, fades are almost guaranteed at least one swipe (the first one) on a marine. Increasing the damage a fade does would make it nearly impossible for marines to survive an encounter if they die to one swipe. I don't think that's the right way to go IMHO. I had a 63-3 K/D with a fade last night, so they still dominate the battlefield.
<!--quoteo(post=1854051:date=Jun 17 2011, 04:31 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Jun 17 2011, 04:31 PM) <a href="index.php?act=findpost&pid=1854051"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know about the fade changes. With the blink, fades are almost guaranteed at least one swipe (the first one) on a marine. Increasing the damage a fade does would make it nearly impossible for marines to survive an encounter if they die to one swipe. I don't think that's the right way to go IMHO. I had a 63-3 K/D with a fade last night, so they still dominate the battlefield.<!--QuoteEnd--></div><!--QuoteEEnd-->
While that is true, don't forget Scanner Sweep will show a trail for Fade during Blink, that should give Shotgunners a heads-up and blast the nasty beastie. Flamethrowers will be much more effective as well.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Brian is adding tons more data to our stats logging (who killed with what, player class lifetimes, etc.)<!--QuoteEnd--></div><!--QuoteEEnd-->
Awesome! Is this data available/going to be available publicly somewhere?
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited June 2011
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Differentiating Fade from Skulk making him more of a "surgical striker" (swipe dmg increase, slower ROF, higher energy cost) #fb<!--QuoteEnd--></div><!--QuoteEEnd-->
I would prefer to see the Swipe receive a small damage adjustment, so it can always kill a light marine in 2 swipes, while the alien attack upgrade keeps up with marine armour level. Currently it takes 2 Swipes with 0 upgrades, but once marines complete level 3 armour upgrade, it takes at least 3 swipes.
Stab (weapon 2) attack can be changed to cause the victim to bleed to death over a few seconds (with slowed movement?), so it would be possible for the commander to save the marine with a medpack. Even if he does not receive help, the dying marine will be still able to retaliate for a few seconds.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Differentiating Fade from Skulk making him more of a "surgical striker" (swipe dmg increase, slower ROF, higher energy cost)<!--QuoteEnd--></div><!--QuoteEEnd--> This maybe the right way to address it but it wont be enough. Because of the resource model you will end up with mass fades anyway when the second hive comes up and its hard to die as a fade until you get new one. If the resource rate was way lower it would actually encourage players to get more resource towers and destroy them add more diversity to the alien early game and we would actually see skulks because relifeforming after every dead wouldnt be possible.
But you need to give the skulk more health, put carapace in as a 2 hive upgrade and make it expensive, like 5-10 res, but worthwhile as it gives a substantial health boost. Otherwise the fade will still be a lot better than the skulk. Also you need to nerf shotguns against skulks, they're about balanced against fades, not brilliant but good if you get a few of them, against skulks however they border on god mode.
Essentially all of the starting equipment for both sides needs a way to boost it to late game equipment, you need to have such a thing as a 25 res late game skulk, or a 25 res late game rifle/pistol/axe combo that is on part with other about 25 res upgrades like the lerk or the flamethrower. Otherwise they are simply going to become useless.
<!--quoteo(post=1854178:date=Jun 18 2011, 11:39 AM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Jun 18 2011, 11:39 AM) <a href="index.php?act=findpost&pid=1854178"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This maybe the right way to address it but it wont be enough. Because of the resource model you will end up with mass fades anyway when the second hive comes up and its hard to die as a fade until you get new one. If the resource rate was way lower it would actually encourage players to get more resource towers and destroy them add more diversity to the alien early game and we would actually see skulks because relifeforming after every dead wouldnt be possible.<!--QuoteEnd--></div><!--QuoteEEnd-->
That still means skulks are crap and no fun to play as, it just means you can't use any of the fun lifeforms. Not a good way to address it.
<!--quoteo(post=1854082:date=Jun 18 2011, 03:45 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jun 18 2011, 03:45 AM) <a href="index.php?act=findpost&pid=1854082"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would prefer to see the Swipe receive a small damage adjustment, so it can always kill a light marine in 2 swipes, while the alien attack upgrade keeps up with marine armour level. Currently it takes 2 Swipes with 0 upgrades, but once marines complete level 3 armour upgrade, it takes at least 3 swipes.<!--QuoteEnd--></div><!--QuoteEEnd-->
If it didn't do that there would be no point in upgrades.
