Update 306 is now live on steam! - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Update 306 is now live on steam! - Natural Selection 2
Our latest build continues on the path of refinement and stability, and although small there are some nice changes in this patch. Those of you with antivirus woes when opening...
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15% marine requiring 11 bullets to hit needs to fire 74 bullets
15% marine needs to shoot 14 more bullets
35% marine requiring 9 bullets to hit needs to fire 25 bullets
35% marine requiring 11 bullets to hit needs to fire 31 bullets
35% marine needs to shoot 6 more bullets
Regressive change. Hurts bad marine aimers more than good marine aimers.
Only with 22% accuracy, which I imagine is way above average
I almost don't even want to bother opening the game to check it out... They've been screwing things up THAT badly.
While I don't like the changes and the way its implemented, I'm glad they are making use of the extension system. Now they only need to realise they can undo a change rather than starting a cycle of covering it with more changes.
There are a few more changes/tweaks being discussed to help out aliens a bit more early game, so stay tuned for those.
That way noone can complain about being deceived because it's to be expected, the devs can test changes unbiased, and we get to discuss what has changed: win-win!
(maybe stupid, but not sarcasm )
> Hides changes in patches
There's other fucking ways, speed increase alone would do it
i don't understand how any change would help bad players more than good players? Can you give me an example? I'm genuinely curious.
random critical hits, increased weapon spread
I know it's just example so this is not against you, but NOOOOOOOOOOO way NS needs those
HP buff on the other hand isn't going to give much help to rookies who run down corridors because the issue isn't that they don't have enough HP, it's that they're playstyle is just wrong.
Now l2p is a great argument. Unfortunately not for this small playerbase. Therefore changes need to better complement the playstyles of the rookies rather than the playstyles of the veterans. The HP buff is a complement to veteran skulks more than rookie skulks (I haven't yet made this clear in any of my posts, I did instead mention marine accuracy earlier)
Busy graph but it does help explain and compare two changes and how they effect bad players and good players.
http://imgur.com/a/4WItM
Veterans know how to use sprint to the most efficiency.
Rookies don't really use sprint all that effectively.
Nerfing sprint will give a bigger nerf to strong marines, and a weaker nerf to bad marines. (A progressive nerf considering the current balance of the game)
Trying to remain optimistic, but the first game I joined into was another early game Marine stomp, with a 3.0 avg kdr smurf leading the charge.. And it was the only server populated.
Giving skulks a little bit more hp doesn't seem like it will fix anything... Making them either faster or smaller would've been better.
This has been in since 304 methinks... The update here is the warning text that youre trespassing on forbidden grounds.
But I don't see the point in it either
I just don't understand why the same wasn't achieved by making the skulk models smaller with the old hitboxes and HP. The result would be the same but avoid the following problems:
1) Hitting enemies when you're not actually aiming at them, which is ridiculous
2) Having already-existing players re-learn the number of bullets they need to kill a skulk
HOWEVER, the basic w0a0marine/nonupgradedskulk interaction is the most important game mechanic of the entire game. Changing that even slightly has an unbelievably large effect on the balance of the game. There is a reason why these values have been the same since early versions of NS1. I hope the dev team understand this, but I'm quickly losing my hope.