My Proposed Patch Notes
Jarl Ballin'
Join Date: 2012-11-25 Member: 173203Members
<div class="IPBDescription">What I Feel Would Add Balance and Functionality</div>I thought I would list some things I <!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><b>personally</b><!--colorc--></span><!--/colorc--> feel need to be changed. To increase balance and functionality of the game. There are so many things askew right now and <!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><b>I was hoping the community and developers could come together.</b><!--colorc--></span><!--/colorc-->
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><u><b>Console Related:</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Add the ability to copy/paste server information to connect via console.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>This is especially useful in competitive regards when connecting to private servers.</i>
(e.g. <b>"connect 64.94.100.240:27015; password secret"</b>)
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->More performance related console commands.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Tweak graphics related commands, network rates, and other performance variables not included in the options.</i>
<b>See: <a href="https://developer.valvesoftware.com/wiki/Console_Command_List" target="_blank">https://developer.valvesoftware.com/wiki/Co...le_Command_List</a></b>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Console commands stick instead of being reset every map change.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>As of right now console commands entered by the user are reset upon map change.</i>
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><u><b>Balancing Related:</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><u><b>>>Marines<<</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Shotgun spread increased or damage reduced.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>The shotgun shoots too straight and is able to do full damage from too far away.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Increase penalty for marine jump.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Marines can jump to avoid damage too easily. Any marine with half a brain is spamming the jump key as soon as a "Wild Skulk Appears". They already have an advantage at being the ranged unit. This just makes it more in there favor.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Reduce damage of Grenade Launcher projectiles through solid objects and structures.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>I can't tell you how frustrating it is being a gorge behind a clog wall being bombarded with GL spam. Taking the full damage behind the protection of your wall or behind buildings seems unbalanced.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Make empty Exosuits take damage.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>If alien eggs are able to be taken out by rogue marines in the alien base then anything dropped by the marine commander should be treated as the same.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Remove ARC ability to destroy eggs and cysts.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently when ARCS are sieging a hive it damages cysts and eggs. A player can be right next to the building that's getting hit and take 0 damage. Eggs are units and not structures so they shouldn't be affected. I believe it would be more balanced if the structures in a hive all took damage but the cysts and eggs remained so the marines actually have to clean up the infestation themselves. Right now they can just hide behind ARCS and it seems unbalanced.</i>
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><u><b>>>Kharaa<<</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Onos armor increased by 100.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Onos can easily be taken out by 3 or more marines with an LMG. Adding jetpacks to the equation makes it a guaranteed death sentence. Onos has already been nerfed to 3 hives so reducing the armor by 100 was not necessary.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Buff Hydra damage, rate of fire, or health.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently Hydra's do not do enough damage. They can be taken out easily with 1 clip from an LMG and from around corners. The only use they provide is a poor distraction. Gorges are usually placing their lives in the hands of these weak defensive buildings.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Reduce Lerk hit-box size to what it was in build 229.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Lerks were hard to take down with an LMG in build 229. It took a very skilled marine to take down an evading Lerk. Now it seems far too easy to take down a Lerk. Especially with the high damage output and low spread of the shotgun. I felt it was perfect in build 229.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Make Lerk spore more transparent so it doesn't totally obstruct vision.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Spore is too thick. It blocks marine vision too much. Making it near impossible to identify and attack alien targets in the vicinity. Besides that's what Lerk's have Umbra for. Keep Spore damage the same but make it more transparent for balance.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Increase damage/hp on skulks as more hives go up, same idea as marines damage/armor buff.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Late game a lot of players are forced to go skulk because of no res. Making it almost a guaranteed win for the marine team with exo's, jetpacks, and full upgrades. Giving skulks a fighting chance late game by increasing their health/damage per hive would help balance.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Leave umbra untouched.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>It is meant to obstruct view and reduce damage. Works as intended.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Reduce effectiveness of stomp.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently stomp only costs a little more than 1/4 of Onos energy. Making it quite easy to stomp a couple of times, run around a corner and stomp some more. It also has a very long range. It also effects targets around corners and through structures. On Veil I've done this where marines will be up to 30+ feet away and affected by the shockwave of stomp as it travels quite far.