Fades really piss me off. I am seeing alot of ridiculous harassing with fades where it is 5v1 with flamers and they are able to kill one often two players and leisurely teleport back to safety. 40+ kills/6 deaths seems pretty far out even if they are specialized marine killers? What is the counter to this? I've got 66 hrs in the beta so far and it feels like the worst I have seen with fade raping marines.
Does the flamethrower need to be a greater deterrent or what? Because it doesn't seem to stop this behavior when the odds should be against a fade. The other thing that I really despise is that I will set mines up and fades seem able to teleport through them setting them off and not being damaged? I've seen fades set off six of my mines spaced safely apart in a corridor and get away... 30 res wasted?
<!--quoteo(post=1913664:date=Mar 16 2012, 04:18 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 16 2012, 04:18 AM) <a href="index.php?act=findpost&pid=1913664"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->at that point, it really has to be another aspect of your machine. we've confirmed the CPU is good - what else are you running?<!--QuoteEnd--></div><!--QuoteEEnd-->
another aspect of my machine? unfortunately i highly doubt that.
2x gtx 580s 8gb ddr3 128gb crucial m4 though steam is on a samsung f3 1tb
I'm not sure NS is optimized for dual graphics cards, and might actually take a significant performance hit. Have you tried setting it to only use one GPU when you play?
<!--quoteo(post=1913690:date=Mar 15 2012, 11:47 PM:name=Wonderboy2402)--><div class='quotetop'>QUOTE (Wonderboy2402 @ Mar 15 2012, 11:47 PM) <a href="index.php?act=findpost&pid=1913690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fades really piss me off. I am seeing alot of ridiculous harassing with fades where it is 5v1 with flamers and they are able to kill one often two players and leisurely teleport back to safety. 40+ kills/6 deaths seems pretty far out even if they are specialized marine killers? What is the counter to this? I've got 66 hrs in the beta so far and it feels like the worst I have seen with fade raping marines.
Does the flamethrower need to be a greater deterrent or what? Because it doesn't seem to stop this behavior when the odds should be against a fade. The other thing that I really despise is that I will set mines up and fades seem able to teleport through them setting them off and not being damaged? I've seen fades set off six of my mines spaced safely apart in a corridor and get away... 30 res wasted?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is because of a) bad marines and b) performance.
It's really hard to hit quick moving targets (fade) when your performance gets worse and worse every patch. Sub 40-60 fps, hitting targets in a fast paced game because luck as much as skill.
Fades die in 3-4 shotgun shots, it takes 3 swipes to kill a marine with armor 2. 5 marines can get off 15+ shotgun shots in the time it takes a fade to get off 3 swipes to kill even a single marine. If the marines are hitting even 20% of their shots, they will maul a fade. But they're not. They're missing every shot because a) bad and b) terrible fps.
<!--quoteo(post=1913710:date=Mar 15 2012, 11:59 PM:name=Shrike3O)--><div class='quotetop'>QUOTE (Shrike3O @ Mar 15 2012, 11:59 PM) <a href="index.php?act=findpost&pid=1913710"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure NS is optimized for dual graphics cards, and might actually take a significant performance hit. Have you tried setting it to only use one GPU when you play?<!--QuoteEnd--></div><!--QuoteEEnd-->
While that may be true, even a single gpu won't help him much.
I'm running an i7 2600k @4.4GHz with a 570 and sitting sub30 fps in combat with jerky and jittery frames in multi-player battles. This is on a beast inversion server that was restarted 20 minutes prior. Midgame, before 78978954789 cyst and hydra spam.
FPS performance is the #1 problem in the game. I can't play more than 30 minutes this patch before I rage out from the lag. I really like NS2 and am would really like to schedule scrims with my team. We haven't scrimmed in 2 weeks because the last 2 patches have done nothing but make performance even worse, even on top end computers.
