I have yet to get a server listing so I can't test it, although I imagine it would be annoying. I would prefer a small alien speed or damage boost to a crappy marine limitation.
I love it, finally the gameplay mechanics make sense. It was insane before, where the marine could run away and shoot a fade it was just ridiculous. Skulk might need to be a little weaker and fade a little stronger imo, in terms of hit points at least, the damage seems to be ok now. I think the marines would be better off with easier to kill skulks and harder to kill fades.
Before this patch, marines simply had too much mobility, they could run like a skulk, shoot with range like a lerk, and deal damage like an onos, it was just insane. Aliens have the disadvantage of using melee attacks, so they need a natural mobility advantage over marines.
I like the speed reduction, since it makes marines different from aliens. Marines are not aliens in a different skin. They should have different traits, and in this case I feel this hinderance to marines is a good balance change.
Remember, marines have RANGE. That is your 'buff'. You can (and should) be firing at aliens before they even reach you. So if they DO reach you, then you have to pay the price.
These same complaints came in NS1, and I said the same thing then. People need to adapt to the game, not make the game adapt to them. Would nospeed restriction make it easier to play marines? Sure. Is that necessarily a *good* thing? No. Marines need serious incentives to stay as a group, and this is just one of those incentives.
I really don't want this game to be a copy of other games where you can run full speed forwards and backwards.
You are kidding.... right? As if the ability to leap, fly, blink, bellyslide, (the onos run) + overall faster movement speed(exept gorge) wasnt enough mobility...
Ya marines shouldnt be able to outmove a noob fade(fade that runs after you for 60s because he is crappy at aiming and movement, without blinking away or replenish his health somewhere), you are right... marines need to turn around and show their back or jump into alien teeth cause we are super tanks... no problem, its not like we can get one or two hitted by almost every alien lifeform.
I dont say its unplayable - i still get #1 kill marine scoreboard... but this slow doesnt feel right.
Fade stronger WTF, dunno how you play fade but i RARELY die if im not super greedy.
Marines have range? Thats why aliens got blink leap fly etc... and possibly a onos stun in the future... wtf im not a turret. Smart aliens dont run a straight line from a far distance to a marines, they jump them at corners or short corridors. (or ambush)
Ya group play, 3 skulks run around the corner all marines turn around show their back or try to jump over/around the aliens to get some space - big improvement in movement freedom.
Usually i would make a few steps backwards while shooting, but atm its like im glued to the ground...
All i can do atm is try to jump over the alien or 360° jump/strafe moves...
But you're NOT glued to the ground. You can move, just not as fast backwards as you can forwards. It's called a limitation, and it is in the game for balance purposes. You shouldn't be able to 'evade' a skulk. The skulk has superior manuverability for a reason, and marines have guns for a reason.
Marines are meant to be the THINKING man's class. This isn't a simple 'run and gun' game. There are plenty out there and NS2 would be a crappy game if it tried to compete on that level. What makes this game unique is that it is NOT a 'run and gun' game. You actually have to think ahead when you are a marine. Work in groups. Covering fire, suppressing fire, someone watching flank etc.
If you are one guy running out from base and getting owned by skulks then you are playing it wrong. If one skulk can kill entire squads with ease then there is a balance issue. However, that's not the case. People are trying to graft the gameplay they expect from other games onto this game, and that is an unreasonable expectation.
When they made this change in NS1, we had the same reaction from players. But guess what, people adapted and learned how to play with this limitation.
Just like it was hard initally for many people to play alien because of how different it is. In the beginning too many people played skulks like marines with an alien skin. They died horriedly and asked for buffs to aliens and nerfs to marines. That didn't happen since the developers knew that people hadn't yet adapted themselves to the unique gameplay in the game.
Learn the game as it is designed, don't try and change it into something that it is not.
This is exactly how it worked in NS1 and it did go a long way to balancing out marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
What he said.
When you get in a fight and they get in close...strafe If they nick you too much...run peal out of there towards the nearest teammate, armory, or turret and who knows health and ammo might even rain from the sky. You may even still get the kill. Because you are a marine.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
Again, sprint and 180/360 jumps around will help you a lot. If I were you guys I'd unbind the backwards key to learn to move without it. I rarely use it and that is the reason I also don't see a problem with this...
