My View On The Current State Of Ns
Winkie
Join Date: 2002-11-02 Member: 4034Members
Well, i've been playing since, ****, i've been playing since the first version of NS came out on the first day, for at least 2 days solid, I quit just after v2 and i'm back now in v3 beta so here's my current take on what i think's wrong with NS, this mostly relates to combat as I haven't had enough time on normal NS:
<b>1. Lerks</b>
Oh god, the bane of my existence, not only can they kill you from full level 3 armour in what seems like a tenth of a second, flight works by increasing the speed in the direction you're facing.
Wait just one second, now I may not have a PhD in physics, but I do know a fair bit, now wings provide lift and forward motion, they're offset by gravity, they do NOT provide the same effect as a rocket thruster. Now I can understand making things a little easier on the player as ****, we're not all capable of controlling wings. However, the current state of lerks is that they can, from across a room, spray you with spores, then speed over to you and kill you by flying into you and biting you, you just cannot run away, dodge or anything as anyone who can keep their mouse on a marine which can't really move that fast, is gonna kill them.
Additionally, spore spam, there is one map (daimos?) which has a tunnel which just turns into lerk spore spam EVERY SINGLE TIME, this needs to be fixed.
<b>2. Cloaking</b>
Ok cool, cloaking's a damn fine idea, I loved it when it was first introduced, however, 95% invisibility <b>when you're moving</b> is a little dodgy, **** you can as a team sneak an entire skulk pack into the enemy base with nobody seeing you, all I think is that if the skulk moves, the invisibility should go down to at least 50%. It just gives the marines (covered later) a chance to kill the skulks before they bite your face off and rape your trachia
<b>3. Marine Armour</b>
<b>Point a.</b>
Not enough of it, **** armour is supposed to protect you, it's made of metal.. it's not supposed to be totally depleted by a single bite from the weakest alien.
<b>Point b.</b>
Resupply, what a brilliant idea, however, let us compare the marine and alien versions.
<b>Alien</b>
Reasonably fast, increases health and armour, can be heard
<b>Marine</b>
Reasonably fast, increases health and ammo, can be heard
Notice one discrepancy? Yep, no armour boost, so even if you buy resupply, you can still be killed by one bite from a skulk (perhaps 2, it's hard to tell because I DIE SO MUCH AS I HAVE NO ARMOUR)
<b>4. Hive vs CC</b>
Only a minor point really, the hive self repairs, the CC does not, someone has to spend a point to get a welder, it'd be nice if it was easier to fix the CC.
Obviously these points aren't agreed by everyone, but hell, I think this would improve NS so much. Also, can you please fix whatever bug is with the hitscan/damage code, some players just seem to be able to take so much more damage, example, I was just playing on yo's clan server, floating in the air, 99fps, 40 ping, put 8 level 3 shotgun shots into a fade, no death. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
edit: additionally, shotguns seem to emit a pitiful number of actual shots, if it's a slug, fine, it's one incredibly strong shot right in the centre, if it's buckshot ok there should be at least 40 hits, there's a lot of balls in a buckshot shell.
<b>1. Lerks</b>
Oh god, the bane of my existence, not only can they kill you from full level 3 armour in what seems like a tenth of a second, flight works by increasing the speed in the direction you're facing.
Wait just one second, now I may not have a PhD in physics, but I do know a fair bit, now wings provide lift and forward motion, they're offset by gravity, they do NOT provide the same effect as a rocket thruster. Now I can understand making things a little easier on the player as ****, we're not all capable of controlling wings. However, the current state of lerks is that they can, from across a room, spray you with spores, then speed over to you and kill you by flying into you and biting you, you just cannot run away, dodge or anything as anyone who can keep their mouse on a marine which can't really move that fast, is gonna kill them.
Additionally, spore spam, there is one map (daimos?) which has a tunnel which just turns into lerk spore spam EVERY SINGLE TIME, this needs to be fixed.
