* I get really weird rubber banding when I hold shift to make the skulk walk. The best place to replicate it is in the vent running behind Sub Access in summit. In the middle, where there's an exit toward the marine base, hold shift as you approach that area and the skulk bounces back.
* r_gui false does not disable the health rings! Very hard to take 'natural' screen shots now.
The best thing about b201: You can look straight up as a lerk and shoot a Bile Bomb, and it will stick on on your head like you're balancing it. And if you fly stationary (up and down) you can juggle it in the air :P circus lerks! (idk if you could do that in b200 but I just found it)
<!--quoteo(post=1917041:date=Mar 24 2012, 04:06 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Mar 24 2012, 04:06 PM) <a href="index.php?act=findpost&pid=1917041"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The best thing about b201: You can look straight up as a lerk and shoot a Bile Bomb, and it will stick on on your head like you're balancing it. And if you fly stationary (up and down) you can juggle it in the air :P circus lerks! (idk if you could do that in b200 but I just found it)<!--QuoteEnd--></div><!--QuoteEEnd-->
Video or it didn't happen :P
Common bug I see is the effects don't appear where they should
Flames don't always come out of the flame thrower barrel and same for the jet pack
<!--quoteo(post=1917041:date=Mar 24 2012, 11:06 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Mar 24 2012, 11:06 AM) <a href="index.php?act=findpost&pid=1917041"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The best thing about b201: You can look straight up as a lerk and shoot a Bile Bomb, and it will stick on on your head like you're balancing it. And if you fly stationary (up and down) you can juggle it in the air :P circus lerks! (idk if you could do that in b200 but I just found it)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1917071:date=Mar 24 2012, 08:19 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Mar 24 2012, 08:19 AM) <a href="index.php?act=findpost&pid=1917071"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Playing with my ghost team. Happens so often, have to exit game and restart, a bummer when I've got into a good server and am having fun.
I've experienced this bug a total of 1 times, and it seemed to happen because I had alt-tabbed and then gone back into the game and then everyone was invisible.
<!--quoteo(post=1917077:date=Mar 24 2012, 05:46 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Mar 24 2012, 05:46 PM) <a href="index.php?act=findpost&pid=1917077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've experienced this bug a total of 1 times, and it seemed to happen because I had alt-tabbed and then gone back into the game and then everyone was invisible.<!--QuoteEnd--></div><!--QuoteEEnd-->
The thing that bothers me about this build, is that Ono's appear way too early.
The Alien team has the advantage that whilst team work obviously makes for a more successful side, you can be a bit more lazy about it.
With Marines you have to be on the ball ALL OF THE TIME, because unless you are keeping rts at bay and what not, aliens are casually saving for Onos from the get go.
Every match now I see an Onos after 10 minutes, which on public servers is catastrophic for the Marines.
Dug into the game for the first time in quite a while. Love the visual improvements, especially the all-new HUD, waypoint markers, health indicators etc., as well as the welding animation played for build-assisting as a marine. Doesn't make much sense, though, that marines are apparently always carring a welder around, but still have to purchase one in order to actively use it in battle/as an actual welding tool. Maybe the welder should be renamed into "nanotool" or whatever, and the buyable one in the armory would be accordingly named "welding attachment for...", so nitpickers like me would shut up :-D .
The tool they use to build is called the build tool. It doesn't weld. The welder you buy is an attachment, or something like that. There's a video somewhere of Cory explaining it as he's working on the artwork.
Hive 1 Onos worked in NS1 because the original Onos wasn't that strong without stomp. The NS2 Onos doesn't really need it though, and I don't think removing Smash is a good idea because it just doesn't seem right for the Onos to ever be inept against structures. Charge could also be hive 2, but I don't think it would be enough. The only way I see it working is if Gore's knockdown is removed and they have to use stomp again.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1917267:date=Mar 24 2012, 04:17 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Mar 24 2012, 04:17 PM) <a href="index.php?act=findpost&pid=1917267"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hive 1 Onos worked in NS1 because the original Onos wasn't that strong without stomp. The NS2 Onos doesn't really need it though, and I don't think removing Smash is a good idea because it just doesn't seem right for the Onos to ever be inept against structures. Charge could also be hive 2, but I don't think it would be enough. The only way I see it working is if Gore's knockdown is removed and they have to use stomp again.<!--QuoteEnd--></div><!--QuoteEEnd--> It defies belief that a steel-shattering Smash does nothing against a puny Marine. Onos "weapons" definitely feels quite odd right now.