On a side note, skulk mechanics and hit reg seems much better this patch. Too bad performance problems overshadows all the cool stuff the developers put in. (for me, anyway)
<!--quoteo(post=1913706:date=Mar 15 2012, 11:57 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Mar 15 2012, 11:57 PM) <a href="index.php?act=findpost&pid=1913706"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->another aspect of my machine? unfortunately i highly doubt that.
2x gtx 580s 8gb ddr3 128gb crucial m4 though steam is on a samsung f3 1tb<!--QuoteEnd--></div><!--QuoteEEnd-->
It's possible that it's a problem with the memory bus on your machine, since you have an insane overclock.
Talk to Max about it!
By the way, folks, this is what they mean when they say they're "optimizing" the game. My machine is worse than his, but my game runs much better because the same code is being run in a different way (or there's some other factor we haven't identified, like a process hogging his CPU). The difficult part of making a game like this run on everyone's machine is that they're all different (not like the XBox or PS3 that all ship with the same CPU, memory, video card and so on).
Lerk bile bomb is terrible, very hard to use and does very little damage. I am able to take down an extractor faster w/ spike than BB. And to try and BB the marine base is suicide with a glass plane.
You might have well made the skulk a duck because that's what I feel like now. If a marine see's me more than a few feet away, I can't get to him fast enough before he puts a full clip into me.
<!--quoteo(post=1913715:date=Mar 15 2012, 08:06 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Mar 15 2012, 08:06 PM) <a href="index.php?act=findpost&pid=1913715"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While that may be true, even a single gpu won't help him much.<!--QuoteEnd--></div><!--QuoteEEnd--> I'm sayin, he may actively be harming his FPS by running on 2 GPUs. Certainly the overall performance hit many people seem to be getting is something he may be vulnerable to as well.
<!--quoteo(post=1913729:date=Mar 16 2012, 05:24 AM:name=Shrike3O)--><div class='quotetop'>QUOTE (Shrike3O @ Mar 16 2012, 05:24 AM) <a href="index.php?act=findpost&pid=1913729"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sayin, he may actively be harming his FPS by running on 2 GPUs. Certainly the overall performance hit many people seem to be getting is something he may be vulnerable to as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Your possibly right, but no i havent tried on one gpu.
Really liking the new shadowstep a lot. Might need more balance tweaking(it's very easy to chain together shadowsteps and blinks almost indefinitely) but it's a fun compromise - it feels like something that you can control well with effort and it's very rewarding to get it right. Also nice to have a less jarring visual effect than Blink during combat.
<!--quoteo(post=1913519:date=Mar 15 2012, 07:35 PM:name=Melancor)--><div class='quotetop'>QUOTE (Melancor @ Mar 15 2012, 07:35 PM) <a href="index.php?act=findpost&pid=1913519"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1. And while you're at it, change that second attack for fades. Nobody is using it, because it's just TOOOO SLOOOOOW.<!--QuoteEnd--></div><!--QuoteEEnd-->
I use second attack alot. The fades are perfect, well idk, for me it's really good.
<!--quoteo(post=1913562:date=Mar 15 2012, 08:07 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Mar 15 2012, 08:07 PM) <a href="index.php?act=findpost&pid=1913562"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- We're still having problems with marine sprint speed, but we didn't have time to fix that. We'll be doing that soon. - I can't speak on performance changes but we'll check through the stats and see what's going on - The Gorge will be getting plenty three new toys so don't worry about him not having enough to do<!--QuoteEnd--></div><!--QuoteEEnd-->
3 new toys? lol yay. spamming sentry turrets everywhere is so annoying lol, no one can take it out. Bile bomb is so different.
**P.S. Skulks are too fat. Can you make them in diet mode?
<!--quoteo(post=1913674:date=Mar 16 2012, 04:37 AM:name=Savant)--><div class='quotetop'>QUOTE (Savant @ Mar 16 2012, 04:37 AM) <a href="index.php?act=findpost&pid=1913674"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm still having problems just getting into a game.
