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  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I believe the Clog is a renamed Goo Wall, which is the planned tier 2 Gorge ability that creates a destructible wall with high HP + slows marines moving through it.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1928982:date=Apr 23 2012, 05:51 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Apr 23 2012, 05:51 PM) <a href="index.php?act=findpost&pid=1928982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I believe the Clog is a renamed Goo Wall, which is the planned tier 2 Gorge ability that creates a destructible wall with high HP + slows marines moving through it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you can use it for blocking corridors or build your gorge house
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <!--quoteo(post=1929054:date=Apr 23 2012, 05:56 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Apr 23 2012, 05:56 PM) <a href="index.php?act=findpost&pid=1929054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you can use it for blocking corridors or build your gorge house<!--QuoteEnd--></div><!--QuoteEEnd-->

    Behold my Tri-Force fortress of Goo!
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    MOTHER OF GOD

    Gorge houses every where!
  • olisisolisis Join Date: 2003-02-01 Member: 12944Members
    First thing I'm gonna do is go to the pound and pick up two skulks to guard both my goo house and my little babblers while they play in the yard.
  • MotigMotig Join Date: 2008-10-23 Member: 65281Members
    edited April 2012
    Or a garage for your Onos!
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    pleeeeassseeeee put goo wall/clog in the next build!
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    I built a Gorge Fort in yesterday's Playtest, until a marine shot the bottom clogs and they all fell down :-(
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1929160:date=Apr 24 2012, 05:21 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Apr 24 2012, 05:21 AM) <a href="index.php?act=findpost&pid=1929160"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I built a Gorge Fort in yesterday's Playtest, until a marine shot the bottom clogs and they all fell down :-(<!--QuoteEnd--></div><!--QuoteEEnd-->

    that's advanced physics! clogs obey gravity
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    "Patch Lockdown"

    Awesome! Patch today? UWE wanted to start Tuesday releases didn't they.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1929346:date=Apr 24 2012, 01:41 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Apr 24 2012, 01:41 PM) <a href="index.php?act=findpost&pid=1929346"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Patch Lockdown"

    Awesome! Patch today? UWE wanted to start Tuesday releases didn't they.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hey, if it works for TF2...
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Looking forward to Gorge 2.0, hope it's not just gorge with 1 new ability :p
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1929346:date=Apr 24 2012, 11:41 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Apr 24 2012, 11:41 AM) <a href="index.php?act=findpost&pid=1929346"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Patch Lockdown"

    Awesome! Patch today? UWE wanted to start Tuesday releases didn't they.<!--QuoteEnd--></div><!--QuoteEEnd-->
    We always lock down on Tuesday, it just usually takes a day to get everything into good enough shape for release on Wednesday.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Any chance you'll cast a playtest?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1929350:date=Apr 24 2012, 01:48 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Apr 24 2012, 01:48 PM) <a href="index.php?act=findpost&pid=1929350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We always lock down on Tuesday, it just usually takes a day to get everything into good enough shape for release on Wednesday.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1929350:date=Apr 24 2012, 01:48 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Apr 24 2012, 01:48 PM) <a href="index.php?act=findpost&pid=1929350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->good enough shape for release on Wednesday.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1929350:date=Apr 24 2012, 01:48 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Apr 24 2012, 01:48 PM) <a href="index.php?act=findpost&pid=1929350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->release on Wednesday.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1929350:date=Apr 24 2012, 01:48 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Apr 24 2012, 01:48 PM) <a href="index.php?act=findpost&pid=1929350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wednesday.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Buckle up, people.
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    now if only valve can get their act together on their end, we can actually have a patch in a proper time frame

    no delays this time, im too impatient!!! :D
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--QuoteBegin-twitter+--><div class='quotetop'>QUOTE (twitter)</div><div class='quotemain'><!--QuoteEBegin-->Possible solution to sentry spam: hard limit (3?) per powernode with clear visual indicator. Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hard limits is a terrible bandaid solution to gameplay problems.

    The problem deals with their freedom of being placed anywhere and at a low cost.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I agree, hardcaps should really only be the last possible solution to any given issue. Not to mention that sentry spam is symptom of an underlying cause: i.e marines being unable to stay in the game against quick fade/onos/BB lerks. I fear that if you nerf sentries now aliens will have an even easier time.

    In addition, 3 sentries per powernode is not even enough to cover all possible entrances to most areas.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    i will just quote myself.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->nobody thought about bring back turret factories, really?

    a turret factory would limit turret spam most likely, not only would it create extremely costly process but turrets could only be built in limited space from the turret factory itself. So if you want to build lots in single room, you would need lots of turret factories, which be very costly process.

