My current NS2 gripes

AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
<div class="IPBDescription">Opinions are very welcome, am I doing something wrong?</div>Howdy!

After having spent some hours having good fun with the new patch, I'd like to start of saying that I like it - a lot. Naturally it needs more polishing, but I love the recent changes. Makes the game more intuitive.

Alas, there's still a few things that bother me. I'll keep it concise.

1. Aliens (mostly skulks) die too fast lategame.
<i>I find that in the endgame, you basically skulk around, dying over and over, occasionally killing something (half by accident) until you've got enough resources to get into a proper lifeform. It's nigh impossible to catch jp's before they shoot you to shreads, mines always instakill you (very frustrating this one) and turrets are close to being a brick wall when placed right. Anyone else having similar problems? Mind you, I'm talking lategame.</i>

2. ARC SPAM.
<i>Oh god. I don't think I have to elaborate much on this one. We've all seen the trains. This is especially a big problem in small games (they're too tough to kill fast enough). My personal recommendation: Max 1 arc per marine. Cap it! If there's a 6 man team, 6 arcs is the absolute maximum the comm can build.</i>

3. Alien vision
<i>I have this weird relationship with alien vision where I both hate and love it. I love it because it's exactly what the aliens need to keep combat doable. Flinging yourself around the room all the time, you have little chance to spot marines without clear markers. I hate it because this means I basically always have it on. I feel like I'm nerfing myself by turning it off. Everything is so much clearer with alien vision. I'm pretty sure some topics exist on this matter.</i>

I'm sure I can come up with more things that can use attention, but after the games I've been doing, these things annoyed me most.
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Comments

  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited June 2012
    1) +1
    2) +1

    These have been problems in nearly every single build pre 210 as well. Only amplified this build by low apm commanders finding excess res and dumping it into robotics tech.
  • pRiNcEkAhUnApRiNcEkAhUnA Join Date: 2012-03-06 Member: 148264Members
    <!--quoteo(post=1944752:date=Jun 18 2012, 09:42 PM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Jun 18 2012, 09:42 PM) <a href="index.php?act=findpost&pid=1944752"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. Aliens (mostly skulks) die too fast lategame.
    <i>I find that in the endgame, you basically skulk around, dying over and over, occasionally killing something (half by accident) until you've got enough resources to get into a proper lifeform. It's nigh impossible to catch jp's before they shoot you to shreads, mines always instakill you (very frustrating this one) and turrets are close to being a brick wall when placed right. Anyone else having similar problems? Mind you, I'm talking lategame.</i><!--QuoteEnd--></div><!--QuoteEEnd-->

    Late game skulking is very frustrating even with my skill levels with the skulk, some instances such as a group of marines(4+) in a large room with a turret can cause some difficulties and what seems to be an instant death even before you can right click to leap. :( The skulk could use some late game help in this department.
    <!--quoteo(post=1944752:date=Jun 18 2012, 09:42 PM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Jun 18 2012, 09:42 PM) <a href="index.php?act=findpost&pid=1944752"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2. ARC SPAM.
    <i>Oh god. I don't think I have to elaborate much on this one. We've all seen the trains. This is especially a big problem in small games (they're too tough to kill fast enough). My personal recommendation: Max 1 arc per marine. Cap it! If there's a 6 man team, 6 arcs is the absolute maximum the comm can build.</i><!--QuoteEnd--></div><!--QuoteEEnd-->
    I do not agree with capping arcs, if the marines can afford 1mil arcs then let them have 1 mil arcs. I do however think that the arcs need more external support from the commander and more teamwork on the marines(Not nade spamming) part to make sure that the arcs are successful in their arcing capabilities

    <!--quoteo(post=1944752:date=Jun 18 2012, 09:42 PM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Jun 18 2012, 09:42 PM) <a href="index.php?act=findpost&pid=1944752"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3. Alien vision
    <i>I have this weird relationship with alien vision where I both hate and love it. I love it because it's exactly what the aliens need to keep combat doable. Flinging yourself around the room all the time, you have little chance to spot marines without clear markers. I hate it because this means I basically always have it on. I feel like I'm nerfing myself by turning it off. Everything is so much clearer with alien vision. I'm pretty sure some topics exist on this matter.</i><!--QuoteEnd--></div><!--QuoteEEnd-->
    As an alien I play with this turned on 98% of the time. I really like the new change to the alien vision because now I feel like I am getting more depth and get to experience the detail that the mappers spend a lot of time on.
  • Raven_XIRaven_XI Join Date: 2003-01-08 Member: 12032Members, Constellation
    If you use alien vision all the time you are bad at NS2. You cannot see hive sight so you do not know what is around the next corner. I only turn it on during combat.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    The good news is both those first two topics are being talked about alot lately. (to include today!) and will be addressed, for sure.

