Deck_

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Deck_
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  • (Quote)
    I disagree with this only being an aesthetic issue. You do see some good strafers do that movement till you get close. I think going from a spastic movement into a more wider strafe is effective because it's hard to get a read on w…
  • (Quote)
    Yea but this might be dependent on how fast/accurate you are seeing the motion. Is the animation as smooth as it could be to allow everyone to see where the marine really is?
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    Well it looks like the skulks hp is probably going back, but the speed is increasing and it's going to be faster to reach max speeds while wall jumping. It looks like good changes overall.
  • (Quote)
    Is the animation broken or is it hard to see a marine's movement smoothly depending on setup? This might be part of why it's difficult for skulks to hit their bites. I don't want to change how you can dodge though.
  • oh yeah I guess people don't read anymore (my bad ironhorse). I had an idea, but it might have been brought up before. I think you get what needs to happen. I did really appreciate the last page or so of comments though. Funny stuff.
  • (Quote)
    Good call. This would also work as I only put the running animation on there so people wouldn't feel as slow when sprint is removed. This would also work though and you make good points.
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    Yeah I think they should have an outline and more clear sound so you can avoid them better. There was talk before from other people about sound and have them easier to see, I think that is a good way to go. I would like a slight n…
  • (Quote)
    This guy wins, get him a homing grenade launcher.
  • (Quote)
    I turn camera animation off in options (first tab). So that wouldn't come into play for me as I find that very distracting. So they could look into removing that part if it made players have a harder time on marines.
  • (Quote)
    It removes sprint. The whole animation thing was just a comforting effect so people didn't feel really slow when they remove sprint from the game. That part is the least important aspect to this, but could make the transition eas…
  • (Quote)
    Speed could stay the same when shooting if that worked better.


  • (Quote)
    The idea is a compromise so the feel of the game doesn't feel slow to people on marines. I think this is a very small compromise though in the direction of sprint. Why would the default movement feel worse? It could be exactly l…
  • I think it would be very similar to sprinting now. I think you would have to allow the player to shoot while doing it. So maybe you would slow down a little from top speed while shooting.
  • (Quote)

    This is a good point. Also, if you compare ns2 to csgo, the difference is aliens are moving faster. So it's fine if both teams are moving slow, but ns2 does have that thing about trying to shoot an alien trying to run. I …
  • Just lock on.
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    woah, I don't think they could admit to that even if they thought that was true. Health bars are in the ns2 manual now.
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    Yes, add the blue shell to the game. Let's make it casual.....
  • (Quote)

    Btw, not sure if you have talked about this, but you can also see the health bar in the dark. So let's say you started shooting an alien before the power went out, you should lose track of the alien but you can still see the…
  • Ironhorse - just because the tutorials are only used/seen by a minority of users, doesn't mean no one would review something if it was more directed towards the user/gave away secrets/ways to get better. The tutorials currently in the game are very…
  • (Quote)
    You could increase skulk base speed or make the skulk slightly smaller. Not sure if increasing the hp of the skulk is the best method. Good point about mines not working the same, you would have to increase mine damage if they wa…
  • (Quote)
    You don't think people would click on a tutorial after a round if it seemed geared towards the user? Want to shoot a higher accuracy/work on your marine game, click on this tutorial. Want to work on your skulk gameplay, click on …
  • (Quote)
    Yea, but how many people notice that? I think it should also have a visual cue and help indicate that you're doing it right with the first couple jumps.
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    This is my biggest problem with the hitbox changes on the skulk. It's very difficult to dodge against any ok to decent shots. So that changes a big part of the game and also makes you feel helpless in front of a marine. Th…
  • (Quote)
    This is a good idea. There should be a visual\audio indicator to help with wall jumping. This is UWE's chance to add cool stuff to the game to help people. Not make the game any easier to play. Teach and help with visual indic…
  • I don't want this to happen. Not realizing you are spotted on both teams is part of the game. Being aware of your surroundings. If you know immediately when you are spotted and you aren't looking that direction, that would give you lighting fast …
  • I agree with QOL changes to the game. I think this is a good opportunity to add new effects/ui elements that make the game relay information in a new way. It can help new players, and make the game seem less confusing. I also think this and teach…
  • (Quote)
    What bug? Was something confirmed to be a bug?

  • (Quote)
    Well you could argue most things will help the better players more. If you agree with the smaller skulk model, then let's try it in a play test at least. The thing is, people are not missing skulks up close, so it changes a lot a…
  • It would be nice if the hitbox on the skulk/fade was reduced slightly and probably the skulk model could be smaller too. I like the idea of increasing the sneak speed of the skulk, which will help players that use it, but many players probably woul…
  • I think this change would have been more accepted if the server performance rates were increased also. The problem is, we still have a game that isn't as smooth as it could be, and people are just hitting more shots. I think people would be more o…