Marines will still loose 80% of pubilc games. This is a non issue.
I don't have trouble avoiding grenades: they move slow, are visible, make noise... and take time to detonate. This was a good balance implemented, and I hope to see more of them in the short marine future.
<!--QuoteBegin--Nicator+Jan 6 2003, 12:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nicator @ Jan 6 2003, 12:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Actually, I quite like the power of the grenades. It should, over time, encourage marines to get up close and personal and actually <b>use blink and claws</b>. Try it, you may well not have realised how good it is.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Have you played 1.04b?
We were trying to hold Fusion. The marines brought in 3 light's and 2 gl's. They killed 4 fades with no problem. Eventually the Marines loved the tactic and changed to 2 light hmgs and 4 gls. You could not even see the Marines to attack them from long range.
Dodge the grens? You will come around the corner and get severly damaged or just straight up killed from some gren that was on the floor a before you could hear it.
Jump in with claws? Good luck with Marines spamming eachother for cover since they only take damage from their own grens.
What makes it much worse is that once you kill one of them, their friends just pick up the gl and finish the job.
1.04a and 1.03 was not this bad. Try playing one of the joe.to servers and see for yourself.
I liked the old grens. You actually had to be somewhat smart and stick with a hmg or a couple of lights if you had a gl.
Aaronvroom vroom der party startahJoin Date: 2002-11-05Member: 7020Members
GLs are used largely to combat Fade+Lerk(Umbra) combo. Make shotguns ignore umbra and you have less GL spammage, while actually getting more use out of the shotgun, which is currently way underused (to rip off Shambler's idea).
<!--QuoteBegin--Aaron+Jan 8 2003, 02:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Jan 8 2003, 02:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->GLs are used largely to combat Fade+Lerk(Umbra) combo. Make shotguns ignore umbra and you have less GL spammage, while actually getting more use out of the shotgun, which is currently way underused (to rip off Shambler's idea).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> a lerk dies with a direct shotgun hit a point blank range, even in the umbra cloud
<!--QuoteBegin--|SemperFi|+Jan 6 2003, 12:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|SemperFi| @ Jan 6 2003, 12:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--+Hozart++Jan 6 2003, 04:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (+Hozart @ +Jan 6 2003, 04:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Here comes the gayness... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> omg liek evarythng is ****!!!! G4YY!!!@$!@$$$%$ OMFOMFOMGOFMOMGOFMG **** **** ****
Seriously grow the frick up. If you consider calling someone or somethings sexual preferance questionable, an insult then you are an ignorant little fool.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> 0 of your posts are constructive semper. All you ever do is flame, and try to act P.C. as to gain the majority support. stfu.
"THE ONLY CHANGE IS THAT THE ARMS LAB BUG THAT MADE IT SO GLS AND MINES WEREN'T EFFECTED BY UPGRADES HAS NOW BEEN FIXED."
This was not a bug and was stated in the manual AND in game displays to only affect bullet type weapons. This is a 'Change' not a bug, elsewise it would not have said on the main page... '- Grenades and mines are now enhanced by arms lab damage upgrades'
it would have stated
'- Fixed bug which prevented grenades and mines from being enhanced by arms lab damage upgrades'
---
"just because you aren't * invincible"
Never was any person 'invincible', I have personally taken out groups of fades with a HMG and HA with ease. I have also taken out several HMG/HA's as a fade, although not quite as easily, even though I play alien a lot.
---
"THE LERK+FADE COMBO IS OVERPOWERED, THE ANSWER TO THIS IS THE GRENADE LAUNCHER."
I wouldn't say overpowered, I would say strong, the answer being the grenade launcher is true, however it being the answer by killing everything in 2.23 seconds may not be.
---
Speaking in nothing but capitals and then apologising at the end adds no additional credibility to your statements... and is more likely detrimental. Nothing else to add.
Has anyone here played America's Armies? Good. I propose that the nade l;auncher be kep JUST as good as it is, but there should be a catch. Depending on how many marines there are, you should get a certain number of nade launchers. Maybe ONE launcher per SEVEN marines. This could even things up and I believe would help this problem. Who knows-as usual, the NS team will find some way to fix this-trus in them.