    As for alien vision, the opinions on this vary greatly from person to person. I personally never use it, as i dont find the benefit of it outweighs alien hive sight, and i also like to utilize shadows and spores effectively - which are impossible with alien vision.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Have we considered limiting arc deployment to powered areas and increasing range if necessary? The biggest problem is that they take too long to kill even if aliens are dominating. Tying their deployment to power nodes seems like the right level of vulnerability. The investment isn't immediately lost if the marines all die, but it gives aliens the ability to effectively buy time.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1944763:date=Jun 19 2012, 08:16 AM:name=moultano)--><div class='quotetop'>QUOTE (moultano @ Jun 19 2012, 08:16 AM) <a href="index.php?act=findpost&pid=1944763"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have we considered limiting arc deployment to powered areas and increasing range if necessary?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Don't think that is a good idea, because ARCs are meant to be used on the offence to clear rooms. Now you'd have to clear the room and repair the power node before you can even use ARCs. Not to mention many rooms can be sieged from another power area anyway, where an increased range would make that even easier.

    In my opinion the ARC problem is first and foremost a problem with abundant resources.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    No, we had multiple siege cannons in NS1 as well, what made it tense and possible for aliens to win anyway was the single weak point in the adv. TF...
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited June 2012
    Biggest issue with ARC spam really is that marines have very few other lategame T.res sinks. Fix that and you will fix ARC spam. Both sides should really not run out of tech as fast as they do currently...

    As for lategame in general, it's really messy atm, I seriously hope they find a way to scale aliens better into lategame, while not turning things into the spamfest that we see currently..
  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    When I first saw the concept art with the ARC , the image with 1 ARC and a group of Marines escorting , I thought it would be a single unit that required escorting but delivered the force of the old Siege Cannon farm in itself.
    I figured it would be a case of Marines holding a frontline while some mates brought up the ARC to bring some artillery effect to the lines.
    I didnt imagine being able to mass produce the things and send them en mass without escort :o

    I propose that you limit the ARC to 1 per Robotic Factory ( I think thats what that building the ARC comes out of is called ) and say 2 MAC's , obviously if the ARC or a MAC is destroyed it opens up that slot to make another.
    Now to offset the loss of the cumilative power of a ARC train, the single ARC should be at minimal 2 - 3 times more powerfull but only vs buildings. It should have its armor buffed again while traveling but retain its weakness when deployed.
    Finally only allow 2 Robotic Factory's per CC ( ie technode)... so at most you could only deploy 2 ARCs ( and 4 MAC's) with the single base, but the 2 ARCs would have the power of 4 - 6 ARC's from the old trains.

    This would reduce the effectiveness of the tactic of turtling in a single base with 1 or 2 resource nodes and pumping out ARC trains with MAC conga lines... if you are winning you can hold more technodes, thus create more ARC's which can be used to quickly overpower your enemy ... thus if you are winning it helps you win faster.
  • Jer9-CarverJer9-Carver Join Date: 2011-02-07 Member: 80728Members
    About the ARC train, I saw this suggestion earlier on the thread and I thought it sounded pretty well: The marines have to unfold the ARCs.
    Which basically works the same as welding/building a structure. The commander still moves the arcs to the location and orders his marines to unfold them. Then, the commander can fold them back up like usual, so that ARCs won't be stuck on the map if no one folds them up. This still allows the commander to create ARC trains, but they're less effective due each one of them would have to be unfolded by the marines. Plus Aliens can prevent ARC attacks by just killing welding marines before they manage to unfold the ARCs. (and then start nomming the ARC train) It gives a bit more control in ARC situations to the aliens, while inciting more player interaction and teamwork for the marines with the ARCs.
  • VitdomVitdom Join Date: 2012-04-30 Member: 151345Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited June 2012
    I use the alien vision on all the time, except when I am gorging and need to be able to see the infestation clearly.