As I understand it, the point of weapon and armor upgrades is that they make players tougher overall, and structures weaker, thereby steadily destabilising the game by making it easier to lose bases as it progresses.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Differentiating Fade from Skulk making him more of a "surgical striker" (swipe dmg increase, slower ROF, higher energy cost) #fb<!--QuoteEnd--></div><!--QuoteEEnd--> This is going exactly where I've been thinking it should have, save for the damage increase. Fade Swipe and Skulk Bite are already doing a lot of pure damage per second, to the point where you can kill a Marine in 3 attacks in under 2 seconds. This is what seems to make combat very frantic and chaotic. No one has much time to react once they've been engaged. As soon as you take some damage, you're pretty much dead.
Slowing the rate of fire will increase combat time, and combined with a higher energy cost, Fades will be encouraged to attack with more intention.
As long as the damage increase doesn't increase the effective DPS too much this should be a great change!
<!--quoteo(post=1853956:date=Jun 17 2011, 01:23 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Jun 17 2011, 01:23 PM) <a href="index.php?act=findpost&pid=1853956"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- I will definitely address the "Whatever a Skulk does, a Fade does better" argument (ouch) ... <b>increasing Skulk damage with repeated hits so they can take out structures faster.</b><!--QuoteEnd--></div><!--QuoteEEnd--> Are Skulks supposed to be taking out Structures? I mean, the smaller ones (IP, Obs, Turret, Phase Gate, Power Node) sure, but I always thought any structure with a lot of Armor should be impractical for Skulks to kill and left to the Onos or a Mature Whip (Bombard).
If you gave Bite the Light damage type, you can prioritize the structures Skulks are most likely to target by increasing or decreasing a Structure's Health/Armor ratio.
Differentiating Fade from Skulk making him more of a "surgical striker" (swipe dmg increase, slower ROF, higher energy cost) #fb
uh.. what??
/facepalm..
ok but are you going to take away marine sprint? take away the ability for marines to jump? havent you gotten the point thats not going to work? just leave the fade alone, the more "fixes" that get implemented the worse the "balance" is becoming. but im sure this will be implented and in 2 patches when its taken out no one will even notice lol. you cant have sprinting marines, with a slow weak fade. especially with every marine carrying a shotgun and towing flamethrowers. i seriously dont get whats do difficult to understand about this.
<!--quoteo(post=1854058:date=Jun 17 2011, 05:03 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jun 17 2011, 05:03 PM) <a href="index.php?act=findpost&pid=1854058"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awesome! Is this data available/going to be available publicly somewhere?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, there is going to be a JSON feed just like the end game stats now. In fact, we are hoping some smart people in the community can take the raw data and make some neat visualizers ;) (so we don't have to!).
<!--quoteo(post=1854311:date=Jun 18 2011, 07:53 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Jun 18 2011, 07:53 PM) <a href="index.php?act=findpost&pid=1854311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Differentiating Fade from Skulk making him more of a "surgical striker" (swipe dmg increase, slower ROF, higher energy cost) #fb
uh.. what??
/facepalm..
ok but are you going to take away marine sprint? take away the ability for marines to jump? havent you gotten the point thats not going to work? just leave the fade alone, the more "fixes" that get implemented the worse the "balance" is becoming. but im sure this will be implented and in 2 patches when its taken out no one will even notice lol. you cant have sprinting marines, with a slow weak fade. especially with every marine carrying a shotgun and towing flamethrowers. i seriously dont get whats do difficult to understand about this.<!--QuoteEnd--></div><!--QuoteEEnd-->
You know if anything this is a buff, you only have to hit a marine a couple of times with a stronger, less spammy swipe.