I guess I need to repeat my previous post highlighting the real problem: The grenade launcher is fine--if anything was done to it, fix it so the damage doesnt go through every single wall, and maybe increase its cost a little. THE PROBLEM: Rate of resource flow--its so fast that it doesnt matter if the marines have only two RTs. They can still spawn ammo, medkits and big guns like nothing. Like I also said before, I played a game last night were the only thing keeping them from spawning HMGS and HA for everone was, as their commander put it: "It would be too easy." So instead he handed out GLs like candy, and spammed health and ammo..and he'd do this every few seconds. Like I said: the resource flow is the problem, not the GL. I've won several games as aliens against the GLs, but they were very hard, very bitter battles....Simply for the fact that the Marines had no worry about resources. At the same time, the aliens didnt care if they died too much: the resource flow was so great that we'd get back ALL our resources upon evolution. Personally, I think that its all just a little much. So, in conclusion: The GL is fine. It just needs a kink here and there ironed out--fine tuning the weapon, in essence. The true problem of the 1.04 patch: Resource flow.
<!--QuoteBegin--NinjaBurger+Jan 6 2003, 12:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NinjaBurger @ Jan 6 2003, 12:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think instead of making them smaller they should get bigger. Just make one big huge grenade and when they launch it, it kills everyone in the game.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Just nuke the whole place after the marines fly out. GG <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Upping GL makes actually sense and this comes from a guy who plays nothing but aliens unless the teams are uneven when I join.
Aliens shouldn't be able to take on the marine main base with just 2-hive fades and lerks unless the marines are just plain incompetent. This forces the aliens to fight for the third hive in order to get the third level upgrades and onii. However, it is really easy to grenadespam some of the main entrances in the hives. For instance, if the marine team has moved its base to Subspace in Nancy, the corridor leading to their base is a death trap to anything that moves because of the nadespam.
Well, ok take away nades back to 1.03 but if you do that give us back siege.
What you are crying about is that you can't win. In 1.04a you weren't crying. You where happy as ever going around and obliterating marines as fades. Now that marines have away of defending them selves against the aliens you start crying and whine about losing. You wine to the makers of the game, you say it doesn't meet your needs. I'm surprised the developers don't just say "To freaking bad this is the way it is". Instead of whining at them and giving them a harder time why don't you make solutions like a "s t r a t e g y". The aliens had to much strength, now its almost even, grow up and let the developers do their job! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
My 2 cents of goodness <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I finally got around to playing a 1.04b (I keep trying to quit, I swear!) to help a friend out, got to go marines, and soon got a GL.
Let me say this once: WOW
it's a great gun. Unbelievable damage against walls of spam.. just shoot 4-8 grenades and you'll send the entire wall back to the gooey ground that it came from. It's great.
The downside is that you can obliterate the smaller outposts with less than 4 rounds of a GL, leaving lotsa ammo for other times.
Well, marines feel the same way about that Alien "Fart" Cloud where one breath of it is an instant kill, and we can't move fast enough, so we get pinned down into one room due to an alien spam farting.
Ok kids that was 1.04B, now playing 1.04C, GL seems to be doing the same dammage but the blast radius has been reduced to the point of tolerable, instead of blowing away every living alien on that side of the map it merely hits all the aliens within about 20 feet and is blocked by walls. Funny thing is the patch message for 1.04C doesnt mention that being changed, plenty of other changes (YAY LERKS!) but nothing about the GL, yo Flayra make a mistake in B and not wanting to bring it up in C? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Anyhoo switch over to 1.04c, nothing to see here, go about your buisness.
Stay tuned as next week as <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> will fire Shotgun shots in rappid fire ensuring that no <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> get through.......EVER. Or maybe theyll put the flamethrower back in....maybe in 1.1?
lol, why are so many people so extreme. You are either spouting off that the mariens are too powerful, or that the acid rockets are too powerful.
If nades no longer damage through walls on all maps, then the nades aren't too powerful, as there can't be such blanket bombing to stop aliens from getting around the back of places.
aliens acid rocket was always easy enough to avoid I found being a projectile, unless playing against a smart fade...now they're even less powerful. I at least can see myself having an easy time against fades compared to the previous version.