<b>2. Cloaking</b>
Ok cool, cloaking's a damn fine idea, I loved it when it was first introduced, however, 95% invisibility <b>when you're moving</b> is a little dodgy, **** you can as a team sneak an entire skulk pack into the enemy base with nobody seeing you, all I think is that if the skulk moves, the invisibility should go down to at least 50%. It just gives the marines (covered later) a chance to kill the skulks before they bite your face off and rape your trachia
<b>3. Marine Armour</b>
<b>Point a.</b>
Not enough of it, **** armour is supposed to protect you, it's made of metal.. it's not supposed to be totally depleted by a single bite from the weakest alien.
<b>Point b.</b>
Resupply, what a brilliant idea, however, let us compare the marine and alien versions.
<b>Alien</b>
Reasonably fast, increases health and armour, can be heard
<b>Marine</b>
Reasonably fast, increases health and ammo, can be heard
Notice one discrepancy? Yep, no armour boost, so even if you buy resupply, you can still be killed by one bite from a skulk (perhaps 2, it's hard to tell because I DIE SO MUCH AS I HAVE NO ARMOUR)
<b>4. Hive vs CC</b>
Only a minor point really, the hive self repairs, the CC does not, someone has to spend a point to get a welder, it'd be nice if it was easier to fix the CC.
Obviously these points aren't agreed by everyone, but hell, I think this would improve NS so much. Also, can you please fix whatever bug is with the hitscan/damage code, some players just seem to be able to take so much more damage, example, I was just playing on yo's clan server, floating in the air, 99fps, 40 ping, put 8 level 3 shotgun shots into a fade, no death. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
edit: additionally, shotguns seem to emit a pitiful number of actual shots, if it's a slug, fine, it's one incredibly strong shot right in the centre, if it's buckshot ok there should be at least 40 hits, there's a lot of balls in a buckshot shell.
Comments
One thing though... If a marine spends a point on a welder, he can still get an HMG or GL with jetpacks and whatnot.
Alien's hive don't heal fast enough anyways, and when a player goes gorge to heal, unless they unlock ability 3 (which is a quite a long ways ahead if a gorge goes adrenaline and perma-gorges) it can't fight worth a shiny penny.
Also, 50% cloaking is VERY visible. It's just as visible as seeing a team mate cloaking as an alien. Except they are walking ever so slow at you, hoping they won't be full of holes as bee hives that they are going to be.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->edit: additionally, shotguns seem to emit a pitiful number of actual shots, if it's a slug, fine, it's one incredibly strong shot right in the centre, if it's buckshot ok there should be at least 40 hits, there's a lot of balls in a buckshot shell. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
10 Pellets, 17 damage per pellet. Thats 170 damage a shot. You want to increase that by 4 times?!
Of course...there is the lag factor...
It's not necessarily buckshot their shooting either. Could be something like "fletchettes"(lots of tiny darts) which don't fit as many as buckshots.
There's differences between the teams and this is perfectly fine. The largest discrepancy is that aliens have NO hitscan weapons at all and only very bad ranged weapons.
While aliens mostly get stuck on each other and block eachothers path when they try to work togheter in tight spaces marines benefit insanely much from team work, they can all "reach" you with hit scan weapons and they don't have to move much to avoid shooting eachother.
While the hive self repairs slowly marines can weld theirs quickly without having to "sacrifice" a team member to be gorge.
Marines can get welders and weld eachothers armor back, and they can do so without making a big sacrifice(like going gorge is to the aliens). That alone IMO more than makes up for not being able to recieve armor from resupply in combat.
thank you for contributing to this internet community
1) Eh, I personally don't see a problem, it's not much different than any past version of NS except you don't have to keep flapping. If the flight model was ever changed back (It won't happen) I want my spikes back.
And as for spore spam, it's distant cousins with grenade spam. but, you can become
invulnerable to spore spam, 'nade spam however kills everything, no matter what life form.