-I can load the client fine. -I can bring up the server list fine. -I select a server and I get the loading screen images fine. -I join the server fine... initially
So I find myself in the ready room, I'm connected to the server, I can hit tab and see scores, and the kills display in the top right, everything seems fine. I can even join a team if I do so right away.
My problem is that within 30 seconds of joining the server the screen locks up and I get "Connection problems detected..."
It should be noted the client is still responsive, and I can open console and type 'disconnect' to boot be off the server and back to the main menu.
It should also be noted that this does NOT happen every time. I can sometimes get into a game, but it's only 1 out of every 10-20 attempts.
It didn't used to be this way. In the beginning I used to be able to play, but not anymore. I have my firewall set to allow all the necessary ports to pass through, and I have even disabled my firewall (briefly) to test and see if that made a difference. It did not. I did the same with anti-virus, disabling it (briefly) and finding no change. Nor does changing video settings impact things either.
This was reported in the bug database and the problem is listed as 'open'. There are a pile of us who still can't even join games.<!--QuoteEnd--></div><!--QuoteEEnd-->
How much video ram do you have? If you have 512 mb try medium or low settings, instead of turning the reso down.
ArgathorJoin Date: 2011-07-18Member: 110942Members, Squad Five Blue
I really hope there is a relatively fast hotfix. I don't want to go another long patch with no gathers/clan matches because the game isnt in a fit state. It also really puts new players off and isnt representative of the potential of NS2 at all.
I'm liking a lot of the fixes and interface features (drifters and cysts cost res, welders improved, new weapon swap hotkey, sound changes), but some of these game decisions are difficult to understand.
Catalizing hives huh what why? Slow down skulks? Right click to become invincible (fade)? Lerk bile??? I wonder if someone said "give lerk bite" and the programmer thought he meant "give lerk bile."
It just feels like some of these decisions are being made by people who barely play this game. I mean, how often do you think Flayra or Max hop on an Inversion server for a few hours and see how things are going?
There's not much mention of it in this thread, but asking in-game a few other people get this stuttering problem as well. B199 was fluid (i've recently upgraded to a rig which plays NS2 well)
With B200, usually at the most inappropriate times (usually during combat), I get this stuttering effect a bit like in the old days of slow HDDs. It means my aim goes well off and I end up dying, or it takes more bites as a skulk to kill a marine even though the sound and hit indicator appeared.
I had it yesterday with my single GTX560Ti and today I got a new one for SLI, while the FPS is much better the problem still occurs.
<!--quoteo(post=1914011:date=Mar 16 2012, 08:16 PM:name=InfraRed)--><div class='quotetop'>QUOTE (InfraRed @ Mar 16 2012, 08:16 PM) <a href="index.php?act=findpost&pid=1914011"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's not much mention of it in this thread, but asking in-game a few other people get this stuttering problem as well. B199 was fluid (i've recently upgraded to a rig which plays NS2 well)<!--QuoteEnd--></div><!--QuoteEEnd--> Yup, we know what is causing this, and are working on trying to get it fixed.
I hope in next update you guys can balance it more.
in 1on1 skulk vs marine. its allmost only aliens that get killed now.. and i feel that its harder to run away from a marine now.. even if your cloaked and chewing at a marine back he can kill you.
and in most of the games played the aliens loose now
this is just my opinion afther giving playing b200 some more.
I agree with bile bomb being useless at this point on lerk, not only is it a high risk when having to fly over, it also uses a lot of energy with almost no damage.. but I must say It looks pretty neat while it is damaging a structure haha
I have found a glitch though that i believe would be SO easy to fix (simple if statement):
Say your a skulk and you get an upgrade that cost 2 res, after you get this upgrade and say you have 30 res and decide to go lerk, it will let you select lerk and click upgrade (lerk isn't red as in you have enough res) but after you click upgrade you hear "you need more resources!". It won't let you upgrade until you have 32 resources but then once you upgrade, it only subtracts 30 like its suppose to.
