What frustrates you the most?
peregrinus
Join Date: 2010-07-16 Member: 72445Members
<div class="IPBDescription">survey</div><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Aliens<!--colorc--></span><!--/colorc-->
- When the last hive is surrounded, all you can do is watch, wait for an egg to appear and hope it won't be sniped, and when you spawn you won't die in less than a second. Marines have beacon, why don't aliens have something like that?
- Being a big fat skulk not much more agile than marines in close combat, feels slow, and is easily spotted when hiding because the legs extend so far, but you can't tell that in 1st person view.
- Being 1 shot killed by a shotgun the split second I go around a corner, because they have the observatory.
- Railings. Getting stuck on them, having to jump over them, I just hate them!
- Finding a spot where I'm allowed to evolve. Why can't the eggs go on slopes?
- When the commander quits, or the team seems to have lost, and we start lose players so for the last 20 minutes there are twice as many rines as aliens. No marine is willing to even the teams so the entire match feels like a waste of time.
- When in walking mode, the game won't let me go from the ground on to a wall. A little thing. But an irritating one :P
- The alien structures don't feel powerful, and are rarely game changing like the phase gate or arcs are for marines. I just see them sit there looking all squishy.
- Weak support abilities of the lerk.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Marines<!--colorc--></span><!--/colorc-->
- All the powernode nonsense...there has to be a more fun way to manage room control.
- The voice sayings menu. I'd like a circular one like Left for Dead and Battlefield
- Not being able to tell precisely where the powered area starts and ends.
That's all. As you can tell I think the marines are much better developed and polished than the alien side :)
- When the last hive is surrounded, all you can do is watch, wait for an egg to appear and hope it won't be sniped, and when you spawn you won't die in less than a second. Marines have beacon, why don't aliens have something like that?
- Being a big fat skulk not much more agile than marines in close combat, feels slow, and is easily spotted when hiding because the legs extend so far, but you can't tell that in 1st person view.
- Being 1 shot killed by a shotgun the split second I go around a corner, because they have the observatory.
- Railings. Getting stuck on them, having to jump over them, I just hate them!
- Finding a spot where I'm allowed to evolve. Why can't the eggs go on slopes?
- When the commander quits, or the team seems to have lost, and we start lose players so for the last 20 minutes there are twice as many rines as aliens. No marine is willing to even the teams so the entire match feels like a waste of time.
- When in walking mode, the game won't let me go from the ground on to a wall. A little thing. But an irritating one :P
- The alien structures don't feel powerful, and are rarely game changing like the phase gate or arcs are for marines. I just see them sit there looking all squishy.
- Weak support abilities of the lerk.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Marines<!--colorc--></span><!--/colorc-->
- All the powernode nonsense...there has to be a more fun way to manage room control.
- The voice sayings menu. I'd like a circular one like Left for Dead and Battlefield
- Not being able to tell precisely where the powered area starts and ends.
That's all. As you can tell I think the marines are much better developed and polished than the alien side :)
Comments
- When the last hive is surrounded, all you can do is watch, wait for an egg to appear and hope it won't be sniped, and when you spawn you won't die in less than a second. Marines have beacon, why don't aliens have something like that?
<b>Yeah it's a bit of a bummer, and quite unfun.</b>
- Being a big fat skulk not much more agile than marines in close combat, feels slow, and is easily spotted when hiding because the legs extend so far, but you can't tell that in 1st person view.
<b>The skulk is immensely agile in 199, but because you have no idea how the model is positioned (unless you practise it a bit with cheats on on a listen server) hiding sometimes is really pointless.</b>
- Being 1 shot killed by a shotgun the split second I go around a corner, because they have the observatory.
<b>Being 1-shot killed by a shotgun even when you have carapace, and your body warps a couple of meters from where you died because of the lack of fast response from weapons. That's my biggest related gripe.</b>
- Railings. Getting stuck on them, having to jump over them, I just hate them!
<b>Railings are so good as a marine. When you're waiting for that fade to attack and it blinks in, just jump over a railing and kill him (it?) with a shotgun. :D</b>
- Finding a spot where I'm allowed to evolve. Why can't the eggs go on slopes?
<b>Having to press crouch all the time to get an evolve spot is a bit bothersome.</b>
- When the commander quits, or the team seems to have lost, and we start lose players so for the last 20 minutes there are twice as many rines as aliens. No marine is willing to even the teams so the entire match feels like a waste of time.
