Ok, but I dont understand why Q wasnt good anymore to be used for this, "I" is just too far away from WSAD in combat to request welding, they really need to allow individual bindings for each one.
People have been begging for a non-cheats version of debug speed since before the game was released... It might be quicker to just get someone to make a mod.
the bilebomb affecting a blueprint is not a bug. Gorge spit, parasite, a lerk's needles, and any other alien projectile can hurt and destroy blueprints.
I maintain that blueprints should refund res when destroyed by ranged attacks. It's just a silly unintuitive metagame that aliens want to leave them untouched so they can be destroyed instead - one more way for inexperienced players to screw things up for their team.
@Nailo: Not sure but since they removed in earlier builds the possibility for aliens to destroy unbuilt power nodes, it doesn´t seem to me that this was on purpose from UWE, maybe some of the Dev´s or playtester can confirm that it is a bug or not. For me it also doesn´t make sense that only such attacks like bile, spit etc. can do damage on unbuilt buildings and melee weapons can´t.
Martin, it was intended afaik. The reason they made any non-projectile entity "poof" un-built structures was from early beta. People realized they could trap onos or other lifeforms by dropping a blueprint to block their escape. As for ranged attacks actually destroying blueprints, if a comm drops a blueprint and doesn't pay attention to it, they deserve to lose the res. In pubs this rarely happens since new players think its a good idea to 'poof' all blueprints. :P
I would like to see cancel stay at 75% to match recycle rate, 100% if poofed, and range attacks/bilebomb simply pass through ghost structures.
Although rare and probably not even on purpose, it's quite annoying to be bilebombing/spiking exo and then a ghost structure suddenly appearing and protecting them from death.
Applying a 75% penalty for poofing is I think unnecessary and can cause frustrating circumstances. Like new player dropping IP, random ninja skulk running over it and he loses tres over something that he had not much feedback to avoid. Or dropping RT infront of a marine, and before he can build it a cloaked skulk trying to abuse the mechanic poofs it.
There's a reason why marine structures have a minimum hp when they start getting built by marines.
Now, after reading the last 10 pages - back to the 250 release - I thought I would share my opinion on changes and features that should be addressed. Yes, I joined the forums this week, but I've been playing since gorgeous and have about 300 hrs. I am no pro, but I know my way around. Much of this has been posted already; see this as an extended summary.
1. Marines
Sentries: Sentries are in a better place now, imo. I've seen them more in recent games. Still, I think a deployable, at the armory purchasable version of the sentry for marines which doesn't require a battery would be a great idea. I don't want to go into detail, though; There are more important things right now.
Infantry Portals: In larger games, aliens start with more eggs/hives spawn more eggs. Likewise, a second IP on 22+ servers would be helpful, I think.
Arms Lab: Make higher Upgrades require more Arms Labs (1 for a/w1, 2 for a/w2, 3 for a/w3). Also, a second CC should be required for a/w3, to make turtles easier to break.
Advanced Armory: GL and FT still feel to powerful. They are supposed to be support weapons, right? Why don't we make it like this: Leave them like they are, but increase their weight. You can run faster if you drop your rifle. Likewise, if you wear a heavy weapon, you can't run as fast, are less mobile, and more depending on your teammates. Now, the real problem lies in the combination with a jetpack. How about forbidding the jp+gl/ft combination? (Lore explanation: The weapons are to heavy.) Maybe we can even buff their power again, then. Summary: Make Advanced Weaponry immobile and disallow jetpacks, but keep them powerful - truly support weapons!
Prototype Lab: Exos at one CC seem to cause a lot of trouble. I like the idea about having only Railgun Exos at one CC. However:
In general: The importance of the second CC should be strengthened. As lots of people mentioned before, marines only require the second CC for the goodie Dual Exos or for beacons. By shifting Tech from 1 required CCs to 2, we can prevent these horrible marine turtles and make the second CC worth something again.
Actually, I think Marines are in a good place now, if we manage to solve the turtle and AW problems.
2. Aliens 2.1 Lifeforms
Skulk: I think Xenocide is not worth it. For a Tier 3 ability it's impact on the game is just too low. Parasite, though, is incoherent. Why can I parasite RTs and CCs, but no other buildings? Either one should be able to parasite all buildings or none. Too many hidden mechanics!