2) yah, uhm, don't quote me on this; but I think "as a team sneak an entire skulk pack into the enemy base with nobody seeing you" that was the whole point, closing the distance between the aliens in the marines. The downsides to cloaking are A) if you get it early on, you aren't going to kill much more than the specific marine you are inching closer to, you're a vanilla skulk (or other life form) the second you jump up and bite that marine in the face. And if you get it later on, you are more likely to encounter B) marines have solid no-draw-backs-excpet-for-the-point-you-used-to-get-it abilities that completely counter cloaking. and then thre's C) if you stand still, you can see pixels shifting in roughly the shape of a skulk, I've caught more than one on the painful end of my shotgun.
3a) Although I somewhat agree, the one hit scenario comes from "focus", which is designed to do just that, so you have two choices early on, get armour so that you last longer to kill the little buggers, or get wepon upgraded for a "kill them before they get near you" scenario.
3b) yes, but the marines have instant 50 (I don't know the exact number) health, whereas the aliens regenerate painfully slowly. It's more for a dogfight scenario, I think. At best, it will let you take up to three aditional bites (depending how well you jump around like a lunatic)
4) I don't know... more often than not, it seems if our comm-chair rush fails, the first group that respawns usually rushes to the chair to finish it off, but by this point alone it's almost at full health again. the trick seems to be "half the team welds, the other half guards the welders."
I am aware that those were your opinions based on what you've played, these are mine based on my experiances.
Well i would have to say that the flight of the lerk is awesome now. It is <i>more </i>realistic and more fun. (Humming Birds are the only birds to fly backwards and they only weigh like 10g)
Most of your other points were to do with the marines lacking team work. The point about cloaked skulks. One marine with Scanner Sweep will stop any cloaked units from getting near you.
A couple of players with welders will be able to weld the cc(you get exp for it), weld other players to increase armour and still be able to fight aswell.
Thats a pretty good deal compared to the gorge.
Combat is supposed to be fun, and there are a few balance issues but they dont really detract from the fun of the game except on very small games. Ie experience denial.
And if i were u i would hardly complain about a few lvl 10 skulks. a cara, celer regen onos is less annoying but far far far worse.
<b>Daxx22</b>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So your post boils down to "I've only played Combat, the Marines suck and the Kharaa are too strong"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you wanted to put it in a slightly offensive patronising way then yes, it does. However if you want to read my post, it states that i'm only interested in modifications to Combat at the moment as I haven't played normal ns since v2.
<b>titanium</b>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->not only is your opinion well informed and well thought out, your ideas are well respected on these forums<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
At the risk of you being serious (heh, **** it).. Not only is your post completely worthless to the forum as a whole, it is a waste of cycles, bandwidth and disk space and serves to show others what a big internet tough guy you can be by insulting me after I made some personal observations. Thanks a bunch!
<b>Insomnia</b>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sry I dont speak b1tch. Please repeat<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Damn, I don't speak ****, or '455h0l3' or whatever you crazy kids use these days, ah you kids and your 'internet'
Ok now for the serious replies:
<b>ub3rbr0k3</b>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One thing though... If a marine spends a point on a welder, he can still get an HMG or GL with jetpacks and whatnot.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Very true, usually a welder would have to be exchanged for a weapons/armour/resupply upgrade, however as Soylent Green said, it is possible for marines to weld each other and support each other, however this is rarely seen in public play, I must stress that I have absolutely 0 Combat clan experience, so everything I say from now on and in the past relates only to public server play.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Alien's hive don't heal fast enough anyways, and when a player goes gorge to heal, unless they unlock ability 3 (which is a quite a long ways ahead if a gorge goes adrenaline and perma-gorges) it can't fight worth a shiny penny.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hmm, you have a very valid point, it'd be good to see gorges have a slightly stronger basic attack, it wouldn't change the balance too much but would lessen the disadvantages of gorges.