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Buff Xenocide damage so it's actually worth using.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>There is no inclination to use Xenocide. It is very rare that I have seen a game in which a commander researches it. Especially late game (the only time you can obtain it) it does hardly any damage against upgraded marines, exo's, arcs or buildings.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Remove Vortex from Fade and implement self-heal as in NS1.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Since Fade seems a bit weak right now I feel that removing Vortex and implementing the self-heal from NS1 would fix this and make Fade a more effective assault unit. A Fade is meant to be a hit and run unit. After engaging enemies in battle retreating to a safe spot and sacrificing energy to heal himself in increments.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Glancing bite removed and Damage Cone restored to it's original circumference.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Glancing bites are too hard to follow. They don't always show up on the UI and are very confusing when you think you've hit a marine directly. When I engage a marine I judge how many bites it should take for him to go down based on his armor. With glancing bite this isn't an effective way of determining marine health. Removing glancing bite and restoring the damage cone to it's original state would balance that.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Increase Bile Bomb damage against Exo's.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Gorge's die very easily since they are defenseless. At the moment it seems like bile bomb doesn't multiply damage as fast against exo's as it does against structures. For a direct hit against an exo the damage multiplier should be the same as a direct hit against a structure. The idea being that it is very hard for a Gorge to land a direct hit against an exo in the first place.</i>
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><u><b>Bug Related:</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix hit registration of Gorge Spit.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently when using Gorge Spit it doesn't register when it should. It tends to only register when you aim below the waist. Aiming for the chest registers no damage.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix bug when evolving on landing pad (ns_docking) you fall through the map.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently when evolving anywhere on Landing Pad or any place with empty space below you fall through to your death and your res is wasted. This needs to be fixed.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix bug where evolving with enveloping mist crashes the client.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>It doesn't happen all the time but I have experienced instances when evolving with enveloping mist crashes the client</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix where egg is teleported when evolving.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Example: When I was evolving on ns_tram in the Elevator Transfer behind the hive location. It teleported my egg to the doorway when I chose to evolve. Making my egg an instant target for marines to mow down. Your egg should appear in the same spot you chose to evolve in.</i>
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><u><b>Optimization Related:</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Optimize engine for quad-core utilization.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>I've set affinity for the game to 2 cores and noticed no performance reduction. The game doesn't seem to operate any better when specifying 4 cores. It can't seem to tell the difference, or if it can there is no noticeable improvement.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Optimize engine GPU utilization
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>When monitoring the game via r_stats it would appear that the engine is not utilizing as much GPU as it should. I am on a 5570 1gb 265-bit and it is only allocating 256mb memory.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Optimize infestation so it doesn't effect performance so much.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>As infestation spreads performance takes a large hit mid to late game. Optimizing the infestation textures could help lessen the load.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix application hanging/crashing.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>The game has a lot of issues with randomly crashing/freezing for a lot of users. A lot of us are posting our crash logs so the culprit can be identified and fixed.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Add more graphics options to the options menu that increase performance.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently the options menu seems barren considering all of the graphical elements of the game. Implementing more options in the options menu that reduce graphical strain would help users with mid-range to low-end systems increase their performance.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix resolution issues in which native resolution poorly effects FPS and lower resolution increases FPS significantly.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently there seems to be an issue with the engine rendering higher resolutions. People with high-end to mid-range systems can't play at their native resolution and are forced to lower their resolution to something low such as 800x600 or 1024x768 just to obtain playable frames.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Add more AMD support suggestions to the forums.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>A lot of the trouble-shooting information on the forums is specific to Intel/Nvidia chipsets only. It would be nice if we had more trouble-shooting guides for those with AMD chipsets.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix server/client side lag compensation.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently there are registration issues. People dying around corners or skulks that client side appear to have jumped behind a marine are still taking damage from when they were in front of the marine. The server is running at 30 tick and the server can't seem to keep up with the client.