<b>I guess it would be good sportsmanship to stay at least on the server, but personally I just go find another match when I see the match start going downhill. This is the biggest reason I don't like HoN, DotA or those type of games because you can see from afar which side is going to win, but you should keep playing and face the agonizing minutes of humiliation.
Maybe a forfeit system for NS2 as well? There was a round_restart vote thing in Dystopia which was good. There was also <i>shuffle teams</i> vote which was great.</b>
- When in walking mode, the game won't let me go from the ground on to a wall. A little thing. But an irritating one :P
<b>Nothing to say about this. I never walk.</b>
- The alien structures don't feel powerful, and are rarely game changing like the phase gate or arcs are for marines. I just see them sit there looking all squishy.
<b>Agreed... Aliens need a ridiculous amount of buildings in one place for them to be useful. There's no one really game-changer building for them.</b>
- Weak support abilities of the lerk.
<b>Thankfully it will be faster in next patch. The new cropduster spores... I have mixed feelings about them. The cloud of spores is impossible to see through so I like making a cloud between me and the marines, and shooting them through it. It's impossible for them to shoot you unless comm uses a scan.</b>
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Marines<!--colorc--></span><!--/colorc-->
- All the powernode nonsense...there has to be a more fun way to manage room control.
<b>Somewhat agree. Don't have a good solution idea though.</b>
- The voice sayings menu. I'd like a circular one like Left for Dead and Battlefield
<b>Disagree. I don't want it to cover my screen.</b>
- Not being able to tell precisely where the powered area starts and ends.
<b>As a marine you can, but as a comm you can't, I think. As a marine, there's a small logo above the minimap that shows if there's power in the room or not.</b>
That's all. As you can tell I think the marines are much better developed and polished than the alien side :)<!--QuoteEnd--></div><!--QuoteEEnd-->
My 5 farthings.
- When the last hive is surrounded, all you can do is watch, wait for an egg to appear and hope it won't be sniped, and when you spawn you won't die in less than a second. Marines have beacon, why don't aliens have something like that?
<b>I'm far too lazy to cite my sources, but I believe that the shift will enable the khamm to "beacon" players to a hive that is under attack. Kinda similar, but also not implemented, and therefor up for changes.</b>
- Being a big fat skulk not much more agile than marines in close combat, feels slow, and is easily spotted when hiding because the legs extend so far, but you can't tell that in 1st person view.
<b>it has never really been an issue for me, however, I know for some people it has. maybe look into it.</b>
- Being 1 shot killed by a shotgun the split second I go around a corner, because they have the observatory.
<b>not annoying at all. I personally love the observatory's ranged motion tracking. Even if I am on the receiving end</b>
- Railings. Getting stuck on them, having to jump over them, I just hate them!
<b>Kind of clunky, I suppose. Again, I've never had too much of a problem with it</b>
- Finding a spot where I'm allowed to evolve. Why can't the eggs go on slopes?
<b>VERY ANNOYING. I hate this, especially when my team is under a time constraint.</b>
- When the commander quits, or the team seems to have lost, and we start lose players so for the last 20 minutes there are twice as many rines as aliens. No marine is willing to even the teams so the entire match feels like a waste of time.
<b>I would like to see a way to forfeit a match. This is very annoying. I think it's more of a problem of people not knowing when to quit. Like when your team is on one base. With a single RT. And the opposing team has complete map control. But it's OK guys, we can still make a comeback!! Very frustrating.</b>
- When in walking mode, the game won't let me go from the ground on to a wall. A little thing. But an irritating one :P
<b>Never actually noticed this one. I never walk on the floor anyway.</b>
- The alien structures don't feel powerful, and are rarely game changing like the phase gate or arcs are for marines. I just see them sit there looking all squishy.
<b>No comment, will edit later</b>
- Weak support abilities of the lerk.
<b>Not much of an issue, personally. There have been many times early game when a lerk has obstructed the view of some nasty marines for me. Saved my ass quite a few times.</b>
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Marines<!--colorc--></span><!--/colorc-->
- All the powernode nonsense...there has to be a more fun way to manage room control.
<b>I disagree, I like power nodes</b>
- The voice sayings menu. I'd like a circular one like Left for Dead and Battlefield
<b>Pretty sure the voice menu is a placeholder anyway. I would like to see something like that though.</b>
- Not being able to tell precisely where the powered area starts and ends.