It makes the fade far less able to jump into a group of marines and murder them all yes, but that's sort of the point of marines, they're supposed to be strong in groups, if you are going up against four or five marines at once, you need to force players to do it with support. All alien classes work better with distractions, so get a lerk to gas them and break them up, get some skulks to parasite them so you can track them, and late in the game, get an onos to run in and bone shield them to draw their attention and fire, then use your fade to murder a few of them while they're distracted.
The fade is a truly excellent lone hunter, it can react to small numbers of marines moving around the map very very well. its weakness is in attacking large numbers of enemies at once on its own, it isn' a good tank for its price, that's what the onos is generally for. If you use the fade intelligently this is going to be a bonus because you should spend far less time chasing them trying to get enough hits on them.
<!--quoteo(post=1854330:date=Jun 18 2011, 02:24 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Jun 18 2011, 02:24 PM) <a href="index.php?act=findpost&pid=1854330"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Question to ROF. Does it mean "range of fire" or "rate of fire"?
I would say Rate but I just want to be sure!
Greetings<!--QuoteEnd--></div><!--QuoteEEnd-->
Should be Rate of Fire, says in the log that the Fade won't be swinging his claws like crazy (M1 spam).
<!--quoteo(post=1854311:date=Jun 18 2011, 06:53 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Jun 18 2011, 06:53 PM) <a href="index.php?act=findpost&pid=1854311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Differentiating Fade from Skulk making him more of a "surgical striker" (swipe dmg increase, slower ROF, higher energy cost) #fb
uh.. what??
/facepalm..
ok but are you going to take away marine sprint? take away the ability for marines to jump? havent you gotten the point thats not going to work? just leave the fade alone, the more "fixes" that get implemented the worse the "balance" is becoming. but im sure this will be implented and in 2 patches when its taken out no one will even notice lol. you cant have sprinting marines, with a slow weak fade. especially with every marine carrying a shotgun and towing flamethrowers. i seriously dont get whats do difficult to understand about this.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah, I didn't agree with this thinking at all.
So in their eyes, secondary attack is fine, but the normal swipe is the problem. now thats some heavy facepalm.
secondary is still unchanged ability, and who the hell even uses it? i'm sure someone will say, "I do" well great for you, you must be that 0.1%.
seriously though normal swipe need to be left alone but secondary attack is what needs to change. I've already said how even, the hard work is done. make secondary attack an instant attack but with short delay between its attacks, so it cannot be spammed.
there, now the fade can do some heavy damage quickly but cannot spam it.
<!--quoteo(post=1854232:date=Jun 18 2011, 04:10 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jun 18 2011, 04:10 PM) <a href="index.php?act=findpost&pid=1854232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That still means skulks are crap and no fun to play as, it just means you can't use any of the fun lifeforms. Not a good way to address it.<!--QuoteEnd--></div><!--QuoteEEnd--> In other words skulk needs a rework anyway.
We dont need half-assed lifeforms especially the first one you spawn with which is the most important.
<!--quoteo(post=1854363:date=Jun 19 2011, 12:44 AM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Jun 19 2011, 12:44 AM) <a href="index.php?act=findpost&pid=1854363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In other words skulk needs a rework anyway.
We dont need half-assed lifeforms especially the first one you spawn with which is the most important.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree, but I think they should be equally important during late game, even if it means you pay some res to evolve into a super skulk which is balanced against the fade and the lerk and so on.
If you make fades able to kill like half a dozen marines with ease, it's going to be really hard to make all of the aliens worth having, because if they can all do that, they'd be massively OP.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
Well the fade was bound to play like a better skulk when you remove acid rockets from the fade and xenocides from the skulks. They're just fast moving melee units now.
Hey regarding the graphing thing, is this kinda wat u wanted minus the statistics and stuff? (draft styles) As u can see I kinda hacked the relation to the minimap but im still not sure if its correct. Will probably add weapon statistics lifetime stats etc, if im on the right track.
Its done using svg, and javascript (jquery, raphael).
<!--quoteo(post=1855323:date=Jun 22 2011, 06:38 AM:name=yoda)--><div class='quotetop'>QUOTE (yoda @ Jun 22 2011, 06:38 AM) <a href="index.php?act=findpost&pid=1855323"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey regarding the graphing thing, is this kinda wat u wanted minus the statistics and stuff? (draft styles) As u can see I kinda hacked the relation to the minimap but im still not sure if its correct. Will probably add weapon statistics lifetime stats etc, if im on the right track.