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix ambient sounds playing when they shouldn't or being louder than they should be.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Many times I've heard pipes wooshing, gorges shooting their healing spray in a continuous loop after they've been killed, or power nodes beeping that have been dead for minutes. Also, sounds that are rooms away being heard as if they are in the same room as you.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix low microphone volume issue.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Even with windows sound settings set to 100% and mic-boost enabled, microphone volume is extremely low in-game. Also, it would be nice to have microphone send/receive transmissions on it's own volume slider.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Enable the option to remove music completely from the in-game.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>It's great to have on the main menu and I enjoy the dramatic music, but when in a game it's completely distracting and unwarranted. In a competitive atmosphere it is completely looked down upon to be forced to have in-game music as it doesn't contribute to game play in any sense.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Increase overall network performance.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Red plug of death issues, server side lag spikes, update rates, and net code all needs to be looked at.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Reduce engine strain on servers.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently even with the servers running at only 30 tick the engine seems to be putting quite a large strain on servers. Resulting in game play being choppy and un-enjoyable for servers with higher population (e.g. 18+ players). I would hope to see engine strain reduced so in the future we can have servers operating at higher tick and functionality for a more enjoyable gaming experience.</i>
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><u><b>Console Related:</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Add the ability to copy/paste server information to connect via console.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>This is especially useful in competitive regards when connecting to private servers.</i>
(e.g. <b>"connect 64.94.100.240:27015; password secret"</b>)
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->More performance related console commands.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Tweak graphics related commands, network rates, and other performance variables not included in the options.</i>
<b>See: <a href="https://developer.valvesoftware.com/wiki/Console_Command_List" target="_blank">https://developer.valvesoftware.com/wiki/Co...le_Command_List</a></b>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Console commands stick instead of being reset every map change.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>As of right now console commands entered by the user are reset upon map change.</i>
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><u><b>Balancing Related:</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><u><b>>>Marines<<</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Shotgun spread increased or damage reduced.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>The shotgun shoots too straight and is able to do full damage from too far away.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Increase penalty for marine jump.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Marines can jump to avoid damage too easily. Any marine with half a brain is spamming the jump key as soon as a "Wild Skulk Appears". They already have an advantage at being the ranged unit. This just makes it more in there favor.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Reduce damage of Grenade Launcher projectiles through solid objects and structures.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>I can't tell you how frustrating it is being a gorge behind a clog wall being bombarded with GL spam. Taking the full damage behind the protection of your wall or behind buildings seems unbalanced.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Make empty Exosuits take damage.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>If alien eggs are able to be taken out by rogue marines in the alien base then anything dropped by the marine commander should be treated as the same.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Remove ARC ability to destroy eggs and cysts.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently when ARCS are sieging a hive it damages cysts and eggs. A player can be right next to the building that's getting hit and take 0 damage. Eggs are units and not structures so they shouldn't be affected. I believe it would be more balanced if the structures in a hive all took damage but the cysts and eggs remained so the marines actually have to clean up the infestation themselves. Right now they can just hide behind ARCS and it seems unbalanced.</i>
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><u><b>>>Kharaa<<</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Onos armor increased by 100.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Onos can easily be taken out by 3 or more marines with an LMG. Adding jetpacks to the equation makes it a guaranteed death sentence. Onos has already been nerfed to 3 hives so reducing the armor by 100 was not necessary.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Buff Hydra damage, rate of fire, or health.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently Hydra's do not do enough damage. They can be taken out easily with 1 clip from an LMG and from around corners. The only use they provide is a poor distraction. Gorges are usually placing their lives in the hands of these weak defensive buildings.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Reduce Lerk hit-box size to what it was in build 229.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Lerks were hard to take down with an LMG in build 229. It took a very skilled marine to take down an evading Lerk. Now it seems far too easy to take down a Lerk. Especially with the high damage output and low spread of the shotgun. I felt it was perfect in build 229.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Make Lerk spore more transparent so it doesn't totally obstruct vision.