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>Unbind your backwards walking key!</b><!--colorc--></span><!--/colorc--> as a way to stop touching it :P
I'm wondering what this fuss is all about. The movement finally feels like in NS1 and I cannot say that I had huge difficulties back then. If I want to evade a skulk I just strafe and try to keep my crosshair at it. It was pretty much common-sense in NS1 that you move out in groups and try to cover at least the front and the back of your group - running around all alone was pretty much suicide, even in NS1 and I think it was never intended that it is any different in NS2 for what I'm really glad. At least I don't feel glued to the ground or like a stationary sentry. If I want to increase my chance to surive significantly I just stick to one or another mates.
I don't get all the fuss as it isn't any different from NS1 and I can't recall that the reduced movement speed was a tremendous nerf. Yes, it was a nerf indeed (<i>that's what it's supposed to be after all</i>) but when a 2 or 3 skulks could kill a whole squad of marines either the marines were bad or the skulks simply good. The fact that skulks are rather strong in the current NS2 build is simply because hardly anyone can get a straight hit on a skulk because of all the stuttering, lag, etc. and not because of the reduced backward speed. As everyone said, it's just the same old story like in NS1 and it worked fine.
And you guys think its a good move that uwe made us wanting to unbind the backwards key?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If you are one guy running out from base and getting owned by skulks then you are playing it wrong<!--QuoteEnd--></div><!--QuoteEEnd-->
Im the guy that runs out from the base owning fades alone, because my team is a bunch of casual no brain aimless zombies. But its harder now to save my team because im restricted in movement. It makes me wanna join aliens only, because its much easier to be this guy on this side.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
<!--quoteo(post=1818182:date=Dec 22 2010, 04:19 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Dec 22 2010, 04:19 AM) <a href="index.php?act=findpost&pid=1818182"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And you guys think its good move that uwe made us wanting to unbind the backwards key?<!--QuoteEnd--></div><!--QuoteEEnd--> No, I for one am saying, to put it bluntly (which I normally never do).
You're doing it wrong! <img src="http://members.home.nl/m.borgman/ns-forum/smileys/youreallwrong.gif" border="0" class="linked-image" />
<!--quoteo(post=1818182:date=Dec 22 2010, 04:19 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Dec 22 2010, 04:19 AM) <a href="index.php?act=findpost&pid=1818182"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Im the guy that runs out from the base owning fades alone, because my team is a bunch of casual no brain aimless zombies.<!--QuoteEnd--></div><!--QuoteEEnd-->
A single marine has never won a game in NS1 and he will never do in NS1. Just wait until they got rid of all the lag, stuttering, etc. and until more than just a few can actually hit a skulk - not because of their bad aiming but because the game is in no state where I would even consider to think about such nonsense as <i>aim</i> at all. And if that doesn't help, well. It's just like in NS1. If no one in your team except you gets it right your simply doomed. It's a team-based game after all and a single marine won't win in NS2 as a single marine would have never won in NS1. Alright, yes, granted: there were a few curiosities, but it was never intended that a single person could dominate a team-based game. That's not a deathmatch game focused on a single person.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
<!--quoteo(post=1818195:date=Dec 22 2010, 04:30 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Dec 22 2010, 04:30 AM) <a href="index.php?act=findpost&pid=1818195"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pro Kid is pro. Ignored.<!--QuoteEnd--></div><!--QuoteEEnd--> I find that response amusing, since you're the one trolling. And can't provide a counter argument for something that is easily fixed by adjusting a play style learned from other games.
<i>To bad he can't read this now by hiding behind ignore... It is quite relative to his interest...</i>
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1818200:date=Dec 22 2010, 04:37 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Dec 22 2010, 04:37 AM) <a href="index.php?act=findpost&pid=1818200"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought most games made you slower while walking backwards....<!--QuoteEnd--></div><!--QuoteEEnd--> I meant the quick shooters that have no recoil, NS2 does give this impression of being a quick shooter with no recoil.
It worked in NS1. I fail to see the problem, Marines have Sprint now which was a nice buff. Running backwards firing away and hopping around like a loon was silly. It's a good change.
