Balance, Instant Death, etc.

SorienSorien Join Date: 2011-07-28 Member: 112643Members
Why do I not see people complaining about this issue? It's absolutely retarded.

As a Skulk, or Lerk about 80% of my deaths are from a Marine pressing their fire button and I die instantly. The same can somewhat
be said about Fades, except I usually have enough reaction time to get away before I actually die which leaves me at <30 health.

Now I don't know if its a net-code issue, or if LMGs just do too much damage in a short time... but it needs to be addressed.

Now before anyone tries to come on here and Troll me for being a newbie or something, I'm not... I've played NS1 for years,
and NS2 for a long time during beta.. of which this problem didn't exist, at least in earlier versions such as 160-190.

Another problem that I've noticed is that when Marines turn, they rotate their torso/arms/head instead of their whole body,
which is actually a nice feature... but it goes WAY too far which makes it hard to tell where people are aiming and makes you think they're
shooting you from their butts, such as the screenshot below:

<img src="http://i.imgur.com/Rkqlu.jpg" border="0" class="linked-image" />

I also think 25 damage bites should be merged with the 50 damage bite due to the fact that even a "glancing" bite should do decent damage...
of which 25 is not, especially since Marines can jump around like jackrabbits now that the Marine "jump slow" has been toned down.

Comments

  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    I've been saying this is a problem for a while lol. Don't know what causes it but its terrible. Also lots of dying around walls and corners. 25 dmg bites are also stupid as hell.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    edited November 2012
    <!--quoteo(post=2013238:date=Nov 6 2012, 10:16 PM:name=unkind)--><div class='quotetop'>QUOTE (unkind @ Nov 6 2012, 10:16 PM) <a href="index.php?act=findpost&pid=2013238"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've been saying this is a problem for a while lol. Don't know what causes it but its terrible. Also lots of dying around walls and corners. 25 dmg bites are also stupid as hell.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I honestly don't consider it much of a problem in the terms of Late game Shotgun Vs Skulk.
    Remember that a shotgun is a 20 res investment (whether picked up or not) compared to a Skulk...
    However I do agree with the GL being stupidly nukey vs everything but onos.

    I suppose late game lerks just need to learn to avoid Shotguns... Spikes are still rather effective even at late game, cant say I dont really play enough lerk... And late game skulks I suppose need to be a LOT more careful where they attack from...
  • Visor1Visor1 Join Date: 2012-01-13 Member: 140300Members
    edited November 2012
    You'll find performance has incread alot from those old builds so it's alot tougher as a skulk. As for a lerk to die in secs against a LMG, you would have to be perched or standing dead still for that to happen. Thats just due to the high rate of fire of the gun which has no recoil. If you're flying around it shouldn't be possible without an aimbot unless you're at point blank range.
  • bcraig10488bcraig10488 Join Date: 2012-08-09 Member: 155168Members
    edited November 2012
    Ive been playing since Beta probably 4-5 months ago. I can say I have seen the instant death a lot more than preferred that leaves me scratching my head... however 80% is vastly, dramatically, stretching things... at least in my opinion. I see it maybe once a sitting. And never on any other life form other than skulk. However, its still odd.

    As far as the 25 bites, I agree they are annoying. I'm no game developer so take what I say for what it is... but I think completely removing them would severely hurt marines to the point of incredible struggle early game again. My more realistic suggestion (in my opinion) would be to just tweak the hitboxes a little so that 25 hit hits have to be much more glancing than they currently have to be.

    I'd also love to see 'head bites' deal more damage than they do. That isn't exactly an easy task to bite that little dome.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    It's a combination of interpolation (100ms), ping, and latency compensation that causes you to die "instantly" and around corners. Players only need to shoot what is on their screen. They don't have to lead their target to counteract their ping. What you see happening in game has effectively already happened a fraction of a second (100-250ms, probably) before. So when you see players starting to shoot at you, they've probably already fired 5 bullets. Remember that an LMG fires about 18 bullets per second. If there is a 200ms feedback delay, they've already fired 4 bullets before you even see them starting to fire. That's half your skulk's hp. Then you add in your reaction speed and acceleration time and frequently you are "instantly" dead.
  • badmoonbadmoon Join Date: 2002-11-05 Member: 7212Members, Reinforced - Shadow
    100% agree with the original post.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Play marines and see for yourself the amount of time it takes to kill skulks. What you're referring to is mainly just a natural consequence of playing games online. For example, say you jumped around a corner and it took the marine a full second to shoot at you from your perspective. In reality he starting shooting at you within half a second, and the extra time was your client waiting to find out about it from the server. The "instant death" phenomena is probably the result of a netcode quirk when there's a gap in the "damage report" being delivered to you. Maybe the server lost a packet or something, so instead of getting one message saying "you now have 40 health" and another message saying "you're dead now", you instead just got them both at once and your client instantly killed you. Just a theory.

