Something That's Aggravated Me For A Long Time

12346

Comments

  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--quoteo(post=1613681:date=Mar 11 2007, 10:29 PM:name=a_civilian)--><div class='quotetop'>QUOTE(a_civilian @ Mar 11 2007, 10:29 PM) [snapback]1613681[/snapback]</div><div class='quotemain'><!--quotec-->
    LMG attacks every 6 frames at 100 fps; that's 100/6 ~= 16.7 attacks per second.

    The bite timings are also correct: the parasite fires instantly (remember the first attack always fires instantly), it takes .1 seconds to draw bitegun, the first bite fires instantly, and each subsequent bite takes .4 seconds.

    Edit: bah, 4 minutes late
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Having someone confirm my numbers is never a bad thing. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Although for what its worth, I find my own reaction to a skulk is quicker if he parasites before biting, and slower if he just leads with the bite. I guess the bite is more disorienting or something.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1613686:date=Mar 11 2007, 09:07 PM:name=SmoodCroozn)--><div class='quotetop'>QUOTE(SmoodCroozn @ Mar 11 2007, 09:07 PM) [snapback]1613686[/snapback]</div><div class='quotemain'><!--quotec-->
    We can accept differences and alter the game to make up for this problem. My example is chess. No matter how good you are at reflexes, all that is needed is to pick up and drop a piece. Making the game as less reflex intensive, the more marginal your players will be. So what's the difference between a pro and a noob? Simply that the pro knows what to do.

    Perhaps you won't see much of a difference in a K/D score if NS were this way. But what will happen is that people won't be looked upon as if they can do a task or not, but how many tasks they can do. A fade won't be about how good at moving, but rather what he offers his team. Similarly, you don't look at a marine in starcraft and worry about his aim. You look at how capable he is against lurkers (very low).
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    So go play chess. NS is a RTS/FPS hybrid. If you were playing Starcraft, you'd probably be complaining that it requires too much clicking skill.
  • F4tManMGS2F4tManMGS2 Join Date: 2004-04-10 Member: 27842Members
    Actually Smoozd, in low time situations, quick reflexes are a wonderful thing to have. I know from personal experieince because, well, I'm slow...

    I like skulking. It does provide a difficult barrier for newer players, but the prospects of bunnyhopping are just so fun. I';ve always gotten a kick out of it.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Some people need an auto-direct to Marine Trainer servers every time they try to join real games.
  • LoneSharkLoneShark Join Date: 2003-11-17 Member: 23048Members, Constellation
    It's amazing that people with join dates like '03 and '04 can whine about skulks needing a boost. Haven't you ever been able to ambush a "pro marine" and kill them? You're not supposed to be able to walk right up to a marine standing at the end of a long corridor, and then bite his face off. Too hard of a concept to grasp? Try harder.

    But then again, I don't play on 32 player servers, so I obviously don't know what I'm talking about. *sadface*
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Why the hell do you assume I'm bad at skulking? Jesus christ.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    Skulks are fine until about the 5 minute mark( due to a1,w1,shotguns) or when marines get MT. Then their ambush ability is removed. While still useful, they are replaced by the fade/lerk. Which should be turning the side for aliens.
    Only thing that I hate about the skulk is their strafe speed. It could use a small increase imo.
  • DRagonDRagon Join Date: 2003-08-03 Member: 18833Members, Constellation
  • GoldenGolden Join Date: 2004-09-01 Member: 31169Members, NS1 Playtester, NS2 Playtester, NS2 Map Tester, WC 2013 - Silver, NS2 Community Developer
    <!--quoteo(post=1613883:date=Mar 12 2007, 07:09 PM:name=Rapier7)--><div class='quotetop'>QUOTE(Rapier7 @ Mar 12 2007, 07:09 PM) [snapback]1613883[/snapback]</div><div class='quotemain'><!--quotec-->
    Why the hell do you assume I'm bad at skulking? Jesus christ.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Why the hell do you assume that we're assuming you're bad at skulking? This community is so small that I bet almost everyone that posted in this thread has played with you at least 3 times.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    One thing that has gone largely unmentioned here is Friendly Fire:

    In a small game, Friendly Fire isnt terribly important because players don't have all that many opportunities to shoot teammates anyway. But as the team-sizes increase as we move to the giant 16v16 servers that everyone complains about, the existence of friendly fire plays a huge role in how effectively marines can stack their firepower.

