I don't understand the 215 changes.

Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
- Remove pistol secondary fire. Was it too good? Were people complaining it was awesome? The laser sight effect alone was worth it.
- Remove marine armor healing from armory. I won't re-iterate the entire post about that, but nerfing marines makes little sense when they are already losing regularly to aliens.
- Reduce skulk bite distance. It was 2.7, now it's 1.5. I have to be so incredibly close to marines to hit them it's almost impossible now, given how much dodging is happening now. Can it at least be the same distance as the fade stab (1.6)?
- Reduce harvester health. Now they're made of paper; there's no time to get anyone to the harvester before it's been taken down.

I have found this build to be more frustrating to play than 214. Do I really have to just hold out for the next patch and hope it's more fun? Am I alone here?
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Comments

  • [HEI] Spade[HEI] Spade Join Date: 2012-04-28 Member: 151223Members, Squad Five Blue
    <!--quoteo(post=1953953:date=Jul 26 2012, 06:26 PM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Jul 26 2012, 06:26 PM) <a href="index.php?act=findpost&pid=1953953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Remove pistol secondary fire. Was it too good? Were people complaining it was awesome? The laser sight effect alone was worth it.
    - Remove marine armor healing from armory. I won't re-iterate the entire post about that, but nerfing marines makes little sense when they are already losing regularly to aliens.
    - Reduce skulk bite distance. It was 2.7, now it's 1.5. I have to be so incredibly close to marines to hit them it's almost impossible now, given how much dodging is happening now. Can it at least be the same distance as the fade stab (1.6)?
    - Reduce harvester health. Now they're made of paper; there's no time to get anyone to the harvester before it's been taken down.

    I have found this build to be more frustrating to play than 214. Do I really have to just hold out for the next patch and hope it's more fun? Am I alone here?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Unfortunatly: +1
    At every latest build there are changes which bring down the game! Do you really want the game to go out for summer or winter? x(
  • LandswimmerLandswimmer Join Date: 2012-07-25 Member: 154346Members
    The lowering of skulk bite distance makes them almost useless.. its so hard to get in that close and actually hit even without dodging.

    Marine armor repair nerf I'm totally for.. Some just sit at the armory and they are impossible to kill with the healing.

    harvester nerf is stupid though, you cant get anyone there before its dead and then you have to spend more resources to keep them there since they'll just keep dying. I've resorted to just running around and kill the enemy's harvesters quickly to annoy them.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    I have been unable to find a change log yet, but I did play a few games last night.

    -Removing pistol secondary fire...
    I never understood why there was two modes. I just hoped the kept the second (with laser) damage
    -Remove marine armor healing from armory...
    I agree. The advanced armory should heal armor.
    -Reduce skulk bite distance...
    I didn't even notice. I was playing better as a skulk than normal. I didn't know why last night and I really don't know why now.
    -Reduced harvester health...
    It was never a problem in full servers for me. Someone was always close enough. As a marine I was usually almost about to kill it before they got to me.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Well roll on 216!

    Haven't played it, but I don't like those changes. Suppose it makes skulking more demanding, less random spamming of bite. I never saw skulks as a massive problem though compared to fade and lerk. Losing armour as a marine though sounds terrible unless they removed welder research requirement.
  • SecuritySecurity Join Date: 2005-01-07 Member: 33133Members, Constellation, Squad Five Blue
    215 absolutely destroyed the Skulk.

    Zero air control + reduced bite distance.
  • BloodyIronBloodyIron Join Date: 2009-11-09 Member: 69321Members, Reinforced - Shadow
    edited July 2012
    WHERE ARE THESE PATCH NOTES YOU ARE READING QUESTIONMARK
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--quoteo(post=1953953:date=Jul 26 2012, 11:26 AM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Jul 26 2012, 11:26 AM) <a href="index.php?act=findpost&pid=1953953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Remove pistol secondary fire. Was it too good? Were people complaining it was awesome? The laser sight effect alone was worth it.
    - Remove marine armor healing from armory. I won't re-iterate the entire post about that, but nerfing marines makes little sense when they are already losing regularly to aliens.
    - Reduce skulk bite distance. It was 2.7, now it's 1.5. I have to be so incredibly close to marines to hit them it's almost impossible now, given how much dodging is happening now. Can it at least be the same distance as the fade stab (1.6)?
    - Reduce harvester health. Now they're made of paper; there's no time to get anyone to the harvester before it's been taken down.