    I really don't care how it makes sense with power nodes, you either limit turrets, increase turret cost or bring back turret factories. I haven't seen much choices throughout this thread differ from these three options.

    Just bring back turret factories and increase turrets cost. So if the commander wants to secure an area it will be costly price but he can't secure everything by spamming turrets in the whole room. Bring back some sort of strategy placement.<!--QuoteEnd--></div><!--QuoteEEnd-->

    is redesigning power nodes really that taboo? these hardcaps are just cheap fixes...And they're planning on limiting hydras as well, which isn't good at all.
  • autograderautograder Join Date: 2011-06-24 Member: 106181Members
    <!--QuoteBegin-twitter+--><div class='quotetop'>QUOTE (twitter)</div><div class='quotemain'><!--QuoteEBegin-->Possible solution to sentry spam: hard limit (3?) per powernode with clear visual indicator. Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, please.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    please no power node limits.
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    edited April 2012
    so u guys not listening to hugh talk openly with the competitive players in these casts about all the current balance/performance issues? YES!! the devs DO know aliens are OP, lifeforms are too many and too early. ns1 went through many of these same issues all the way to 3.2, (who remembers pancaking lerks with free flight energy?) its how the devs are making the game we all want. by trying out all our best ideas of what to put in the game. its how theyve ALREADY PROVEN, they can make a fun, balanced, well performing game for us all to enjoy!

    relax, UWE has always done good by us/for us.

    so i say, "In UWE(you) we trust!"
  • VenatosVenatos Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
    i agree, hardcap for turrets is not a good idea.
    there are several ideas on the forum,
    ranging from: make them buyable for marines per pres(scales with players)

    over: making number of arcs, macs, and turrets depend on how many CCs the marines have(CC seen as CPU that has to control the AI units;; softcap)

    to: introducing a powersystem: each powernode gives ~5 powerpoints into a batterie, each structure subtracting 1 powerpoint, so if marines are pushed back to marine start they have some time to reclaim powernodes and keep going, or loose.(pretty common energy/power-system in RTS)
    find the thread here<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114765&view=findpost&p=1928520" target="_blank">here</a> i did a short recap of the OP this is acctually my favourite it think ;)
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    3 sentries per room will scale about as well as giving aliens a free Onos at the start of the match. It won't solve the underlying problem, is unlikely to fix the balance of the current build in any meaningful way, and just seems arbitrary. Just like a free Onos.

    Unlike a free Onos, it's more likely to further the avalanche of Kharaa wins than it is to help the balance of the Marine team's mechanics. No, wait, actually that's the same too.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Possible solution to sentry spam: hard limit (3?) per powernode with clear visual indicator. Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's a mistake ? They mean 3 total, I'm sure.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1929366:date=Apr 24 2012, 09:44 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Apr 24 2012, 09:44 PM) <a href="index.php?act=findpost&pid=1929366"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hard limits is a terrible bandaid solution to gameplay problems.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • olisisolisis Join Date: 2003-02-01 Member: 12944Members
    Now I haven't fully thought this through, but I'll toss it in the mix anyway. What if turrets were redone completely and used as an advanced defensive upgrade for structures? Similar to the electricity in ns1. You couldn't put turrets down until the structure that supports the upgrade was already built.

    You probably would have to research it the same way as now, then upgrade the command chair with a turret, or the robotics factory, or the armory. Only the Beefier structures could support it, so no turrets on IP's, phases, or obs. Would make it hard to spam, but I'd hate to waste the work already put into the turret that we have.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    GRENDEL GRENDEL GRENDEL

    <a href="http://twitter.com/#!/NS2/status/194919132733521920" target="_blank">http://twitter.com/#!/NS2/status/194919132733521920</a>
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
  • Wonderboy2402Wonderboy2402 Join Date: 2011-08-28 Member: 118911Members
    <!--quoteo(post=1929431:date=Apr 24 2012, 05:39 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE (TychoCelchuuu @ Apr 24 2012, 05:39 PM) <a href="index.php?act=findpost&pid=1929431"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GRENDEL GRENDEL GRENDEL

    <a href="http://twitter.com/#!/NS2/status/194919132733521920" target="_blank">http://twitter.com/#!/NS2/status/194919132733521920</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, please elaborate on that because I didn't play NS1... is it like the babbler or something?
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