<!--quoteo(post=1987064:date=Oct 5 2012, 08:23 AM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Oct 5 2012, 08:23 AM) <a href="index.php?act=findpost&pid=1987064"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bite range needs adjustment, they had stated it was going to be a cone in front of the skulk, and from looking at the traces (and testing it) it looks like its just reverted to the old bite. You can currently be basically standing next to a marine looking the same direction as the marine, and your bite will still hit, the marine isnt even on your screen.<!--QuoteEnd--></div><!--QuoteEEnd--> It was changed as the closer a marine got the harder it was to balance and is now effectively cylinders.
This means that your not penalised for getting up close (bumping distance) from a marine which considering your a melee species...was simply broken from game play perspective.
If a marine has let the skulk get within bite distance then the skulk should not be penalised and it be harder to hit the marine due to a silly cone shape being narrower at the mouth than 1 meter in front of the skulk.
Sorry but you can say one class is melee based...but that melee needs to keep them 1-2 meters from their target to maximise the bite area. Simply makes them easier to shoot from a defensive stand point and completely illogical.
Everyone is now crying because the skulk is more than just a target to shoot at (you actually need to make sure he does not get near your feet now). Well for the sake of game-play and balance this is necessary, might be time to stop going rambo then you wont have to worry so much.
There are two things most people forget Marines are superior at RANGE. Aliens are superior UP CLOSE.
So when the skulk gets at your feet he deserves not to be penalised for getting "too close" and that marine should be dead meat the majority of the times. Same way a skulk will lose trying a hallway rush.
It is WAY to easy to use. I considered bite in B219 absolutey perfect... infact I would be perfectly happy with b220 bite but I can understand the new players getting frustrated by it. Anything to make the game harder is better in my opinion, 219 was a good balance between hard (220) and way to easy (221)
<!--quoteo(post=1987167:date=Oct 5 2012, 02:52 AM:name=male_fatalities)--><div class='quotetop'>QUOTE (male_fatalities @ Oct 5 2012, 02:52 AM) <a href="index.php?act=findpost&pid=1987167"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anything to make the game harder is better in my opinion...<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1987167:date=Oct 5 2012, 02:52 AM:name=male_fatalities)--><div class='quotetop'>QUOTE (male_fatalities @ Oct 5 2012, 02:52 AM) <a href="index.php?act=findpost&pid=1987167"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->b221 Bite is absolutely stupid at the moment!
It is WAY to easy to use. I considered bite in B219 absolutey perfect... infact I would be perfectly happy with b220 bite but I can understand the new players getting frustrated by it. Anything to make the game harder is better in my opinion, 219 was a good balance between hard (220) and way to easy (221)<!--QuoteEnd--></div><!--QuoteEEnd-->
Charlie said the 221 bite is somewhere between the 119 and the 220 bite actually.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You can currently be basically standing next to a marine looking the same direction as the marine, and your bite will still hit, the marine isnt even on your screen.<!--QuoteEnd--></div><!--QuoteEEnd--> This statement is quite the exaggeration, it would imply that the bitecone of an alien is 180 degrees... Though mind you the ###### hitboxes also play a role in this, and as long as they don't address those, I think any attempts to make skulk vs marine gameplay more enjoyable will be in vain. At least with the 221 bite it's manageable again, now they just need to bring back the movement mechanic.
After playing a lot with whips, I have to say that I think that they need a buff. This should be in the form of giving them some sort of competance. Aka. prioratize players over structures and hit grenades AWAY from friendly structures (preferably towards enemies).
On a similar note, I still feel that macs need a nerf. I don't mean nerf their direct healing anymore, but some way to discourage many macs. Maybe only 1 can heal at a time or diminishing returns if you have too many macs healing 1 target. Building should stay as it is though.
So i went testing this thing today, and i got surprised, im actually seeing the first performance improvement since i been playing, it is now steady ~18fps (atleast on the explore mode...) except a little bit lagg with the grenades/explosions. Had found no bugs around.
A suggestion i came up with, maybe you should make the Onos unable to get into the hive, just like the exos can't get into CC... i mean, it looks a bit silly, an onos is almost as big as an hive.
<!--quoteo(post=1987867:date=Oct 6 2012, 10:56 AM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Oct 6 2012, 10:56 AM) <a href="index.php?act=findpost&pid=1987867"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So i went testing this thing today, and i got surprised, im actually seeing the first performance improvement since i been playing, it is now steady ~18fps (atleast on the explore mode...) except a little bit lagg with the grenades/explosions. Had found no bugs around.