    I have found this build to be more frustrating to play than 214. Do I really have to just hold out for the next patch and hope it's more fun? Am I alone here?<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1

    Build 212 was the last patch I really enjoyed.

    215 and 213/214 have NOT been fun to play, in my opinion.

    Cheers,
    Cody
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    This is the closest thing we have to Patch notes until UWE releases them on the main page which hopefully comes soon today.

    Look at post #69
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117569&st=40" target="_blank">http://www.unknownworlds.com/ns2/forums/in...17569&st=40</a>
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited July 2012
    <!--quoteo(post=1953953:date=Jul 26 2012, 06:26 PM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Jul 26 2012, 06:26 PM) <a href="index.php?act=findpost&pid=1953953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Remove pistol secondary fire. Was it too good? Were people complaining it was awesome? The laser sight effect alone was worth it.
    - Remove marine armor healing from armory. I won't re-iterate the entire post about that, but nerfing marines makes little sense when they are already losing regularly to aliens.
    - Reduce skulk bite distance. It was 2.7, now it's 1.5. I have to be so incredibly close to marines to hit them it's almost impossible now, given how much dodging is happening now. Can it at least be the same distance as the fade stab (1.6)?
    - Reduce harvester health. Now they're made of paper; there's no time to get anyone to the harvester before it's been taken down.

    I have found this build to be more frustrating to play than 214. Do I really have to just hold out for the next patch and hope it's more fun? Am I alone here?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Pistol secondary fire wasnt that great anyways.

    Marine armor healing from armory, doesnt have as big of an impact as ppl make it look in their QQ (when i first read it in the forum i thought wtf too, but after playing - i dont find that its changing that much - ppl who constantly run back for an armory are wasting userful time anyways) - and when you did have one it was way too good togheter with medpack spam and nanoshields. Read fanas comments in the other 215 thread.

    Skulk bite distance was way too far, you could bite from a distance as long as a skulk, way too many luck kills than from actual good movement or aim was the result.

    The harvester health decrease might be because you now have to use welder a lot more often => resulting in not having an axe... you are not supposed to be able to defend an harvester if you whole team is at the other side of the map.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    It's not so much the bite distance as it is the bite cone imo. They nerfed the cone several builds ago, and in combination with the range nerf it really is hitting the skulk too hard.

    I think a small distance (not the massive one from 215) decrease was in order, but the cone should go up a little again as well.
  • BloodyIronBloodyIron Join Date: 2009-11-09 Member: 69321Members, Reinforced - Shadow
    I was playing a pretty brutal (as in effective) skulk with the hit detection in 213/214, we'll see how it is now.

    I'm concerned about the cost of welders, are they still 10 res? That seems a bit high considering their recent involvement. 5res? 7res perhaps?

    If it still is 10 res, that seems a lot of res to invest with limited payout.

    I think shotgun hit detection is working better for me in 215?
  • {LoC}Blue_Leader{LoC}Blue_Leader Join Date: 2012-02-06 Member: 144025Members, Reinforced - Diamond, Reinforced - Shadow
    edited July 2012
    Not completely understanding why Welders are mandatory now, they were useful before but now it's just stupid not having one and if healing armor from the Armory was OP they could have at least reduced the healing on it or make it an Advanced Armory only ability.

    Playing as Marines has always required a lot of coordination between players but these changes to welding are entirely pug-unfriendly, it just seems like such a drastic change to how the Marine team is supposed to operate, I'd prefer if they went with the earlier suggestions and tried those out first before bombing us with a flat out nerf.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I'm concerned about the cost of welders, are they still 10 res? That seems a bit high considering their recent involvement. 5res? 7res perhaps?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I believe they're 5 res now, need to check later.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited July 2012
    You rarly saw pub marines beeing able to hold a forward armory anyways, and for organized teams it was too strong - in the rare times you build one.

    The marine commander can drop you a welder, everywhere on the map.
  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    <!--quoteo(post=1953967:date=Jul 26 2012, 01:07 PM:name=Landswimmer)--><div class='quotetop'>QUOTE (Landswimmer @ Jul 26 2012, 01:07 PM) <a href="index.php?act=findpost&pid=1953967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine armor repair nerf I'm totally for.. Some just sit at the armory and they are impossible to kill with the healing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This statement would be a bit more impacting if aliens weren't already winning 9/10 games on pub servers.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Armory healing armor just encourages camping base... i have seen countless people doing that on pubs so they can get their 5 kills and 0 deaths, and basically do absolutely nothing useful for the team. Maybe if aliens had focus could i see a need, but honestly NS2 has a bigger need for this than NS1 did, its a good change that forces people to play smarter and better, if you dont get hit you dont need to be welded.
  • eh?eh? Join Date: 2012-03-03 Member: 147997Members
    I will agree that maybe the harvester initial health debuff wasn't needed, but every other change you listed seemed positive / cut fluff from the game.

