Apart from NS:C I'm not expecting any major gameplay changes... Last time the core gameplay was reworked we skipped 0.96 versions and jumped straight to 2.00.
2.01 featured server side fixes, while 2.10 looks like it will (NS:C aside) focus on client side fixes. NS Combat itself looks like quite a major undertaking and the rumour mill is generating some stories about hefty balance issues that sound like they'll be needing quite some attention before 2.10 is released. Perhaps seeing very few gameplay changes in standard NS is a good thing as it allows more development time for Combat.
I think it might be help to actually reach maybe version 2.2x or 2.3x before we jump to NS 3.0... Might help rebuild some faith in Flayra's numbering schemes (not to mention his general math ability <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
I'm looking forward to playing NS period. I can only find about 2 servers on steam and they are either crap or full <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->. I'm getting an itchy trigger finger (i r rine whoure)
After the HAM-sYn match, Flayra suggested in IRC that the only fade change would be a little less energy, so they couldn't blink around so much. Don't know if this is still gonna be the case, but it's the only word I've heard on the subject.
I thought the whole point in being a fade was to blink around like a frog on a hotplate? That seriously better not be true...
And I still think they'll up meta a little so it stacks with regen and goes a little faster because... well... while useful, it's still not that great at the moment.
With the gorge maybe not being in NS:C, the new alien idea seems a lot more likely than I first thought o.O
What, you mean by using meta just when the regen kicks in? Problem is that meta resets the regen timer so whilst you heal more, it does take a little longer. What Geminosity means is that meta and regen should have their own timers, not work off the same one.
Hopefully they will change where the jetpack is in the tech tree because right now it is in dirrect competition with HA, is like 1/4 as effective and 3/4rths the cost. If jetpacks where made cheaper and you where able to get them earlier... like you could build a proto lab so long as you had a armory (not requireing upgraded armory and arms lab like it does now) but so you could only get jetpacks then perhaps we would see more of them.
What about the location in messages being fixed? I'm not sure if this only happens to me since I haven't actually heard anyone else mention it, but the locations only show when someone says a PUBLIC message... although it does only show it to your own team. Wouldn't it make more sense for it to show in team messages? Although to be perfectly honest I'd rather see chat variables introduced instead.
I heard something about a scoring change which I'm interested in knowing more about. I've always thought it would be better if you got score for not only killing people but for killing structures too or even building structures.
One last thing I'd like to see in 2.01 is the dynamic light toggle which was added in 2.0 actually WORKING. Currently it does absolutely nothing. I'm sure I read somewhere that Flayra was going to fix it for Phase Gates because he believed it worked for everything except those. Well it doesn't. It doesn't work at all.
<!--QuoteBegin--Maredtext+Sep 29 2003, 06:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maredtext @ Sep 29 2003, 06:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hopefully they will change where the jetpack is in the tech tree because right now it is in dirrect competition with HA, is like 1/4 as effective and 3/4rths the cost. If jetpacks where made cheaper and you where able to get them earlier... like you could build a proto lab so long as you had a armory (not requireing upgraded armory and arms lab like it does now) but so you could only get jetpacks then perhaps we would see more of them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> JP's are generally more effective than HA.
Unless they lame up their hive with 8 OC's, JP's all the way.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->JP's are generally more effective than HA.
Unless they lame up their hive with 8 OC's, JP's all the way. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm not going to get drawn into one of these arguements. Suffice to say going pure jetpacks has a lower chance of success than pure HA. The best tactic is to use both. That way, you can use your HA for foward assaults whilst using your jetpacks to be sneaky.
That said, in terms of capability and power, jetpacks arn't worth 15 res or 35 res research cost. Coms will go HA first because a lot of the time they can only afford HA or jetpacks. And going HA has a better chance of success.
Heh, I'd forgotten all about Pheremones. Must be because it's on that chamber I only see in end games <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
You must be playing 1.04... flying round a hive is a short lived experience now. A group of HA's can take a hive down in seconds with HMG's or better still Shotguns.
