twiliteblue · bug stalker

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twiliteblue
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  • I'll vent a few of my pet peeves with current NS2 here.

    -I'm not a huge fan of how Focus scales. Losing veils disrupt attack counting and timing during combat, as attack speed and damage suddenly change.
    -Contaminate can be difficu…
  • (Quote)
    Capping resource nodes is similar to "farming" in MOBAs such as DOTA, which can be considered "secondary objectives". You see disorganised players getting distracted by them all the time, and failing to reinforce their team in batt…
  • Maybe "field commander" could be armed with a sniper rifle so they can pick off retreating aliens themselves? :wink:

    T…
  • As long as players understand that enemy RT standing around is not good for your team, then they will get knocked down. Even if each additional RT only gives 10% more resource, NS2 will remain a strategic game. It is, and should be much deeper than …
  • My apologies for making judgements based on old change notes. I shall give your updated mod a try.

    One small wish of mine is that all traits in a Hive branch are as unique as possible in their functions, while the three traits cover a wi…
  • (Quote)
    It may very well be. Although Marines are usually strong early game (if the statistics are correct), and only have difficulty staging comeback later in the game, I don't think having Web as an upgrade would have any impact at all..…
  • While I liked the initial changes in this mod. Some of the latest changes seem logic defying and balance breaking. I'm talking about the Fade Blink and alien trait changes. Although I think "long" Blink could have a purpose, if it allows Fade to rea…
  • Even with "multi-trip" snare Web, they would remain quite useless, because:
    1. Webs are easily destroyed. Even after a marine trips on one, it is very unlikely any other marine (or the same marine lol) will trip on it again, as welders are com…
  • @SquishpokePOOPFACE

    I had a simpler idea in mind to reduce the resource snowballing. It's much more transparent and easy to calculate.

    E…
  • (Quote)
    I would rather try to outsmart balanced Sentry puzzles for PvE than simply hold down attack button for a whole minute to gnaw on a bunch of boring bleeping structures. While Sentries used to be too good at defending on their own, t…
  • I'd rather see Sentries buffed a bit than being so under-used as the are. They are currently a waste of resources unless when used to support an all out push, which only adds insult to injury and is the last place where Sentries are required. We co…
  • On the topic Minigun Exo (Quote)
    Sorry for taking this off topic. Just like to share my five cents in regard to Onos.

    To me, Charge feels like it could be improved to be more enjoyable for both teams. The speed boost accelerates…
  • Exo health should be displayed at the bottom of the screen as a bar, in place of the booster energy bar. It being at the top of the screen only in numeric form seems like bad UI design. It's inconsistent with other player UIs and makes it difficult …
  • I think the lack of consistent practice of advanced weapons/lifeforms in a real game that really hurts NS2. Aliens usually suffer more from this problem. Died as Lerk/Fade/Onos? Go back to practicing Skulk/Gorge for the next 10 minutes.

  • (Quote)
    I don't believe that argument holds. If a good player can now afford a good weapon 100% of the time instead of 90% of the time, the change won't have as much effect as, newbies getting a better weapon 20% of the time instead of 10%…
  • If I was to design a game like NS2, I would layer the complexity over time for accessibility. New players would feel good about upgrading their weapon/lifeform right away, but unlocking their full potential will require more time and practice. Late …
  • To me, Pregame only highlights the problems this game suffers (alien lifeform viability and fun factor vs learning curve), but it should not be turned into something it is not.

    Pregame is for fun and practice, as well as a learning tool …
  • NS2 has always suffered because the devs have been unable to guide new players to develop their skills with good game mechanisms. It's very simple: eg, if a new player "wastes" 20 seconds to evolve to Fade, and die in 5 seconds in battle, then have …
  • Hmm worm aye? I miss the "wormhole" Vortex that would teleport you back to it after you attack. A more user-friendly version of it would be awesome.

    The portal could be cloaked shortly after it is placed, has some placement range, and tr…
  • I think a three hit combo as suggested would create unnecessary complexity and requite more visual aid to convey properly. It is also rather too difficult to execute, making the Fade even more difficult to learn.

    A simpler changes would …
  • Just had an idea based on initial suggestion:
    Spectate mode while waiting for respawn could be improved by prioritizing following teammates who have the same weapon/lifeform as you had when you died, who have higher skill ratings.

  • (Quote)
    Thanks for the feedback.

    I deleted the suggestion that returning to the full lifeform could be done at a discount. Since the Lerkling and Fadeling are mainly intended for keeping movement consistent across deaths rather…
  • (Quote)
    I think marine arms lab upgrades also lack transparency and is a (uninteresting) lazy way to influence the game's balance, by simply increasing some numbers without introducing choices (boring linear progression).
    Perhaps cha…
  • O how time flies, like a lork diving off a clorf...
  • @SantaClaws Thanks for the suggestion. I will play around with implementing it.

    Do give my updated mod a try as well. Jumping near walls gives Skulk a big b…
  • Some feedback after testing by myself:

    Sentries are a little too deadly and spammable right now, but feel too frail. (Although that does create the opportunity for an alien weapon that hard counters them)
    Skulk wall jump vertical f…
  • Updated mod with bug fixes and adjustments to jump forces.
  • While the oversaturate red lighting was hard on the eye, the new orange lighting seems too bright and gives marines too much advantage, and potentially ruins alien vision mods that depend on lighting not having orange overload.

    I would s…
  • I like most of the current changes.

    One suggestion regarding Silence. I think silenced movement AND attack would be fine, if the damage feedback sound (eg "pain") is more noticeable, even when taking low amounts of damage.

    Si…
  • Alternatively, give aliens an interactive tool to counter GL.

    Babblers and Umbra only protect against bullet damage, but are useless against grenades. Carapace and biomass HP do help late game, if the aliens are winning, but are not part…