Im the one trolling? You are the one not reading my replies telling me more or less "l2p kid" just because you are an ignorant something. Yes i can adjust my playstyle (still most kills on every game i had - so i "adjusted my playstyle" even before posting this thread), and it is still playable but as said - it doesnt feel right for me.
You can agree or decline on my opinion, but who are you telling me learn2play? You know me? You know how i play? You know ###### about me.
You try to provoke me or what? Grow up man and start your internetz ###### with someone else - im outta here.
For me this mechanic feels wrong.
PS: AND WTF is that for a suggestion, adjust your playstyle - you think im an retarded idiot? standing in front of aliens like a turret or what? OFC you need to play differently after thus patch. (if you are used to pressing the backwards key atm <u><b>its like a selfstun if you accidentally press back)</b></u>
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
Chill man! I never provoke, I am a very sarcastic person and this sometimes isn't understood trough the internet tubes... <img src="http://members.home.nl/m.borgman/ns-forum/smileys/confused.gif" border="0" class="linked-image" />
I'm just stating that it worked for NS and should be in the game, because it is melee vs ranged. And you are trying to play this game as Unreal/Quake, which is wrong.
FFS the marines even have sprint now, which is a huge buff. Circle strafing is still very deadly, because of you do this correctly you never really touch your backwards key...
I admit I am useless with the rifle (as the vid I'm rendering right now will show you). But give me a shotty, that is on the same tier as the enemy, so it is fair usage for both, and Fades/Skulks will feel the pain, when coming close to me.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1818179:date=Dec 21 2010, 08:13 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 21 2010, 08:13 PM) <a href="index.php?act=findpost&pid=1818179"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Again, sprint and 180/360 jumps around will help you a lot. If I were you guys I'd unbind the backwards key to learn to move without it. I rarely use it and that is the reason I also don't see a problem with this...
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>Unbind your backwards walking key!</b><!--colorc--></span><!--/colorc--> as a way to stop touching it :P<!--QuoteEnd--></div><!--QuoteEEnd-->
So now we're replacing bunnyhopping with backwards ballerina spins? Was this really even a problem before? I thought making it so a headfirst charge by the kharaa meant death was a feature, not a bug (and a fairly good one imo).
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
Weren't they already in NS though, so we're still losing bunnyhop and gaining somewhat quicker ballerinas <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />
Although jumping Gorge, jumps forward. Making a jumping Gorgie faster then a walking one. It is not increased bunnyhop airspeed though, it is simply a forward jumping Gorge... Not sure if this a bug or feature...
Just because it worked in ns1 doesnt mean it has to stay/work in ns2... ppl nowadays come from games like cod, tf2, battlefield, whatever - non of this games have such hugh backwardspeed reductions... Aliens feel very smooth, but marines suddently feel like they are heavy and slow but remain very vulnerable.(as skulks) Dunno why we need to copy everything from ns1.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
It was actually 50% in NS I think, but Skulks are slower. So I guess that was the cause of this extra 10% decision. 50%-60% seems about right. I mean Skulk does have leap from the start.
The basic leap used with the Jumpleap trick works very well, even though it is somewhat glitchy and probably will get fixed some day...
<!--quoteo(post=1818223:date=Dec 22 2010, 01:30 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 22 2010, 01:30 AM) <a href="index.php?act=findpost&pid=1818223"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It was actually 50% in NS I think, but Skulks are slower. So I guess that was the cause of this extra 10% decision. 50%-60% seems about right. I mean Skulk does have leap from the start.
The basic leap used with the Jumpleap trick works very well, even though it is somewhat glitchy and probably will get fixed some day...<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know the actual percentages for NS1, but I promise the NS2 values are not the same right now. You do not have anywhere near the same maneuverability in this game that you used to. It may be due to a couple of issues though: 1) actually a different backwards speed percentage 2) i don't think NS1 limited your sideways strafe speed while backing up and 3) may have something to do with air acceleration because you used to be able to jump backwards and strafe in dodge patterns. Personally I'm not a big fan of the current values. It feels like an instant death sentence if you get ambushed when it should only be a slight advantage to the alien. Maybe that will change if the game balances out and skulks are weaker. It still feels like it takes a full clip to kill one in my opinion despite the hitreg fixes.
70-80% would be my aim, its still noticeable slower but its not that slow that it feels like you are getting stuck while pressing this key, most fps nowadays are in this range... Usually its only 20% slower than forward speed(=> 80%) in most of the games i mentioned but well...