<b>Dark Queen</b>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tracing the each pellet is expensive, if you wan't to have higher damage use higher damage per pellet rather than more pellets per shot.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You have a point, performance has increased a huge huge amount (ah the days when my 2100+ would struggle to keep 30fps in 1024x768) so this is perfectly valid.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Marines can get welders and weld eachothers armor back, and they can do so without making a big sacrifice(like going gorge is to the aliens). That alone IMO more than makes up for not being able to recieve armor from resupply in combat.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I partially agree, in a clan match sitation this is absolutely accurate, and I imagine clan matches are fairly evenly balanced, however public play unfortunately, is not (although it's pretty damn close)
<b>Trent Hawkins</b>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1) Eh, I personally don't see a problem, it's not much different than any past version of NS except you don't have to keep flapping.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's just a personal gripe, it seems a little too easy to fly right into someone and bite the **** out of them, it requires a fair bit of skill to shoot down a flying lerk, even with a hmg, but a lerk can kill a marine a little easier.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And as for spore spam, it's distant cousins with grenade spam. but, you can become
invulnerable to spore spam, 'nade spam however kills everything, no matter what life form.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Agreed, I never ever buy a GL, it just annoys me seeing spam everywhere <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I won't quote point 2's reply as it's quite long, but yeah I tend to agree. The problem comes in with focus'd skulks which are cloaked and just sit there outside your base, really annoys me when I die walking out of the base and it's virtually impossible to see the damn thing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3a) Although I somewhat agree, the one hit scenario comes from "focus", which is designed to do just that, so you have two choices early on, get armour so that you last longer to kill the little buggers, or get wepon upgraded for a "kill them before they get near you" scenario.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Armour helps, but then it takes longer to kill the buggers, and when combined with cloaking, there's just not enough time in the one second between bites to kill a skulk.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3b) yes, but the marines have instant 50 (I don't know the exact number) health, whereas the aliens regenerate painfully slowly. It's more for a dogfight scenario, I think. At best, it will let you take up to three aditional bites (depending how well you jump around like a lunatic)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah the alien regen is a little slow, i'd like to see that a bit upped, in a clan match situation my point is null and void as welders can do the job as good as anything, but in public play, this is a sorely neglected point. "Pah, spend a point on helping OTHER PEOPLE? screw that I wanna KILL SOME SKULKS, YEE HAW"
<b>Benaiah</b>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well i would have to say that the flight of the lerk is awesome now. It is more realistic and more fun.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Woah there a second, you're aguing realisticness of flight from an imaginary mammal? Damn I suppose I am too, well in order for the flight to be realistic as it is, the lerk would require a pretty interesting wing setup, because the current setup provides no lift, except when you hold jump down, at which point it does provide lift (well, it provides some lift).
Ah well, thanks to all the honest replies, a certain LOL to the idiots. I just felt like posting what I thought about NS <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Ok cool, cloaking's a damn fine idea, I loved it when it was first introduced, however, 95% invisibility <b>when you're moving</b> is a little dodgy, **** you can as a team sneak an entire skulk pack into the enemy base with nobody seeing you, all I think is that if the skulk moves, the invisibility should go down to at least 50%. It just gives the marines (covered later) a chance to kill the skulks before they bite your face off and rape your trachia <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This is the one thing I agree on. Having an entire Onos 100% invisible from a few metres away is quite frankly retarded. Aside from the beliviability of the situation, it encourages devour-camping (and, as every dev aside from Core knows, instant death is never fun) and takes away from the Onos' intended use...he should be running around a base goring people, not hanging around corners waiting for lone marines to walk by. IMO larger aliens should be *slightly* visible, depending on their size and closeness to an enemy player/obs.
