<!--quoteo(post=1945803:date=Jun 21 2012, 11:10 PM:name=Rowen)--><div class='quotetop'>QUOTE (Rowen @ Jun 21 2012, 11:10 PM) <a href="index.php?act=findpost&pid=1945803"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What were those spikes coming out of the ground you can see at 4:20??<!--QuoteEnd--></div><!--QuoteEEnd-->
Those spikes looked really cool! But also really strong! Bit worried that in conjugation with clogs aliens can now completely shut down an area for marines in a short ammount of time.
Aaaaggh the waiting for what the exo looks like is what gets me. It drives me maaad!
Here's hoping they throw us a bone soon. A concept artwork from the incredibly handsome and talented Cory Strader would be awesome.
<!--quoteo(post=1945816:date=Jun 22 2012, 03:15 AM:name=crypt)--><div class='quotetop'>QUOTE (crypt @ Jun 22 2012, 03:15 AM) <a href="index.php?act=findpost&pid=1945816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Those spikes looked really cool! But also really strong! Bit worried that in conjugation with clogs aliens can now completely shut down an area for marines in a short ammount of time.<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope the spikes are strong. I've been having a hard time keeping my sanity when marines easily bumble past my whip chokepoints and hack my extractors to bits. I feel as though whips just don't do enough damage for the already minimal range they have.
<!--quoteo(post=1945828:date=Jun 22 2012, 07:10 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jun 22 2012, 07:10 AM) <a href="index.php?act=findpost&pid=1945828"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Am I the only one <i>not </i>looking forward to exos?<!--QuoteEnd--></div><!--QuoteEEnd--> Yes
They could be testing them out, doesn't mean they'll make it in 211. Still, quite exciting hearing this :D Although personally i'm still more excited about seeing the finished infestation model!
<!--quoteo(post=1945828:date=Jun 22 2012, 06:10 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jun 22 2012, 06:10 AM) <a href="index.php?act=findpost&pid=1945828"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Am I the only one <i>not </i>looking forward to exos?<!--QuoteEnd--></div><!--QuoteEEnd--> Oh, I'm looking forward to them. Just worried how it will affect pub-gameplay, seeing how exos are a lot more pub-friendly that jps.
<!--quoteo(post=1945828:date=Jun 22 2012, 06:10 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jun 22 2012, 06:10 AM) <a href="index.php?act=findpost&pid=1945828"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Am I the only one <i>not </i>looking forward to exos?<!--QuoteEnd--></div><!--QuoteEEnd--> I forsee marines being overpowered, but no I am still eager for the game to have all the pieces in place - then the balancing can begin for real.
<!--quoteo(post=1945834:date=Jun 22 2012, 01:30 PM:name=JuCCi-PuCCi)--><div class='quotetop'>QUOTE (JuCCi-PuCCi @ Jun 22 2012, 01:30 PM) <a href="index.php?act=findpost&pid=1945834"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope those spikes are just a place holder. Looks way out of place.<!--QuoteEnd--></div><!--QuoteEEnd-->
Im guessing that with the final infestation model they will look fine
I honestly don't know how they are going to balance marines with the exosuit, it will be interesting to see how they handle it. it's already difficult against marines with ARCs and Jetpacks right now, I feel like aliens need a super onos or something. also I just realised that onos stomp is probably not going to work against an exosuit marine at all.
Aliens struggle lategame because fade and onos have been turned into midgame alien tech at best. They nerfed both lifeforms because they came out 5 - 10 min into the game and marines were not able to counter them. This when the more sensible solution was to simply delay the fade and onos (by reducing pres) so that by the time they did come out (mid-late) marines would be better equipped to deal with them.
I sincerely hope UWE realises this in time and fixes it, before we have to deal with this in public builds and go through a series of non-intuitive 'fixes' that will only create more issues. It looks like they are lowering p.res next patch, which is excellent, but they also need to fix the ridiculous resource income/broken economy and buff the onos (old armour values would be a start, it also wouldnt hurt to revert some of the fade changes)
This may make me sound like an entitled brat but why does it feel like they are hiding parts of the game from the community? especially so close to release, i know they probably arn't obligated but i liked the idea of knowing the development cycle even if i am not an internal playtester
I don't think it's a matter of wanting to exclude players from the development cycle, I would guess they want to really deliver the exo as a sort of 'surprise', with its own promo and release video rather than just showing it in some random playtest video (with all its likely bugs that may exist in the 211 playtest client currently). In addition, the exo may not be ready for 211 just yet, so it's possibly also just a matter of not wanting to disappoint players when it turns out it doesn't make it in just yet.
