Thanks, thoughts and a suggestion
Salraine_Chi
Join Date: 2011-07-03 Member: 107669Members, Reinforced - Shadow
Hello all. First poster here and just my thoughts so far and a suggestion.
Firstly I want to thank the devs for making this fantastic game. I bought it during alpha but its only been the last few builds that have gotten me hooked. I have put a lot of hours in lately on both teams and love the way the game is progressing and look forward to every build. The only thing I hate is the lag which starts mid to late game which seems to be caused by all the structures. I know this will be optimised later though so no big deal as its a beta. I cant help thinking though that a limit on turrets and hydras etc would help with the lag and also with the many stalemate situations I have seen. I love the fact games can last a long while now though and slow build up of play and tactics is what makes this game for me.
The skulk feels right now and I think having leap tied to the second hive is a great idea to stop aliens attacking marine base too early and finishing the game quickly. Although I would like to suggest that if the marines manage to push the aliens back to one hive, to let the aliens keep leap to give them a chance to fight back.
Playing the fade feels just as good, although a little damage increase against structures would be nice as I have seen 3 fades take quite a while to destroy one power node or IP which seems wrong.
The lerk I cant decide on. In 183 very few play this class as it doesnt seem to have a defined role as it should and is very easily killed now as they have to get very close to the marines. I would suggest a damage increase for the spores of a few points only and increase the distance from 10m to somewhere in the range of 30m to make the lerk a support class. To me the lerk should rarely be seen and should be behind skulks and fades, in the high hidden plades, supporting them in their attacks from a distance and using the spores as a area denial weapon, only relying on the spike attack as a last ditch defensive measure.
Marine guns seem nicely balanced now although the nade launcher does seem slightly overpowered and I have killed myself a few times in 183 by a nade I fired a long distance away.
Marine jump spam is still bad and is getting worse, which for a skulk is mega frustrating. Whole teams of marines bouncing around is one of the few negative points for me at this early stage of development and as a player can move mid air now, its very hard to even antisipate where he will be when he lands.
Okay so finally here is my main suggestion. The black armour looks fantastic. A lot better than standard and I believe it should be the default for all marines in the finished released game. I know we paid slightly more for the game to have the privalege but it looks so good I would like to see it become the standard for all the marine team in game. Maybe to show those who bought the special edition the devs could give us a arm patch or a helmet insignia or something instead.
Thanks for reading, see you in game
Sal
Firstly I want to thank the devs for making this fantastic game. I bought it during alpha but its only been the last few builds that have gotten me hooked. I have put a lot of hours in lately on both teams and love the way the game is progressing and look forward to every build. The only thing I hate is the lag which starts mid to late game which seems to be caused by all the structures. I know this will be optimised later though so no big deal as its a beta. I cant help thinking though that a limit on turrets and hydras etc would help with the lag and also with the many stalemate situations I have seen. I love the fact games can last a long while now though and slow build up of play and tactics is what makes this game for me.
The skulk feels right now and I think having leap tied to the second hive is a great idea to stop aliens attacking marine base too early and finishing the game quickly. Although I would like to suggest that if the marines manage to push the aliens back to one hive, to let the aliens keep leap to give them a chance to fight back.
Playing the fade feels just as good, although a little damage increase against structures would be nice as I have seen 3 fades take quite a while to destroy one power node or IP which seems wrong.
The lerk I cant decide on. In 183 very few play this class as it doesnt seem to have a defined role as it should and is very easily killed now as they have to get very close to the marines. I would suggest a damage increase for the spores of a few points only and increase the distance from 10m to somewhere in the range of 30m to make the lerk a support class. To me the lerk should rarely be seen and should be behind skulks and fades, in the high hidden plades, supporting them in their attacks from a distance and using the spores as a area denial weapon, only relying on the spike attack as a last ditch defensive measure.
Marine guns seem nicely balanced now although the nade launcher does seem slightly overpowered and I have killed myself a few times in 183 by a nade I fired a long distance away.
Marine jump spam is still bad and is getting worse, which for a skulk is mega frustrating. Whole teams of marines bouncing around is one of the few negative points for me at this early stage of development and as a player can move mid air now, its very hard to even antisipate where he will be when he lands.
Okay so finally here is my main suggestion. The black armour looks fantastic. A lot better than standard and I believe it should be the default for all marines in the finished released game. I know we paid slightly more for the game to have the privalege but it looks so good I would like to see it become the standard for all the marine team in game. Maybe to show those who bought the special edition the devs could give us a arm patch or a helmet insignia or something instead.
Thanks for reading, see you in game
Sal
Comments
I really like this idea!
The skulk is dope right now.
Love the speed, love the easy wall navigation. Love the increased FOV. Feels so RIGHT! Better than NS1 imo, so keep at it UWE!
So, in recognition of the good things you (UWE) have done so far, I will buy an extra copy of NS2 and give it out freely after 2 weeks (The game will be bought sometime next week when I get my paycheck, and UWE is free to confirm that I bought it once I do), to the person who makes the best UWE/NS2 appreciation youtube video, so that person can give it out to someone who they think should give NS2 a try..or, if for some strange reason, they themselves don't have NS2 (non-ns2 people can enter too), can use it on themselves.
Does this sound like a good idea?
So, in recognition of the good things you (UWE) have done so far, I will buy an extra copy of NS2 and give it out freely after 2 weeks (The game will be bought sometime next week when I get my paycheck, and UWE is free to confirm that I bought it once I do), to the person who makes the best UWE/NS2 appreciation youtube video, so that person can give it out to someone who they think should give NS2 a try..or, if for some strange reason, they themselves don't have NS2 (non-ns2 people can enter too), can use it on themselves.
Does this sound like a good idea?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yea, sounds like a great idea.
I also would like to say thanks for all of your hard work so far on the game, I have only been around now about 2 weeks but have already seen a lot of progress in these last 3 builds. I think this game will be much better than NS1 at release, there is already many things I love about the new game:
1. Both sides having a com.
2. Skulk movement and overall feel.
3. Fade Blink
4. Gl's being attached to the rifle.
5. Flamethrowers
6. Graphics
The list could still go on for a while, including the graphics. Awesome game so far, keep it up!
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
thanks for share, good job :P
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the thanks for all the thanks, eventhough I haven't said thanks, but I should so thanks!
You're welcome.
--Cory