I think they realized how big of a fail this patch is and pulled it? (fingers crossed, lol).
Just kidding. But there are some things I dislike about it, especially the (imo unnecessary) skulk range decrease and marine arms lab upgrade cheapening.
Adrenaline nerf is a decent change imo; perhaps base energy recharge should be buffed a little for aliens though. And that drill level 3 weapon sound - oh my.
IMO marines are at a significant advantage overall in the game right now.
If you guys intend to keep this range, extend the bite cone area at least. The new range work on paper but when marines move you have to have perfectly pinpoint accuracy, like the bite a rail gun with 1 meter range.
Bah, I have problems with kills as skulks for some patches now, but this patch really tops is. I'd expected a skulk buff and not a nerf. So many times I can only get 1-2 hits and try biting like 10 times before being killed. So frustrating.
Anyway, did they upgrade lvl0 weapons for marines? Several players on my last server have been reporting such "feeling" ;)
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1980017:date=Sep 18 2012, 09:38 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Sep 18 2012, 09:38 PM) <a href="index.php?act=findpost&pid=1980017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would love to see how this changes if you test it from behind.<!--QuoteEnd--></div><!--QuoteEEnd--> Testing now. Be back with results. Damn good point, btw.
After some playtests...skulk range reduce is baaaaaaaaad. The marine jumping and skulk running in cycle garbage is back...im a bit disappointed. It was great, why did you destroy it? Every marine start jumping again because if he jumps the bite range isn't enough to reach him. If you do this, why not prevent marines from firing if they jump?
<!--quoteo(post=1980074:date=Sep 19 2012, 09:05 AM:name=mushookees)--><div class='quotetop'>QUOTE (mushookees @ Sep 19 2012, 09:05 AM) <a href="index.php?act=findpost&pid=1980074"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->im liking the new adren changes, feels alot more balanced<!--QuoteEnd--></div><!--QuoteEEnd--> Lerks and Fades die like flies now...seriously. If you attack and try to escape you can't because your adrenalin is to low, so many times you walk away like a animal with a broken leg.
Better remove the skulks... since they are useless...
Oh wait, maybe because you are in one of making faster the end-games, why not make it that the marines automatically win when the game starts? so we could avoid stress and loss of time for nothing when playing as a skulk....
So it turns out that the hitbox is changed by the orientation/stance/direction the marine is facing. Tested with Flamethrowers and couldnt notice a major difference, but longer weapons might also influence the hitbox. Aiming at the weapon pointed at you allows your bite to hit said weapon before you are in range of his body. See the album here of shots where bites successfully connected: <a href="http://imgur.com/a/scFSx#4" target="_blank">http://imgur.com/a/scFSx#4</a>
I had expected skulks to be progresively buffed as the game approaches launch and performance becomes better - even I, a really bad player, can kill skulks more often they kill me with weapons level zero, and approaching a skilled marine player is close to impossible except in the very best circumstances (killing a good player with a shotgun requires a whole squad of skulks)
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1980362:date=Sep 19 2012, 12:17 PM:name=havok?)--><div class='quotetop'>QUOTE (havok? @ Sep 19 2012, 12:17 PM) <a href="index.php?act=findpost&pid=1980362"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So it looks like the marine hit box should just be fixed and the skulk bite be reverted.<!--QuoteEnd--></div><!--QuoteEEnd--> Or just the hitbox fixed. :)
<!--quoteo(post=1980363:date=Sep 19 2012, 12:19 PM:name=Rowen)--><div class='quotetop'>QUOTE (Rowen @ Sep 19 2012, 12:19 PM) <a href="index.php?act=findpost&pid=1980363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder what feedback motivated the changes.<!--QuoteEnd--></div><!--QuoteEEnd--> Dont quote me on this, but Skulk dominance i think.
Well the new skulk bit, the new adrenaline and the stuck skullk need to be reverse.. the game is not fun.. play alien just to make games win for marines... thses changements are not fun and u kill the gamepaly , need reverse guys.
1) W3 sound effect is terrible. I hope its placeholder. It would be nice to have a tiny difference between each weapon level, but it should not be that obvious.
2) Adrenaline change was good, but things like belly slide and flying are all too expensive now that the change is in. Haven't played fade yet but I imagine same for their shadowstep.
3) Awesome to see how important shifts are now.
4) I would prefer crags to be more effective and expensive, rather than weak and cheap. Its just annoying as a marine to kill so many crags. Shades at least are something that has no effect if spammed, so only used when needed.
5) Skulk bite range changes have made second hive basically mandatory. You need to be able to close distances even more than before. If you get shift, or heaven forbid, crag hive first then you will spend the first while of the game being killed constantly.