A map clearing team on a 16 player game consists of 3ha/sg 1ha/gl 1ha/hmg. The sg and gl take down the hive and structures with a few alien casualties and the hmg provides cover with the comm spamming health and ammo. This team can do a circuit of the map quickly and clear a hive in seconds. The aliens rush to put fallen hives back up but by the time the circuit is complete the damage is done, the aliens have virtually no income, one hive with another on the way but no res for evolution of defense so regroup and finish the game.
This has become a standard endgame manouvre for marine wins which is why I'd like to see the JP reduced in cost.
<!--QuoteBegin--Xzilen+Sep 29 2003, 06:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xzilen @ Sep 29 2003, 06:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't really think much needs to be changed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I would have to disagree.
Much has been accomplished, but there is much left to do.
The game IS balanced, but it isn't... complete.
-Fades need beefing up (yes i KNOW a skilled fade can pwn, but Fades are still rarely seen) If I may suggest that fades are givien the onos' resistance to "light" damage? -Shotguns need toning down... while not making them useless again -More maps, but they're on the way anyway -Hitboxes need to be sorted, DAMN YOU FLYING LERK HITBOX! (and the headless onos hitbox) -TEH FLAMETHROW0R! -All chambers ARE viable now, but not all of them are equal in game-winning ability... on pubs anyway -Pheromones, need I say more? (yes I know, a replacement is on the way) -Spore needs... something. I don't know. -Umbra needs beefing up again, but that's just my opinion *edit* 3rd person reload anims, but they're on the way -We need more things to evolve into leik a scorpian that hovars without flapping
*is beaten over the head by each of the admins and is dragged away*
<!--QuoteBegin--eaglec+Sep 29 2003, 09:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eaglec @ Sep 29 2003, 09:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You must be playing 1.04... flying round a hive is a short lived experience now. A group of HA's can take a hive down in seconds with HMG's or better still Shotguns.
A map clearing team on a 16 player game consists of 3ha/sg 1ha/gl 1ha/hmg. The sg and gl take down the hive and structures with a few alien casualties and the hmg provides cover with the comm spamming health and ammo. This team can do a circuit of the map quickly and clear a hive in seconds. The aliens rush to put fallen hives back up but by the time the circuit is complete the damage is done, the aliens have virtually no income, one hive with another on the way but no res for evolution of defense so regroup and finish the game.
This has become a standard endgame manouvre for marine wins which is why I'd like to see the JP reduced in cost. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No...
First, I'd just like to say that on servers with 'vets' and most experience players, JP's are the only things really used... HA is still used, just less frequently. This is even more true in clan matches.
HA requires less skill to use, but is less effective than JP if you have skilled users.
You can indeed still fly around the hive with a shotgun for a good amount of time, and avoid most oppisition from the skulks and whatnot while you shoot the hive, simply by flying on top of the hive, and on the bottem of the hive again and again, meanwhile recharging the entire time. JP users don't take fall damage, so when you are sitting on top of the hive getting back fuel, you can just drop down to the bottem when you must run and not fear any damage.
<!--QuoteBegin--Nemesis Zero+Sep 28 2003, 10:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Sep 28 2003, 10:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Note on Pheromones: They <i>will</i> be replaced. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Was the replacement idea taken from the S&I forum ?... Anyway it just needs an useful , unique sensory upgrade to make SMD and MSD orders viable.
I can't believe the Fade could be nerfed... if anything , its price can be upped , it's better to have a ~60 res monster rather than a 50 res weakling...
Oh , and let's make peace with odd numbers shall we ? 11 res JP and 17 res HA is just what we need.
About the 3rd race thing : sounds absurd , it would take an awful lot of time to design new species , weapons , models... NS3 ain't coming that fast.
I won't believe in NS flamethrowers until I see pics of them.