    As I've heard it, sv_friendlyfire 0 doesn't just make marines <i>immune</i> to bullets, it makes them literally <i>transparent</i> to bullets. That means marines can shoot THROUGH each other and still kill skulks. On a ff-1 server, a smart skulk can run into a room with 8 marines and never be vulnerable to more than 1 or 2 at a time. On a ff-0 server, that same skulk is exposed to the guns of all 8, at all times. Hence, the skulk (not to mention all other aliens) will feel much weaker even if played just as smart.

    So please, if you find aliens overpowered on your giant server, ask your server admins to set friendlyfire 1!! You'll notice an incredible difference almost instantly!
  • ChimpZealotChimpZealot The Elite Demo Detective Join Date: 2002-11-30 Member: 10315Members, NS1 Playtester, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As I've heard it, sv_friendlyfire 0 doesn't just make marines immune to bullets, it makes them literally transparent to bullets. That means marines can shoot THROUGH each other and still kill skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No.
  • MaverickkMaverickk Join Date: 2006-12-03 Member: 58857Members
    <!--quoteo(post=1613917:date=Mar 12 2007, 09:55 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Mar 12 2007, 09:55 PM) [snapback]1613917[/snapback]</div><div class='quotemain'><!--quotec-->
    But as the team-sizes increase as we move to the giant 16v16 servers that everyone complains about
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    Not everyone complains about large servers. From what I've seen, it's die hard Classic fans and/or old school vets who think anything more than 6v6 is unholy that seem to complain about large servers. I personally love a large server, anything small like 6v6 is just boring imho, too easy to be spawn camped, the only benefit is quick respawns generally.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    I find large servers fun, but also balanced. Its just that the aliens usually dont have enough direction or skill to pull off the win.

    A single good lerk/fade whatever, and/or a player who actually pesters his team to drop RTs and tells them where to go, makes all the difference. Thats where all these big-server alien wins come from; when skill is *actually* balanced, the nub marines scream out alien stack, 'thats the only way they can win'.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--quoteo(post=1613918:date=Mar 12 2007, 09:58 PM:name=ChimpZealot)--><div class='quotetop'>QUOTE(ChimpZealot @ Mar 12 2007, 09:58 PM) [snapback]1613918[/snapback]</div><div class='quotemain'><!--quotec-->
    No.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Eh, thats just what I've heard. I'd test it myself before talking about it, except I dont play on any FF-0 servers.

    But anyway, when I said "the large servers that everyone complains about", I didnt mean that people were complaining about large servers themselves. I meant that the people who complain that 3.2 is imbalanced are almost all talking about gameplay on large severs. The people who play on small servers seem to think its ok. So since its apparently only large servers that have problems, I'm just suggesting that a switch to FF-1 would solve 90% of those problems for you. With that many marines in one room, they'd spend more time shooting each other in the back than shooting skulks.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    <!--quoteo(post=1613938:date=Mar 12 2007, 09:52 PM:name=gumhat)--><div class='quotetop'>QUOTE(gumhat @ Mar 12 2007, 09:52 PM) [snapback]1613938[/snapback]</div><div class='quotemain'><!--quotec-->
    you're just cheer leading 3.2 because your map got put in the patch, 3.2 is a colossal failure for servers larger than 25 and the fact that devs haven't acknowledged this shows that devs are just balancing this game for competitive and flayra isn't actually developing the game anymore shows how dead this game! skulks, the main unit of the aliens die in 3-5 pistol shots now! it's freaking pathetic.

    and not everyone likes 3.2, many think it is a failure, you just have your head too far up your butt to actually observe this sentiment ->> <a href="http://www.iam-clan.com/index.php?name=PNphpBB2&file=viewtopic&t=10888" target="_blank">http://www.iam-clan.com/index.php?name=PNp...pic&t=10888</a>