    <!--quoteo(post=1944759:date=Jun 19 2012, 07:32 AM:name=Raven_XI)--><div class='quotetop'>QUOTE (Raven_XI @ Jun 19 2012, 07:32 AM) <a href="index.php?act=findpost&pid=1944759"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you use alien vision all the time you are bad at NS2. You cannot see hive sight so you do not know what is around the next corner. I only turn it on during combat.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'll let you in on a little secret Raven_XI... ;)

    *\natural selection 2\ns2\lua\Alien_Client.lua
    Row 458: <b>self.hiveBlips:SetIsVisible(<i>not self.darkVisionOn</i>)</b> --> <b>self.hiveBlips:SetIsVisible(<i>true</i>)</b>

    Glad I could help!
    "NS2 - The most modable game ever", truly!
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    edited June 2012
    The arc problem is solved by having marines "deploy" them at locations by holding the 'use' key for however long. This retains all the intensity of NS1 sieges (more so, if you include the A -> B journey) while still respecting the mobile siege cannon design. Commanders should then be able to undeploy sieges and micro them to wherever they please. For example, with the death of the accompanying marines, the best course of action might be to stay-and-fire or to undeploy-and-retreat.

    Not only do I think that the marine deployment model is more fun, it also completely fixes the arc-train problem without arbitrary rules. Each arc has diminishing returns as they become increasingly unlikely to be deployed by the field players which makes for a great soft-cap that doesn't make trains entirely impossible. Rather, they simply become cost-ineffective. This method also respects the goal championed by UWE (and Hugh in the recent dreamhack Q&A) that the game should be primarily about player-player interaction. Currently, the commander can force NPC vs Player combat all too easily. With players "deploying" arcs, this problem disappears.

    *edit* looks like my P.A., Jer9-Carver, got there first!
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I don't really understand why they insist on keeping ARCs. I just don't see how that adds anything to the game. At least in the original design ARCs were supposed to be powerful and <i>slow</i>, taking significant time to get into position, which would create some kind of "escort mission" for the marine team and allowing the alien team to take it down on the way. But right now we don't even have that. They roll in almost at marine running speed.

    It's so obvious to see how bad they are. They can be built in some safe area, quickly moved into position, their movement looks weird, they are hard to counter, they can be spammed, they are hard to balance.

    So there are many reasons not to have them in the game and no reason to have them in the game other than "hey let's have mobile siege turrets kind of like SC siege tanks. Wow that sounds like an amazing idea!" Sounds good at first but simply doesn't work. Get rid of them.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    Late game marine turtle would be solved with fade 3rd hive acid rocket ability

    Crazy talk i know
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1944819:date=Jun 19 2012, 05:56 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jun 19 2012, 05:56 AM) <a href="index.php?act=findpost&pid=1944819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really understand why they insist on keeping ARCs. I just don't see how that adds anything to the game. At least in the original design ARCs were supposed to be powerful and <i>slow</i>, taking significant time to get into position, which would create some kind of "escort mission" for the marine team and allowing the alien team to take it down on the way. But right now we don't even have that. They roll in almost at marine running speed.

    It's so obvious to see how bad they are. They can be built in some safe area, quickly moved into position, their movement looks weird, they are hard to counter, they can be spammed, they are hard to balance.

    So there are many reasons not to have them in the game and no reason to have them in the game other than "hey let's have mobile siege turrets kind of like SC siege tanks. Wow that sounds like an amazing idea!" Sounds good at first but simply doesn't work. Get rid of them.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Arcs are fine. The problem is simple enough to understand. Currently base rushing marines is difficult because alien has crap range attacks. This was simple enough when lerk could spore at distance and fades had acid rockets. Now a good com can easily hold a few rts and spit out arcs. Now if the alien team is letting them set up instead of constant hitting the rush then its not a "game problem". Ive seen plenty of arc pushes stopped cold by good alien counter attacks. These posts are getting tiresome. A lot of the "problems" posted here are mainly bad strategy.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    It's to easy of a thought just to cut them out. ARCs are a good idea. This escort mission they create is a good idea that contributes to the variety of the game. They sure have problems, but this can get fixed. I like for example the idea of deploying them by a marine. Also, they have to be made way slower or more fragile (Bilebomb should tear them appart.). Now you can lower the price because they are easier to counter and with marine-deployment not effective spammable. I think this could really take more fun in the ARC gameplay.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    There is also some technical problems with the "escort mission". It's supposed to be a cool ride but it's often a collision path bug party; marines get pushed in the ass by the arcs, try to jump on them to see anything, the arcs go into wall and flip around, aliens get stuck in them, ...

    Maybe they are too big ?
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    Yeah, the size of arcs should also be reduced.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited June 2012
    Slowing them would definitely be a good idea, that way you have to really make a choice: build them in a forward base, which may be vulnerable to an alien attack or build them in the safe home base, which then requires you to free up several marines to slowly escort them to the target area.