    I find it weird no one has noticed how much more responsive the pistol's normal fire mode is now compared to previous patches. It feels substantially better in every way.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    base movement speed
    wall jump effectiveness
    leap distance
    and now a nerf to attack range?


    i think there's a little bit of skulk leg that hasn't been tenderized yet. hurry beat it.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited July 2012
    The skulk bite range is something you need at least like 10 hours a play to have an opinion on. At first with the bite range, air control and mouse sensitivity changes I could land any bite but after 10 minutes it was already better.
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    I played several matches yesterday before the notes were even posted and didn't even notice the skulk bite distance was reduced. I was doing just fine. I must not be that great at over-reacting on the internet.
  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    edited July 2012
    <!--quoteo(post=1953994:date=Jul 26 2012, 01:57 PM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Jul 26 2012, 01:57 PM) <a href="index.php?act=findpost&pid=1953994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Armory healing armor just encourages camping base... i have seen countless people doing that on pubs so they can get their 5 kills and 0 deaths, and basically do absolutely nothing useful for the team. Maybe if aliens had focus could i see a need, but honestly NS2 has a bigger need for this than NS1 did, its a good change that forces people to play smarter and better, if you dont get hit you dont need to be welded.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This quote would be beautiful if I hadn't already been exposed to seeing pub marine players try to chase each other with welders, rather than shoot at alien players that were attacking them. So nonfunctional. And very face-palm worthy! :)

    Logically, the armory change could make perfect sense: Get people to work together, stay focused on keeping your teammates alive and work together as a team.

    But in practice, it doesn't appear to work well. Also, it's far too late to be messing with these types of changes. Most of the balancing that has been done in the past few years has been with the consideration that marines typically have full armor. To make this change throws out all of that, unfortunately. If only we could turn back the hands of time!

    Also, you say the change forces people to play smarter and better. That statement right there sums up the problem perfectly. Good game design never "forces" players to do anything like this. If the goal is to have players play smarter and better, it has to be done gracefully and without hindrance. Have you ever tried to repair someone's armor and they just keep running away from you and you have your welder out, trying to catch up and help them. Then you get chomped by an alien because you don't have your weapon ready and then the player you were trying to weld also gets killed because his armor was 0? It's a bit disappointing, I can tell you that :)

    And in the patch notes, it says the change was made to help with... get this... 1-base stalemates. Nothing really there about team coercion or anything like that. Just for stalemates... that's it? A problem that only really half existed which could be easily solved by the 4-hive alien upgrade of commander using T.res to evolve into the Gorge King and leveling their base. ha!

    In all seriousness, though, the best idea so far, I think, is having advanced armory being able to heal player armor.

    Charlie, can we please try this idea out in the next version??? :)
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    the skulk bite range is fine, but if they want to add maybe .5 more i wouldn't complain. i was doing fine against decent marines last night, but it'd be nice if they extended the angle that it could land. i think the best thing is now the hit reg is much better.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    As far as the pistol is concerned, I don't know anyone who really understood why its alt-fire existed. Choosing to shoot slow or fast was not a particularly meaningful decision. The laser sight does look cool, maybe it should just come standard.
  • DggMuffinDggMuffin Join Date: 2012-05-28 Member: 152684Members
    <!--quoteo(post=1954045:date=Jul 26 2012, 01:26 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Jul 26 2012, 01:26 PM) <a href="index.php?act=findpost&pid=1954045"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as the pistol is concerned, I don't know anyone who really understood why its alt-fire existed. Choosing to shoot slow or fast was not a particularly meaningful decision. The laser sight does look cool, maybe it should just come standard.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The secondary attack did more damage per shot, but much slower rate of fire. It was really good when you couldn't get near a building to knife it and you didn't want to waste rifle ammo.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    i liked the alt-fire to conserve ammo or to pierce an onos' hidearmor more effectively (worked surprisingly well) but i guess i won't miss it.
    as for the bite-range reduction, it still seems easy enough to hit marines imo.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--quoteo(post=1953953:date=Jul 26 2012, 06:26 PM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Jul 26 2012, 06:26 PM) <a href="index.php?act=findpost&pid=1953953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Reduce skulk bite distance. It was 2.7, now it's 1.5. I have to be so incredibly close to marines to hit them it's almost impossible now, given how much dodging is happening now. Can it at least be the same distance as the fade stab (1.6)?<!--QuoteEnd--></div><!--QuoteEEnd-->

    2.7 is a typo. It was 1.6 before, lowered to 1.5. So the change is not quite that big.

