Update 293 Released! - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Update 293 Released! - Natural Selection 2
In our newest release we take a look back or should I say forward at marine Exo Suit. Our approach with this update was to improve the quality of life...
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... and I hope the same -5 kill counts for harvesters.
That's upsetting.. I got the "Destroy 10" and "Destroy 15" in one round though.
images.akamai.steamusercontent.com/ugc/509278725911795225/D21168BDC98D1394EEC6B05FEE8C60F32DFA231C/
They unlock if you die after ejecting, this is unchanged.
Hmm, I have a totally unrelated feature request @remi...
Friendly Fire
I look forward to seeing a JP-shotgun pop out of a railgun exo to murder an onos.
!!
Someone needs to make a mod where the cool down is removed off the thrust so we can bunny hop EXOs.
This isn't really a balance change... more of a QOL change. QOL changes are always welcome.
I think a better solution would have been to RAISE the amount of Harvesters/Extractors destroyed, but allow it over multiple rounds. With a progress bar for each like other games have.
Say 1, 10, 50, 250, 1000 as separate achievements. This would force people to (a) play a considerable number of hours if they want to the achievement, and (b) stop someone "achievement hunting" on a server, dying over and over again to the detriment of their team, whilst they try and complete a tricky achievement in a particular round.
I know I've played a round specifically parasiting everyone and not getting close enough to bite, just to get 20 in one round. I'm sure my team loved that. I'm sure people do the same with RT destroying.
Player spending a round achievement hunting does not play well in a... fragile... game of balance and skill like Natural Selection 2. But we're gonna do it anyway.
It would also encourage people to play correctly long term.
Ah you know what I mean man
You aren't entirely wrong, but getting people to parasite more and bite more extractors in a single round is more likely to get them to play in a more useful way, ESPECIALLY when it comes to newer players which the whole system is more or less aimed at. Someone achievement hunting extractor kills in a pub server who has a snowballs chance of actually getting the achievement is probably the most useful player on the team.
FINALLY! someone who gets it!
Maybe, but someone going for twenty extractor chomps in a round? They're going to be ignoring a significant amount of crucial engagements, they're not going to be defending key positions... and chances are they might not even get the twenty, so they'll try again next round.
I've spent rounds as a sole res-biting skulk, and there is (a) no way you can get twenty without the detriment to your team, and (b) sometimes there are just far more important things to be doing at that particular time, before you switch back to biting res. An achievement hunter isn't going to do anything else - far better to make it a stat that increases across rounds.
So, what are your other teammates doing all this time then? It is far more devastating to destroy an opponent's economy than to engage the enemy team with 50/50 chance of dying over and over again.
This problem is clear when you join public games, how many times do you hear a commander or field commander suggesting to target the enemy's resources? Not enough people go resource hunting often enough which results in faster tech progression and higher game changing lifeforms to join the field.
What's the most devastating way to ruin someones day? Hit em right where it hurts...Their money.
It was 15, not 20. I've already gotten the achievement for the alien side, and I'm fairly confident that my 17 personal and ~5 assisted extractor kills that round are pretty much the only reason we won. Marines had already gotten their tech out, but I killed so many RTs that they gave up even putting them back down and we were eventually able to turn it around on lifeforms.
Anyway, emphasis was on newer players. We are talking about players who probably can't kill marines in a group engagement anyway, and who would die too fast in said engagement to even provide a meaningful distraction. Get players who can't kill worth a damn to spend their time avoiding fights and either parasiting or res biting, and suddenly those greens are pulling their weight.
And this is only further reinforced by setting an achievement that must be worked towards over multiple rounds, as opposed to a "one and done" achievement - drill it in to them that "THIS IS WHAT YOU SHOULD BE DOING".
Let's look at it from another perspective. An accumulative achievement can also be "Play however you like, you'd get it eventually."
Touché.
You think? What tiny percentage of new-to-the-game players would "eventually" hit 1,000 Harvester kills? 2,500? Sweet FA, that's how many.
Why not combine the current and proposed ideas, though? Make the achievements something like:
Get 5 extractor kills in each of 5 different Matches
Get 10 extractor kills in each of 10 different matches
Get 5 extractor kills in each of 50 different matches
Get 10 extractor kills in each of 50 different matches
etc.
This not only reinforces that you need to get a lot of RT kills to be effective, but also that it's something you need to be doing, game after game after game.