To me it sounds like the just need to tweak the economic model they have in place currently. The problem isn't that lifeforms are unchained from hives that causes the super early onos, fade, and jetpack; the problem is that players can accumulate res far to quickly to be able to buy higher tech really early. In NS1 lifeforms were unchained from hives. Even the onos could be acquired with one hive. This wasn't a problem because it took one player saving res for a good 15+ minutes to get access to an onos, and if he died he wouldn't be able to onos again for another 15 minutes. This kept the higher lifeforms in check. Because their is a dedicated commander now, it is easier for players to save res because you don't have to have people go gorge and drop a second have or the chambers as soon as possible. Players could of easily rushed onos in NS1 but dropping a second hive and the chambers was more important. If the game pace it to fast, the worse way to fix it is to lock tech to territory control; instead they need to reevaluate and tweak how the economic models work to insure players can't accumulate resources to fast. Also if resource rates were slowed down a little bit more, it would make capturing and holding territory all the more important because of the need for increased resource production.
In very simplistic terms, The faster the economic model produces capital/res the quicker the proletariat can buy goods and the quicker games will be. At the same time, the slower the economic model produces capital/res the slower the proletariat/player can buy goods and the slower the game will go. Of course, this is all relative to the cost of the goods/tech too. The higher the cost of living the less buying power capital has.
By the way, I think onos should be evolvable from hive one like NS1
I dont feel like making an extra thread so i will post it here.
<b>1. Marine weapon dmg upgrades:</b> Dunno why, but the dmg upgrades are <u>bad upgrade choice early on</u> atm(=> before you got armor2) you feel nearly no difference.
Lmg: Ppl still have to spam way too many bullets against skulks compared to ns1. (so its usually 1 maybe 2 skulks until you have to reload) Shotgun: No real difference at the shotgun (you still onehit skulks or need like 3shots against fades) ... I feel like the only viable choice in upgrades atm is armor first, until lvl2 (so it increases how many hits a fade, skulk etc. needs to kill a marine - without this upgrades fades can 2hit marines - no matter what dmg uprades you have, fades might dominate you if you dont have armor 2 at more or less the same time they show up)
<b>2. Mines:</b> Early game minespam is very powerful, and while its true that a lot alien comms dont know the power of infestation yet to clear mines... marines can just put them on walls 20cm above the ground and infestation doesnt do anything.
So all they have to care about now is shooting lerks that want to spike mines, the mines will deal with skulks. - if you add fast gls on top of the minespam you can pretty much start crying as skulk - this spam strategy is super effective in close spawn scenarios, thanks to mines constant pressure to the hive is very easy and leads to marine map control quickly)
Dont really know how to balance it right without making mines too expensive or too weak.
<b>3. Onos</b> So devour is a problem, but giving him 2 stuns isnt? You can stomp from range and kick down every marine in range then run in and kick them again with primary fire... you cant make a single shot, marines will constantly fall on the ground - its not fun. (at least if you are the marine)
You can devour me me all day long, its way more fun to look at the inside of an onos (you can just suicide if you wish /kill) than getting kicked around like a football helplessly. Or just remove the kick on primary fire.
<b>4. Hive 1 Fade</b> The fade is built and balanced around blink, and its <u>not worth 50pres</u> without blink(its better to go lerk or save for onos instead if you know you might not get a 2nd hive up soon)... all the other lifeforms do fine without a 2nd hive because the abilitys you unlock are not as mandatory to play the lifeform. Shadowstep is fun and all - but you only try to step into 2-3 marines with 1 or more shotguns once... and if they even got armor 2, i guess only thinking about it can get you killed :P (im talking about marine players that can play, to say it nice)
Sadly giving fade blink at hive 1 might be too strong, dont know how to fix that.
<!--quoteo(post=1916987:date=Mar 24 2012, 05:35 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Mar 24 2012, 05:35 AM) <a href="index.php?act=findpost&pid=1916987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also one thing with power nodes, there is not point really killing an alien before he completely kills your power node since you can't really repair them in the field if you didn't buy a welder so if you just let him kill it you can rebuild it very quickly and it gets 100% health again..<!--QuoteEnd--></div><!--QuoteEEnd--> <!--quoteo(post=1916987:date=Mar 24 2012, 05:45 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Mar 24 2012, 05:45 AM) <a href="index.php?act=findpost&pid=1916987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good point. I'll add this to my list.<!--QuoteEnd--></div><!--QuoteEEnd--> And to expand on this a little further... The power nodes are completely unbalanced right now. An alien (skulk) has to spend a considerable amount of time invested in killing a power node, just to have a marine come over and rebuild it in a matter of seconds. A destroyed power node should have to be welded by marines and take the same amount of time to weld that a skulk spends chewing it down.
In the last few builds I have stopped destroying power nodes as an alien because it's extremely frustrating to spend all that time biting a node just to have a single marine fix it in 3 seconds.