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Spore is too thick. It blocks marine vision too much. Making it near impossible to identify and attack alien targets in the vicinity. Besides that's what Lerk's have Umbra for. Keep Spore damage the same but make it more transparent for balance.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Increase damage/hp on skulks as more hives go up, same idea as marines damage/armor buff.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Late game a lot of players are forced to go skulk because of no res. Making it almost a guaranteed win for the marine team with exo's, jetpacks, and full upgrades. Giving skulks a fighting chance late game by increasing their health/damage per hive would help balance.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Leave umbra untouched.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>It is meant to obstruct view and reduce damage. Works as intended.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Reduce effectiveness of stomp.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently stomp only costs a little more than 1/4 of Onos energy. Making it quite easy to stomp a couple of times, run around a corner and stomp some more. It also has a very long range. It also effects targets around corners and through structures. On Veil I've done this where marines will be up to 30+ feet away and affected by the shockwave of stomp as it travels quite far.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Buff Xenocide damage so it's actually worth using.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>There is no inclination to use Xenocide. It is very rare that I have seen a game in which a commander researches it. Especially late game (the only time you can obtain it) it does hardly any damage against upgraded marines, exo's, arcs or buildings.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Remove Vortex from Fade and implement self-heal as in NS1.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Since Fade seems a bit weak right now I feel that removing Vortex and implementing the self-heal from NS1 would fix this and make Fade a more effective assault unit. A Fade is meant to be a hit and run unit. After engaging enemies in battle retreating to a safe spot and sacrificing energy to heal himself in increments.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Glancing bite removed and Damage Cone restored to it's original circumference.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Glancing bites are too hard to follow. They don't always show up on the UI and are very confusing when you think you've hit a marine directly. When I engage a marine I judge how many bites it should take for him to go down based on his armor. With glancing bite this isn't an effective way of determining marine health. Removing glancing bite and restoring the damage cone to it's original state would balance that.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Increase Bile Bomb damage against Exo's.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Gorge's die very easily since they are defenseless. At the moment it seems like bile bomb doesn't multiply damage as fast against exo's as it does against structures. For a direct hit against an exo the damage multiplier should be the same as a direct hit against a structure. The idea being that it is very hard for a Gorge to land a direct hit against an exo in the first place.</i>
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><u><b>Bug Related:</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix hit registration of Gorge Spit.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently when using Gorge Spit it doesn't register when it should. It tends to only register when you aim below the waist. Aiming for the chest registers no damage.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix bug when evolving on landing pad (ns_docking) you fall through the map.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently when evolving anywhere on Landing Pad or any place with empty space below you fall through to your death and your res is wasted. This needs to be fixed.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix bug where evolving with enveloping mist crashes the client.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>It doesn't happen all the time but I have experienced instances when evolving with enveloping mist crashes the client</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix where egg is teleported when evolving.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Example: When I was evolving on ns_tram in the Elevator Transfer behind the hive location. It teleported my egg to the doorway when I chose to evolve. Making my egg an instant target for marines to mow down. Your egg should appear in the same spot you chose to evolve in.</i>
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><u><b>Optimization Related:</b></u><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Optimize engine for quad-core utilization.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>I've set affinity for the game to 2 cores and noticed no performance reduction. The game doesn't seem to operate any better when specifying 4 cores. It can't seem to tell the difference, or if it can there is no noticeable improvement.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Optimize engine GPU utilization
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>When monitoring the game via r_stats it would appear that the engine is not utilizing as much GPU as it should. I am on a 5570 1gb 265-bit and it is only allocating 256mb memory.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Optimize infestation so it doesn't effect performance so much.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>As infestation spreads performance takes a large hit mid to late game. Optimizing the infestation textures could help lessen the load.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix application hanging/crashing.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>The game has a lot of issues with randomly crashing/freezing for a lot of users. A lot of us are posting our crash logs so the culprit can be identified and fixed.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Add more graphics options to the options menu that increase performance.