<b>THIS. I've tried to ninja so many things as comm, only to have my building about a foot outside a powered area. Very annoying. Might be a big deal, but maybe a room should be powered to enable building drops or something. That would sort out the issue, while still allowing for some ninja phase gate play.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
my two cents. please don't yell at me D:
-player collision (or lack there-of)
-FPS lag
-Hit reg lag
pretty basic and commonly complained about though, but I notice them and get angry at them every time I play. :( wtb time machine so I can play a couple patches from now.
2) hit detection
3) player collision
4) skill less weapons (GLs/flamethrowers)
5) shade (skulks getting free kills despite skill differences)
Low FPS/Lag
But despite that... in general:
<ul><li>Stupid teams</li><li>stupid coms</li><li>ragequitters/especially commander rq</li><li>server room in ns2_tram as team start.. it sucks (res nodes way to far away!)</li></ul>
Now the things that are more annoying then frustrating...
alien
<ul><li>Shotgun luck oneshot (like marine oneshotting you from a mile away)</li><li>Wierd hitreg as skulk sometimes</li><li>Massive spawn queue when people die to much</li><li>Getting stuck in railings/buildings/whatever as fade</li><li>Being unable to envolve because you are not on the ground despite the fact that you are</li><li>Hiding as skulk is semi-useless because of marine minimap</li><li>The whole get 2nd hive or loose thing as alien (skulk rushing cc is the only thing that works if you loose 2nd hive and only if you are very lucky; this is pretty boring IMHO)</li><li>upgrades being tied to a hive (should not loose upgrades when eg. a crag hive dies, only if the shell dies)</li><li>gorges not healing you</li><li>lack of commanding abilities - very little to do usuallly</li></ul>
marines:
<ul><li>Waiting 2 minutes for an extractor because com is deif/superslow, just to get killed by 2131231 skulks once it is finally dropped</li><li>Getting stuck in phasegates when other people go though aswell</li><li>Not being able to choose the PG location (though that can be a valid tactic for alien, if they know that you'll be teleported to an unprotected PG first before you get into the real combat zone)</li><li>People that steal command chair and sell everything OR people that sell IPs because >they< deceide the game is lost for everyone else in the team (someone said maybe a vote for giving up, yes, that makes sense. People can simply go to rr though)</li></ul>
-The absence of fall damage and falling damage sound. Marines can jump from crazy heights and aliens can drop down behind you silently.
-Gestating is finicky and should detach players on activation of evolving. With the fall damage turning them into scrambled eggs if they fell too far. Also not a frustrating thing, but first person egg vision would be cool, as it would allow you to get better orientation when hatching.
-The current weapon pickup system as well, it should require you to look at the gun to pick it up. Instead of being in it's radius. Also being unable to procure ammo from fallen weapons of the same type. As swapping guns for their ammo is a bit silly.
-Doors feel underdeveloped. 1 door per map and their placement has hardly any effect in the game. Would like to see more of them and only have them open for a limited time by a marine pressing the button. So aliens would take alternate routes like vents until the doors are opened by infestation or destroyed by an onos.
-Instant map change upon round over if time is up. Would love some votemap options instead.
-1st hive is too weak and 2nd hive is too strong. Would like to see the lifeforms untied from the hives as losing aliens generally never have a chance to bounceback from a losing situation, as all their siege tech is hive2/3.
Nothing too frustrating, mostly knit picking I guess. As the game is working great at the moment.
From aliens point of view or marines?
Charlie says he wants NS1 spirit to be part of NS2, but i still have no clue what the means. same models? same game title? what really? NS2 was built from the ground up, ignoring many important factors NS1 built from years of testing. And now, while NS2 is being built we are going through same thing we already went through building NS1. And what makes me laugh usually some smart ass would come and say, NS2 isn't NS1, well charlie come defend that.
so many issues we have, already been dealt with in NS1. While NS2 graphically might look more pleasant compared to NS1, the game makes things more complicated then fun. the simple things, and fun things made into hassle in ns2.
Its actually more frustrating for the marine team lol. "Hey they built a robotics guys, free win!"
Both. We just had a comm ejected in a game because he was spaming turrets instead of getting phase gate, etc..
@elodea, exactly :)
*edit* also bites not registering if you're inside a marine's legs.
have gotten stuck so many times onto the wall
"Thankfully it will be faster in next patch. The new cropduster spores... I have mixed feelings about them. The cloud of spores is impossible to see through so I like making a cloud between me and the marines, and shooting them through it. It's impossible for them to shoot you unless comm uses a scan."
Actually, no, they can just shoot at the centre of the gas cloud and kill you with a pistol magazine. Does anyone try this when you play, or do they just sit idle on the other side of the spores and let you peck at them?