Its done using svg, and javascript (jquery, raphael).
In the latest development news (the google doc thing), hydras might be changed to have a lifetime of only a few minutes then they wither and die.
I can't say it's very fun to have your buildings start to die so soon, and it will be hard for a gorge to defend hives across the map. If I know the hydras I put down will die soon, then I won't dare leave the room they are in and risk marines getting easy access. Instead the game might be less dynamic because gorges will have to remember to plant hydras in the spot where the last ones died.
It also confuses me why the hydras would die? They are placed on infestation, which nourishes aliens and supports alien structures....no other alien structure looses health on infestation, so the planned idea is contrary to the current system. Players might be confused and think the hydras were placed in the wrong area, just like the 60 second gorge infestation confused so many and wasted a lot of time.
Comments
There's definitely something wrong with collision between objects. You can see it when he's in amongst Hydra's/other aliens at 4:13 where he just vibrates which looks/feels wrong. Is this something that's still a work in progress?
On second thought, less expensive shotguns + 20 damage per pellet = more dead buildings...
YEAH ! This way you can't see where is your crosshair :>.
BTW, ns2 is getting better and better, we can have epic games with 18players now, keep up the good work UWE
He doesn't use his hands to control the Marines... I bet there is a Kinect just off-screen.
Yea, that is one of the bigger complaints I have. While my triple-monitor rig was not bought with the purpose of gaming (mainly use it for web design, music arranging, and such), it is nice to take advantage of it. Right now, though, by having vert-, the game actually seems to punish multi-monitor users by decreasing the possible view-area (as seen with clipping off the gun model and blocking part of the ammo counter).
I understand the argument against it. Yes, it gives more area which we can see without moving around. Surround sound gives us the ability to hear all around us, though. Should we disable surround sound as well?
I don't mean to cause the argument here and take over the thread. This could end up to be the "scripts argument" for NS2.
...omg, I said the "s word." Scripts...scripts...SCRIPTS!!!
In conclusion, Supernorn, save up and buy a third monitor. Totally worth it.
While that is true, don't forget Scanner Sweep will show a trail for Fade during Blink, that should give Shotgunners a heads-up and blast the nasty beastie. Flamethrowers will be much more effective as well.
Awesome! Is this data available/going to be available publicly somewhere?
I would prefer to see the Swipe receive a small damage adjustment, so it can always kill a light marine in 2 swipes, while the alien attack upgrade keeps up with marine armour level. Currently it takes 2 Swipes with 0 upgrades, but once marines complete level 3 armour upgrade, it takes at least 3 swipes.
Stab (weapon 2) attack can be changed to cause the victim to bleed to death over a few seconds (with slowed movement?), so it would be possible for the commander to save the marine with a medpack. Even if he does not receive help, the dying marine will be still able to retaliate for a few seconds.
This maybe the right way to address it but it wont be enough. Because of the resource model you will end up with mass fades anyway when the second hive comes up and its hard to die as a fade until you get new one. If the resource rate was way lower it would actually encourage players to get more resource towers and destroy them add more diversity to the alien early game and we would actually see skulks because relifeforming after every dead wouldnt be possible.
But you need to give the skulk more health, put carapace in as a 2 hive upgrade and make it expensive, like 5-10 res, but worthwhile as it gives a substantial health boost. Otherwise the fade will still be a lot better than the skulk. Also you need to nerf shotguns against skulks, they're about balanced against fades, not brilliant but good if you get a few of them, against skulks however they border on god mode.
Essentially all of the starting equipment for both sides needs a way to boost it to late game equipment, you need to have such a thing as a 25 res late game skulk, or a 25 res late game rifle/pistol/axe combo that is on part with other about 25 res upgrades like the lerk or the flamethrower. Otherwise they are simply going to become useless.
