Alien attack tweak
FlatkinG
Join Date: 2005-03-02 Member: 42984Members
<div class="IPBDescription">Aliens attack clearly needs re-tweaking.</div>On one of the older builds alien attack range was decreased so to bite someone you have to be much closer to them(like completely pressed up against them) and just recently now the melee base width for aliens has also been greatly decreased to try make aliens more accurate when attacking.
<b>Effects in game:</b>
When the round starts, both teams move for resource points. just about every game no matter the skill level stack, marines will win almost all the battles on every game while pushing for resources, giving them more resources than aliens thus being the first to upgrade and become much more dominant during the rest of the game. usually winning each round now with little effort.
when using jet packs for example, the location of hit box and model plus the speed of movement makes attacking a flying marine extremely hard, especially when they fly away from you which usually involves them just flying backward shooting. if your able to cause your models to collide with leap/bite vs jumping or flying marine, again its not having the desired effect most of the time.
Marines winning streaks now make people stack "join marine" and the alien team has become less favorable due to constant losing.
the only games iv seen won by aliens now is when they attack the power to the base without any marines coming to its aid since their busy fearlessly running into your hive killing eggs etc.(i have yet to see aliens win due to direct contact and forcing them back)
Trying to get into a position where you have the enemy center screen and no room between you and him typically has you moving in slower straight lines when in close as biting during evades isn't as effective as it used to be, this puts you in a easy to shoot situation more often then not, try this for yourself and also spectate others and watch what happens, skulking/fading has lost its edge.
<b>Suggestion:</b>
Slightly increase attack range and slightly increase melee width, not by much but just a small amount(i feel the reduction was too extreme and a happy medium needs to be found between the old and the new values). some NS1 tactics have been lost because of these changes eg. leap/wall jump "flyby" attacks and also wall strafing while attacking above the head level. getting well timed hits on jet packers flying passed seems to never hit anymore as well as leap/bite or blink/swipe vs jet pack.
even if the width is not changed at least give a little increase in range so that it actually has the original intended effect(but wont help vs jet pack still) and doesn't make such a wide gap for people with higher pings than the enemy, both being nerfed together is very frustrating and makes marines now the over powered team.
<b>My personal thoughts:</b>
Now with both range reduced plus the melee base width reduced, skulking/fading for me has become very unenjoyable and takes far too much effort to do any attack on aliens, usually seemingly pressed up against marines or what is thought to be a definite hit, but getting no damage on them, and having to attack them about 2-3 times more just to get a hit on them, this also doesnt help that when the marines win the land grab at the start they will upgrade armor quickly and go from hard to kill, to almost impossible to kill besides being more than one to try attack at a time, that means at lvl 3 armor a good skulk vs 2 marines must hit 10 times on them to kill them both, with the reduced melee width and range vs them moving your bound to miss twice that many and ambushing 2 marines now becomes almost an impossibility needing near 20 hits seemingly scored on them(not mentioning med packs and nano).
Also i could be wrong here and this may be related to the extremely low fps that most players get at the moment 10-50 (average approx 25), that the hit box seems to travel ahead of where their model appears to be, so for example running up behind a marine and biting the back of his legs some hits do not appear to be contacting them as their hit box is in front of him slightly but your being blocked by his model(depending on each players ping), which is very frustrating when you have managed to outplay you enemy in battles but unable to do any damage, all a marine has to do is wiggle walk while shooting at you and he can beat almost any number of enemies(try it yourself, it almost feels like an exploit since aliens cant ever stay in continuous contact with your model since the range/width is too short/narrow) when i see a marine taking up my entire screen id like to be able to hit him, but at the moment this isn't whats happening. even when using a alien cross hair mod, alien play is not as fun as it used to be and makes me miss NS1's melee width/range
A lot of players haven't read the changes and don't know why they never hit as much as they used to and why marines now win almost all games, now that you know i want to hear your feedback as well(please don't be biased for marines if you like to go marines each game, i want to hear your opinion as if your the alien team).