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently the options menu seems barren considering all of the graphical elements of the game. Implementing more options in the options menu that reduce graphical strain would help users with mid-range to low-end systems increase their performance.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix resolution issues in which native resolution poorly effects FPS and lower resolution increases FPS significantly.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently there seems to be an issue with the engine rendering higher resolutions. People with high-end to mid-range systems can't play at their native resolution and are forced to lower their resolution to something low such as 800x600 or 1024x768 just to obtain playable frames.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Add more AMD support suggestions to the forums.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>A lot of the trouble-shooting information on the forums is specific to Intel/Nvidia chipsets only. It would be nice if we had more trouble-shooting guides for those with AMD chipsets.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix server/client side lag compensation.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently there are registration issues. People dying around corners or skulks that client side appear to have jumped behind a marine are still taking damage from when they were in front of the marine. The server is running at 30 tick and the server can't seem to keep up with the client.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix ambient sounds playing when they shouldn't or being louder than they should be.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Many times I've heard pipes wooshing, gorges shooting their healing spray in a continuous loop after they've been killed, or power nodes beeping that have been dead for minutes. Also, sounds that are rooms away being heard as if they are in the same room as you.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Fix low microphone volume issue.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Even with windows sound settings set to 100% and mic-boost enabled, microphone volume is extremely low in-game. Also, it would be nice to have microphone send/receive transmissions on it's own volume slider.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Enable the option to remove music completely from the in-game.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>It's great to have on the main menu and I enjoy the dramatic music, but when in a game it's completely distracting and unwarranted. In a competitive atmosphere it is completely looked down upon to be forced to have in-game music as it doesn't contribute to game play in any sense.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Increase overall network performance.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Red plug of death issues, server side lag spikes, update rates, and net code all needs to be looked at.</i>
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>-</b><!--colorc--></span><!--/colorc-->Reduce engine strain on servers.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>></b><!--colorc--></span><!--/colorc--><i>Currently even with the servers running at only 30 tick the engine seems to be putting quite a large strain on servers. Resulting in game play being choppy and un-enjoyable for servers with higher population (e.g. 18+ players). I would hope to see engine strain reduced so in the future we can have servers operating at higher tick and functionality for a more enjoyable gaming experience.</i>
Comments
-Add the ability to copy/paste server information to connect via console
>> Because that's worth the time it takes to implement
-Shotgun spread increased or damage reduced (can easily 1 shot a skulk with carapace from far away)
>> "far away" is a gross exaggeration, and ranged shots are a symptom of randomized spread. Any larger and the SG won't be able to 100% hit a skulk standing in front of it.
-Onos armor increased by 100 (keep Onos egg to 3 hives but having both nerfs is overkill)
>> Because Onos are too weak right now? I guess? I haven't seen them dropping like flies, so...
-Optimize engine for quad core utilization
>> You're welcome to spend the year or so of work it would take to completely rewrite NS2's threading so that four threads can be run in parallel with no chance of fatal, game-destroying conflicts
-Bring back offensive chambers from NS1 or buff Hydras
>> Because a Gorge tanking behind a farm of those is something you should have to wait a few minutes into the game to clear, right?
-Fix the awful hit registration of the gorge spit
>> Again, you're welcome to pick up the code and get to work; UWE have a history of including fan fixes.
-Reduce Lerk hit-box size to what it was pre 332 (build 229 was perfect)
>> Because the Lerk's hitbox is just too damn big right now, I guess. Heaven forbid people be able to kill it with an LMG.
-More console commands so users can customize their game-play experience
>> And what commands exactly are those? "more options" is an incredibly empty and generic thing to throw out
-More performance related console commands
>> Like?
-Console commands stick instead of being reset every map change
>> What we need are automatically executed config files we can alter; that's better than any bandaid we slap on the issue.
-Optimize engine GPU utilization
>> Again, welcome to chip in, team's happy for the help, etc.
-Fix bug when evolving on landing pad (ns_docking) you fall through the map
>> Mapper's issue, not UWE's. Report it and wait for the next version.
-Increase penalty for marine jump (use NS1 as a reference)
>> Now with a 2 res cost per jump? Marines are already penalized heavily on jumping; they're effectively glued to the ground if they try to do it more than once in a row.
-Reduce concussive damage of Grenade Launcher projectiles through solid objects or structures
>> Welcome to write the code to wrap blast damage around said objects, etc.
-Make un-inhabited Exosuits damageable/destroy-able
>> We probably need dual exo drops before this becomes an issue. And a way to leave exos.
-Optimize infestation so it doesn't effect performance so much
>> Welcome to work on it yourself etc.
-Increase damage/hp on skulks as more hives go up, same idea as marines damage/armor buff
>> This will just reduce NS2 a hive/upgrade arms race as we saw in the beta, effectively making all upgrades meaningless because everyone maxes out their damage and armor.
