Pointless Nerfs
Ballisto
Join Date: 2003-05-19 Member: 16503Members
<div class="IPBDescription">Imo</div> There are several things that have been nerfed majorly for no reason - at least to me. Let me list them:
<span style='color:red'>Never mind -> </span> 1) Healspray. I don't think damage or healing was changed, but WHY did they majorly nerf the range? It's not like healspray was owning the marines! It would just let a gorge defend himself against a solo, bad marine. I never got killed by it.
2) Webs. They don't last as long. That plus the nerf on healspray = no battlegorging. The biggest thing a good gorge could take on solo before was a lone jper or a lone newb ha. The marines already have welders (5 res!) and gl spam to clear webs, don't see why they need a nerf.
I'd rather have less webs and have them more high quality.
<span style='color:red'>Never mind -> </span> 3) Cloaking. WHY does it take longer to cloak when you step into range of a sensory? The marines have scans and motion tracking! Focus isn't so powerful that you need to nerf sensories!
That makes sense now that you think about it. And don't they block mt anyway now?
<span style='color:red'>Never mind -> </span> 4) Skulk speed. They are so slow now. It takes forever just to run across marine start in daimos. I heard it was to promote celerity. That's just plain cheese.
<span style='color:red'>Never mind -> </span> 5) Knife range. Not a nerf to the knife, but rather, the skulks have insanely long bite range. The way I see it, it would be balanced for a marine to damage a skulk and run out of ammo, and then trade a bite for a stab to finish him off.
6) The new armor system. It pretty much nerfs marines. Aliens can run off to the hive/gorge/dcs to heal health AND armor fully for free. Marines can get medpacks to heal them, but they cost res. But they only get health back, and for the 4 res to heal a marine back to full, he gets killed in one bite with no armor. In pubs, noone welds each other enough for a comm to drop a welder. It'd be a waste of res on anything but a heavy. If we had a weld me icon, maybe that would fix this problem. And if you got teamwork points for every 100 hp you welded or something.
Oh forgot one:
7) Parasite. It's hard to hit with now. Now you actually have to aim! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> The whole point of it is that the skulk pops out, paras you, and then gets you later, instead of pops out, misses, misses, misses, runs out of energy and gets pistoled.
I'll bet for a lot of these something else was changed and they had to be put in to compensate. I'm not sure what though, so help me out here.
And another one:
8) Acid rocket. It's so weak now it's a joke. I'd say the optimum is somewhere between 2.0 and what it is now.
<span style='color:red'>Never mind -> </span> 1) Healspray. I don't think damage or healing was changed, but WHY did they majorly nerf the range? It's not like healspray was owning the marines! It would just let a gorge defend himself against a solo, bad marine. I never got killed by it.
2) Webs. They don't last as long. That plus the nerf on healspray = no battlegorging. The biggest thing a good gorge could take on solo before was a lone jper or a lone newb ha. The marines already have welders (5 res!) and gl spam to clear webs, don't see why they need a nerf.
I'd rather have less webs and have them more high quality.
<span style='color:red'>Never mind -> </span> 3) Cloaking. WHY does it take longer to cloak when you step into range of a sensory? The marines have scans and motion tracking! Focus isn't so powerful that you need to nerf sensories!
That makes sense now that you think about it. And don't they block mt anyway now?
<span style='color:red'>Never mind -> </span> 4) Skulk speed. They are so slow now. It takes forever just to run across marine start in daimos. I heard it was to promote celerity. That's just plain cheese.
<span style='color:red'>Never mind -> </span> 5) Knife range. Not a nerf to the knife, but rather, the skulks have insanely long bite range. The way I see it, it would be balanced for a marine to damage a skulk and run out of ammo, and then trade a bite for a stab to finish him off.
6) The new armor system. It pretty much nerfs marines. Aliens can run off to the hive/gorge/dcs to heal health AND armor fully for free. Marines can get medpacks to heal them, but they cost res. But they only get health back, and for the 4 res to heal a marine back to full, he gets killed in one bite with no armor. In pubs, noone welds each other enough for a comm to drop a welder. It'd be a waste of res on anything but a heavy. If we had a weld me icon, maybe that would fix this problem. And if you got teamwork points for every 100 hp you welded or something.
Oh forgot one:
7) Parasite. It's hard to hit with now. Now you actually have to aim! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> The whole point of it is that the skulk pops out, paras you, and then gets you later, instead of pops out, misses, misses, misses, runs out of energy and gets pistoled.
I'll bet for a lot of these something else was changed and they had to be put in to compensate. I'm not sure what though, so help me out here.