Same thing when you already have 2 upgrades that you've used your res for it won't let you till you have 34 res, and same thing with fades (cept with 52 or 54 of course)
Also when you go to find games the "Players" button at top for the servers is now on two lines for me: Player s
I've also found some pretty interesting map glitches lol
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1913713:date=Mar 15 2012, 08:01 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Mar 15 2012, 08:01 PM) <a href="index.php?act=findpost&pid=1913713"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is because of a) bad marines and b) performance.
It's really hard to hit quick moving targets (fade) when your performance gets worse and worse every patch. Sub 40-60 fps, hitting targets in a fast paced game because luck as much as skill.
Fades die in 3-4 shotgun shots, it takes 3 swipes to kill a marine with armor 2. 5 marines can get off 15+ shotgun shots in the time it takes a fade to get off 3 swipes to kill even a single marine. If the marines are hitting even 20% of their shots, they will maul a fade. But they're not. They're missing every shot because a) bad and b) terrible fps.<!--QuoteEnd--></div><!--QuoteEEnd--> i disagree with you gorgeous in assuming the only reasons why fade dominate are because of bad marines and performance. i see the same behavior in evenly matched teams in scrims, as i'm sure you do as well.
problem is, it used to be TWO shotgun hits to kill a fade, now its 3-4? also shadowstep increases fade effectiveness to a wild degree. thirdly, i dont think armor 2 can be researched in time for the 2nd hive which goes up around 3 minute mark if you are to get :
a) 2nd ip b) armory c) welders d) mines e) shotguns f) observatory
most of which are necessary and have been implemented to counter the skulk rushes (except for the obvious armory). basically i believe there is far more contributing to the issue than the old excuse of "performance" or "bad marines"
<!--quoteo(post=1913951:date=Mar 17 2012, 06:34 AM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Mar 17 2012, 06:34 AM) <a href="index.php?act=findpost&pid=1913951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->dunno if this was mentioned yet but the skulk's building chomping noise is super loud and obnoxious. can't even hear voice chat. nerf please.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tell me about it, this makes it impossible to hear any incoming rines. Apart from this though, i truly have no other issue with the build, performance is great, and while giving lerk bile bomb seems a tad crazed and this point, i know Max, Flayra and the boys are working hard on this and promise mr Gorge will have some work done. So how about we all just take some time to think about all the work that UWE have put into making this the best game ever before we post slanderous post's flaming the game. Its been said before, but this IS a beta and UWE have every right to try and test things out.
<!--quoteo(post=1914063:date=Mar 16 2012, 10:53 PM:name=twostroker)--><div class='quotetop'>QUOTE (twostroker @ Mar 16 2012, 10:53 PM) <a href="index.php?act=findpost&pid=1914063"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in 1on1 skulk vs marine. its allmost only aliens that get killed now.. and i feel that its harder to run away from a marine now..<!--QuoteEnd--></div><!--QuoteEEnd--> The biggest problem is, that a marine is faster while sprinting then a skulk. Also if im right, a marine need 4 bites on level 3 armor by a skulk, if he has nano shield...it takes 8 bites (if its right that 4 bites needed for armor level 3)? Just insane. But its not fina, right now its not fun to play aliens in v200. :( Only if marines play very bad.
<!--quoteo(post=1914070:date=Mar 16 2012, 06:04 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 16 2012, 06:04 PM) <a href="index.php?act=findpost&pid=1914070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i disagree with you gorgeous in assuming the only reasons why fade dominate are because of bad marines and performance. i see the same behavior in evenly matched teams in scrims, as i'm sure you do as well.
problem is, it used to be TWO shotgun hits to kill a fade, now its 3-4? also shadowstep increases fade effectiveness to a wild degree. thirdly, i dont think armor 2 can be researched in time for the 2nd hive which goes up around 3 minute mark if you are to get :
a) 2nd ip b) armory c) welders d) mines e) shotguns f) observatory
most of which are necessary and have been implemented to counter the skulk rushes (except for the obvious armory). basically i believe there is far more contributing to the issue than the old excuse of "performance" or "bad marines"<!--QuoteEnd--></div><!--QuoteEEnd-->
You don't get a 2nd hive in 3 minutes. If the marines are going so hard on low tech, that's equivilent to the aliens building carapace shell, a crag, maybe even a whip. If they're rushing a hive with no defense, the marines should have the huge advantage before the hive is out and push it.
