rantology
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bump
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bump. These are out about 1 week in advance of the patch (ETA the 18th).
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I totally understand, that was pretty dirty on my part. On one hand, I think it's SUPER exciting to have a potential alternative to the SG - if you really think about the power of an SG, would it's equal/alternative feel "balanced"… -
There are no hidden changes, sorry to disappoint. =P It's certainly not our preference to do things like that (the hitbox change was the first time a silent change method was used).
There are a few more changes/tweaks being discussed to … -
It currently takes 90 seconds to accumulate the res to drop a pair of tunnels at the start of the game- a little faster if you are quick to get your first natural RT up. We don't think this needs to be quicker at the moment (but will continue to kee…
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There was an issue related to the cyst changes earlier this morning that was causing server crashes- however that has already been hotfixed. Let us know if you are still experiencing crashing (And be sure to send us the logs if you… -
I asked Remi about this, and the default state both in the vanilla game and in NS2+ for AV is ON- however when Remi changed the default state for NS2+ he did not reset it for existing players, so this is likely why you had to go into your options an…
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Alien vision is almost like crosshairs, in the way that it can be a very subjective thing for people on which kind they enjoy. If you liked the pre-299 Alien vision (the one with the outlines), you can subscribe to in The Alien Vision change is a change for the worse Comment by rantology May 2016
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Yes- Crush effects all attacks. -
Crush is primarily intended to be used for the structure damage. But we also wanted to have some kind of small bonus in combat too, so it wouldn't feel totally useless there. It does not have any significant impacts like reducing the hit count it ta…
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Another reason for the hallucination change on drifters is: Hallucinations (and shade hive in general) are supposed to be about subversion, deception and general indirect guerrilla tactics. One of the purposes I feel hallucinations have failed to do…
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This is correct. -
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We ultimately do want to end up with something like this. The switch of cloaking from being paired with silence to being paired with aura is a short term solution- one in which we are trying to accommodate the NSL in their wishes t… -
The reasoning behind this was that we wanted to avoid splitting the upgrade into 3 separate upgrades (cloak, silence, aura) - but cloak combined with silence makes for too powerful of an ambushing tool leading to "free kills" and otherwise frustrati…
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We are. -
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I like this idea, if the res changes do turn out to feel too "muddy" I think this could be something to look at. It was not specifically aimed at marine comebacks but alien as well- I do think it has virtues worth exploring (It als… -
Just a couple notes on the res changes- I'll be doing a full write up when they are released but I want to mention a few key points here:
1. They are experimental - We understand that, and we are not above reverting them if it turns out … -
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This was my thinking too and why, at least initially, I want to try and avoid putting a wind-up on it. There's also a bug currently that may be making powersurge spammable at no cost to the marine commander- so this has probably co… -
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To clarify, our main concern with Powersurge is that currently it can make phasegates a little to dangerous to try and take down- the damage output from powersurge combined with a sacrificial marine with primed-grenade in han… -
Just an update on the Powersurge situation- we spent some time discussing it and decided giving it a wind-up time might not be the best route to go (if you make it avoidable the ability will feel bad for the marine comm and potentially become a noob…
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Just want to chime in, we did originally plan to have powersurge cause a "wind up" animation and sound to give aliens a short window to respond, and I think that is still likely to happen. We just did not have time to get it in for the initial relea…
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The thinking behind adding these was:
Experienced players generally "know" how much HP an alien has left, if you put 70-80 into a skulk, you know he's nearly done for. If you put 150 into a lerk, you know he won't be coming back to re-e… -
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This change has already been made and should be in the next build- sorry about that!
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Thanks for the feedback guys. We did run into a problem in that we couldn't just half the pickup time because then you'd actually be able to out-heal alien damage (no armor marines would no longer be 2-hittable)- especially fade.
So far … -
Hey guys, I just wanted to update you all- we had our biweekly meeting today and did discuss this. Here's what it's looking like:
The change to the default server browser filters will not be reverted. We are, however, going to be continu… -
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I feel like this is quite an exaggeration? Nothing was shrugged off, as a matter of fact we were listening very closely to any and all feedback we were getting about them and making changes accordingly.
And what I mean … -
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There is more to it than that ;P not ready to discuss specifics quite yet until we are in a position to actually make/test changes for this- so far it's just an item on a list we'd like to get to. You can feel free to PM me on disc…