And another one:
8) Acid rocket. It's so weak now it's a joke. I'd say the optimum is somewhere between 2.0 and what it is now.
Comments
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I've had decent results with the knife as it is right now. Skulks can still get sliced up if they aren't careful. Plus, knife kills show skills and should stay that way, no?
Webs: They used to last a long time. Not bad honestly, but once you stacked them some, it got to be way too long. That's why web was nerfed: web stack.
Cloaking: Rarely makes a difference, and it prevents cloaked skulks from going back to cloak after attacking.
Skulk Speed: Wasn't changed... Learn to bhop.
Knife Range: wasn't changed... that, and it only takes 3 attacks to kill a skulk. I've solo knifed several skulks before, which was nigh impossible before.
Armor System: I agree, i demand the old armor system back <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->.
Oh, sorry...I just got a feeling of <a href='http://www.unknownworlds.com/forums/index.php?showtopic=65330' target='_blank'>deja vu</a>. :P
I'm waiting to see if anything changes in the next beta. I'm hoping for a few tweaks. *Twiddles thumbs*
7) Parasite. It's hard to hit with now. Now you actually have to aim! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> The whole point of it is that the skulk pops out, paras you, and then gets you later, instead of pops out, misses, misses, misses, runs out of energy and gets pistoled.
I'm ranting about what I've observed ingame. So I could be very wrong on a lot of things.
I stand corrected on a lot of things (see first post edits). Thanks for clearing it up!
I hate it when another gorge uses up all of the web for an entire map in a pointless place a marine will probably never see.
7) Parasite. It's hard to hit with now. Now you actually have to aim! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> The whole point of it is that the skulk pops out, paras you, and then gets you later, instead of pops out, misses, misses, misses, runs out of energy and gets pistoled. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This is because of the hitbox fixes I believe. So nothing was really changed, including your aim <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
7) Parasite. It's hard to hit with now. Now you actually have to aim! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> The whole point of it is that the skulk pops out, paras you, and then gets you later, instead of pops out, misses, misses, misses, runs out of energy and gets pistoled. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is because of the hitbox fixes I believe. So nothing was really changed, including your aim <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
*Sigh* Dunno how to fix that... maybe different hitboxes for para... but nah.
These nerfs all make it harder to do something which they wanted to make harder to do. It's pretty simple.
and yes maybe "armour repair packs" or "disposible one-time use welders" would definately be a must (perhaps same res as health pack).
Is this true or speculation i dont remember anything about para range nerf.
Personally i find there arn't many rooms you cant reach a rine with para.
The nerfs i dont like are acid rockets and heal spray amount healed. I dont mind the damage it does or even the range but to try to heal a larger lifeform is to pitch a tent and sit there for a few days healing.
Acid rocket would be nice if it had an extra ability as not only does the rocket do less damage but with the new hitboxes you have to be more accurate plus the splash damage is either minimal or non existant cant remember which. Ends up being a last resort weapon. Even if its effect was greater against JP's or something it would be better.
As for healspray I wouldnt mind say a % plus a normal amount healed. Like how healing the hive works currently. Or even just off the top of my head maybe if HS warmed up eg: starts off healing slowly and then heals faster and faster till out of adren?
- RD
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I've had decent results with the knife as it is right now. Skulks can still get sliced up if they aren't careful. Plus, knife kills show skills and should stay that way, no? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
yeap i have to agree with you there.
It's also as accurate as the pistol, meaning perfectly accurate.
some things they are changing are IMO not doing that though ...
yup...
i'm a NEWWWBB on aliens and I can still parasite careless marines at medium range. As a marine I also know that I've been para'd at much longer ranges by skillful skulkers <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
-stooopsy
o- Parasite RANGE is being looked at... (on the co map with the phases?) there is a map exploit which is becomming a problem, and needs to have parasite fixed in order to solve.
o- lerk might get spikes, and bite... enough said.
o- "armor" packs will NEVER be in NS... you have a welder for that, learn to use it, and learn that this game is about teamplay, have your teamates buy one, problem solved.
Hm, maybe we can have an 'advanced welder' with a stick attached to it so we can weld ourselves on the back ?
Or some kind of inflatable-field-teammate...
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Hardly, if any skill at all.
It only proves you managed to slice an alien that was on less than 30 health.
If you knife a fade from 300/150 to 0, I'll change my view, but I find it easier to knife than to hit something with my pistol.
Is this true or speculation i dont remember anything about para range nerf.
Personally i find there arn't many rooms you cant reach a rine with para.
- RD <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I remember I used to be able to parasite marines down hallways in caged. Now every time I try it does nothing until I'm about halfway across the room.
Acid rocket.