b214

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Comments

  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited July 2012
    I'm looking forward to more performance improvements.
    214 runs much smoother on my machine, but the hitreg issues don't seem to benefit form this.
    It may be the choke but even on a 30tick server with >30fps I clearly hit a skulk or onos but get no hit indicator.
  • Core DumpCore Dump Join Date: 2011-07-11 Member: 109768Members
    It's coming along. It's starting to really feel like a game
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Most of the points I would want to make have already been made so I will just say I like this build and the progress so far.
  • Gravity GraveGravity Grave California Join Date: 2012-03-10 Member: 148556Members, Reinforced - Shadow
    Honestly 213/214 has been my favorite patch in 6 months. I LIKE the alien vision change. I also like carapace slowing you down. I think the concept of upgrades having trade-offs instead of being strictly better is really important for the aliens. That in mind, what are the downsides of taking feign or adrenaline? Opportunity cost for not taking cara or regen, assuming they're available?

    Anyway, you guys are doing great, keep it up! Server performance changed the game drastically for the better.
  • RiseRise Join Date: 2012-04-17 Member: 150595Members
    edited July 2012
    Upgrades don't need downsides inherently, carapace only got one for lack of a better solution to the issue of it just being a nobrainer option as first hive.

    One way to fix that is to give the other hives all one thing that is equally attractive as a first choice, being better in other ways.
    Feint is close in terms of usefulness right off the bat, but the predictability of carapace is probably preferred.
    Camo would be potentially worthwhile if you could move without partially decloaking.
    Silence doesn't add enough by itself to turn battles like carapace could.
    Celerity would be a viable first option if it worked during combat.
    Adrenaline is good but there's no point in taking it right off the bat without lerks or fades on the field, or even leap being available.
    If we had focus instead of hypermutation then that would be a serious alternative to carapace.

    I don't like the new carapace either, because I think even with the slowdown the boost in armor is just too high and throws off the balance of combat against everything where groundspeed movement is not a priority (lerk, fade, gorge, to some extent leaping skulks).
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=1952665:date=Jul 19 2012, 06:53 PM:name=Gravity Grave)--><div class='quotetop'>QUOTE (Gravity Grave @ Jul 19 2012, 06:53 PM) <a href="index.php?act=findpost&pid=1952665"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly 213/214 has been my favorite patch in 6 months. I LIKE the alien vision change. I also like carapace slowing you down. I think the concept of upgrades having trade-offs instead of being strictly better is really important for the aliens. That in mind, what are the downsides of taking feign or adrenaline? Opportunity cost for not taking cara or regen, assuming they're available?

    Anyway, you guys are doing great, keep it up! Server performance changed the game drastically for the better.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The upgrades are all supposed to be strictly better than nothing, which is pretty important since they're meant to compete with marine upgrades. Carapace was just changed to have an even larger advantage than before, thus the added drawback.
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