6) Still never seen a sentry in last couple builds.
7) Recycling, lerk spikes and carapace change are all awesome.
noobish question: where is the damn changelog? cant find it anywhere, news is still 219, no 220. it aint in the first post (why not??) too. jeez. just wanna see the damn changes *pissed*
1, i found the new adrenaline for fades really bad trying to fade in and out of combat ended up with me running out of energy to fast even when trying not to blink to much. I even shouted at my self for taking celerity by mistake at first (did not realise adrenline had been changed) only to realise that it was simply rubbish.
2, New seound effect i can live with once im use to them.
3, Skulk bite range reduced why???????????? killing good marines is hard enough already. or is it a problem with the hit box which makes me feel like im hitting nothing but air when a marine jumps ?
Bite distance I not that bad (with low ping at least) but there is clearly some situation in which it doesn't work correctly, like I was trying to bit an obs but it wasn't hitting properly most of the time.
<!--quoteo(post=1980394:date=Sep 19 2012, 01:07 PM:name=n0_FX)--><div class='quotetop'>QUOTE (n0_FX @ Sep 19 2012, 01:07 PM) <a href="index.php?act=findpost&pid=1980394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->noobish question: where is the damn changelog? cant find it anywhere, news is still 219, no 220. it aint in the first post (why not??) too. jeez. just wanna see the damn changes *pissed*<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, that's weird, it was up yesterday. <a href="http://www.unknownworlds.com/ns2/news/2012/09/ns2_build_220_released" target="_blank">Here</a>
Yuuki, not hitting jumping marines is not good. I hate to be in range and the only movement it needs to prevent me hitting is jumping marines... . Playing on pubs as marines with xx:0 k/d ratio isnt fun aswell ...
Just did a few more rounds as aliens a lot of people complaining/talking about the changes made to aliens and it was pretty much a one sided argument why were these changes made to alien side in the first place most peopel agreeded they were not needed, the balance does not feel right at all since 220 feels like aliens got nerfed to me not sure what this patch was ment to achieve(at least some of it).
Personally, I feel that these massive nerfs to aliens were definitely not called for.
Bite range nerf is huge and makes hitting a moving marine almost impossible. Personally, I felt that the last bite nerf was too much, but right now, hitting a decent marine is like finding a needle in a haystack.
Adrenaline nerf is too much. Yes, the regen rate needed to be nerfed (gorges could just spam skills w/o worrying about running out of energy), but completely changing adrenaline to just add a flat increase to the energy pool is not a good change. Especially vs. JPs, fades are in a very bad spot (meaning that the aliens are in a very, very bad spot) since they run out of energy so quickly while attempting to blink up and hit JPs way up in the rafters of these huge rooms.
Overall, I feel that 219 was much more balanced than 220 is.
Was just in a game with charlie. Asked him about the bite change and all he said was " they needed it, trust me". Seems odd when literally everyone I've spoken to from clan players to basic pubbies have said how bad it is now.
Adrenalin, I actually dont mind this so much. Makes placing shifts worth it, but something needs to be altered with the gorge to make it useful again, running out of energy have 4 bile bombs ( when it takes nearly 20 to take out an exo who isnt being welded) is bad.
Lerks feel better, spikes are ok now but still outdamaged at range by shotguns. Needs to change, currently you cant stay at range vs a shotty and you cant get close. This is more a problem with shotguns being too good overall than with the spikes in my view.
Charlie also asked how the onos feels, which is odd since there arent any patch notes on changes for him. Needless to say onos still feels slow, weak and underwhelming.
Comments
There you can read them.
Regards
Just kidding. But there are some things I dislike about it, especially the (imo unnecessary) skulk range decrease and marine arms lab upgrade cheapening.
Adrenaline nerf is a decent change imo; perhaps base energy recharge should be buffed a little for aliens though. And that drill level 3 weapon sound - oh my.
IMO marines are at a significant advantage overall in the game right now.
The new range work on paper but when marines move you have to have perfectly pinpoint accuracy, like the bite a rail gun with 1 meter range.
Anyway, did they upgrade lvl0 weapons for marines? Several players on my last server have been reporting such "feeling" ;)
Testing now. Be back with results.
Damn good point, btw.
The marine jumping and skulk running in cycle garbage is back...im a bit disappointed.
It was great, why did you destroy it?
Every marine start jumping again because if he jumps the bite range isn't enough to reach him.
If you do this, why not prevent marines from firing if they jump?