    Long story short, you can't just be reactive to taking damage in most online games. By the time you register taking damage and react, your fate might already be sealed. You should instead simply understand this and play accordingly by anticipating the damage that you're about to be taking.
  • turtsmcgurtturtsmcgurt Join Date: 2012-11-01 Member: 165456Members, Reinforced - Supporter
    <!--quoteo(post=2013258:date=Nov 6 2012, 02:34 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Nov 6 2012, 02:34 PM) <a href="index.php?act=findpost&pid=2013258"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a combination of interpolation (100ms), ping, and latency compensation that causes you to die "instantly" and around corners. Players only need to shoot what is on their screen. They don't have to lead their target to counteract their ping. What you see happening in game has effectively already happened a fraction of a second (100-250ms, probably) before. So when you see players starting to shoot at you, they've probably already fired 5 bullets. Remember that an LMG fires about 18 bullets per second. If there is a 200ms feedback delay, they've already fired 4 bullets before you even see them starting to fire. That's half your skulk's hp. Then you add in your reaction speed and acceleration time and frequently you are "instantly" dead.<!--QuoteEnd--></div><!--QuoteEEnd-->

    pretty much this. you can abuse this in many games that have quick deaths (eg CS/most modern games). when you turn a corner, you have an advantage over the person camping it because you'll see him before he sees you due to differing pings. it's <i>very</i> slight, but it can be exaggerated with a higher latency.
  • SorienSorien Join Date: 2011-07-28 Member: 112643Members
    edited November 2012
    <!--quoteo(post=2013287:date=Nov 6 2012, 05:04 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Nov 6 2012, 05:04 PM) <a href="index.php?act=findpost&pid=2013287"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Play marines and see for yourself the amount of time it takes to kill skulks. What you're referring to is mainly just a natural consequence of playing games online. For example, say you jumped around a corner and it took the marine a full second to shoot at you from your perspective. In reality he starting shooting at you within half a second, and the extra time was your client waiting to find out about it from the server. The "instant death" phenomena is probably the result of a netcode quirk when there's a gap in the "damage report" being delivered to you. Maybe the server lost a packet or something, so instead of getting one message saying "you now have 40 health" and another message saying "you're dead now", you instead just got them both at once and your client instantly killed you. Just a theory.

    Long story short, you can't just be reactive to taking damage in most online games. By the time you register taking damage and react, your fate might already be sealed. You should instead simply understand this and play accordingly by anticipating the damage that you're about to be taking.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The instant death problem cannot even be compared to any other FPS because it simply doesn't happen like it does on NS2 on other games. I've also played Marines quite extensively and can easily get 30 kills with only 1-3 deaths, which is very rarely possible on Aliens unless you're an Onos.

    As for anticipating damage, you can't plan or strategize movements when your body is in such a different place than where it should be. A 50-100ms difference is acceptable, but it's more in the realm of 600ms when your ping is 50ms which is completely unacceptable.

    If this were ranged vs. ranged, it wouldn't be as bad... but since one team is a majority of melee, response times need to be much tighter than what they currently are.
  • snowfox86snowfox86 Join Date: 2012-11-01 Member: 165579Members
    Wooow I just learned a lot by popping into this thread. Yeah I always wondered what was up with the game. As skulks, I felt that it would only take a split second or a single shot for me to die, but as a marine the skulks instantly felt beefier. I thought I was doing something wrong on my end. xD

    Also... Besides falling into pits and lava... Shouldn't ALL of your deaths result in a marine left clicking? I guess mines don't count.. But they had to left click at some point to put them there.. right?

    Oh... Melee bashings are right clickies... Guh! Getting a bash kill on a skulk feels so rewarding, I love it.

    As a lerk, you just gotta keep moving. After some practice, I found myself staying alive longer than if I were a gorge, which is weird considering being a lerk is way more risky. Try not to always fly in from the direction they're already facing. It's sometimes more rewarding to find a way around and catch them in the rear. Fly in from behind, bite the guy in the back in the ass and then gas them up. If you don't have gas yet, then bite the guy in the back then flap round while right clicking them. Just harrass them! In large group fights, the last thing you want to worry about is getting a kill on some one. Your job is to weaken them so that way the other aliens have an easier time taking them down.

    If anything, you're best bet on getting a kill is to catch up to the guy trying to run back to base to heal up. Keep an eye out for the weak ones trying to fall back, as they are easy kills for a lerk.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    <!--quoteo(post=2013298:date=Nov 6 2012, 11:13 PM:name=Sorien)--><div class='quotetop'>QUOTE (Sorien @ Nov 6 2012, 11:13 PM) <a href="index.php?act=findpost&pid=2013298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The instant death problem cannot even be compared to any other FPS because it simply doesn't happen like it does on NS2 on other games. I've also played Marines quite extensively and can easily get 30 kills with only 1-3 deaths, which is very rarely possible on Aliens unless you're an Onos.

    As for anticipating damage, you can't plan or strategize movements when your body is in such a different place than where it should be. A 50-100ms difference is acceptable, but it's more in the realm of 600ms when your ping is 50ms which is completely unacceptable.

    If this were ranged vs. ranged, it wouldn't be as bad... but since one team is a majority of melee, response times need to be much tighter than what they currently are.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i often get exceptionally good KDR as lerk in addition to marine. lerk versus marine seems even more powerful than marine versus skulk imo.

    you do a 'drive-by' spike and spore, then retreat. then wait for regen to kick in if you need hp, then fly straight back through for another 'drive-by'. what the hell can the marine do? if he doesn't have flamethrower to remove the spore then he just dies, and if he has flamethrower then you poison bite him and finish off from range :P

    also, i think the interpolation talk is highly exaggerated. it can't possibly be much more than 100ms, because 100ms is the maximum in tf2 and i've seen some RIDICULOUS interp <a href="http://www.youtube.com/watch?v=w9j5IlNnimg" target="_blank">http://www.youtube.com/watch?v=w9j5IlNnimg</a> (note in that clip i was playing with 33ms interp).

    in my experience, the interp in ns2 has never been close to being as bad as that clip.
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