<!--quoteo(post=1854178:date=Jun 18 2011, 11:39 AM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Jun 18 2011, 11:39 AM) <a href="index.php?act=findpost&pid=1854178"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This maybe the right way to address it but it wont be enough. Because of the resource model you will end up with mass fades anyway when the second hive comes up and its hard to die as a fade until you get new one. If the resource rate was way lower it would actually encourage players to get more resource towers and destroy them add more diversity to the alien early game and we would actually see skulks because relifeforming after every dead wouldnt be possible.<!--QuoteEnd--></div><!--QuoteEEnd-->
That still means skulks are crap and no fun to play as, it just means you can't use any of the fun lifeforms. Not a good way to address it.
<!--quoteo(post=1854082:date=Jun 18 2011, 03:45 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jun 18 2011, 03:45 AM) <a href="index.php?act=findpost&pid=1854082"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would prefer to see the Swipe receive a small damage adjustment, so it can always kill a light marine in 2 swipes, while the alien attack upgrade keeps up with marine armour level. Currently it takes 2 Swipes with 0 upgrades, but once marines complete level 3 armour upgrade, it takes at least 3 swipes.<!--QuoteEnd--></div><!--QuoteEEnd-->
If it didn't do that there would be no point in upgrades.
As I understand it, the point of weapon and armor upgrades is that they make players tougher overall, and structures weaker, thereby steadily destabilising the game by making it easier to lose bases as it progresses.
This is going exactly where I've been thinking it should have, save for the damage increase. Fade Swipe and Skulk Bite are already doing a lot of pure damage per second, to the point where you can kill a Marine in 3 attacks in under 2 seconds. This is what seems to make combat very frantic and chaotic. No one has much time to react once they've been engaged. As soon as you take some damage, you're pretty much dead.
Slowing the rate of fire will increase combat time, and combined with a higher energy cost, Fades will be encouraged to attack with more intention.
As long as the damage increase doesn't increase the effective DPS too much this should be a great change!
<!--quoteo(post=1853956:date=Jun 17 2011, 01:23 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Jun 17 2011, 01:23 PM) <a href="index.php?act=findpost&pid=1853956"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- I will definitely address the "Whatever a Skulk does, a Fade does better" argument (ouch) ... <b>increasing Skulk damage with repeated hits so they can take out structures faster.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
Are Skulks supposed to be taking out Structures? I mean, the smaller ones (IP, Obs, Turret, Phase Gate, Power Node) sure, but I always thought any structure with a lot of Armor should be impractical for Skulks to kill and left to the Onos or a Mature Whip (Bombard).
If you gave Bite the Light damage type, you can prioritize the structures Skulks are most likely to target by increasing or decreasing a Structure's Health/Armor ratio.
uh.. what??
/facepalm..
ok but are you going to take away marine sprint? take away the ability for marines to jump? havent you gotten the point thats not going to work? just leave the fade alone, the more "fixes" that get implemented the worse the "balance" is becoming. but im sure this will be implented and in 2 patches when its taken out no one will even notice lol. you cant have sprinting marines, with a slow weak fade. especially with every marine carrying a shotgun and towing flamethrowers. i seriously dont get whats do difficult to understand about this.
Yeah, there is going to be a JSON feed just like the end game stats now. In fact, we are hoping some smart people in the community can take the raw data and make some neat visualizers ;) (so we don't have to!).
uh.. what??
/facepalm..
ok but are you going to take away marine sprint? take away the ability for marines to jump? havent you gotten the point thats not going to work? just leave the fade alone, the more "fixes" that get implemented the worse the "balance" is becoming. but im sure this will be implented and in 2 patches when its taken out no one will even notice lol. you cant have sprinting marines, with a slow weak fade. especially with every marine carrying a shotgun and towing flamethrowers. i seriously dont get whats do difficult to understand about this.<!--QuoteEnd--></div><!--QuoteEEnd-->
You know if anything this is a buff, you only have to hit a marine a couple of times with a stronger, less spammy swipe.
It makes the fade far less able to jump into a group of marines and murder them all yes, but that's sort of the point of marines, they're supposed to be strong in groups, if you are going up against four or five marines at once, you need to force players to do it with support. All alien classes work better with distractions, so get a lerk to gas them and break them up, get some skulks to parasite them so you can track them, and late in the game, get an onos to run in and bone shield them to draw their attention and fire, then use your fade to murder a few of them while they're distracted.