    "I personally think 3.2 is a teaser for the NS:Source that, I believe, they are currently working on + a plot to make current NS die so that ppl buy NS:Source when it comes out.."
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Pistol killed skulks in 3-5 bullets from day 1. Skulks are a ambush unit. So ambush. Marines dont have MT the moment the game starts. Use that to your advantage. On the subject about large servers, the only thing that needs to be fixed is the res system for aliens.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1613556:date=Mar 11 2007, 02:35 PM:name=Cereal_KillR)--><div class='quotetop'>QUOTE(Cereal_KillR @ Mar 11 2007, 02:35 PM) [snapback]1613556[/snapback]</div><div class='quotemain'><!--quotec--> To be honest, the thing I hate the most about the skulk is getting pistol-whipped. The pistol is a sidearm, yet whenever a marine knows that a skulk is going to pop out of a vent, he's getting out his pistol to slay the skulk the moment his head pops out. And it's even worse when you can do it from across a room. With a pistol, you can just blast away a skulk, and even if he suspects a marine to be waiting, he's going to be lucky to have 20hp left, while still being in the vent and having to retreat.
    It reminds me of leap-kills in 1.0x, leap was never meant to be a killer weapon, but they allowed near-instant marine kills. Same with pistols: they should be used when the primary weapon is empty, not to punish a skulk that happened to stay put for half a second. <!--QuoteEnd--></div><!--QuoteEEnd-->



    I'd love to have an upgrade for leap damage! Especially in combat when combined with xenocide. And leap is quite hard to aim right and hit a moving target so this would a skillful challenge to master. Nice idea. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • TalTal Join Date: 2005-02-23 Member: 42223Members
    <!--quoteo(post=1613883:date=Mar 12 2007, 07:09 PM:name=Rapier7)--><div class='quotetop'>QUOTE(Rapier7 @ Mar 12 2007, 07:09 PM) [snapback]1613883[/snapback]</div><div class='quotemain'><!--quotec-->
    Why the hell do you assume I'm bad at skulking? Jesus christ.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    if you think that skulks are too weak then you are probably just not a good skulk
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    <!--quoteo(post=1613938:date=Mar 13 2007, 04:52 AM:name=gumhat)--><div class='quotetop'>QUOTE(gumhat @ Mar 13 2007, 04:52 AM) [snapback]1613938[/snapback]</div><div class='quotemain'><!--quotec-->
    you're just cheer leading 3.2 because your map got put in the patch, 3.2 is a colossal failure for servers larger than 25 and the fact that devs haven't acknowledged this shows that devs are just balancing this game for competitive and flayra isn't actually developing the game anymore shows how dead this game! skulks, the main unit of the aliens die in 3-5 pistol shots now! it's freaking pathetic.

    and not everyone likes 3.2, many think it is a failure, you just have your head too far up your butt to actually observe this sentiment ->> <a href="http://www.iam-clan.com/index.php?name=PNphpBB2&file=viewtopic&t=10888" target="_blank">http://www.iam-clan.com/index.php?name=PNp...pic&t=10888</a>

    "I personally think 3.2 is a teaser for the NS:Source that, I believe, they are currently working on + a plot to make current NS die so that ppl buy NS:Source when it comes out.."
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Gumhat, please do research on the things you say before making up facts.

    My map is Ns_Nexus. It is <u>NOT</u> in 3.2. I'm 'cheerleading' 3.2 because it has made the NS games that i've played that much better.

    A colossal failure for servers over 25? So two servers. And tons of good players have mentioned that aliens win plenty on those servers, at least when the teams are actually balanced. Maybe the balance is slightly away from aliens, but its not completely. And worst case scenario where the balance is totally away from the aliens, well, these servers have always known that the devs cant balance the game for that high (due to playtesting restrictions, really). This isnt anything new, just maybe it becomes more apparent during the increased adaptation lag time of a significant release like 3.2.