Stop being so damn stupid and picking a "side", you play NS and you play both sides. Some of you sound like you're going to go and sulk in the corner if you can't play as your best team in game. Accept that the fade rocket was overpowered and has been nerfe as such, and accept that no alien nor marine with any sense enjoys a game of nade spamming. -Lee
I don't see why people say 3 hives = end game, sure in most cases it does but not always. I commed a game on hera where we fought against 3 hives. We won the game and this was 1.03. If 3 hives is not endgame (all the time) in 1.03 I don't see how it can be in 1.04 either. Teamwork is a defining factor in a win, regardless of which side you play on.
The only times I've seen a stailmate is when teamwork was short circuited by a not so teamy player. A gorge not knowing what the best upgrades for a situation is, or a comm and/or marines not doing the things needing to be done to get a win.
like someone said.. can they seriously increase the model of the grenade..
its way too small to see in a dark environment and it makes it hard to see where it lands and calculate jus how far it wil explode.. for those who say run as far as u can.... it takes time to return therefore prolonging the whole game...
i really hope they will increase the size of the actual grenade.. rite now its near impossible to see... even when i use it as a marine -.-
Kilmster, I was addressing the points brought up by the you... if my post is irrelevant to the topic what does that make yours? Think before you post, perhaps it will make you less angry when someone corrects your statements.
Personally I have been having no problem with ANY patch thus far, however if someone else who says it is fine or whatever brings out blatantly false comments, I will correct them too...
Okay solution to the GL is simple...Make all splash damagable weapons on marines able to kill its own teamates...That would make GL ALOT more fair. But then you have the problem of TKers. The solution to that is to give the commander the ability to select a unit and press DELETE. Alot of RTS's have this implemented. It would help stop TKers and idiots. Its only fair since the marines can eject the commander.
But then you'd have ****-hats entering the command console (after ejecting the commander <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ) and pressing "DELETE" on every marine <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
I started a controversy... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> , 11 pages...not a bad topic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I went out to show that nades were going through walls...and couldn't. I put offense chambers all around the spawn in bast and detonated nades on the other side of a wall. Not a single offense chamber lost a life bar. I'd fire nades at one side of the wall, go around it, and take no damage from my own grenades either. Unless some new bug got introduced into 1.04, you guys are mistaken about wall penetration.
Comments
OMFG NOW MARINES MIGHT STAND A CHANCE OF WINNING WHEN WE GET 2ND HIVE!!?! OMFG!
.....you get my point.
This is a non issue.
I don't have trouble avoiding grenades: they move slow, are visible, make noise... and take time to detonate.
This was a good balance implemented, and I hope to see more of them in the short marine future.
Have you played 1.04b?
We were trying to hold Fusion. The marines brought in 3 light's and 2 gl's. They killed 4 fades with no problem. Eventually the Marines loved the tactic and changed to 2 light hmgs and 4 gls. You could not even see the Marines to attack them from long range.
Dodge the grens? You will come around the corner and get severly damaged or just straight up killed from some gren that was on the floor a before you could hear it.
Jump in with claws? Good luck with Marines spamming eachother for cover since they only take damage from their own grens.
What makes it much worse is that once you kill one of them, their friends just pick up the gl and finish the job.
1.04a and 1.03 was not this bad. Try playing one of the joe.to servers and see for yourself.
I liked the old grens. You actually had to be somewhat smart and stick with a hmg or a couple of lights if you had a gl.
a lerk dies with a direct shotgun hit a point blank range, even in the umbra cloud
The grenades are fine. Get real people.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
omg liek evarythng is ****!!!! G4YY!!!@$!@$$$%$ OMFOMFOMGOFMOMGOFMG **** **** ****
Seriously grow the frick up. If you consider calling someone or somethings sexual preferance questionable, an insult then you are an ignorant little fool.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
0 of your posts are constructive semper. All you ever do is flame, and try to act P.C. as to gain the majority support. stfu.
This was not a bug and was stated in the manual AND in game displays to only affect bullet type weapons. This is a 'Change' not a bug, elsewise it would not have said on the main page...
'- Grenades and mines are now enhanced by arms lab damage upgrades'
it would have stated
'- Fixed bug which prevented grenades and mines from being enhanced by arms lab damage upgrades'
---
"just because you aren't * invincible"
Never was any person 'invincible', I have personally taken out groups of fades with a HMG and HA with ease. I have also taken out several HMG/HA's as a fade, although not quite as easily, even though I play alien a lot.
---
"THE LERK+FADE COMBO IS OVERPOWERED, THE ANSWER TO THIS IS THE GRENADE LAUNCHER."
