1.04e Beta Is Now Playtesting...
Catpoker
Join Date: 2002-06-25 Member: 816Members
<div class="IPBDescription">Thoughts?</div> i noticed on the beta servers that 1.04E is out,
i have played around and noticed that fades are now 54 resources
any other changes people have noticed
P.S. not known, but it LOOKS like the nade radus is reduced (maybe just the sprite, or i am just seeing things)
i have played around and noticed that fades are now 54 resources
any other changes people have noticed
P.S. not known, but it LOOKS like the nade radus is reduced (maybe just the sprite, or i am just seeing things)
Comments
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
It'd be interesting to see how the Fades res. cost change effects gameplay in a real match, one that comes right down to the wire for the sake of Hive #2. Hopefully I can get a real game in sometime.
a guy named alpha hoped in comm and we phase rushed and empty and sieged the main hive
first marine win i have seen in a long time on a 1.04 beta server (not the first though)
<a href='http://forums.joe.to/viewtopic.php?t=7077' target='_blank'>http://forums.joe.to/viewtopic.php?t=7077</a>
Lerk umbra potency has been reduced from blocking 6 out of 7 bullets to blocking 3 out of 4 bullets.
Lerk spike damage has been increased 2 pts/hit (was 16, now 18).
So the Lerk won't be so nasty. I suspect alot of people will prefer to try to save up for a Fade. However, that added spike damage should help.
Is this person on crack?!
<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
-JKooL
Those same 2 or 3 nodes will do about shiznits for Aliens. Its like having 1 node. I mean your splitting a few res between a dozen or so people, plus Gorges, not counting any unwanted Gorges (which btw, I was hoping would be addressed).
BTW, they also DECREASED Carapace effectivness by 3%...possibly because Carapace was enabling Aliens to avoid being killed by grenades far to much.
Im starting to wonder if those "big changes" for the Lerk promised in 1.1 are actually going to be another round of nerfs....maybe take away their ability to fly? Make Umbra heal any Marines within it's radius?
If you ask me the increase in the cost of fade was a knee-jerk reaction to people's complaints about fades being too powerful. Instead of looking deeper into the problem, they just slapped a 10 res increase on it.
The reality is that with armor/ammo upgrades it's quite easy to kill fades with an LMG.
We'll see how things go with patch, I suspect marines will now win 90% instead of 75% of games. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Regards,
Savant
i play mostly on homelan 1.04 beta and let me tell you, once fades get going.... gg
this will slow down fades so they cant just pop right back up after death
My oppinion changed when I played a few rounds as marines. At the moment the marines are really REALLY bad at teamwork. For instance I was near a hive, and the comm drops a phase near me, I manage to complete the phase, but soon after a bunch of skulks start hanging around and parasiting. I typed the message "Go through the phase" a few times, and so was the comm. No one comes through, I soon die and get the beautifull view of a bunch marines standing at the spawn loading up on ammo, and asking for better weapons.
All I can say, is that when people start to actually understand this game, things will need to be changed back, or the aliens will just get repeatedly owned.
Anyways, what I have played from 1.04 servers. Things seem pretty good if you got people who know what they are doing. The cost of phase gate is increased but tf cost is decreased. Weld is decreased by 3(which makes sense to me). These changes seem to be disliked by lots of people but you all seem to be playing on servers with little or no team work at all. I do agree that the fades are too strong, but they are not too strong when it comes to HA+HMG+full lvl 3 upgrades. Even still, the level 3 upgrades are not needed to take a single fade out if you take it by surprise or just get lucky some how. normaly though, the fades are normaly on the winning side. I should know since I rarly die as fade, I die like.... 30 marine kills and ill die once. Thats how strong fades are, I say its ridiculos.
These changes seem to be good to me. I see why they are being changed, you cannot forget the fact that there is noramly defence chambers near by for fades to heal back up which would result in what I get 30 kills 1 death, possible even better. Fade + gorge + lerk = deadly team.
Edit: I was talking about 1.03 servers when I said the 30 and 1 death.
This man is wise.
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<brief calm moment>
Actually, that's untrue. 70% of 130% results in 91%, meaning that weapon upgrade 3 vs. carapace 3 was still a net loss on the marine side. 79% of 130% results in 102.7%, a faint edge to the marines, but it doesn't do any outright butchering of carapaced aliens. And the uncarapaced aliens will be unaffected by that change, so hopefully regen and redemption will be more commonly used in the future.
</brief calm moment>
AAAAAARRRRRRRRRRGGGGGGHHHH!!!! I HAVE TO REDO ALL OF THOSE DAMAGE CHARTS! WHY DOES GOD TORMENT ME SO?!
<keel over>
<die>
<...>
<rise from the grave>
I'll post an updated page of damage charts once I'm done with all the new calculations. Shouldn't be more than a couple hours.
Well, time will tell. Right now it sounds like a positive change. Lerks seeing more use is all well and good, but I'm a bit concerned about them seeing more action. Main fighting force of the Kharaa in mid-game should be Fades with couple of Lerks supporting them and fighting their own guerrilla war. Lerks being now 21 res cheaper than Fades may encourage their use a bit too much. But, cautious thumbs up.
Edit: However, upcoming big changes in 1.1 with Lerk make any speculation about the class useless right now. The whole alien class balance may change with 1.1 so I wouldn't hail the 1.04e as the doom of Kharaa.
Im starting to wonder if those "big changes" for the Lerk promised in 1.1 are actually going to be another round of nerfs....maybe take away their ability to fly? Make Umbra heal any Marines within it's radius?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Great idea's! The damn lerk shouldn't be able to fly... WHAT A h@x0rzr!!!!
Seriously, you need to get out and play marine more <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
-JKooL
i sugested that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
This is the smartest thing I've seen for a loooooong time on this forum
Everybody screaming and shouting before they even got hurt
Alien-player: aaah, they nerfed cara/umbra upped fade
Marine-player: aaah, I've got to see the hive, I can't siege 2 from 1 loc
C'mon, deal with it, cut the crap
/me waits desperate for v1.1 and for lots of NS-players to evolve some common sense
Anyways, 54 is a lot aye, it would push back fades for aliens with about 2 minutes. This is also a reason for a gorge not to spend his life savings on Walls of Lame - he'll hurt the players waiting for their fade time as well. I smell upcoming lerk proliferance. Even if an umbra is 75% bullet proof now it should be a help to the fragile lerk - I find they die FAR too fast even with carapace <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Donwgrading carapace? Well why that? Was it unbalancing? Perhaps it was.... but it is somewhat making a 54 pt fade less good than he used to if he goes carapace.
Let's see how things turn out. It means less games where fades roam the map super fast.
Fades are still powerful however, as I saw they still dominated in other rounds once they saved up enough resources.