Gorge: Fine. Nothing to say here.
Lerk: Spores seem a bit underused; I will address this later.
Fade: Now, we're getting there. I don't mind the hopping; In my opinion, though, the skill ceiling doesn't feel as high as before, but that's just my opinion. I think shadowstep and vortex are utterly useless, though. Instead of shadowstep I rather use short blinks; SS just doesn't go in the flow with fade movement. Vortex, on the other hand, has a too short duration and is too tedious to be useful. Also, it doesn't affect Arms Labs (btw, if we use arms labs like above but keep vortex, a vortexed arms lab would reduce every upgrade by 1). Personally, I like the friendly-fire vortex as described here (post by twiliteblue, at the bottom of the page). Basically, it says: Vortex enables friendly fire on the vortexed unit, and makes it vulnerable to alien attacks. He even gives us a lore explanation! Sounds way better than the old vortex. Sadly, I don't know what to do with SS. Maybe revert it to the old one, and let fades chose how they want to move... Also, apart from abilites: Fades take way too much damage. There have been threads about it before. My favorite solution: Nerf Fade HP by a third (or sth) and instead increase the biomass scaling. This would allow fades to scale properly with the game.
Onos: The HP are just too low. Either let them like this, and increase biomass scaling, or buff the HP.
Skulk, Gorge and Lerk are fine; Fade and Onos need tweaking, though: Nerf Fade and buff Onos.
2.2 Upgrades
Shade Upgrades: I love them! I like to go shade first since 250, both phantom and aura are really useful abilites. The 95%-cloak with three veils can be annoying, though.
Shift Upgrades: The new adrenaline is way better, celerity is fine, too. Usually my first or second choice.
Crag Upgrades: Not so good. Usually my last choice. They were really overpowered before 250, now they aren't worth it. Regen is way to slow and carapace doesn't give you enough HP. Also, the upgrades are not very creative. I suggest buffing both of them and maybe merging them like phantom; Ideas for another upgrade exist already, we only need a little brainstorming. Crag is the only chamber that feels like you don't get a real benefit from it.
The chambers are fine. Crag needs a buff.
2.3 Structures
Crag: The Crag's healing is too slow. Almost always it's better to go back to the hive.
Shift: Echo is awesome, but a bit tedious - First selecting echo, then which structure should be echo'd. Also, why can't we echo upgrade structures? (edit: My bad. It's possible.) And we were told that we would be able to echo gorge tunnels. We aren't.
Shade: Is fine.
Whips: Please give us the possibility to toggle between only bile/only hit/do both.
Same for Cystem: Please to give us the possibility to turn it off with a key. It's great if you have to place lots of cysts, but if you want to hide them or want to place a single cyst, it can be annoying.
Not much to do here. Buff crags a bit, add toggle-functinos. Echoing can be annoying, but we have more important stuff to do.
2.4 Alien Commanding
Drifters: I'm fine with drifters building. The drifter ability are cool, too. But they are underused, because they are hard to use. It's tedious. You can select the nearest drifter with a hotkey, and you can select the drifter ability with a hotkey. But the drifter has to move there first. This is tedious and makes it less effective than it could be. Also, drifters on the frontline die fast due to this. Also, I'd like to see drifter upgrades (Regen/Crag, Phantom, Celerity).
Researching abilities: We all got used to research stuff like leap at chambers. It still is unintuitive, though, especially for new players.
Eggs are really expensive: Double gestation time AND high res cost. I'm fine with the res. But the other one is just an inconvience that could be removed.
Biomass: Based on the idea of MisterNubs (but with a twist). Make Biomass a Slot-based system. You research biomass slots just like before, but you can decide what you want to fill them with by yourself. So, let's say, I want fast gorge tunnels and leap. I research to biomass slots and fill the first one with gorge tunnels and the second one with leap. This could lead to imbalancing, though. Therefore, abilities would not only cost res, but slots as well. Let's say, leap costs 20 res and 2 slots, while gorge tunnels are 10 res and 1 slot. Umbra 1 Slot, Spores two slots, etc. This would add variety and complexity to the game and feel less like a corset. Also, we would have a comeback of abilites like Spores, which you see rarely recently. Would need some tweaking, of course, but that's what this is all about, isn't it?
I think this change to biomass would enhance the game a lot.