The fade is a truly excellent lone hunter, it can react to small numbers of marines moving around the map very very well. its weakness is in attacking large numbers of enemies at once on its own, it isn' a good tank for its price, that's what the onos is generally for. If you use the fade intelligently this is going to be a bonus because you should spend far less time chasing them trying to get enough hits on them.
Does it mean
"range of fire" or "rate of fire"?
I would say Rate but I just want to be sure!
Greetings
Edit:
Ty PsiWarp. After rereading it has to be rate of fire.
Does it mean
"range of fire" or "rate of fire"?
I would say Rate but I just want to be sure!
Greetings<!--QuoteEnd--></div><!--QuoteEEnd-->
Should be Rate of Fire, says in the log that the Fade won't be swinging his claws like crazy (M1 spam).
uh.. what??
/facepalm..
ok but are you going to take away marine sprint? take away the ability for marines to jump? havent you gotten the point thats not going to work? just leave the fade alone, the more "fixes" that get implemented the worse the "balance" is becoming. but im sure this will be implented and in 2 patches when its taken out no one will even notice lol. you cant have sprinting marines, with a slow weak fade. especially with every marine carrying a shotgun and towing flamethrowers. i seriously dont get whats do difficult to understand about this.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah, I didn't agree with this thinking at all.
So in their eyes, secondary attack is fine, but the normal swipe is the problem. now thats some heavy facepalm.
secondary is still unchanged ability, and who the hell even uses it?
i'm sure someone will say, "I do" well great for you, you must be that 0.1%.
seriously though normal swipe need to be left alone but secondary attack is what needs to change.
I've already said how even, the hard work is done.
make secondary attack an instant attack but with short delay between its attacks, so it cannot be spammed.
there, now the fade can do some heavy damage quickly but cannot spam it.
In other words skulk needs a rework anyway.
We dont need half-assed lifeforms especially the first one you spawn with which is the most important.
We dont need half-assed lifeforms especially the first one you spawn with which is the most important.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree, but I think they should be equally important during late game, even if it means you pay some res to evolve into a super skulk which is balanced against the fade and the lerk and so on.
If you make fades able to kill like half a dozen marines with ease, it's going to be really hard to make all of the aliens worth having, because if they can all do that, they'd be massively OP.
What are the point boundaries (ie, attackerx/z (Y seems to be height)) are to what scale exactly?
Are they world co-ordinants (assume so)? If so, what are the bounding co-ords for ns2_summit?
I loaded up the game and found the co-ords have 0, 0 near Heliport, but ran out of time to figure it all out.
In order to plot them (eg heatmap of deaths overlayed on a mini map) we need a bit more info I think.
As u can see I kinda hacked the relation to the minimap but im still not sure if its correct.
Will probably add weapon statistics lifetime stats etc, if im on the right track.
Its done using svg, and javascript (jquery, raphael).
<img src="http://i.imgur.com/Wcbzu.png" border="0" class="linked-image" />
Posted a little about it here with my example:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113913" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=113913</a>
Love the map JSON implementation :D
As u can see I kinda hacked the relation to the minimap but im still not sure if its correct.
Will probably add weapon statistics lifetime stats etc, if im on the right track.
Its done using svg, and javascript (jquery, raphael).
<img src="http://i.imgur.com/Wcbzu.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Your minimap seems flipped horizontally and it's upside down. Other than that, very cool stuff.
I can't say it's very fun to have your buildings start to die so soon, and it will be hard for a gorge to defend hives across the map. If I know the hydras I put down will die soon, then I won't dare leave the room they are in and risk marines getting easy access. Instead the game might be less dynamic because gorges will have to remember to plant hydras in the spot where the last ones died.
It also confuses me why the hydras would die? They are placed on infestation, which nourishes aliens and supports alien structures....no other alien structure looses health on infestation, so the planned idea is contrary to the current system. Players might be confused and think the hydras were placed in the wrong area, just like the 60 second gorge infestation confused so many and wasted a lot of time.
An ability to recycle hydras makes more sense