    And, like Warrior said, pistoling a skulk with 4-5 shots has been like that for a few years (you cant pistol a skulk with 3, unless we're talking Uranium Ammo... but we're not).
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--quoteo(post=1613958:date=Mar 13 2007, 07:45 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Mar 13 2007, 07:45 AM) [snapback]1613958[/snapback]</div><div class='quotemain'><!--quotec-->
    I'd love to have an upgrade for leap damage! Especially in combat when combined with xenocide. And leap is quite hard to aim right and hit a moving target so this would a skillful challenge to master. Nice idea. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    That wasn't a suggestion: in 1.04, you could destroy a turret with just one leap (possibly more than just a turret, but I forgot...)
    Thank god that's changed, the added leap mobility already is powerful enough.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Two servers at 25 or more? Try six. That's 50% of the NS community right now. And there are plenty more servers hovering around 20 and 24.

    No server with 12 slots is filled. And only a few 16 slots servers are.

    It doesn't really matter, does it? The NS playerbase is folding like a 2-7 off. It's only a matter of time before there are just a handful of servers still operational.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    Just wondering was there 25+ player servers in 1.0 to 3.0? I dont remember any, most of them where under 22.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    <!--quoteo(post=1614081:date=Mar 13 2007, 03:12 PM:name=Warrior)--><div class='quotetop'>QUOTE(Warrior @ Mar 13 2007, 03:12 PM) [snapback]1614081[/snapback]</div><div class='quotemain'><!--quotec-->
    Just wondering was there 25+ player servers in 1.0 to 3.0? I dont remember any, most of them where under 22.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    There were plenty if I remember correctly.
  • DuoGodOfDeathDuoGodOfDeath Join Date: 2002-08-01 Member: 1044Members
    If you want to add combat to the list it is like 5 or 6 more.

    <a href="http://img513.imageshack.us/my.php?image=heykm4.jpg" target="_blank">http://img513.imageshack.us/my.php?image=heykm4.jpg</a>
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    <!--quoteo(post=1613883:date=Mar 12 2007, 06:09 PM:name=Rapier7)--><div class='quotetop'>QUOTE(Rapier7 @ Mar 12 2007, 06:09 PM) [snapback]1613883[/snapback]</div><div class='quotemain'><!--quotec-->
    Why the hell do you assume I'm bad at skulking? Jesus christ.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    because you were exceptionally annoying and loud on nsa, which consequently made you stand out among the throngs of terrible skulks
  • F4tManMGS2F4tManMGS2 Join Date: 2004-04-10 Member: 27842Members
    <!--quoteo(post=1614138:date=Mar 13 2007, 09:20 PM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Mar 13 2007, 09:20 PM) [snapback]1614138[/snapback]</div><div class='quotemain'><!--quotec-->
    because you were exceptionally annoying and loud on nsa, which consequently made you stand out among the throngs of terrible skulks
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I've played with rapier a ishload of times, and "loud" and "annoying" are not words that describe him whatsoever.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    To be fair, I was pretty goddamned loud when I raged as a commander.
  • NSismylifeNSismylife Join Date: 2007-03-11 Member: 60323Members
    I just think you ###### people off because you were always telling them what they should be doing, Rapier, whether or not you were right or wrong.
  • LaggasaurusLaggasaurus Join Date: 2003-11-13 Member: 22773Members, NS1 Playtester
    Ambushing, high bite accuracy, silent running (tapping +forward and releasing before the foot sound is played allows you to move about twice as fast as +walk without making noise) and good knowledge of maps and marine behaviour are a skulks best friend and should mean you can happily kill at least 1 marine in a group <4, It doesn't matter how good you are, if you catch a marine off guard, unless he's a good trick jumper you will land 2/3 bites before he gets 10 lmg bullets into you.
  • NiebelungNiebelung Join Date: 2006-11-12 Member: 58565Members, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->3.2 is a colossal failure for servers larger than 25<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmm, maybe since NS > A NS server, its the >25 player server's that have failed NS?

    ABANDON YOUR EGO-CENTRIC VIEWPOINT!

    Regardless of whether you think it is (even if you're right) better for NS and the dev's to do whatever you're suggesting, just remember that 1) its their game, 2) its your damn server, and 3) <b>THEIR GAME DIDNT BREAK YOUR SERVER, YOUR SERVER IS BREAKING THEIR GAME.</b>
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Well said.

    Of course, they'll come back and say that many servers now are over 25.
This discussion has been closed.