Moving cloaked aliens are "easy" to spot. Not very easy but it is possible if you know there is a cloaked alien. Here is my method: Find the place the enemy attacks most of the time. Strafe slowly right and left, remember the floating of the textures and you will "see" the cloaked alien when it moves.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. Marine Armour<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Get some welders. I know... most of the time those with welders just weld the cc and go away... just stupid... Welder is your best friend next to your gun but it's much better if OTHER players have it (because you can't weld yourself *g*) so most people won't get a welder because it doesn't help THEM.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->put 8 level 3 shotgun shots into a fade<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It seems like many players have problems killing fades. I don't know if this relates to the bug mentioned somewhere else with crouching fades but shoot their feet instead of their body/head. At least this works for me. Blast 1 - Fade is angry, blast 2 - fade trys to run, blast 3-4 - fade is back in spawn queue.
First person in gets it if they leave someone else gets it who really cares the welder takes a while to fix anything as it is.
Pretty much same goes for every other life form...khaara are supposed to adapt, remember...
Keep it coming, folks!
<b>1. Lerks</b>
Oh god, the bane of my existence, not only can they kill you from full level 3 armour in what seems like a tenth of a second, flight works by increasing the speed in the direction you're facing.
Wait just one second, now I may not have a PhD in physics, but I do know a fair bit, now wings provide lift and forward motion, they're offset by gravity, they do NOT provide the same effect as a rocket thruster. Now I can understand making things a little easier on the player as ****, we're not all capable of controlling wings. However, the current state of lerks is that they can, from across a room, spray you with spores, then speed over to you and kill you by flying into you and biting you, you just cannot run away, dodge or anything as anyone who can keep their mouse on a marine which can't really move that fast, is gonna kill them.
Additionally, spore spam, there is one map (daimos?) which has a tunnel which just turns into lerk spore spam EVERY SINGLE TIME, this needs to be fixed.
<b>2. Cloaking</b>
Ok cool, cloaking's a damn fine idea, I loved it when it was first introduced, however, 95% invisibility <b>when you're moving</b> is a little dodgy, **** you can as a team sneak an entire skulk pack into the enemy base with nobody seeing you, all I think is that if the skulk moves, the invisibility should go down to at least 50%. It just gives the marines (covered later) a chance to kill the skulks before they bite your face off and rape your trachia
<b>3. Marine Armour</b>
<b>Point a.</b>
Not enough of it, **** armour is supposed to protect you, it's made of metal.. it's not supposed to be totally depleted by a single bite from the weakest alien.
<b>Point b.</b>
Resupply, what a brilliant idea, however, let us compare the marine and alien versions.
<b>Alien</b>
Reasonably fast, increases health and armour, can be heard
<b>Marine</b>
Reasonably fast, increases health and ammo, can be heard
Notice one discrepancy? Yep, no armour boost, so even if you buy resupply, you can still be killed by one bite from a skulk (perhaps 2, it's hard to tell because I DIE SO MUCH AS I HAVE NO ARMOUR)
<b>4. Hive vs CC</b>
Only a minor point really, the hive self repairs, the CC does not, someone has to spend a point to get a welder, it'd be nice if it was easier to fix the CC.
Obviously these points aren't agreed by everyone, but hell, I think this would improve NS so much. Also, can you please fix whatever bug is with the hitscan/damage code, some players just seem to be able to take so much more damage, example, I was just playing on yo's clan server, floating in the air, 99fps, 40 ping, put 8 level 3 shotgun shots into a fade, no death. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
edit: additionally, shotguns seem to emit a pitiful number of actual shots, if it's a slug, fine, it's one incredibly strong shot right in the centre, if it's buckshot ok there should be at least 40 hits, there's a lot of balls in a buckshot shell. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1. Lerks
While lerks can be strong, marines have a very good counter to them:
Shoot the little buggers and watch them die.
Next...
2. Cloaking is annoying, but remember if they take cloak it makes it easier for you to win in the long run.
3. Armor in combat does run out fast, but if your teammates start buying wielders then you can repair it. So try teamwork.
Point b.