<!--QuoteBegin--Stakhanov+Sep 29 2003, 10:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Sep 29 2003, 10:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Nemesis Zero+Sep 28 2003, 10:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Sep 28 2003, 10:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Note on Pheromones: They <i>will</i> be replaced. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Was the replacement idea taken from the S&I forum ?... Anyway it just needs an useful , unique sensory upgrade to make SMD and MSD orders viable. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> For 2.1 I hope it gets replaced?
I hope an upgrade is put in where you get +10,+20,+30% stronger attacks. It's definatly worth a test.
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
HA trains arent really that slow, it's way easier to hit when you're not flying, you can rewelded more easily.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First, I'd just like to say that on servers with 'vets' and most experience players, JP's are the only things really used... HA is still used, just less frequently<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Erhm.. how can it be that JPs are the only thing really used while HA is still used? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Anyway, I dont think you should diss the HA, after all you seem to complain with fades and onoses (not very strange if you're using jetpacks)
<!--QuoteBegin--Epidemic+Sep 29 2003, 10:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Sep 29 2003, 10:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyway, I dont think you should diss the HA, after all you seem to complain with fades and onoses (not very strange if you're using jetpacks) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> JP's are great counters to everything except the onos. All the onos has to do is stay in a close quarters enviroment and can expect to own JP's.
However, you can get JP's long before they have onos.
Only really good fades can stop JP's... simply because of their unlimited blink. Still, a JP/Shotty/HMG marine can beat a fade.
<!--QuoteBegin--Forlorn+Sep 29 2003, 04:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 29 2003, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hope an upgrade is put in where you get +10,+20,+30% stronger attacks. It's definatly worth a test. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Insanity... 2 res hive 1 upgrade giving a similar boost to a 40 res 3rd level arms labs tech ! weee...
Bug fixes? New maps? Visual treats? Advanced Lerk flight? New traits? New chambers? New alien evolution? New marine techs like nuke, flamethrower, pointy stick and onos saddle? Pirates and ninjas?
Who knows, but one thing is sure; it's gonna be one helluva ride(on the back of onis).
I still think some sort of shadowing ability, that would give a damage bonus to the kharaa for following a marine for X amount of time (x reduced by the number of SC's built), would be the best replacement for Pheromones.
Ok now i must open mouth <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I cant hear anymore of those whiners
When 2.0 came out everybody whines that Marines and fades are to weak Now after some changes in the Res System (No weapon where upgraded or nerfed only umbra) Everybody says that Marines are to strong if they hole up in one hive and HA trains are to strong. Also everybody crys that Fades are to strong.
I dont understand it. I Repeat the only changes were in the Res System but everybody changes his opinion and means that something must be nerfed.
Could you not see that only the Res system needs tweaking for all issues. For expample: Making Marine Weapon Upgrades cheaper means that they can defend their **** earlier. (as seen in the last patches)
Now to the fade. I think he is pretty ok but in the right hand he is "to strong" if he comes to early. So what could we do to prevent it ?? for expample we could raise the cost from 50 to 60.
But the main Problem is RFK (I like RFK because i kill much and profit from it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ). RFK gives good players much res so the can evolve early or the Marine Com could make more upgrades. If there is an inbalance between good players in the Teams the RFK system only helps to grow the imbalance stronger. I would like to see that RFK gives you only res for exp. in the first 5 minutes and then it turns off or it would be removed completly.
Comments
2.01 featured server side fixes, while 2.10 looks like it will (NS:C aside) focus on client side fixes. NS Combat itself looks like quite a major undertaking and the rumour mill is generating some stories about hefty balance issues that sound like they'll be needing quite some attention before 2.10 is released. Perhaps seeing very few gameplay changes in standard NS is a good thing as it allows more development time for Combat.
I think it might be help to actually reach maybe version 2.2x or 2.3x before we jump to NS 3.0... Might help rebuild some faith in Flayra's numbering schemes (not to mention his general math ability <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
Oh, wait, I'm still casting that ritual... one sec, better run back to work. =^.^=
That seriously better not be true...
