2.01b Not Perfect But Almost
Lost1
Join Date: 2003-04-10 Member: 15373Members
<div class="IPBDescription">why was it changed?</div> i mean in 2.01b the game was basically the most balanced it could have been i've seen marines and aliens win and lose not becasue of inbalances but because of the amout of team work in the team. I think that making a new rediculous patch is a bad way to promote team work since any newb marine comm can build several turrets and farm them it feels kinda like 1.04 except pushed even further into the marines favour. in 2.01b the tactics of fast sensories near the marine base, several aliens going gorge at nozzles to cap res and onos devour were all perfectly legal and any good marine team could have easily countered them all and won the game. There is no excuse if you are a marine and you complain about the game, its a REVOLUTIONARY GAME it should be a challenge not a mindless shooter which you point and click, but a team game that encourages not giving up and fighting the hardest. If the servers are to redeem themselve they should just switch back to the 2.01b and permanetly delete 2.01c and erase it from memory. if anyone wants to contridict this post plz do.
Comments
beta testing is all about trying crazy things just have fun and if your not well then stick with the 2.0 builds
I played a bit of 2.01b and 2.01c but things like movement teleporting and not evolving anywhere but in a hive is VERY annoying.
It's not like aliens have a big advantage with those features so why nerf them <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
Movement chambers are by far one of the best first chambers in cometitive play, the nerf that takes away the ability to teleport is a huge disadvantage when a team buidls a new hive and it becomes under siege, or when you assualt their base and build a movement incase they try to sneak attack. It forces aliens to play alot more defensivly.
Hmg changes I disagree with as it doesnt give very good specific use for the hmg other then kill all.
Changes always are backed up by one reason or another, saying that flay has changed things that didnt matter is a lie.
I think marines just need some more ways to be better organized and get rid of uncooperative players. I'm not really sure how to do this but I can offer up a few suggestions.
- Somehow allow the commander to mark players who the commander is dissatisfied with, so that either health/armor, firepower, something gets restributed to the other players who are assumed to be actively participating in combat. Maybe remove this player from the game, allow the other marines to respawn slightly quicker, etc. Those rambos who keep getting killed and wasting resource points are often incredibly annoying. Maybe have these marked players show up on hive-sight as well as the map with a special icon to indicate their status. Possibly make it so these marines can't shoot or talk, and yield no resources from being killed (let the aliens give him a beating as punishment), but as still allowed to observe the game from the marine view in order to possibly learn why they've been marked. This marking would be removed upon ejection of the commander (since this is a democratic vote, a single or few disruptive players couldn't just get the commander ejected for being marked - although commanders who abuse this would get kicked quite quickly.
- Possibly give marines a slight bonus for sticking together - or possibly weaken the affect of some existing equipment of upgrades unless marines are staying with a certain distance of their teammate -- maybe do something like 10% less overall effectiveness for being alone, and 10% more if in a 2-3 person group.
- Allow the commander to give each squad a list of objectives to complete, with respective waypoints per objective. This would allow the marines to be more independant once orders are given. This list could be typed up quickly early in the game, and each objective would remain attached to that squad until the game is over, or the commander removes that objective. The objectives would also remain even if the squad was removed. All marines would be able to check this objective list to get a better idea of the commander's battle plan (and therefore might be more likely to follow orders because they know what's going on.