<b>Effects in game:</b>
When the round starts, both teams move for resource points. just about every game no matter the skill level stack, marines will win almost all the battles on every game while pushing for resources, giving them more resources than aliens thus being the first to upgrade and become much more dominant during the rest of the game. usually winning each round now with little effort.
when using jet packs for example, the location of hit box and model plus the speed of movement makes attacking a flying marine extremely hard, especially when they fly away from you which usually involves them just flying backward shooting. if your able to cause your models to collide with leap/bite vs jumping or flying marine, again its not having the desired effect most of the time.
Marines winning streaks now make people stack "join marine" and the alien team has become less favorable due to constant losing.
the only games iv seen won by aliens now is when they attack the power to the base without any marines coming to its aid since their busy fearlessly running into your hive killing eggs etc.(i have yet to see aliens win due to direct contact and forcing them back)
Trying to get into a position where you have the enemy center screen and no room between you and him typically has you moving in slower straight lines when in close as biting during evades isn't as effective as it used to be, this puts you in a easy to shoot situation more often then not, try this for yourself and also spectate others and watch what happens, skulking/fading has lost its edge.
<b>Suggestion:</b>
Slightly increase attack range and slightly increase melee width, not by much but just a small amount(i feel the reduction was too extreme and a happy medium needs to be found between the old and the new values). some NS1 tactics have been lost because of these changes eg. leap/wall jump "flyby" attacks and also wall strafing while attacking above the head level. getting well timed hits on jet packers flying passed seems to never hit anymore as well as leap/bite or blink/swipe vs jet pack.
even if the width is not changed at least give a little increase in range so that it actually has the original intended effect(but wont help vs jet pack still) and doesn't make such a wide gap for people with higher pings than the enemy, both being nerfed together is very frustrating and makes marines now the over powered team.
<b>My personal thoughts:</b>
Now with both range reduced plus the melee base width reduced, skulking/fading for me has become very unenjoyable and takes far too much effort to do any attack on aliens, usually seemingly pressed up against marines or what is thought to be a definite hit, but getting no damage on them, and having to attack them about 2-3 times more just to get a hit on them, this also doesnt help that when the marines win the land grab at the start they will upgrade armor quickly and go from hard to kill, to almost impossible to kill besides being more than one to try attack at a time, that means at lvl 3 armor a good skulk vs 2 marines must hit 10 times on them to kill them both, with the reduced melee width and range vs them moving your bound to miss twice that many and ambushing 2 marines now becomes almost an impossibility needing near 20 hits seemingly scored on them(not mentioning med packs and nano).
Also i could be wrong here and this may be related to the extremely low fps that most players get at the moment 10-50 (average approx 25), that the hit box seems to travel ahead of where their model appears to be, so for example running up behind a marine and biting the back of his legs some hits do not appear to be contacting them as their hit box is in front of him slightly but your being blocked by his model(depending on each players ping), which is very frustrating when you have managed to outplay you enemy in battles but unable to do any damage, all a marine has to do is wiggle walk while shooting at you and he can beat almost any number of enemies(try it yourself, it almost feels like an exploit since aliens cant ever stay in continuous contact with your model since the range/width is too short/narrow) when i see a marine taking up my entire screen id like to be able to hit him, but at the moment this isn't whats happening. even when using a alien cross hair mod, alien play is not as fun as it used to be and makes me miss NS1's melee width/range
A lot of players haven't read the changes and don't know why they never hit as much as they used to and why marines now win almost all games, now that you know i want to hear your feedback as well(please don't be biased for marines if you like to go marines each game, i want to hear your opinion as if your the alien team).
Comments
Tonight I've bitten only air!
In the next patch, they are going to stop marines from clipping over skulks when they jump and this is good as it will partly solve vanilla marine v skulk combat.
However, this doesnt address that skulks now have no chance against JPs anymore, since the "fly-by" leap attacks of skulks are now next to impossible to land, and even the basic ground fights now are more difficult than they should be. Its hard enough to close distance with a ranged marine, and then once there, you have a tiny damage cone to kill the enemy with, who is jumping around in circles. The speed that things pass through the damage cone is very fast, and it needs to be a bit larger.
In ns1 i learned to aim with the gap between my lower teeth as a skulk, and this damage area is smaller than that!
This patch does feel skewed towards marines, though.