I wouldn't say overpowered, I would say strong, the answer being the grenade launcher is true, however it being the answer by killing everything in 2.23 seconds may not be.
---
Speaking in nothing but capitals and then apologising at the end adds no additional credibility to your statements... and is more likely detrimental.
Nothing else to add.
ehhhh I'm wordy today o.O
Has anyone here played America's Armies? Good. I propose that the nade l;auncher be kep JUST as good as it is, but there should be a catch. Depending on how many marines there are, you should get a certain number of nade launchers. Maybe ONE launcher per SEVEN marines. This could even things up and I believe would help this problem. Who knows-as usual, the NS team will find some way to fix this-trus in them.
****. HEHE!
So instead he handed out GLs like candy, and spammed health and ammo..and he'd do this every few seconds.
Like I said: the resource flow is the problem, not the GL. I've won several games as aliens against the GLs, but they were very hard, very bitter battles....Simply for the fact that the Marines had no worry about resources.
At the same time, the aliens didnt care if they died too much: the resource flow was so great that we'd get back ALL our resources upon evolution.
Personally, I think that its all just a little much.
So, in conclusion: The GL is fine. It just needs a kink here and there ironed out--fine tuning the weapon, in essence.
The true problem of the 1.04 patch: Resource flow.
THIS IS PITIFUL!
Now people will actually remember that it exists, and that it's easy to spam with. I'll miss the siege posts. They were tasty.
Just nuke the whole place after the marines fly out. GG <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Aliens shouldn't be able to take on the marine main base with just 2-hive fades and lerks unless the marines are just plain incompetent. This forces the aliens to fight for the third hive in order to get the third level upgrades and onii. However, it is really easy to grenadespam some of the main entrances in the hives. For instance, if the marine team has moved its base to Subspace in Nancy, the corridor leading to their base is a death trap to anything that moves because of the nadespam.
-----
Nullzero
What you are crying about is that you can't win. In 1.04a you weren't crying.
You where happy as ever going around and obliterating marines as fades. Now that marines have away of defending them selves against the aliens you start crying and whine about losing. You wine to the makers of the game, you say it doesn't meet your needs. I'm surprised the developers don't just say "To freaking bad this is the way it is". Instead of whining at them and giving them a harder time why don't you make solutions like a "s t r a t e g y". The aliens had to much strength, now its almost even, grow up and let the developers do their job! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
My 2 cents of goodness <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Let me say this once:
WOW
it's a great gun. Unbelievable damage against walls of spam.. just shoot 4-8 grenades and you'll send the entire wall back to the gooey ground that it came from. It's great.
The downside is that you can obliterate the smaller outposts with less than 4 rounds of a GL, leaving lotsa ammo for other times.
Stay tuned as next week as <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> will fire Shotgun shots in rappid fire ensuring that no <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> get through.......EVER. Or maybe theyll put the flamethrower back in....maybe in 1.1?
forums.joe.to
Oh wait... just realized the subject head was "1.04b blows"
hehe jk.
If nades no longer damage through walls on all maps, then the nades aren't too powerful, as there can't be such blanket bombing to stop aliens from getting around the back of places.
aliens acid rocket was always easy enough to avoid I found being a projectile, unless playing against a smart fade...now they're even less powerful. I at least can see myself having an easy time against fades compared to the previous version.
Stop being so damn stupid and picking a "side", you play NS and you play both sides. Some of you sound like you're going to go and sulk in the corner if you can't play as your best team in game. Accept that the fade rocket was overpowered and has been nerfe as such, and accept that no alien nor marine with any sense enjoys a game of nade spamming.
-Lee
The only times I've seen a stailmate is when teamwork was short circuited by a not so teamy player. A gorge not knowing what the best upgrades for a situation is, or a comm and/or marines not doing the things needing to be done to get a win.
its way too small to see in a dark environment and it makes it hard to see where it lands and calculate jus how far it wil explode.. for those who say run as far as u can.... it takes time to return therefore prolonging the whole game...
i really hope they will increase the size of the actual grenade.. rite now its near impossible to see... even when i use it as a marine -.-
Personally I have been having no problem with ANY patch thus far, however if someone else who says it is fine or whatever brings out blatantly false comments, I will correct them too...
I started a controversy... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> , 11 pages...not a bad topic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->