<!--quoteo(post=1980074:date=Sep 19 2012, 09:05 AM:name=mushookees)--><div class='quotetop'>QUOTE (mushookees @ Sep 19 2012, 09:05 AM) <a href="index.php?act=findpost&pid=1980074"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->im liking the new adren changes, feels alot more balanced<!--QuoteEnd--></div><!--QuoteEEnd-->
Lerks and Fades die like flies now...seriously.
If you attack and try to escape you can't because your adrenalin is to low, so many times you walk away like a animal with a broken leg.
Oh wait, maybe because you are in one of making faster the end-games, why not make it that the marines automatically win when the game starts? so we could avoid stress and loss of time for nothing when playing as a skulk....
<img src="http://i.imgur.com/L8uwn.jpg" border="0" class="linked-image" />
By looking up at this angle:
<img src="http://i.imgur.com/57GN2.jpg" border="0" class="linked-image" />
So it turns out that the hitbox is changed by the orientation/stance/direction the marine is facing. Tested with Flamethrowers and couldnt notice a major difference, but longer weapons might also influence the hitbox.
Aiming at the weapon pointed at you allows your bite to hit said weapon before you are in range of his body.
See the album here of shots where bites successfully connected:
<a href="http://imgur.com/a/scFSx#4" target="_blank">http://imgur.com/a/scFSx#4</a>
I wonder what feedback motivated the changes.
Or just the hitbox fixed. :)
<!--quoteo(post=1980363:date=Sep 19 2012, 12:19 PM:name=Rowen)--><div class='quotetop'>QUOTE (Rowen @ Sep 19 2012, 12:19 PM) <a href="index.php?act=findpost&pid=1980363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder what feedback motivated the changes.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dont quote me on this, but Skulk dominance i think.
Both the movement and attack are a real mess and both are fundamental to gameplay.
I hope this is being taken as seriously as it deserves and best of luck to getting it sorted out before release UWE!
If hit reg and interp get to where they need to be leaving the skulk bite as is might work, right now it's just awful though.
1) W3 sound effect is terrible. I hope its placeholder. It would be nice to have a tiny difference between each weapon level, but it should not be that obvious.
2) Adrenaline change was good, but things like belly slide and flying are all too expensive now that the change is in. Haven't played fade yet but I imagine same for their shadowstep.
3) Awesome to see how important shifts are now.
4) I would prefer crags to be more effective and expensive, rather than weak and cheap. Its just annoying as a marine to kill so many crags. Shades at least are something that has no effect if spammed, so only used when needed.
5) Skulk bite range changes have made second hive basically mandatory. You need to be able to close distances even more than before. If you get shift, or heaven forbid, crag hive first then you will spend the first while of the game being killed constantly.
6) Still never seen a sentry in last couple builds.
7) Recycling, lerk spikes and carapace change are all awesome.
1, i found the new adrenaline for fades really bad trying to fade in and out of combat ended up with me running out of energy to fast even when trying not to blink to much. I even shouted at my self for taking celerity by mistake at first (did not realise adrenline had been changed) only to realise that it was simply rubbish.
2, New seound effect i can live with once im use to them.
3, Skulk bite range reduced why???????????? killing good marines is hard enough already. or is it a problem with the hit box which makes me feel like im hitting nothing but air when a marine jumps ?
4. Damage numbers are cool good addition.
for those who are clearly too lazy to look at the last page: www.fpsports.net >> you can read the notes there.
regards
Oh, that's weird, it was up yesterday. <a href="http://www.unknownworlds.com/ns2/news/2012/09/ns2_build_220_released" target="_blank">Here</a>
Bite range nerf is huge and makes hitting a moving marine almost impossible. Personally, I felt that the last bite nerf was too much, but right now, hitting a decent marine is like finding a needle in a haystack.
Adrenaline nerf is too much. Yes, the regen rate needed to be nerfed (gorges could just spam skills w/o worrying about running out of energy), but completely changing adrenaline to just add a flat increase to the energy pool is not a good change. Especially vs. JPs, fades are in a very bad spot (meaning that the aliens are in a very, very bad spot) since they run out of energy so quickly while attempting to blink up and hit JPs way up in the rafters of these huge rooms.
Overall, I feel that 219 was much more balanced than 220 is.
Adrenalin, I actually dont mind this so much. Makes placing shifts worth it, but something needs to be altered with the gorge to make it useful again, running out of energy have 4 bile bombs ( when it takes nearly 20 to take out an exo who isnt being welded) is bad.
Lerks feel better, spikes are ok now but still outdamaged at range by shotguns. Needs to change, currently you cant stay at range vs a shotty and you cant get close. This is more a problem with shotguns being too good overall than with the spikes in my view.
Charlie also asked how the onos feels, which is odd since there arent any patch notes on changes for him. Needless to say onos still feels slow, weak and underwhelming.