Give players the movement they are used to today - my opinion. (Like with everything in life, the thing you already know and understand is usually best) Marines are far away from this atm.
press and hold sprint+jump, jump backwards, strafing, backwardsspeed, duckjump... needs work.
Comments
Before this patch, marines simply had too much mobility, they could run like a skulk, shoot with range like a lerk, and deal damage like an onos, it was just insane. Aliens have the disadvantage of using melee attacks, so they need a natural mobility advantage over marines.
Remember, marines have RANGE. That is your 'buff'. You can (and should) be firing at aliens before they even reach you. So if they DO reach you, then you have to pay the price.
These same complaints came in NS1, and I said the same thing then. People need to adapt to the game, not make the game adapt to them. Would nospeed restriction make it easier to play marines? Sure. Is that necessarily a *good* thing? No. Marines need serious incentives to stay as a group, and this is just one of those incentives.
I really don't want this game to be a copy of other games where you can run full speed forwards and backwards.
Ya marines shouldnt be able to outmove a noob fade(fade that runs after you for 60s because he is crappy at aiming and movement, without blinking away or replenish his health somewhere), you are right... marines need to turn around and show their back or jump into alien teeth cause we are super tanks... no problem, its not like we can get one or two hitted by almost every alien lifeform.
I dont say its unplayable - i still get #1 kill marine scoreboard... but this slow doesnt feel right.
Fade stronger WTF, dunno how you play fade but i RARELY die if im not super greedy.
Marines have range? Thats why aliens got blink leap fly etc... and possibly a onos stun in the future... wtf im not a turret.
Smart aliens dont run a straight line from a far distance to a marines, they jump them at corners or short corridors. (or ambush)
Ya group play, 3 skulks run around the corner all marines turn around show their back or try to jump over/around the aliens to get some space - big improvement in movement freedom.
Usually i would make a few steps backwards while shooting, but atm its like im glued to the ground...
All i can do atm is try to jump over the alien or 360° jump/strafe moves...
This is exactly how it worked in NS1 and it did go a long way to balancing out marines.
Marines are meant to be the THINKING man's class. This isn't a simple 'run and gun' game. There are plenty out there and NS2 would be a crappy game if it tried to compete on that level. What makes this game unique is that it is NOT a 'run and gun' game. You actually have to think ahead when you are a marine. Work in groups. Covering fire, suppressing fire, someone watching flank etc.
If you are one guy running out from base and getting owned by skulks then you are playing it wrong. If one skulk can kill entire squads with ease then there is a balance issue. However, that's not the case. People are trying to graft the gameplay they expect from other games onto this game, and that is an unreasonable expectation.
When they made this change in NS1, we had the same reaction from players. But guess what, people adapted and learned how to play with this limitation.
Just like it was hard initally for many people to play alien because of how different it is. In the beginning too many people played skulks like marines with an alien skin. They died horriedly and asked for buffs to aliens and nerfs to marines. That didn't happen since the developers knew that people hadn't yet adapted themselves to the unique gameplay in the game.
Learn the game as it is designed, don't try and change it into something that it is not.
This is exactly how it worked in NS1 and it did go a long way to balancing out marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
What he said.
When you get in a fight and they get in close...strafe
If they nick you too much...run
peal out of there towards the nearest teammate, armory, or turret
and who knows health and ammo might even rain from the sky.
You may even still get the kill.
Because you are a marine.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>Unbind your backwards walking key!</b><!--colorc--></span><!--/colorc--> as a way to stop touching it :P
I don't get all the fuss as it isn't any different from NS1 and I can't recall that the reduced movement speed was a tremendous nerf. Yes, it was a nerf indeed (<i>that's what it's supposed to be after all</i>) but when a 2 or 3 skulks could kill a whole squad of marines either the marines were bad or the skulks simply good. The fact that skulks are rather strong in the current NS2 build is simply because hardly anyone can get a straight hit on a skulk because of all the stuttering, lag, etc. and not because of the reduced backward speed. As everyone said, it's just the same old story like in NS1 and it worked fine.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If you are one guy running out from base and getting owned by skulks then you are playing it wrong<!--QuoteEnd--></div><!--QuoteEEnd-->
Im the guy that runs out from the base owning fades alone, because my team is a bunch of casual no brain aimless zombies. But its harder now to save my team because im restricted in movement. It makes me wanna join aliens only, because its much easier to be this guy on this side.