I agree in part with you, though. The shotgun nerfs were generally unneeded. The fade was definitely more fragile when he could be 2 shot. Now you're at 3-5 shots and it is noticeable. I feel like shadow step was a totally unnecessary addition to the game. It is cool, but energy free blink that is an alternative to the normal seems a bit redundant and overpowering.
btw marine run speed is 5 skulk speed is 7 (Good wall jump initial can take you to 13) marine sprint speed reaches 9 then trickles back down again to reach 9, you have to think like you are an onos and run straight/semi straight
I don't understand when people say "oh X team always wins now!" every time people say this, I just don't understand, because when I play each team seems to win about 50/50, sometimes marines win a lot more games, sometimes aliens win a lot more, it depends on who is playing, who is commander, and many other variables.
I don't know if there are clans that play against eachother regularly or not, but those would be the people to ask about balance!
Comments
Does the flamethrower need to be a greater deterrent or what? Because it doesn't seem to stop this behavior when the odds should be against a fade. The other thing that I really despise is that I will set mines up and fades seem able to teleport through them setting them off and not being damaged? I've seen fades set off six of my mines spaced safely apart in a corridor and get away... 30 res wasted?
another aspect of my machine? unfortunately i highly doubt that.
2x gtx 580s
8gb ddr3
128gb crucial m4 though steam is on a samsung f3 1tb
Does the flamethrower need to be a greater deterrent or what? Because it doesn't seem to stop this behavior when the odds should be against a fade. The other thing that I really despise is that I will set mines up and fades seem able to teleport through them setting them off and not being damaged? I've seen fades set off six of my mines spaced safely apart in a corridor and get away... 30 res wasted?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is because of a) bad marines and b) performance.
It's really hard to hit quick moving targets (fade) when your performance gets worse and worse every patch. Sub 40-60 fps, hitting targets in a fast paced game because luck as much as skill.
Fades die in 3-4 shotgun shots, it takes 3 swipes to kill a marine with armor 2. 5 marines can get off 15+ shotgun shots in the time it takes a fade to get off 3 swipes to kill even a single marine. If the marines are hitting even 20% of their shots, they will maul a fade. But they're not. They're missing every shot because a) bad and b) terrible fps.
While that may be true, even a single gpu won't help him much.
I'm running an i7 2600k @4.4GHz with a 570 and sitting sub30 fps in combat with jerky and jittery frames in multi-player battles. This is on a beast inversion server that was restarted 20 minutes prior. Midgame, before 78978954789 cyst and hydra spam.
FPS performance is the #1 problem in the game. I can't play more than 30 minutes this patch before I rage out from the lag. I really like NS2 and am would really like to schedule scrims with my team. We haven't scrimmed in 2 weeks because the last 2 patches have done nothing but make performance even worse, even on top end computers.
On a side note, skulk mechanics and hit reg seems much better this patch. Too bad performance problems overshadows all the cool stuff the developers put in. (for me, anyway)
2x gtx 580s
8gb ddr3
128gb crucial m4 though steam is on a samsung f3 1tb<!--QuoteEnd--></div><!--QuoteEEnd-->
It's possible that it's a problem with the memory bus on your machine, since you have an insane overclock.
Talk to Max about it!
By the way, folks, this is what they mean when they say they're "optimizing" the game. My machine is worse than his, but my game runs much better because the same code is being run in a different way (or there's some other factor we haven't identified, like a process hogging his CPU). The difficult part of making a game like this run on everyone's machine is that they're all different (not like the XBox or PS3 that all ship with the same CPU, memory, video card and so on).
Lerk bile bomb is terrible, very hard to use and does very little damage. I am able to take down an extractor faster w/ spike than BB.