And I still think they'll up meta a little so it stacks with regen and goes a little faster because... well... while useful, it's still not that great at the moment.
With the gorge maybe not being in NS:C, the new alien idea seems a lot more likely than I first thought o.O
What? Stop sniffin that whiteout. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Dude they are. I'm nearly 100% sure blink will be slowed down. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you're 100% sure, how come you asked then? :| <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I want more confirmation.
I heard something about a scoring change which I'm interested in knowing more about. I've always thought it would be better if you got score for not only killing people but for killing structures too or even building structures.
One last thing I'd like to see in 2.01 is the dynamic light toggle which was added in 2.0 actually WORKING. Currently it does absolutely nothing. I'm sure I read somewhere that Flayra was going to fix it for Phase Gates because he believed it worked for everything except those. Well it doesn't. It doesn't work at all.
JP's are generally more effective than HA.
Unless they lame up their hive with 8 OC's, JP's all the way.
Unless they lame up their hive with 8 OC's, JP's all the way.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm not going to get drawn into one of these arguements. Suffice to say going pure jetpacks has a lower chance of success than pure HA. The best tactic is to use both. That way, you can use your HA for foward assaults whilst using your jetpacks to be sneaky.
That said, in terms of capability and power, jetpacks arn't worth 15 res or 35 res research cost. Coms will go HA first because a lot of the time they can only afford HA or jetpacks. And going HA has a better chance of success.
Heh, I'd forgotten all about Pheremones. Must be because it's on that chamber I only see in end games <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Better fighting capability. Not being hit > Being able to take a lot of hits.
Faster healing because you rely on medspam, however, unlike HA, it's not free.
HA trains are slow. You can do so much damage to a marine team while they are waddling towards your hives.
It's a 100x easier to kill a hive with JP than HA. Just fly around it like a maniac unloading your shells into the hive.
I too used to think JP's were worthless, but I have since changed my oppinion.
A map clearing team on a 16 player game consists of 3ha/sg 1ha/gl 1ha/hmg. The sg and gl take down the hive and structures with a few alien casualties and the hmg provides cover with the comm spamming health and ammo. This team can do a circuit of the map quickly and clear a hive in seconds. The aliens rush to put fallen hives back up but by the time the circuit is complete the damage is done, the aliens have virtually no income, one hive with another on the way but no res for evolution of defense so regroup and finish the game.
This has become a standard endgame manouvre for marine wins which is why I'd like to see the JP reduced in cost.
I would have to disagree.
Much has been accomplished, but there is much left to do.
The game IS balanced, but it isn't... complete.
-Fades need beefing up (yes i KNOW a skilled fade can pwn, but Fades are still rarely seen) If I may suggest that fades are givien the onos' resistance to "light" damage?
-Shotguns need toning down... while not making them useless again
-More maps, but they're on the way anyway
-Hitboxes need to be sorted, DAMN YOU FLYING LERK HITBOX! (and the headless onos hitbox)
-TEH FLAMETHROW0R!
-All chambers ARE viable now, but not all of them are equal in game-winning ability... on pubs anyway
-Pheromones, need I say more? (yes I know, a replacement is on the way)
-Spore needs... something. I don't know.
-Umbra needs beefing up again, but that's just my opinion
*edit* 3rd person reload anims, but they're on the way
-We need more things to evolve into leik a scorpian that hovars without flapping
*is beaten over the head by each of the admins and is dragged away*
A map clearing team on a 16 player game consists of 3ha/sg 1ha/gl 1ha/hmg. The sg and gl take down the hive and structures with a few alien casualties and the hmg provides cover with the comm spamming health and ammo. This team can do a circuit of the map quickly and clear a hive in seconds. The aliens rush to put fallen hives back up but by the time the circuit is complete the damage is done, the aliens have virtually no income, one hive with another on the way but no res for evolution of defense so regroup and finish the game.
