RequiemDK
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According to the other thread, it appears that this was done because "the debate's going around in circles".
Saddest way to deal with the issue IMO. The debate will disappear when the issues are fixed. Sinking the threa… -
A sample size of 2000+ is not to be discounted so easily.
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Oh man Tribes 2 was glorious with its massive multiplayer online battles. Damn, now you've made me want to play it again, but the game's dead in Early/base marine lacks variety. Comment by RequiemDK August 2013 -
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If the speedboost is from jumping off a WALL, then no, there's absolutely no indication that one should have that benefit. Why should you get a speedboost from that? What in the game informs the player of that? If the speedboost is… -
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I have to say though, that the game mechanics are really quite counter-intuitive, at least on the aliens' side of things. I mean, what in-game hint is there that the skulk gains speed from bouncing off walls? It's the sort of stuff… -
Help! Help! I'm drowning in the sea of your irony! :x
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Silly me. I thought the objective was to concede the game faster than the enemy team can. It takes a tonne of coordination to get everyone to hit that button you know. And the learning curve is so unreasonably high that rookies often don't even know…
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I'll second the absolute frustration that one experiences while trying to teach a bunch of newbies who get picked on and demolished by the vets due to teamstack. The worst ever game I had in recent weeks was having 6 greens o… -
He's probably talking about the feel of the weapons, and in that aspect I would have to agree. The GL feels as it should. The LMG sounds quite crap for something that you'll still start off with near the end of the game as a default weapon, but I'd …
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Seconding this too. It's worked well for CS:GO and L4D2 for good reasons. I have no idea why there's actually opposition to something like this. -
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It isn't getting smashed by a better player that turns people off. It's getting smashed when you're trying to learn the game, and end up either not knowing what to do or how to do what you're supposed to do by the end of the sessio… -
I kept trying to make the point that the game cannot be designed only for competitive or perfectly skilled players in mind earlier on and have mostly given up, but here goes again.
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That's mighty arrogant. I would say that most … -
Please do not compare micromanagement in StarCraft to fade movement. Your marines would still function without micromanagement in SC even if you lose the battle, but walking around as a fade is just.... no. Micromanagement is something that the play…
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I don't deny that that's another issue with the fade's design. NS2 feels like a game that's made hard to pick up for no discernible reason other than just because. I'm awaiting the patch where marines have to enter the konami code … -
"Marines might slip up, fade might slip up"
The difference here is that it's far far harder for the fade to slip up than the marines to. -
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Start by answering the question of whether you wish to see new players take to the game and thrive.
Twice, I saw a group of 3 greens join the server I was playing on, get owned by an average fade repeatedly, realize tha… -
Quit using the "use teamwork to bring down fades" excuse for horrible design. While you're using "teamwork" to trap 1 lifeform, the other team is using that same teamwork to decimate the rest of your team and take over the map. The game really needs…
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And that's probably where we disagree. No matter how bad you think CS:GO might be, I have at least as many good games there as bad games. And the bad games are never as frustrating as NS2's. Part of the reason is the existence of c… -
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The game's design needs to be more conducive to those good games rather than the bad. Consider this: if 4 out of 5 games end up being boring noobstompfests, why would a new player want to stay for it when he could instead be spendi… -
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Maybe I should just say something like: "it's far easier to land the number of shots required to kill and therefore punish a highly skilled player in CS than it is to land the number of shots required to kill and punish a good fade… -
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And my entire argument was that lucky shots against pro players in CS is far more likely than lucky shots against pro fades in NS2, and that the punishments are commensurately less in CS, thereby making it more acceptable. I'm sorr… -
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I would like to point out though that a pro player in CS is still a very vulnerable player and is still easily punished for slipping up because it does not take more than a few lucky shots to end his round. This is not always true … -
Hello, first time poster here, but I've been playing NS since the very first days of NS1. Just posting to agree that it's really only a matter of time before the aliens start winning majority of the pub games again. People seem to underestimate the …