    That combined with some sort of way to address their spammability late game (lack of t.res sinks) should be more than enough to fix it.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1944851:date=Jun 19 2012, 11:02 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Jun 19 2012, 11:02 PM) <a href="index.php?act=findpost&pid=1944851"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Slowing them would definitely be a good idea, that way you have to really make a choice: build them in a forward base, which may be vulnerable to an alien attack or build them in the safe home base, which then requires you to free up several marines to slowly escort them to the target area.

    That combined with some sort of way to address their spammability late game (lack of t.res sinks) should be more than enough to fix it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe im just nostalgic for ns1 mechanics, but i find forward robotics like adv tf sieges creates more tension, more fun, and is more intuitive to aliens under siege instead of randomly having a thousand ARCS of the persian empire descend upon you. Slower movement speed sounds like a good idea.
  • shad3rshad3r Join Date: 2010-07-28 Member: 73273Members
    edited June 2012
    <!--quoteo(post=1944858:date=Jun 19 2012, 11:15 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Jun 19 2012, 11:15 PM) <a href="index.php?act=findpost&pid=1944858"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe im just nostalgic for ns1 mechanics, but i find forward robotics like adv tf sieges creates more tension, more fun, and is more intuitive to aliens under siege instead of randomly having a thousand ARCS of the persian empire descend upon you. Slower movement speed sounds like a good idea.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nostalgia is fine if it's for something better. There isn't really anything I've experienced in NS2 so far that matches that desperate attempt to get the tf up, researched, and then build the sieges all while being hammered by everything the aliens can throw at you. Or trying to do it all _really quietly_ if they haven't realized you are there yet.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    SO MUCH LIMITING IN THIS THREAD - please, instead of inventing limitations and hinderings and whatnots, just give Gorge the old bilebomb back. Voila! 10res alien counter for ARCS. Easily stoppable by marines, so Gorge needs backup, therefore +teamplay. Win win.
  • Jer9-CarverJer9-Carver Join Date: 2011-02-07 Member: 80728Members
    <!--quoteo(post=1944868:date=Jun 19 2012, 03:06 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Jun 19 2012, 03:06 PM) <a href="index.php?act=findpost&pid=1944868"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->SO MUCH LIMITING IN THIS THREAD - please, instead of inventing limitations and hinderings and whatnots, just give Gorge the old bilebomb back. Voila! 10res alien counter for ARCS. Easily stoppable by marines, so Gorge needs backup, therefore +teamplay. Win win.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ehh, Gorge already has it's bilebomb back. ^^
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    OLD bilebomb. The current Gorge Bilebomb is the one Lerks had. Which is to say, it does pitiful damage.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited June 2012
    I think that he pointed to the minimal damage the current gorge bile bomb does. In addition to slower and must-been-deployed-by-marine ARCs I agree.

    Edit: Ninjaed...
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Even if the bilebomb needs buffing, I'm not at all sure gorges will be able to get & stay in range long enough to do any lasting damage, especially if the ARCs are properly spread out.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Arc spam can be fixed by forcing a player marine to "build" the arc for 5-10s in order to deploy it. The marine would be arming it.

    This simple change forces:
    a) marines to accompany arcs and HOLD the area they are being deployed.
    b) aliens to fight marines to deny arcs instead of having to spend 30 seconds killing each arc. With many arcs, 30s per arc means your hive dies before you kill the arcs.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Well it used to wreck ARCs like no tomorrow. Ofc if the entire marine team is supporting them, Gorge is useless, but that just means there's another location Kharaa can attack, even if heavily turreted. Onos in, taking the hits, Gorge biles turrets down.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I'd like to see upgrades perhaps being a bit more powerful, so there is a trade off between going for abilities/aug and armour/weaps.
  • shad3rshad3r Join Date: 2010-07-28 Member: 73273Members
    <!--quoteo(post=1944823:date=Jun 19 2012, 10:10 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Jun 19 2012, 10:10 PM) <a href="index.php?act=findpost&pid=1944823"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Late game marine turtle would be solved with fade 3rd hive acid rocket ability

    Crazy talk i know<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=0:date=:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM)</div><div class='quotemain'><!--quotec-->Arcs are fine. The problem is simple enough to understand. Currently base rushing marines is difficult because alien has crap range attacks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1

    Marines turtling in base didn't last so long when you could gas the armory and rocket the turrets.
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