This has become a standard endgame manouvre for marine wins which is why I'd like to see the JP reduced in cost. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No...
First, I'd just like to say that on servers with 'vets' and most experience players, JP's are the only things really used... HA is still used, just less frequently. This is even more true in clan matches.
HA requires less skill to use, but is less effective than JP if you have skilled users.
You can indeed still fly around the hive with a shotgun for a good amount of time, and avoid most oppisition from the skulks and whatnot while you shoot the hive, simply by flying on top of the hive, and on the bottem of the hive again and again, meanwhile recharging the entire time. JP users don't take fall damage, so when you are sitting on top of the hive getting back fuel, you can just drop down to the bottem when you must run and not fear any damage.
Was the replacement idea taken from the S&I forum ?...
Anyway it just needs an useful , unique sensory upgrade to make SMD and MSD orders viable.
I can't believe the Fade could be nerfed... if anything , its price can be upped , it's better to have a ~60 res monster rather than a 50 res weakling...
Oh , and let's make peace with odd numbers shall we ? 11 res JP and 17 res HA is just what we need.
About the 3rd race thing : sounds absurd , it would take an awful lot of time to design new species , weapons , models... NS3 ain't coming that fast.
I won't believe in NS flamethrowers until I see pics of them.
Was the replacement idea taken from the S&I forum ?...
Anyway it just needs an useful , unique sensory upgrade to make SMD and MSD orders viable. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
For 2.1 I hope it gets replaced?
I hope an upgrade is put in where you get +10,+20,+30% stronger attacks. It's definatly worth a test.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First, I'd just like to say that on servers with 'vets' and most experience players, JP's are the only things really used... HA is still used, just less frequently<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Erhm.. how can it be that JPs are the only thing really used while HA is still used? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Anyway, I dont think you should diss the HA, after all you seem to complain with fades and onoses (not very strange if you're using jetpacks)
-DC>MC>SC order is set in stone, something needs to fix that. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
-Pheromones.... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
-NS:Combat <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-Flame Thrower <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-carpet shampooer <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
JP's are great counters to everything except the onos. All the onos has to do is stay in a close quarters enviroment and can expect to own JP's.
However, you can get JP's long before they have onos.
Only really good fades can stop JP's... simply because of their unlimited blink. Still, a JP/Shotty/HMG marine can beat a fade.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Insanity... 2 res hive 1 upgrade giving a similar boost to a 40 res 3rd level arms labs tech ! weee...
New maps?
Visual treats?
Advanced Lerk flight?
New traits?
New chambers?
New alien evolution?
New marine techs like nuke, flamethrower, pointy stick and onos saddle?
Pirates and ninjas?
Who knows, but one thing is sure; it's gonna be one helluva ride(on the back of onis).
I cant hear anymore of those whiners
When 2.0 came out everybody whines that Marines and fades are to weak
Now after some changes in the Res System (No weapon where upgraded or nerfed only umbra)
Everybody says that Marines are to strong if they hole up in one hive and HA trains are to strong. Also everybody crys that Fades are to strong.
I dont understand it. I Repeat the only changes were in the Res System but everybody changes his opinion and means that something must be nerfed.
Could you not see that only the Res system needs tweaking for all issues.
For expample: Making Marine Weapon Upgrades cheaper means that they can defend their **** earlier. (as seen in the last patches)
Now to the fade. I think he is pretty ok but in the right hand he is "to strong" if he comes to early. So what could we do to prevent it ?? for expample we could raise the cost from 50 to 60.
But the main Problem is RFK (I like RFK because i kill much and profit from it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ). RFK gives good players much res so the can evolve early or the Marine Com could make more upgrades. If there is an inbalance between good players in the Teams the RFK system only helps to grow the imbalance stronger. I would like to see that RFK gives you only res for exp. in the first 5 minutes and then it turns off or it would be removed completly.