Changes you would like to see reversed
Kamamura
Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
For me, these two things that are super-annoying:
- marine strafe jump
- the "no res for 60s after chair" rule
Both are extremely annoying.
The alien vision could use some love too, but all other changes are good, mostly.
Minor improvements - gorge webs could be cheaper/earlier, onos bone shield bindable to right mouseclick.
- marine strafe jump
- the "no res for 60s after chair" rule
Both are extremely annoying.
The alien vision could use some love too, but all other changes are good, mostly.
Minor improvements - gorge webs could be cheaper/earlier, onos bone shield bindable to right mouseclick.
Comments
1) Undo the unnecessary Gorge nerfs. Put them back at 5 res, and either give them Babblers at the start again, or move Webs to be usable at start.
2) Revert the colors of Alien vision back to the green/orange setup, while keeping the glare in lit up areas. The new red with blinding white enemies/structures is SO harsh on the eyes it's unforgivable. Plus the outlines when Alien vision is off really need to go. It actually makes tracking Marines HARDER!!
3) Revert the buffs to the Shotgun. I honestly can't believe they made it MORE accurate. It takes very little skill to get a Shotgun and slaughter every Alien that you see. - I had to play Marine yesterday and after I bought the Shotgun I was unstoppable. Ended the game with around 30 kills and only died once.
4) Take strafe jumping back out. It gives Marines far too much of an advantage in melee range. Marines are supposed to have the advantage at long range, and Aliens have the advantage up close. However currently Marines have an advantage over Aliens for both long range and melee range encounters. - Besides even without the strafe jump, decent Marines were able to jump and kill the Skulk before dying. (When a Marine can jump away faster than a Skulk can jump forward, there is a serious balance problem)
@Kamamura I think the no res for comm is dumb, IMO, pick EITHER no res for 60s after getting out, OR no starting res, not both.
You must be joking right? Early game Gorge is pretty much a waste of resources at the moment. Beyond easy for Marines to kill, even when they already have their clogs and hydras up. Plus the change to res is just stupid. Upgraded Gorge costs the same as before (11 res) but un-upgraded costs more (8 vs 5)
I used to go Gorge early game to help secure territory and back up my team. I usually had a 50/50 chance of securing a room, then I'd get tunnels up, then I'd run around and heal until I could afford a Lerk. - Since the nerf I've stopped going Gorge entirely. They die so easily that they simply aren't worth the p.res, especially since anything you build also costs p.res, and by the time they can do anything really useful it's late in the game. (and by then the commander can afford to drop Gorge eggs)
You could get pretty good with the 250 fade, this fade is just similar to the brick skulk in a terrible feeling
Everything else can stay as is, I have no issues, I'd like to see nanoshields only be able to be applied on structures though
Also Arcs struggle to hit contaminated whips sometimes but that's more of a bug
Same for Vortex - should be bind able on a separate key so you don´t have to switch between attack and vortex all the time during a fast fight - I´m not the best player with fade and also have to improve my skills with fade but it happens to me that I switch too fast and use vortex already between 5 marines - that´s no fun, it also slows you extremely down if you have to switch between those actions all the time.
A gorge on it's own can die sure, and it SHOULD, what I'm talking about is how ridiculously easy it is for a gorge to deny access to a room/area with just 1-2 skulks as backup. IF the gorge and skulks play properly and don't get themselves killed for no reason.
1 Gorge on it's own should NOT be an easy kill for 1 LMG Marine - Gorges cost p.res while LMG Marines cost nothing. - Currently 1 Marine can easily kill a Gorge even with 3 hydras up and shooting him.
Also 3 Marines can lock down an area just as easily as a Gorge and 1-2 Skulks can. Remember the Marines can get backup from the commander, AND they don't have to waste p.res to get defenses up. Phase gates and turrets are FREE for players... Tunnels and Hydras cost p.res for Gorges.
Making a single Marine even with a single Gorge is putting the Gorge at a MASSIVE disadvantage. A complete waste of resources.
I'd say 1 marine vs a single gorge can kill it about half the time if it has hydras up, depending how good his aim is and how good at dodging/landing spit it is. But I disagree it SHOULDN'T be an easy kill, a support class playing rogue should be slapped down and punished for being stupid, not rewarded. If it plays properly, as a SUPPORT class, meaning it needs soldier class (skulks) with it, then it's overpowered as fuck.
I think before it was a perfect 50/50 chance... If a Gorge was careless they were screwed, it took careful placement of hydras/clogs, along with constantly keeping babblers on yourself, and even then you could still sometimes lose if the Marine had good aim.
Now Marines have like a 90% chance of killing that same Gorge, regardless of how careful their placement is, or how good their aim with spit is, or (most importantly) how bad the Marines aim is.
So I say lets just agree to disagree. lol
At first, because it was something new and I wasn't experienced with them, I didn't like them. But once I forced myself to start using them, and learn the best time to use them; I started to like them.
The only thing that I would like to see changed is;
Babbler Biomass requirements. Babblers are very handy early game, but are useless and a waste of money past the 5 minute mark.
I think Babblers should be enabled right when the game starts, and require no biomass.
The trick is to lure marines back to your hydras and have clog pillars set up that you can dodge around, while your hydras are set around the room (not all in one place) covering each other.
Using yourself as bait, you can run around the cover you made, while your hydras kill the marine. If the marine stops to shoot a hydra, spit him until he dies, or starts shooting at you again.
This works (depending on hydra and clog placement) on single or multiple marines (and yes, even on marines that are not bad).
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I feel like the energy required to swipe should be reduced, and walk speed increased a little to compensate for the insane energy cost of blink
As for energy drain, yeah, blink is pretty heavy on the energy, and its rather difficult to do well without full Adrenaline upgrades. With it however, it feels just right.
I agree with this for the most part.
We definitely do not want easy-mode fades, however, I don't think a base walk speed boost would be too much to ask for, considering that if you do run out of energy, you will be dead before you can regen enough energy to even swipe again.
I havent played NS1 for a long time, but didnt the fade have an ability to regen energy?
Yes, fades had metabolize witch rengerated both health and energy. They could use this in between blinking.
I wholeheartedly agree with all of this
Have tried this numerous times and by that time marine has help. Also, the jump maneuver that you mention is "easy" to just predict where they will go is nonsense. Not only are they faster when they jump, they gain a distance from you and it takes less than a second to mow down a skulk. It sounds like you think you got it figured out. Not only that, if they run out of bullets they pull out their pistol which has considerable amount of damage and fast reloading while jumping makes it so that a skulk just has to retreat. Should have never attacked the marine to begin with.
the other argument i present is that marine bunny hopping looks ridiculous. It looks terrible. The combat is ugly.