-Make Lerk spore more transparent so it doesn't totally cloud view.
>> You're welcome to code in transparency for the engine; we've been waiting for it a while.
-Leave umbra untouched. It works as intended
>> That's really for UWE to decide
-Fix application hanging/crashing
>> Yes. An instant fix for every single bug in the program would be nice. I wonder why they haven't put it in yet?
-Add more graphics options to the options menu that increase performance
>> Such as?
-Fix resolution issues in which native resolution poorly effects FPS and lower resolution increases FPS significantly
>> This is more an issue with your GPU having to render more. Working as intended?
-Add more AMD support suggestions to the forums (not everybody uses Intel/Nvidia)
>> Games don't support AMD as much as AMD supports games; you need better drivers.
-Fix server/client side lag compensation
>> How?
-Reduce effectiveness of stomp
>> How?
-Fix bug when evolving with enveloping mist crashes the client
>> Isn't this covered under fixing all crashes?
-Fix ambient sounds playing when they shouldn't or being louder than they should be
>> Welcome to lend a hand etc.
-Fix low microphone volume issue
>> see above
-Enable the option to remove music completely from the in-game (competitively having music enabled during play is terrible)
>> Would be nice
-Buff Xenocide damage so it's actually worth using
>> So, what, one-shot kills? Xenocide is in trouble conceptually; it needs a lot more than tweaked numbers.
-Remove Vortex from Fade and implement self-heal as in NS1
>> Frenzy Fades! That totally won't be broken again!
-Increase overall network performance
>> Welcome to chip in etc.
-Reduce engine strain on servers
>> Welcome to chip in etc.
-Glancing bite removed and Damage Cone restored to it's original circumference
>> So, Glancing Bite removed? The damage cone hasn't changed its size with the implementation of Glancing Bite. Also, good luck keeping Skulks playing the game.
-Increase Bilebomb damage against Exo's
>> Because Gorges should be the solution to everything, right? Nothing says fun like walking into 3 Bile Bombs as a 75 res Dual Exo and dying helplessly.
-Remove ARC ability to destroy eggs (they're units not structures)
>> They are in fact structures. They don't move, have no AI, and are not capable of responding to orders in any meaningful way. Whips are more structures than eggs.<!--QuoteEnd--></div><!--QuoteEEnd-->
Howzat?
>fix performance
>fix hitreg
....
I'm sure there are as many varying opinions on particular unit balance as there are copies sold.
Other things such as:
"-Increase overall network performance
-Reduce engine strain on servers"
are like, no really? I'm sure they're just putting "engine strain" on servers because it's a lot of fun for them to watch people complain. They could easily just magically reduce it.
The only real help Aliens need is late game. A fully geared up Marine crew can out do a fully geared up Alien crew. But considering Aliens get there a lot faster and have a much better early game (If both sides are killing/dieing sorta equally anyway), it's not the biggest o deals.
Techercizer your post is extremely pessimistic and arrogant concerning code fixes. It is in fact UWE's job to improve their code and engine, there is nothing wrong with someone pointing out its weaknesses. If no one ever said anything I bet UWE would assume things are just fine, as they count on feedback. I do not understand why you feel like you need to be an asshat to someone over it.
Techercizer your post is extremely pessimistic and arrogant concerning code fixes. It is in fact UWE's job to improve their code and engine, there is nothing wrong with someone pointing out its weaknesses. If no one ever said anything I bet UWE would assume things are just fine, as they count on feedback. I do not understand why you feel like you need to be an asshat to someone over it.<!--QuoteEnd--></div><!--QuoteEEnd-->
UWE's "job" is making stuff people will spend actual $$$ on. Literally nothing else.
That you get any support after the sale is part of a business model that includes it, they have no actual obligation to do anything other than pocket their profits and roll around in their filthy lucre.
Gamer-entitlement issues are one of my major pet peeves! That having been said, if UWE's business model incorporates a strong after-sales support mechanism, then its totally legit for fans/players to submit constructive feedback about the state of the game. In that regard, I'll agree with ya that it's not wrong for players to point out areas to improve upon. Who knows, maybe UWE doesn't know about the need for optimizations... I think its safe to say they do, but hey, go ahead and spam away... squeaky wheels and all that.
