Pointless Nerfs

BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
edited March 2004 in NS General Discussion
<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.
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Comments

  • stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
    edited March 2004
    <!--QuoteBegin-Ballisto+Mar 9 2004, 06:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ Mar 9 2004, 06:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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?
  • Da_SargeDa_Sarge Old School Suck Join Date: 2002-10-15 Member: 1502Members
    Anyone else get a sense of deja vu from a post made earlier today.....
  • LastLast Join Date: 2003-10-06 Member: 21463Members
    Healspray: What range nerf? The only thing nerfed was the Z-Range, so you can't healspray a guy 3 floors above you. Besides, spit is a MUCH better weapon, and can easily take on a a0-a1 marine with average aim.

    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-->.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited March 2004
    <i><b>PRE-EMPTIVE STRI </b></i>-

    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*
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    Please read changelogs before you post myths/outright lies about what has been changed. Thanks.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    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'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!
  • Red_SquirrelRed_Squirrel Join Date: 2003-12-15 Member: 24414Members
    Can't webs just be limited "per area" like OC's?

    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.
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    <!--QuoteBegin-Ballisto+Mar 9 2004, 07:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ Mar 9 2004, 07:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--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-->
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    <!--QuoteBegin-Unknown+Mar 9 2004, 07:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Unknown @ Mar 9 2004, 07:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ballisto+Mar 9 2004, 07:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ Mar 9 2004, 07:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--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.
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    I personally don't like being parasited as a marine. If an alien is going to parasite me however I think it's great that he actually has to aim to hit me, and not just aim in the general direction. Parasite is a great ability which should take some skill to use and I think it is fine just the way it is.
  • SiDSquishySiDSquishy Join Date: 2003-10-15 Member: 21704Members
    Umm.. They nerfed it for something they like to call "balance".

    These nerfs all make it harder to do something which they wanted to make harder to do. It's pretty simple.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    I think you forgot the nerf of the century.. Acid Rocket,
    and yes maybe "armour repair packs" or "disposible one-time use welders" would definately be a must (perhaps same res as health pack).
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    Armor packs = maybe not a thing they going to put in ns, but some kind of popupmenu word thing u click that says weld me and it display a small icon to other marines to weld that rine = well thats a good idea i think.
  • panda_de_malheureuxpanda_de_malheureux Join Date: 2003-12-26 Member: 24775Members
    1)~7) because the aliens and the marines arent the same.
  • SiliconSilicon Join Date: 2003-02-18 Member: 13683Members
    too many webs can lag a server I think, but webs are buggy at least in my experience, I mean sometimes when marines hit webs they will clear and sometimes they won't show up at all like a marine hits a strand and that strand is gone but you try to redo it, and it doesn't work anymore.
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Parasite RANGE was nerfed. You can throw a gorge farther then a parasite.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I can not comprehend why people who have played the game for more than a couple days still suggest armor packs. Do the words "HA Train" ring a bell? Now imagine HA trains if keeping that armor full no longer depended on teamwork and made HAs vulnerable, but instead just came in the form of invulnerability-packs from above.
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    <!--QuoteBegin-EEK+Mar 10 2004, 01:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Mar 10 2004, 01:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Parasite RANGE was nerfed. You can throw a gorge farther then a parasite. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    A pointless nerf to me was giving lerk only bite(3.0) and only spike (2.0). I wish I could have both like in the 1.x days. Oh, and opening doors with parasite.
  • DK_SizzlaDK_Sizzla Join Date: 2003-01-02 Member: 11728Members, Constellation
    <!--QuoteBegin-stooopid+Mar 9 2004, 06:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (stooopid @ Mar 9 2004, 06:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ballisto+Mar 9 2004, 06:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ Mar 9 2004, 06:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Yeah, I agree with you, Ballisto. In all except the armor thing; the door swings to both ways (fade without any armor gets insta-gibbed very quick, or just insta-gibbed).
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Para range is equal to that of any hitscan weapon in HL (I.E. Unlimited)

    It's also as accurate as the pistol, meaning perfectly accurate.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    as long as it makes teams even and dont kill the fun in NS im all for it

    some things they are changing are IMO not doing that though ...
  • stooopidstooopid Join Date: 2004-02-19 Member: 26709Members
    <!--QuoteBegin-NGE+Mar 10 2004, 08:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Mar 10 2004, 08:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Para range is equal to that of any hitscan weapon in HL (I.E. Unlimited) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    These are <b>Discussions</b>, and still might not get into the game... so take this with a grain of salt.

    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.
  • NovisNovis Join Date: 2003-08-09 Member: 19193Members
    <!--QuoteBegin-Delarosa+Mar 10 2004, 12:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Mar 10 2004, 12:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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...
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    <!--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-->Plus, knife kills show skills and should stay that way, no? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Why is parasite being changed for an exploit on one map? Why not change the map?
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    edited March 2004
    <!--QuoteBegin-Roger Dodger+Mar 10 2004, 08:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Mar 10 2004, 08:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-EEK+Mar 10 2004, 01:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Mar 10 2004, 01:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Parasite RANGE was nerfed. You can throw a gorge farther then a parasite. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    Change to first post:
    Acid rocket.
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