MisterNubs
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Well, that's a shame.
If new ideas are not being generated and tested (evolution chamber), and the game is only going to be left to minor tweaks to improve "balance" on a game that is still a ways from being completely … -
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I have to disagree with this. Enzymes usefulness comes with destroying structures, not so much PvP combat. Why? Because a good skulk (one that's 30-3) is timing their bites when they know they can land one. If he was already doing … -
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On the same note, having grouped up life form researches creates an "all-in" scenario where even if one or two player goes lerk, I won't be as inclined to support those player because the grouped research is more expensive when I'm… -
Where are these "dark" rooms people are talking about?
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Shame it only costs a first-born gorge to afford a Drifter.
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Hopefully when they realize how unintuitive and mind boggling it was to use whips as an upgrade structure, they'll finally do the right choice (only a year late) and create an actual tech chamber to store the alien upgrades.
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Isn't that like when Hyrdas still costed resources but still sucked the ever loving junk off a donkey? So they made them free instead, but Marines pouted that gorges could just replace the down hydra? Beta is growing foggy for me. -
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Or give the Kham more meaningful structures that don't blow chunks in terms of usefulness and management. It's not worth trying to manage whips that have some of the shittiest responsiveness I've ever seen. Time-limited lifeforms a… -
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That was only asked for a couple dozen times during beta. It makes too much sense, so we obviously can't have that. So instead, UWE comes up with more ingenious ideas for this mangled mess of an upgrade system that continues to get… -
Uwe would have to make an official combat mod that they update themselves.
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double post
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Fades were actually weakened in 250 with carapace giving less and hit dmg nerf. The only reason why they seem unstoppable is because you need to work as a team to take one down when they bounce in. Which majority of the time doesn't happen. Too many…
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Skulk, gorge, then fade.
Fade is just a bigger skulk with more hp. But skulk doesn't give me a migraine with the hold a/d+w+ctrl+spacebar movement. I only going fade if I'm done dying which I hardly do as a skulk as it is. Then I go gorg… -
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Funny. I remember a lot of feedback being ignored until recently with the 250 patch.
Then again, I also remembered that a lot of the feedback was constantly drowned out by the incessantly screaming fan-puppies saying UW… -
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Because aliens require teamwork now when they didn't before (same with NS1). You're more likely to see more team work in a competitive match (because they're team vs team), hence why there is an 11% difference between the two. You … -
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If we go by scaling lifeform tech, early game leap can have a less impact on the game if level 1 leap wasn't nearly as strong as the current leap. Then level two being the current leap's strength and level 3 leap being an overall u… -
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Might be too strong if you could research additional levels without separate biomass slots. Unless each one's res cost increase similar to marine's armor/weapon tech. Worth testing though.
Xeno level 3 might make … -
Crossposting:
Perhaps instead of a linear progression with biomass, why don't we have biomass unlock a tech slot that that the kham chose with lifeform ability to fill it with. So 1 biomass = 1 tech slot for 1 ability.
That w… -
Perhaps instead of a linear progression, why don't we have biomass unlock a tech slot that that the kham chose with lifeform ability to fill it with. So 1 biomass = 1 tech slot for 1 ability.
That way if the kham wants to research vortex… -
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It shouldn't be because they can get 99% of their tech on one CC.
That's a terrible reason why Marines can manage a comeback.
There is a reason why even the best of alien players can't hold off the onslaught… -
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If hit and run is what the fade is all about, then I've given the new fade a good +200 hours worth of trying out. Considering the only thing new on the new fade is that you bunny hop instead of jump>ss>double jump>blink to… -
Remove shadow step and replace it with metabolize.
That way we can have something that consumes energy and gives us something to do while hopping around. -
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Blink slightly upward to get your movement started, tape CTRL down (or hold it down, your choice), hit jump each time you hit the ground. Blink slightly upward again when you feel like your movement speed is slowing down a little.<… -
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If the hit-and-run bunny fade is here to stay, being that shadow step is useless and no double jump, then I rather they not half-ass it and bring back the NS1 fade. I'll be much happier. Even happier than having the Shadowstep fade… -
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I feel like if this is what we're going to be stuck with, then might as well bring the ns1 fade back in all it's glory with metabolize (remove shadow step) and return the focus upgrade. Then I might be content with the new movement… -
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I was doing that even before all the newbies until they tanked adrenaline.
Sounds like to me the problem isn't the fades. Who was actually killing you while the fade was uselessly blinking back and forth? Did not one of… -
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Now lets see some combat.
This is where I feel the pre 250 surpasses the 250 fade. -
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It was more interesting and fun to play with than the shadow step bricks we have now.
Fades are a joke to fight against now. -
The only reason I am enjoying the new skulk is because adrenaline was buffed back up. It let's me bounce around the marine while they burn through their ammo, then I go in for the kill while they reload. I'm back up to 6-7 kills per death with the s…
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I'm curious as to how and your reasonings why the 250 fade has a higher skill ceiling and greater power potential than the 249 fade counterpart.