Or, maybe, we could assume some basic level of awareness at UWE concerning the state of the game/engine and not do laundry list threads that can be summarized as
1. stop crashes
2. fix bugs
3. balance around my preferences.
I am not swayed. OP took time and effort to give honest feedback over a game he enjoys and cares about, and you feel it is necessary to be completely condescending and deride him for doing so. It is you who is being childish.
So many times you respond "how about you do it" ... mostly to which the correct reply is: See you on the empty servers, all by yourself, whilst you wait for your fellow gamers to code your game for you.
Nobody cares much about your pet-peeves. If your pet peeve isn't currently NS2, then maybe you should find a topic thread about how much people care what you think on 'gamer-entitlements'. Oh wait, there isn't one :)
-Buff Xenocide damage so it's actually worth using
-Remove ARC ability to destroy eggs (they're units not structures)<!--QuoteEnd--></div><!--QuoteEEnd-->
These three are about all I agree with..if aliens evolution eggs can be killed by a marine in the hive then the reverse should be true of skulk in marine spawn being able to destroy comm purchased equipment that is lying about (EXO, SG, etc).
Sorry but a comm should not be able to leave a 50 res upgrade on the field which aliens cant touch.
Xeno is a joke, I have xeno'd at the feet of marine (had no idea I was there until I exploded) and neither died....totally uselss currently.
By the time its out marines will/should have A3 so it needs to be able to take out an a3 marine easily.
Arcs targetting eggs is an interesting not sure I have seen it happen (more due to lack of people using arcs...but thats starting to change) but I guess its like the whole arc/cyst issue.
Sorry boss the game running well and having decent netcode/hitreg hasn't been considered "gamer entitlement" since 1998.
This game is still very much in beta, still very far from acceptable. herpin and derpin
I agree with this. Yes, as they are a small studio and have built their own engine, UWE indeed deserves some leeway concerning performance issues. But improving their engine and code is their responsibility, not the players. Commercial software that performs well (and NS2 mostly does) is hardly an unjust thing for a consumer to expect.
Unjust? Poor choice of words. Unreasonable would be more apt, and I'd agree... its not unreasonable to expect after sale support, but its no obligatory. In short, if you didn't like the retail version of the game, you should have asked for a refund... every patch/support event from there on out is completely voluntary on the part of the game developer. Hence, entitlement issues.
UWE doesn't "work" for us, they seek to maintain our good will in hopes that it pays dividends later.
As for the state of the game at retail, its clearly not out of the beta stage. Probably the most blatant example of an early release I've ever seen, but given the impression the leave about their finances, it looks like it was a matter of generating actual revenue on a playable product or going under. Certainly I'm glad for any support we get on the way to a fully realized NS2 game... but they don't actually owe me or you anything.
Regardless, I don't believe its the customer/users role to improve the game for the developer either. Crowd-sourcing your product isn't a bad idea for a small outfit, but no player pointing out issues with the game should have it thrown in their face that they should put in the effort to fix it themselves. Those caveats aside, I stand by my earlier summary of the OP.
This game is still very much in beta, still very far from acceptable. herpin and derpin<!--QuoteEnd--></div><!--QuoteEEnd-->
If you are not satisfied with the product you bought, get a refund... otherwise, be thankful that you get anything that looks like support for it. (see above)
UWE doesn't "work" for us, they seek to maintain our good will in hopes that it pays dividends later.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes this is true, I agree. The players can either return the product or choose to continue using it. I understand what you are saying and it does make sense. In such a scenario, the studio would lose revenue on any games returned, and the players who continued to use the product would have to endure any issues it had.
However, if the developer supports the product with improvements and fixes after release, the amount of sales being lost to refunds would be reduced and that revenue would be retained by the developer. The players who did not return the product would likely be more apt to buy future products, and the players who see issues being fixed and improved would be more apt to buy future products. This is all value added for the developer. It is indeed the only job of every company to create value for themselves, so if supporting a game after release adds value why wouldnt it be the developers job to do just that?