2. Skulks that try attacking a marine only to miss every time and block me from getting my accurate bits in.
3. gorges who block me as fade when i have no energy to blink away.
4. bad fades who kill me due to my low fps and how easy fades are
5. commanders who are bad but think they know best.
6. skulks who spam jump during combat while missing every bite
7. marines who sit in base while aliens easily get their second hive up
8. going phase tech thinking your team is decent enough to make use of it when they really aren't.
9. watching 2 marines die to a single skulk as you med spam and shield them.
10. shades
11. the new fade movement. When you randomly blink to the left or right because u double tabbed A or D without intending to.
12. There being a movement speed increase after leaving blink.
13. unloading 1/4 a clip into a skulk only to realize you were hitting an invisible wall.
14. Laggy movements (probably due to my fps)
15. getting stuck in flight control as onos.
2. Marine aiming/movement, maybe it's just me but I feel that its much harder to properly track and just generally shoot aliens compared to how it was in NS1. Now obviously this may be due to a lack of optimisation but I do seriously hope it will be improved further. Skulk play has become a lot more fluent and generally NS1 like in the latest patch, so that's definitely a great thing.
3. ###### alien turrets on gorges, personally I do not find gorges as appealing to play as they were in NS1. Also not entirely fond of the alien commander idea, IMO it has taken a lot away from gorges in general.
Aside from that, I've only recently started playing extensively, since my previous computer wasn't able to reliably run the beta AT ALL. I'm really impressed with how things are looking so far, its really starting to feel like NS does, so thumbs up for that.
I love NS2, I think the game is on the right track and has so much potential, but things like this I really hope get resolved near launch.
<!--quoteo(post=1911381:date=Mar 9 2012, 01:28 AM:name=AegisXI)--><div class='quotetop'>QUOTE (AegisXI @ Mar 9 2012, 01:28 AM) <a href="index.php?act=findpost&pid=1911381"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When im way in the back lines and a skulk is eating my teammates whos up front shooting him and then somehow he passes through my teamates and aims for me and kills me<!--QuoteEnd--></div><!--QuoteEEnd-->
and this: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116735&view=findpost&p=1911179" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1911179</a>
2. A fellow marine runs toward me and we stop in our tracks until one of us backs off.
3. Seeing teammates place mines near each other; one skulk sets off chain reaction.
4. Wasting rifle ammo due to slow hit reg.
5. Losing crushing on mineshaft as marine and subsequently losing the game.
6. Losing extractors to aliens in early game on tram; extractors on other side of map are too hard to defend without early phase.
7. Aiming in general; it's way too sluggish and doesn't feel like raw mouse input.
8. Buying a JP and dying to skulks in a small corridor (I know, don't rambo).
9. Trying to weld teammates that don't stand still.
10. Slow effect from spit, which is getting fixed ofc.
Everything sounds tinny and weak(I have to use ear-drum destroying volume to hear bloody anything in NS2; so far I have managed to not forget to turn that back down when I leave NS2). Sounds drop off sufficiently after 10 meters or a wall that you don't hear almost anything. If you make any noise it is difficult to hear e.g. a fade smacking you repeatedly in the back of the head with two giant, sickle-shaped claws.
After that; performance. The cluttered maps design/collision system that gets you snagged on little details. The mediocre movement system(compared to NS, which was ridiculously smooth and polished).
Everything sounds tinny and weak(I have to use ear-drum destroying volume to hear bloody anything in NS2; so far I have managed to not forget to turn that back down when I leave NS2). Sounds drop off sufficiently after 10 meters or a wall that you don't hear almost anything. If you make any noise it is difficult to hear e.g. a fade smacking you repeatedly in the back of the head with two giant, sickle-shaped claws.
After that; performance. The cluttered maps design/collision system that gets you snagged on little details. The mediocre movement system(compared to NS, which was ridiculously smooth and polished).<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh god yes. The sound (sometimes) gets really wonky. And what's up with ambient volume cranked up to 300%? Sometimes the ambient sound is louder than my rifle.
However, do you remember the emotional pain felt when getting hit by a head crab in HL1? the chunky blast of the double barrel shotty in Q2? the Quad barrel nail gun in Q1? 'ergonomically terrific' in Megalomania? *any* of the sounds in GODS on Amiga? (not the PC version) ?
For alot of people, I'd guess this isn't 'Swim Suit Monthly' ... Chunky is cool!