A suggestion i came up with, maybe you should make the Onos unable to get into the hive, just like the exos can't get into CC... i mean, it looks a bit silly, an onos is almost as big as an hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is improved on performance though end-game is still pretty bad unfortunately. I have tried a few different servers at this point as well. Hopefully since it's now locked down we will see some performance increase at end game.
Alien structures being spammed (I'm looking at you Crags) are the worst offenders late-game. That and your typical GL/FT/MInes/ARC/EXO cluster###### in marine base.
<!--quoteo(post=1988096:date=Oct 7 2012, 01:02 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 7 2012, 01:02 PM) <a href="index.php?act=findpost&pid=1988096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alien structures being spammed (I'm looking at you Crags) are the worst offenders late-game. That and your typical GL/FT/MInes/ARC/EXO cluster###### in marine base.<!--QuoteEnd--></div><!--QuoteEEnd-->
Once, me as a skulk, 1vs1 against a claw exo. I won. Yesterday, me as a double exo vs 1 skulk. I lost.
I mean, its almost impossible to shake off skulks under the feet of the exo, and its really hard to see through the smoke of its miniguns and that "exo window" in front of your eyes. I lost 75 res for getting no kill, and dying from a skulk. wow.
<!--quoteo(post=1988111:date=Oct 7 2012, 11:52 AM:name=Volcano)--><div class='quotetop'>QUOTE (Volcano @ Oct 7 2012, 11:52 AM) <a href="index.php?act=findpost&pid=1988111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->really that is your teams fault for not covering you properly either that or you went off on your own expecting to rambo a hive<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, i was alone, due to a commander beacon. but the skulk was alone too.... i mean 75res vs 0res and the 0 res wins? its completely unfair...
<!--quoteo(post=1988155:date=Oct 7 2012, 11:05 AM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Oct 7 2012, 11:05 AM) <a href="index.php?act=findpost&pid=1988155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, i was alone, due to a commander beacon. but the skulk was alone too.... i mean 75res vs 0res and the 0 res wins? its completely unfair...<!--QuoteEnd--></div><!--QuoteEEnd--> You mean like 75 res vs. 10 res and 10 res wins? TBH, dual gun exo is able handle a lone skulk. If you can't, it's not the game's fault.
<!--quoteo(post=1988161:date=Oct 7 2012, 05:27 PM:name=Samus1111111)--><div class='quotetop'>QUOTE (Samus1111111 @ Oct 7 2012, 05:27 PM) <a href="index.php?act=findpost&pid=1988161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You mean like 75 res vs. 10 res and 10 res wins? TBH, dual gun exo is able handle a lone skulk. If you can't, it's not the game's fault.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not the games fault, its something wrong with the exos. And btw, skulk doesnt cost 10 res......
<!--quoteo(post=1987867:date=Oct 6 2012, 11:56 AM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Oct 6 2012, 11:56 AM) <a href="index.php?act=findpost&pid=1987867"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A suggestion i came up with, maybe you should make the Onos unable to get into the hive, just like the exos can't get into CC... i mean, it looks a bit silly, an onos is almost as big as an hive.<!--QuoteEnd--></div><!--QuoteEEnd--> Well if you think about it, an onos also comes out of a tiny lil egg. And if you evolve upgrades as an onos, you go back into that tiny lil egg... so.. that being said its perfectly viable for an onos to fit into a hive.
<!--quoteo(post=1988226:date=Oct 7 2012, 03:06 PM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Oct 7 2012, 03:06 PM) <a href="index.php?act=findpost&pid=1988226"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's not the games fault, its something wrong with the exos. And btw, skulk doesnt cost 10 res......<!--QuoteEnd--></div><!--QuoteEEnd--> I meant onos vs. jp.... ><
And there is nothing wrong with the exo in the way that you mean. Learn to aim and not overheat the guns.
And there is nothing wrong with the exo in the way that you mean. Learn to aim and not overheat the guns.<!--QuoteEnd--></div><!--QuoteEEnd-->
First of all, no one was talking about jetpacks, second, i know how to aim, fps is what i play more, third of all, the overheat is not the problem. 3 reasons why your post is a failure.
<!--quoteo(post=1988231:date=Oct 7 2012, 09:15 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Oct 7 2012, 09:15 PM) <a href="index.php?act=findpost&pid=1988231"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you can't kill a Skulk as a Dual Exo, you need to spend less time asking the game to hold your hand and much, much more time learning to aim.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, learn how to read and to have some logic. DId i say that i suck on aiming? no? then you better do something else instead of posting. If i killed a exo with a skulk too, i dont see where you can have background for that dumb argument of yours.