Comments
* r_gui false does not disable the health rings! Very hard to take 'natural' screen shots now.
Video or it didn't happen :P
Common bug I see is the effects don't appear where they should
Flames don't always come out of the flame thrower barrel and same for the jet pack
<img src="http://i.imgur.com/okXfPh.jpg" border="0" class="linked-image" />
yeah but if I can't juggle them what's the point?
<img src="http://i.imgur.com/z9qc2h.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/z9qc2h.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I've experienced this bug a total of 1 times, and it seemed to happen because I had alt-tabbed and then gone back into the game and then everyone was invisible.
Well saves the aliens the camouflage upgrade :p
The Alien team has the advantage that whilst team work obviously makes for a more successful side, you can be a bit more lazy about it.
With Marines you have to be on the ball ALL OF THE TIME, because unless you are keeping rts at bay and what not, aliens are casually saving for Onos from the get go.
Every match now I see an Onos after 10 minutes, which on public servers is catastrophic for the Marines.
you have to buy grenade launchers and flamethrowers at an advanced armory.
It defies belief that a steel-shattering Smash does nothing against a puny Marine. Onos "weapons" definitely feels quite odd right now.
In very simplistic terms, The faster the economic model produces capital/res the quicker the proletariat can buy goods and the quicker games will be. At the same time, the slower the economic model produces capital/res the slower the proletariat/player can buy goods and the slower the game will go. Of course, this is all relative to the cost of the goods/tech too. The higher the cost of living the less buying power capital has.
By the way, I think onos should be evolvable from hive one like NS1
<b>1. Marine weapon dmg upgrades:</b>
Dunno why, but the dmg upgrades are <u>bad upgrade choice early on</u> atm(=> before you got armor2) you feel nearly no difference.
Lmg: Ppl still have to spam way too many bullets against skulks compared to ns1. (so its usually 1 maybe 2 skulks until you have to reload)
Shotgun: No real difference at the shotgun (you still onehit skulks or need like 3shots against fades)
...
I feel like the only viable choice in upgrades atm is armor first, until lvl2 (so it increases how many hits a fade, skulk etc. needs to kill a marine - without this upgrades fades can 2hit marines - no matter what dmg uprades you have, fades might dominate you if you dont have armor 2 at more or less the same time they show up)
<b>2. Mines:</b>
Early game minespam is very powerful, and while its true that a lot alien comms dont know the power of infestation yet to clear mines... marines can just put them on walls 20cm above the ground and infestation doesnt do anything.
So all they have to care about now is shooting lerks that want to spike mines, the mines will deal with skulks. - if you add fast gls on top of the minespam you can pretty much start crying as skulk - this spam strategy is super effective in close spawn scenarios, thanks to mines constant pressure to the hive is very easy and leads to marine map control quickly)
Dont really know how to balance it right without making mines too expensive or too weak.
<b>3. Onos</b>
So devour is a problem, but giving him 2 stuns isnt?
You can stomp from range and kick down every marine in range then run in and kick them again with primary fire... you cant make a single shot, marines will constantly fall on the ground - its not fun. (at least if you are the marine)
You can devour me me all day long, its way more fun to look at the inside of an onos (you can just suicide if you wish /kill) than getting kicked around like a football helplessly.
Or just remove the kick on primary fire.
<b>4. Hive 1 Fade</b>
The fade is built and balanced around blink, and its <u>not worth 50pres</u> without blink(its better to go lerk or save for onos instead if you know you might not get a 2nd hive up soon)... all the other lifeforms do fine without a 2nd hive because the abilitys you unlock are not as mandatory to play the lifeform. Shadowstep is fun and all - but you only try to step into 2-3 marines with 1 or more shotguns once... and if they even got armor 2, i guess only thinking about it can get you killed :P (im talking about marine players that can play, to say it nice)
Sadly giving fade blink at hive 1 might be too strong, dont know how to fix that.
<!--quoteo(post=1916987:date=Mar 24 2012, 05:45 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Mar 24 2012, 05:45 AM) <a href="index.php?act=findpost&pid=1916987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good point. I'll add this to my list.<!--QuoteEnd--></div><!--QuoteEEnd-->
And to expand on this a little further... The power nodes are completely unbalanced right now. An alien (skulk) has to spend a considerable amount of time invested in killing a power node, just to have a marine come over and rebuild it in a matter of seconds. A destroyed power node should have to be welded by marines and take the same amount of time to weld that a skulk spends chewing it down.
In the last few builds I have stopped destroying power nodes as an alien because it's extremely frustrating to spend all that time biting a node just to have a single marine fix it in 3 seconds.
Sweet it's not just me. I haven't found a work around yet.