And to try and BB the marine base is suicide with a glass plane.
You might have well made the skulk a duck because that's what I feel like now. If a marine see's me more than a few feet away, I can't get to him fast enough before he puts a full clip into me.
Oh and performance has definitely dropped.
I'm sayin, he may actively be harming his FPS by running on 2 GPUs. Certainly the overall performance hit many people seem to be getting is something he may be vulnerable to as well.
Your possibly right, but no i havent tried on one gpu.
I use second attack alot. The fades are perfect, well idk, for me it's really good.
<!--quoteo(post=1913562:date=Mar 15 2012, 08:07 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Mar 15 2012, 08:07 PM) <a href="index.php?act=findpost&pid=1913562"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- We're still having problems with marine sprint speed, but we didn't have time to fix that. We'll be doing that soon.
- I can't speak on performance changes but we'll check through the stats and see what's going on
- The Gorge will be getting plenty three new toys so don't worry about him not having enough to do<!--QuoteEnd--></div><!--QuoteEEnd-->
3 new toys? lol yay. spamming sentry turrets everywhere is so annoying lol, no one can take it out. Bile bomb is so different.
**P.S. Skulks are too fat. Can you make them in diet mode?
-I can load the client fine.
-I can bring up the server list fine.
-I select a server and I get the loading screen images fine.
-I join the server fine... initially
So I find myself in the ready room, I'm connected to the server, I can hit tab and see scores, and the kills display in the top right, everything seems fine. I can even join a team if I do so right away.
My problem is that within 30 seconds of joining the server the screen locks up and I get "Connection problems detected..."
It should be noted the client is still responsive, and I can open console and type 'disconnect' to boot be off the server and back to the main menu.
It should also be noted that this does NOT happen every time. I can sometimes get into a game, but it's only 1 out of every 10-20 attempts.
It didn't used to be this way. In the beginning I used to be able to play, but not anymore. I have my firewall set to allow all the necessary ports to pass through, and I have even disabled my firewall (briefly) to test and see if that made a difference. It did not. I did the same with anti-virus, disabling it (briefly) and finding no change. Nor does changing video settings impact things either.
This was reported in the bug database and the problem is listed as 'open'. There are a pile of us who still can't even join games.<!--QuoteEnd--></div><!--QuoteEEnd-->
How much video ram do you have? If you have 512 mb try medium or low settings, instead of turning the reso down.
Catalizing hives huh what why? Slow down skulks? Right click to become invincible (fade)? Lerk bile??? I wonder if someone said "give lerk bite" and the programmer thought he meant "give lerk bile."
It just feels like some of these decisions are being made by people who barely play this game. I mean, how often do you think Flayra or Max hop on an Inversion server for a few hours and see how things are going?
Keep up the good work, big fan of your work!
With B200, usually at the most inappropriate times (usually during combat), I get this stuttering effect a bit like in the old days of slow HDDs. It means my aim goes well off and I end up dying, or it takes more bites as a skulk to kill a marine even though the sound and hit indicator appeared.
I had it yesterday with my single GTX560Ti and today I got a new one for SLI, while the FPS is much better the problem still occurs.
Yup, we know what is causing this, and are working on trying to get it fixed.
--Cory
(GTX 560ti)
<img src="http://i.imgur.com/hVikb.jpg" border="0" class="linked-image" />
Does light_flicker_cinematic have anything to do with the orange light from the hive flickering on and off whenever it's in view and I move?
in 1on1 skulk vs marine. its allmost only aliens that get killed now.. and i feel that its harder to run away from a marine now..
even if your cloaked and chewing at a marine back he can kill you.
and in most of the games played the aliens loose now
this is just my opinion afther giving playing b200 some more.
I have found a glitch though that i believe would be SO easy to fix (simple if statement):
Say your a skulk and you get an upgrade that cost 2 res, after you get this upgrade and say you have 30 res and decide to go lerk, it will let you select lerk and click upgrade (lerk isn't red as in you have enough res) but after you click upgrade you hear "you need more resources!". It won't let you upgrade until you have 32 resources but then once you upgrade, it only subtracts 30 like its suppose to.