3. General Stuff
In explore, the map and the biomass-progress overlaps as alien.
Lots of tutorial vids and texts in explore mode are utterly outdated. I recently met a rookie who asked me why the game told him to press shift as fade, because nothing happened.
Game length and turtles: We all have seen a lot of turtles recently. 250 didn't add "great comebacks" for marines (rare exceptions granted), but horrible, boring turtles. With a shortened Early and Midgame games often last 50 minutes recently, without the aliens being able to finish it. I don't think it's up to the aliens, but to the marines. With my proposed changes about the 2nd CC we should be able to fix this, though.
I think the changes that could most improve the game are 1, 2.1 and 2.4, especially the alternative biomass.
I may add something later, if I think of it or read of something somewhere that sounds like a good idea (and mark it in a different color).
Thank you for reading this.
I spent an hour writing this post, it's your turn now to tear it apart.
Turtles happen because of the players not the game. Players want to keep shooting. Most don't want to restart a game so they can run around building stuff. Most don't care about win or lose, they just want to shoot, blow stuff up, etc.
Turtles happen because of the players not the game. Players want to keep shooting. Most don't want to restart a game so they can run around building stuff. Most don't care about win or lose, they just want to shoot, blow stuff up, etc.
Seriously, just... no. This is not the case. I do play the game and can't break marine turtles way too often.
[*]Shift: Echo is awesome, but a bit tedious - First selecting echo, then which structure should be echo'd. Also, why can't we echo upgrade structures? And we were told that we would be able to echo gorge tunnels. We aren't.
FYI, you can echo upgrade structures, I do it all the time to echo upgrades to safety when the hive gets attacked.
Also your echo menu stays when you echo, so if you need to echo multiple structures the only thing you need to be careful of is the cooldown (same problem as when medpacks had a CD, where a CD can lead to a deselection and a lot of annoyance).
Edit: Worth mentioning that if you have multiple upgrade structures in echo range, you'll have too many icons and some will fall off, but as long as you have "room", you can echo all 3 upgrade structure types.
[*]Shift: Echo is awesome, but a bit tedious - First selecting echo, then which structure should be echo'd. Also, why can't we echo upgrade structures? And we were told that we would be able to echo gorge tunnels. We aren't.
FYI, you can echo upgrade structures, I do it all the time to echo upgrades to safety when the hive gets attacked.
Also your echo menu stays when you echo, so if you need to echo multiple structures the only thing you need to be careful of is the cooldown (same problem as when medpacks had a CD, where a CD can lead to a deselection and a lot of annoyance).
Edit: Worth mentioning that if you have multiple upgrade structures in echo range, you'll have too many icons and some will fall off, but as long as you have "room", you can echo all 3 upgrade structure types.
Okay, just tested it, you are right. It's incoherent, though: While there are some structures displayed all the time - but greyed out - there are others (upgrades structures) that will only be displayed when in range. Also, still can't echo gorge tunnels.
This has to be on purpose. Okay so you won't be able to echo off infestation, which would be horrendously OP, but you *would* enable gorge tunnels to be made without requiring a gorge to actually visit both ends independently. That removes a portion of the risk of making the gorge tunnel in the first place, and for only a token amount of res...
This has to be on purpose. Okay so you won't be able to echo off infestation, which would be horrendously OP, but you *would* enable gorge tunnels to be made without requiring a gorge to actually visit both ends independently. That removes a portion of the risk of making the gorge tunnel in the first place, and for only a token amount of res...
Yes, I know. Still, it was stated in the changelog
@Fordperfekt: Could you explain to me why you posted this bunch of post in this thread? Please remove it to keep the thread clear.
Thanks
Skulk speed: removing the cheat flag from the debugspeed command was just an idea to keep it as simple as possible, to implement a simple visualization of the actual speed to the hud would be the other way.
Blueprints: Actually those situation how it is implemented doesn´t make much sense to me, like Jekt already mentioned, it is just unbalanced this way - also blueprint power nodes can´t be attacked by range attacks.
@Fordperfekt: Could you explain to me why you posted this bunch of post in this thread? Please remove it to keep the thread clear.
Thanks
Skulk speed: removing the cheat flag from the debugspeed command was just an idea to keep it as simple as possible, to implement a simple visualization of the actual speed to the hud would be the other way.