40% is too slow.
No, I for one am saying, to put it bluntly (which I normally never do).
You're doing it wrong! <img src="http://members.home.nl/m.borgman/ns-forum/smileys/youreallwrong.gif" border="0" class="linked-image" />
A single marine has never won a game in NS1 and he will never do in NS1. Just wait until they got rid of all the lag, stuttering, etc. and until more than just a few can actually hit a skulk - not because of their bad aiming but because the game is in no state where I would even consider to think about such nonsense as <i>aim</i> at all. And if that doesn't help, well. It's just like in NS1. If no one in your team except you gets it right your simply doomed. It's a team-based game after all and a single marine won't win in NS2 as a single marine would have never won in NS1. Alright, yes, granted: there were a few curiosities, but it was never intended that a single person could dominate a team-based game. That's not a deathmatch game focused on a single person.
I find that response amusing, since you're the one trolling. And can't provide a counter argument for something that is easily fixed by adjusting a play style learned from other games.
<i>To bad he can't read this now by hiding behind ignore... It is quite relative to his interest...</i>
I meant the quick shooters that have no recoil, NS2 does give this impression of being a quick shooter with no recoil.
Yes i can adjust my playstyle (still most kills on every game i had - so i "adjusted my playstyle" even before posting this thread), and it is still playable but as said - it doesnt feel right for me.
You can agree or decline on my opinion, but who are you telling me learn2play? You know me? You know how i play? You know ###### about me.
You try to provoke me or what? Grow up man and start your internetz ###### with someone else - im outta here.
For me this mechanic feels wrong.
PS: AND WTF is that for a suggestion, adjust your playstyle - you think im an retarded idiot? standing in front of aliens like a turret or what? OFC you need to play differently after thus patch. (if you are used to pressing the backwards key atm <u><b>its like a selfstun if you accidentally press back)</b></u>
I'm just stating that it worked for NS and should be in the game, because it is melee vs ranged. And you are trying to play this game as Unreal/Quake, which is wrong.
FFS the marines even have sprint now, which is a huge buff. Circle strafing is still very deadly, because of you do this correctly you never really touch your backwards key...
I admit I am useless with the rifle (as the vid I'm rendering right now will show you). But give me a shotty, that is on the same tier as the enemy, so it is fair usage for both, and Fades/Skulks will feel the pain, when coming close to me.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>Unbind your backwards walking key!</b><!--colorc--></span><!--/colorc--> as a way to stop touching it :P<!--QuoteEnd--></div><!--QuoteEEnd-->
So now we're replacing bunnyhopping with backwards ballerina spins? Was this really even a problem before? I thought making it so a headfirst charge by the kharaa meant death was a feature, not a bug (and a fairly good one imo).
Although jumping Gorge, jumps forward. Making a jumping Gorgie faster then a walking one. It is not increased bunnyhop airspeed though, it is simply a forward jumping Gorge... Not sure if this a bug or feature...
The basic leap used with the Jumpleap trick works very well, even though it is somewhat glitchy and probably will get fixed some day...
The basic leap used with the Jumpleap trick works very well, even though it is somewhat glitchy and probably will get fixed some day...<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know the actual percentages for NS1, but I promise the NS2 values are not the same right now. You do not have anywhere near the same maneuverability in this game that you used to. It may be due to a couple of issues though: 1) actually a different backwards speed percentage 2) i don't think NS1 limited your sideways strafe speed while backing up and 3) may have something to do with air acceleration because you used to be able to jump backwards and strafe in dodge patterns. Personally I'm not a big fan of the current values. It feels like an instant death sentence if you get ambushed when it should only be a slight advantage to the alien. Maybe that will change if the game balances out and skulks are weaker. It still feels like it takes a full clip to kill one in my opinion despite the hitreg fixes.
Give players the movement they are used to today - my opinion. (Like with everything in life, the thing you already know and understand is usually best)
Marines are far away from this atm.
press and hold sprint+jump, jump backwards, strafing, backwardsspeed, duckjump... needs work.