    Bw, you can see the melee attack boxes if you like. Create a game, open the console, type "cheats 1", "trace m" then try biting - you will get the boxes used to trace hits.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1954096:date=Jul 26 2012, 06:30 PM:name=matso)--><div class='quotetop'>QUOTE (matso @ Jul 26 2012, 06:30 PM) <a href="index.php?act=findpost&pid=1954096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2.7 is a typo. It was 1.6 before, lowered to 1.5. So the change is not quite that big.

    Bw, you can see the melee attack boxes if you like. Create a game, open the console, type "cheats 1", "trace m" then try biting - you will get the boxes used to trace hits.<!--QuoteEnd--></div><!--QuoteEEnd-->

    yeah it definitely didn't feel that different. however, did you lower marine melee range to compensate? it's really frustrating to approach a marine that has practiced his rifle butt.
  • rebirthrebirth Join Date: 2007-09-23 Member: 62416Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited July 2012
    <!--quoteo(post=1954001:date=Jul 26 2012, 06:15 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jul 26 2012, 06:15 PM) <a href="index.php?act=findpost&pid=1954001"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The skulk bite range is something you need at least like 10 hours a play to have an opinion on. At first with the bite range, air control and mouse sensitivity changes I could land any bite but after 10 minutes it was already better.<!--QuoteEnd--></div><!--QuoteEEnd-->

    With that reasoning you can argue for any kind of change in pure values.
    10 hours of gameplay is enough for any half-decent player to adapt his way of playing to the changed variables.

    Which still leaves the question open: Why lower it in the first place?

    It seems like many of these changes are aimed at making the hard skill ceiling for the skulk lower, but a change like this only makes the skill ceiling higher for new players and as such more frustrating for them to actually reach it.

    One should think that fundamental variables like the range of a base unit should be pretty much ironed out at this point. Instead the change feels like just another of the many nerfs and buffs thrown at both teams in this patch, hoping that "balance" will be accomplished by just randomly trying stuff and the universe shifting in place by chance.

    The Armory-Welder-Powernode changes hit the same niche, making welders an requirement for any marine team that hopes to get anywhere. Maybe it's just me, but the whole patch feels like it's lacking any solid direction or goals, it's just a big collection of more or less random changes so the community can keep arguing about "balance" for another 2 weeks.
  • KaptajnKLOKaptajnKLO Join Date: 2012-06-25 Member: 153658Members
    I have played a couple of hours with this build and I honestly cannot see what the big deal is. I don't really feel any difference with the skulk and if I hadn't read that the bite distance was lowered I would not have noticed. Also when I played marines it didn't really seem to be any harder now that we have to weld eachother. You just adapt and from what I've seen it works fine. I actually like that so many marines have welders now, since the likelyhood of someone repairing a harrassed RT or other buildings is much much higher. And if the alien team lets marines near a newly grown harvester then they should lose it cause that shouldn't really happen.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=1954082:date=Jul 26 2012, 04:57 PM:name=DggMuffin)--><div class='quotetop'>QUOTE (DggMuffin @ Jul 26 2012, 04:57 PM) <a href="index.php?act=findpost&pid=1954082"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The secondary attack did more damage per shot, but much slower rate of fire. It was really good when you couldn't get near a building to knife it and you didn't want to waste rifle ammo.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I just don't think that's a good reason to have an alt fire. If that makes the gun more useful, make it the primary mode.
  • DggMuffinDggMuffin Join Date: 2012-05-28 Member: 152684Members
    <!--quoteo(post=1954133:date=Jul 26 2012, 05:10 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Jul 26 2012, 05:10 PM) <a href="index.php?act=findpost&pid=1954133"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just don't think that's a good reason to have an alt fire. If that makes the gun more useful, make it the primary mode.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I liked that it had differing uses. The secondary for sniping (halo 1 style) and building killing, and the primary for quick draw moments when I run out of rifle ammo. Just my views but I really enjoyed the old pistol.
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