If marines got armor from resupply a jetpack would literally be invincible
4. The difference between the hive and the CC are fundamental differences between each side and do not need a change IMO.
I don't know if you were missing or not against that fade.
The shotgun isn't supposed to be realistic, but I'll tell ya right now the shotgun is extreamlly powerful when used correctly, and it doesn't need a boost else it would become overpowered.
None of your suggestions adress the fundamental flaws of combat, rather they just talk about things that make you mad. Ah well.
I think combat is terrible because there is no incentive for either side to attack and therefore it's not fun at all.
First person in gets it if they leave someone else gets it who really cares the welder takes a while to fix anything as it is. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Free? Come on. I can get JP, resupply, and a GL after I factor in the cost of the welder. Welder cost should not be an issue for anyone except the geniuses who insist on getting lvl 3 weapons, despite it being completely overkill.
The combat Lerk is <i>extreeeeeeeeemely</i> easy to use, that I'll give you. This does not make the Lerk remotely good though - in NS Classic, you rarely have Focus - usually you one D or M ability until about ~5 minutes into your lurking carreer. The Celerity/Adren/Focus/Regen/Carapace Lerk is extremely easy to use on the other hand. You can mismanage your energy, you can fly awefully and still zoom away and swooping in for one bite each is quite easy.
That does not make the Lerk overpowered though - that just proves how much the co_ concept sucks right now. Similiarly, at least a one-chamber-each Lerk in co_ maps is an absolute necessity to stop JPers (I'd use Cel/Focus/Regen) - any other lifeform is several dozen times less efficient at taking down resupply JP hobags.
<b>2. Cloaking</b>
I can't even pretend to see where you're coming from. Cloaking is a one point upgrade with a one point hardcounter - with the small problem that the hardcounter effectively helps most of the 'rine team see you. If anythings an issue, scannersweep kicks a bit much ****.
And seeing cloaked people isn't hard either - I have standard gamma, but unless the Skulk stands still and/or I don't suspect anything, he will be spotted. Then its just a matter of spraying in his general direction and getting a kill. Not to mention that theres so many corridors you can just spray down - if any Skulk is actually trying to move under cloakage, he'll catch a bullet. And god forbid its something bigger than a Skulk - then half the time it'll be obvious even if he's sitting still, because a stray bullet hits it, a sporecloud or flashlight brings out his contours or you simply hear him.
The only reason cloaking works is because Skulks and Lerks can go places you might not suspect, and hence not check.
<b>3. Armor</b>
Armor is extremely effective right now - for marines, its twice that of hitpoints. A L3 Marine has a whopping 260 effective HP if I remember correctly. Asking for all those to be regenerative is frickin' crazy - the last 100 is by far enough.
The numbers might be a bit off, but 'rines withstand by far enough bites.
<b>4. Hive vs CC</b>
The CC is alot easier to heal, and alot harder to damage. A Welder dude can still be using a Shotty, whereas a Gorge won't be doing much beyond maybe webbing you. And that same shotty can do tons of damage to the Hive - and lets not even mention GL/JP combos that happen to destroy their own worst enemys (Webs, Lerks). Not to mention the 4000 extra hitpoints that CC has.
If you just happen to play in places where people are unwilling to weld you or the CC, or do any other basic form of marine teamplay (ie if you're playing on a co_ only server <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) then you might just want to switch that around. The game should not be geared towards situations where noone wants to play in a team. If people try to do that, its still their own damn fault.
Now, what you're most likely experiencing is plainly that co_ sucks ****. The motivations and goals there are just all screwed up, and it ends up being a team deathmatch with occasionaly a rush ending, but usually a war-of-attrition sort of thang where the first side to slack off and get bored looses. If theres a serious change needed there its that only one side should be on the offense, preferrably marines, seeing as they have the ranged weapons and all.
Balancing co_ from such a PoV would be alot easier than trying to balance this crappy "Both sides try to attack along the same routes" thing.