Comments
It was changed as the closer a marine got the harder it was to balance and is now effectively cylinders.
This means that your not penalised for getting up close (bumping distance) from a marine which considering your a melee species...was simply broken from game play perspective.
If a marine has let the skulk get within bite distance then the skulk should not be penalised and it be harder to hit the marine due to a silly cone shape being narrower at the mouth than 1 meter in front of the skulk.
Sorry but you can say one class is melee based...but that melee needs to keep them 1-2 meters from their target to maximise the bite area.
Simply makes them easier to shoot from a defensive stand point and completely illogical.
Everyone is now crying because the skulk is more than just a target to shoot at (you actually need to make sure he does not get near your feet now).
Well for the sake of game-play and balance this is necessary, might be time to stop going rambo then you wont have to worry so much.
There are two things most people forget
Marines are superior at RANGE.
Aliens are superior UP CLOSE.
So when the skulk gets at your feet he deserves not to be penalised for getting "too close" and that marine should be dead meat the majority of the times.
Same way a skulk will lose trying a hallway rush.
It is WAY to easy to use. I considered bite in B219 absolutey perfect... infact I would be perfectly happy with b220 bite but I can understand the new players getting frustrated by it. Anything to make the game harder is better in my opinion, 219 was a good balance between hard (220) and way to easy (221)
QWOP for marine movement then...
i see a mod in the works :D
and skulk movment will have to be QWOP ASKL since they have 4 legs :P
It is WAY to easy to use. I considered bite in B219 absolutey perfect... infact I would be perfectly happy with b220 bite but I can understand the new players getting frustrated by it. Anything to make the game harder is better in my opinion, 219 was a good balance between hard (220) and way to easy (221)<!--QuoteEnd--></div><!--QuoteEEnd-->
Bite was never perfect.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You can currently be basically standing next to a marine looking the same direction as the marine, and your bite will still hit, the marine isnt even on your screen.<!--QuoteEnd--></div><!--QuoteEEnd-->
This statement is quite the exaggeration, it would imply that the bitecone of an alien is 180 degrees...
Though mind you the ###### hitboxes also play a role in this, and as long as they don't address those, I think any attempts to make skulk vs marine gameplay more enjoyable will be in vain. At least with the 221 bite it's manageable again, now they just need to bring back the movement mechanic.
On a similar note, I still feel that macs need a nerf. I don't mean nerf their direct healing anymore, but some way to discourage many macs. Maybe only 1 can heal at a time or diminishing returns if you have too many macs healing 1 target. Building should stay as it is though.
A suggestion i came up with, maybe you should make the Onos unable to get into the hive, just like the exos can't get into CC... i mean, it looks a bit silly, an onos is almost as big as an hive.
A suggestion i came up with, maybe you should make the Onos unable to get into the hive, just like the exos can't get into CC... i mean, it looks a bit silly, an onos is almost as big as an hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is improved on performance though end-game is still pretty bad unfortunately. I have tried a few different servers at this point as well. Hopefully since it's now locked down we will see some performance increase at end game.
The wonders of separated pres/tres system.
Once, me as a skulk, 1vs1 against a claw exo. I won.
Yesterday, me as a double exo vs 1 skulk. I lost.
I mean, its almost impossible to shake off skulks under the feet of the exo, and its really hard to see through the smoke of its miniguns and that "exo window" in front of your eyes. I lost 75 res for getting no kill, and dying from a skulk. wow.
Yes, i was alone, due to a commander beacon. but the skulk was alone too.... i mean 75res vs 0res and the 0 res wins? its completely unfair...
You mean like 75 res vs. 10 res and 10 res wins? TBH, dual gun exo is able handle a lone skulk. If you can't, it's not the game's fault.
It's not the games fault, its something wrong with the exos. And btw, skulk doesnt cost 10 res......
Well if you think about it, an onos also comes out of a tiny lil egg. And if you evolve upgrades as an onos, you go back into that tiny lil egg... so.. that being said its perfectly viable for an onos to fit into a hive.
I meant onos vs. jp.... ><
And there is nothing wrong with the exo in the way that you mean. Learn to aim and not overheat the guns.
And there is nothing wrong with the exo in the way that you mean. Learn to aim and not overheat the guns.<!--QuoteEnd--></div><!--QuoteEEnd-->
First of all, no one was talking about jetpacks, second, i know how to aim, fps is what i play more, third of all, the overheat is not the problem. 3 reasons why your post is a failure.
Well, learn how to read and to have some logic. DId i say that i suck on aiming? no? then you better do something else instead of posting. If i killed a exo with a skulk too, i dont see where you can have background for that dumb argument of yours.