Blueprints: Actually those situation how it is implemented doesn´t make much sense to me, like Jekt already mentioned, it is just unbalanced this way - also blueprint power nodes can´t be attacked by range attacks.
Because I wanted to address the posts of others...?
This has to be on purpose. Okay so you won't be able to echo off infestation, which would be horrendously OP, but you *would* enable gorge tunnels to be made without requiring a gorge to actually visit both ends independently. That removes a portion of the risk of making the gorge tunnel in the first place, and for only a token amount of res...
More to do with the fact that it's not your tunnel to screw around with. Yeah teamwork and whatever but he spent his time and pres to place it where it is and probably doesn't want some noob commander moving it around on him.
Skulk: I think Xenocide is not worth it. For a Tier 3 ability it's impact on the game is just too low. Parasite, though, is incoherent. Why can I parasite RTs and CCs, but no other buildings? Either one should be able to parasite all buildings or none. Too many hidden mechanics!
Xenocide is actually really, really good now. Best use of xenocide is to finish off an annoying jetpacker. Usually you can get a bite or two on them and xenocide is the perfect tool for when they get out of bite range, best activated sooner than later of course. It's also great for removing the weld support from exos.
Comments
http://steamcommunity.com/sharedfiles/filedetails/?id=131308716
It needs more of a clearly defined gradient, imo, but the idea is there.
I? wth? I wondered where that went... why the hell is that not q any more? please fix!
A cancelled blue print gives 80% of the cost of the structure.
A poof'd blue print gives all of it.
A destoyed blue print by raged attacks gives 0%.
What the flying fuck.
Although rare and probably not even on purpose, it's quite annoying to be bilebombing/spiking exo and then a ghost structure suddenly appearing and protecting them from death.
Applying a 75% penalty for poofing is I think unnecessary and can cause frustrating circumstances. Like new player dropping IP, random ninja skulk running over it and he loses tres over something that he had not much feedback to avoid. Or dropping RT infront of a marine, and before he can build it a cloaked skulk trying to abuse the mechanic poofs it.
There's a reason why marine structures have a minimum hp when they start getting built by marines.
According to Andi, debug speed is not a part of the game feature (and it looks ugly). It's only there to assist the developers. :P
http://steamcommunity.com/sharedfiles/filedetails/?id=160590541
I'm certain the very large majority of people that would want to use it don't care about it being any prettier than it currently is.
Seriously, just... no. This is not the case. I do play the game and can't break marine turtles way too often.
Also your echo menu stays when you echo, so if you need to echo multiple structures the only thing you need to be careful of is the cooldown (same problem as when medpacks had a CD, where a CD can lead to a deselection and a lot of annoyance).
Edit: Worth mentioning that if you have multiple upgrade structures in echo range, you'll have too many icons and some will fall off, but as long as you have "room", you can echo all 3 upgrade structure types.
Okay, just tested it, you are right. It's incoherent, though: While there are some structures displayed all the time - but greyed out - there are others (upgrades structures) that will only be displayed when in range. Also, still can't echo gorge tunnels.
This has to be on purpose. Okay so you won't be able to echo off infestation, which would be horrendously OP, but you *would* enable gorge tunnels to be made without requiring a gorge to actually visit both ends independently. That removes a portion of the risk of making the gorge tunnel in the first place, and for only a token amount of res...
Yes, I know. Still, it was stated in the changelog
Thanks
Skulk speed: removing the cheat flag from the debugspeed command was just an idea to keep it as simple as possible, to implement a simple visualization of the actual speed to the hud would be the other way.
Blueprints: Actually those situation how it is implemented doesn´t make much sense to me, like Jekt already mentioned, it is just unbalanced this way - also blueprint power nodes can´t be attacked by range attacks.
Because I wanted to address the posts of others...?
Wait, shouldn't I have posted this?
More to do with the fact that it's not your tunnel to screw around with. Yeah teamwork and whatever but he spent his time and pres to place it where it is and probably doesn't want some noob commander moving it around on him.
Xenocide is actually really, really good now. Best use of xenocide is to finish off an annoying jetpacker. Usually you can get a bite or two on them and xenocide is the perfect tool for when they get out of bite range, best activated sooner than later of course. It's also great for removing the weld support from exos.