Same thing when you already have 2 upgrades that you've used your res for it won't let you till you have 34 res, and same thing with fades (cept with 52 or 54 of course)
Also when you go to find games the "Players" button at top for the servers is now on two lines for me:
Player
s
I've also found some pretty interesting map glitches lol
It's really hard to hit quick moving targets (fade) when your performance gets worse and worse every patch. Sub 40-60 fps, hitting targets in a fast paced game because luck as much as skill.
Fades die in 3-4 shotgun shots, it takes 3 swipes to kill a marine with armor 2. 5 marines can get off 15+ shotgun shots in the time it takes a fade to get off 3 swipes to kill even a single marine. If the marines are hitting even 20% of their shots, they will maul a fade. But they're not. They're missing every shot because a) bad and b) terrible fps.<!--QuoteEnd--></div><!--QuoteEEnd-->
i disagree with you gorgeous in assuming the only reasons why fade dominate are because of bad marines and performance. i see the same behavior in evenly matched teams in scrims, as i'm sure you do as well.
problem is, it used to be TWO shotgun hits to kill a fade, now its 3-4?
also shadowstep increases fade effectiveness to a wild degree.
thirdly, i dont think armor 2 can be researched in time for the 2nd hive which goes up around 3 minute mark if you are to get :
a) 2nd ip
b) armory
c) welders
d) mines
e) shotguns
f) observatory
most of which are necessary and have been implemented to counter the skulk rushes (except for the obvious armory).
basically i believe there is far more contributing to the issue than the old excuse of "performance" or "bad marines"
Tell me about it, this makes it impossible to hear any incoming rines. Apart from this though, i truly have no other issue with the build, performance is great, and while giving lerk bile bomb seems a tad crazed and this point, i know Max, Flayra and the boys are working hard on this and promise mr Gorge will have some work done. So how about we all just take some time to think about all the work that UWE have put into making this the best game ever before we post slanderous post's flaming the game. Its been said before, but this IS a beta and UWE have every right to try and test things out.
Great work guys :-)
The biggest problem is, that a marine is faster while sprinting then a skulk.
Also if im right, a marine need 4 bites on level 3 armor by a skulk, if he has nano shield...it takes 8 bites (if its right that 4 bites needed for armor level 3)?
Just insane.
But its not fina, right now its not fun to play aliens in v200. :(
Only if marines play very bad.
problem is, it used to be TWO shotgun hits to kill a fade, now its 3-4?
also shadowstep increases fade effectiveness to a wild degree.
thirdly, i dont think armor 2 can be researched in time for the 2nd hive which goes up around 3 minute mark if you are to get :
a) 2nd ip
b) armory
c) welders
d) mines
e) shotguns
f) observatory
most of which are necessary and have been implemented to counter the skulk rushes (except for the obvious armory).
basically i believe there is far more contributing to the issue than the old excuse of "performance" or "bad marines"<!--QuoteEnd--></div><!--QuoteEEnd-->
You don't get a 2nd hive in 3 minutes. If the marines are going so hard on low tech, that's equivilent to the aliens building carapace shell, a crag, maybe even a whip. If they're rushing a hive with no defense, the marines should have the huge advantage before the hive is out and push it.
I agree in part with you, though. The shotgun nerfs were generally unneeded. The fade was definitely more fragile when he could be 2 shot. Now you're at 3-5 shots and it is noticeable. I feel like shadow step was a totally unnecessary addition to the game. It is cool, but energy free blink that is an alternative to the normal seems a bit redundant and overpowering.
skulk speed is 7 (Good wall jump initial can take you to 13)
marine sprint speed reaches 9 then trickles back down again
to reach 9, you have to think like you are an onos and run straight/semi straight
lerks fly up to about 13
I don't know if there are clans that play against eachother regularly or not, but those would be the people to ask about balance!