Additionally, IMO we don't really have any right to complain about the NS 2 development cycle transparency; you can track everything they are working on in the pivotal tracker and the developers actively listen and respond to community feedback in regards to pretty much anything. Knowing this community, it's probably a good thing they are withholding video footage of the exo until it is truly ready.
It's not really balance I see problematic. It's two other things. First marines already feel like they're wearing heavy armor. Now they get the marine version of the Onos. A big and heavy hulk. Like this game needs more restricted movement. The other thing is that most people think the early game is the best part of each round. And now we get more emphasize on late game.
You are free to disagree, but personally I don't feel like the exo is missing and adding it will not make the game better imo.
If anything it may make the lategame stage more dynamic and enjoyable, provided they fix the economy (the commander should have to make choices, you really shouldn't have and jps and exos, and ARCs all out lategame unless the game has really dragged on for a very long amount of time) and address the lack of kharaa endgame 'tech' to match marines. (see my earlier post)
Fixing the economy will hopefully also prolong the ealy game significantly, and add much more depth and strategy to NS 2 again. (More weight given to the early game stage should also reduce the large amount of dull stalematish games that we currently see)
So yea, the mantra for 211 should be: it's the economy, stupid. 211 Could very well become the most enjoyable build for NS 2 so far.
It is extremely unlikely that the Exosuit will appear in Build 211. Currently. it is waddling around the internal build in a state of partial completeness. It is most likely it will stay internal for a few builds as its game-code is fleshed out.
At least please us with a concept art, otherwise you have to expect us tearing down your office searching for it, because we simply can't wait any longer. :P
Are you still going to have 2 months of purely optimization focus then? At best there is 1 more patch after 211 before the game should be 'feature complete' and the focus was supposed to turn to the optimization of the game play (sever/client performance, hitreg, animations etc etc- core gameplay stuff). Can we still expect "2-3x better performance" on client/servers?
Sorry to prod, but it's very concerning to hear that feature-complete NS2 is being delayed and cutting into that oh-so-crucial optimization time period for the game developement. That is, if the game is still slated for late august/early sept.
Comments
Infestation spikes... beware narrow infested corridors :D!!
Edit: From the Progress log: "Build 211 - feature complete"
:)
Any point to them?
I was alien comm then. Can use them to both trap marines and protect a location. Very useful, but you must be frugal as it costs a lot.
It looks like the T.res/s is still 1/5. (With extractors still 10)
Here's hoping they throw us a bone soon. A concept artwork from the incredibly handsome and talented Cory Strader would be awesome.
<!--quoteo(post=1945816:date=Jun 22 2012, 03:15 AM:name=crypt)--><div class='quotetop'>QUOTE (crypt @ Jun 22 2012, 03:15 AM) <a href="index.php?act=findpost&pid=1945816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Those spikes looked really cool! But also really strong! Bit worried that in conjugation with clogs aliens can now completely shut down an area for marines in a short ammount of time.<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope the spikes are strong. I've been having a hard time keeping my sanity when marines easily bumble past my whip chokepoints and hack my extractors to bits. I feel as though whips just don't do enough damage for the already minimal range they have.
As with anything, no promises when the Exo is ready.
Yes
Although personally i'm still more excited about seeing the finished infestation model!
Oh, I'm looking forward to them. Just worried how it will affect pub-gameplay, seeing how exos are a lot more pub-friendly that jps.
I forsee marines being overpowered, but no I am still eager for the game to have all the pieces in place - then the balancing can begin for real.
Im guessing that with the final infestation model they will look fine
I sincerely hope UWE realises this in time and fixes it, before we have to deal with this in public builds and go through a series of non-intuitive 'fixes' that will only create more issues. It looks like they are lowering p.res next patch, which is excellent, but they also need to fix the ridiculous resource income/broken economy and buff the onos (old armour values would be a start, it also wouldnt hurt to revert some of the fade changes)
Here's to hoping
Additionally, IMO we don't really have any right to complain about the NS 2 development cycle transparency; you can track everything they are working on in the pivotal tracker and the developers actively listen and respond to community feedback in regards to pretty much anything. Knowing this community, it's probably a good thing they are withholding video footage of the exo until it is truly ready.
You are free to disagree, but personally I don't feel like the exo is missing and adding it will not make the game better imo.
Fixing the economy will hopefully also prolong the ealy game significantly, and add much more depth and strategy to NS 2 again. (More weight given to the early game stage should also reduce the large amount of dull stalematish games that we currently see)
So yea, the mantra for 211 should be: it's the economy, stupid. 211 Could very well become the most enjoyable build for NS 2 so far.
Sorry to prod, but it's very concerning to hear that feature-complete NS2 is being delayed and cutting into that oh-so-crucial optimization time period for the game developement. That is, if the game is still slated for late august/early sept.
Please don't epic fail like Tripwire with RO2.