RabidWeasel
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Somehow many modern games are worse than HL1 when it comes to console commands. Not exactly sure why it's so hard to make an exact copy of something that is objectively near-perfect.
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I like the idea behind removing heavy and light damage (it's not really very interesting mechanically) but isn't it going to require a messy rebalancing of damage and armour values to compensate for it?
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(Quote) I went from fading most games and lerking under very specific circumstances where we needed the early pressure to almost the opposite, lerking every game unless the marines have a particularly strong start and I don't trust my team to be …
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So uh did lerks lose spore or umbra or do they now have 5 abilities?
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(Quote) It's 4 more (AR) bullets, armour absorbs 2 damage per point of armour. And the reason why you get shade last is that the most important thing in the game as aliens is being able to keep your higher lifeforms alive and shades don't let you…
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Biomass scaling on babbler health is a very good suggestion IMO. I'd be careful messing with energy costs (you risk making the choice between celerity and adren redundant), stick to hp and maybe the damage or AoE of some abilities.
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It's not like the win condition with contaminate is just "get 3 hives" it's "get 3 hives with max biomass and a huge stack of whips". Even then base arcs, exos, flamethrowers and GLs can deal with it.
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I don't see why it has to apply to anything other than the crag/whip/shade/shift and maybe hydrae. Cool idea though.
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I seriously remember getting far more knife kills in NS1 than axe kills, I don't really like the axe animation so it's probably just a mental thing"Buttjumping" was a specific term referring to the buggy superfast walljumping that you could do in earlier builds, I tend to think of good walljumping as being like a stone skimming across a pond in The NS2 Minimap / Gameplay Thoughts Comment by RabidWeasel September 2013The 'midair collision with marine' issue is a pretty annoying one in that it's a huge trap for new skulks who typically instinctively jump when in close combat, the only real solution would be to give skulks some way to more quickly accelerate from …The fact that you don't get any adjustment for the relative skill of the team you're playing against (and your team, for that matter) kind of makes the whole thing pointless. I'm going to optimistically assume that they're still working on it and th…(Quote) Uhhh I'm pretty sure they can unless it got ninja patched out at some point.
Is it just me or is the existence of this site not mentioned anywhere? It's pretty nifty, though scary to see how highly I'm ranked considering that I fuck up ALL THE TIMELoading seems significantly faster for me so I'm confused. I'm running on a crappy old SATA HDD, I will get one of those newfangled SSDs eventually though!(Quote)
I have the same specs as you exactly only my cpu isn't OC'd (my room has heating issues) and I only have one GPU, and I get good performance with noticable framerate drops only on Biodome in some areas so I don't know wtf is wrong …There's a possibility of an upgraded rifle making it into the game at some point, it's been tested a bit and there's a lot of support for it since it was in NS1 but there's some potential balance issues associated with giving JP marines an enhanced …I had some medpacks getting dropped on the outside of the glass hallway to the northeast part of main hall, is this fixable?Man I can't figure out at all how these changes are going to pan out but they sound really fun. If you have two teams harassing the hell out of each other pres generation is going to be gimpy compared to what you get from kills, which seems like a p…I'm fine with the dual railgun I just wish they would revert the railgun weight change, the speed was my favourite thing about it.We had crazy air control in one of the BT patches and it was amazing, I want skulks and marines to both be able to make stupid midair turns, it's so much fun to dance around while trying to kill people in Hitting a marine became waaay harder Comment by RabidWeasel September 2013(Quote)
Be careful what you say, I suspect that there are people who wouldn't realise this is satire.His argument is actually a very good one, breaking them down into individual abilities actually makes it much easier to choose which upgrade to take next because of the individual smaller costs involved and the fact that upgrades are gated by biomas…If you just dump whips into a base with no support unless the marine team is literally asleep or they have zero GLs/flamers/exos/arcs it's not going to achieve much.Bumping this thread because BT mod has some new changes:
- aliens always profit from bio mass health (not only upgraded classes)
- gorge tunnels no longer require a research
- added evolution chamber, which hosts all life for…(Quote)
It happened in the first game I saw the comm use contaminate, I suggested it because we were winning and we were at the "throw onos at exos until you win" stage but all it did was blow up a load of whips :<I'd much rather keep marine mobility where it is and give something to the aliens (most likely skulks since they're the ones who get destroyed by good jumping) if it turns out they're at a disadvantage overall.I'm not sure how you managed to read into my post that I thought fades were useless, only that the lerk can put out enough early pressure that it feels like saving for fade is a waste and that the new movement possibilities added by vortex aren't su…I ended up doing some stuff like this after playing around with vortex for a while (vortex as a long distance movement ability has some fantastic uses) but the energy cost is kind of prohibitively high for extended fights especially if you try to us…(Quote) I'd be happy with just a slight increase in the intensity of the outline in normal vision, friendlies getting a different colour outline (maybe a less intense green colour for good contrast?) and having the contrast while using darkvision…