I Just Can't Say It Yet

IdenIden Join Date: 2002-10-16 Member: 1513Members
edited November 2002 in NS General Discussion
<div class="IPBDescription">I tried it for a while...</div> I can't quite... for the life of me. Say NS is balanced yet.

Close.

Not yet.

I know the devs, the playtesters, and other fanbois (I'm one too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> ) are going to rip into me for saying this. But it still needs minor adjustments.

Why can't I believe it?

For the simple reasons that half the main end weaponry is bugged.

Bilebomb does less damage that PARASITE does. Siege cannons sometimes couldn't hurt a babler. Xenocide is something you do just to watch the cool effect half the time against builds it's on par with bilebomb or less.

When a good half of the end game weapons (or almost all of them) are bugged and not working right, isn't that a call for all to realize balancing might not quite be finished yet? Sure, in theorey it'll all be good, but that aside I've walked out of many games where the marines were so holed up in their base and had so many resources that the game wasn't fun anymore.

I just finished (ie: left) a game on eclipse where they had made a layer of three or four turrets deep and across both doors all the way across. Armories, and nade spammers just sat there and probably are STILL sitting there as I write this. Onos rush? Ha!

Which brings me to the only thing I think needs to be "nerfed" or "tweaked" or however you want to call it.

Marine turret limit. Sweet jesus there needs to be a limit or the end game weapons need to be fixed against builds. Eitherway something needs to be done. The ailen's turrets have finally been limited and the def chambers were set back to stop the 'walls of lame' yet the marine turret factory farms grow up to be plantations at the end game just for fun and to get the alien players to quit because they're not having fun anymore.

There's a great Strategy! Make the round so patheticly boring/lame/whatever that your opponent would rather go hang himself!

[edit]
I forgot to mention the grenades that sometimes are on par with a single HMG bullet
[/edit[

When a strategy like that starts to get employed with effect I think it means it's time to go. Who else is with me for a slight limit on sentry turrets in an area? (not per turret factory).
«1

Comments

  • WykedWyked Join Date: 2002-11-18 Member: 9158Members
    agreed

    especially about the xenocide and bilebomb damages.. I was playing a LA marine, a skulk xeno'd on me, i swear he was touching me, didnt even kill me. I think xenocide should at least be able to kill a marine without HA (even after the armor has been upgraded max) Bilebomb just seems to annoy people, usually better to use acid rocket, and ya, siege are bugged bad, but when they work, they work well.
  • KyuneKyune Join Date: 2002-11-16 Member: 8952Members
    edited November 2002
    Sounds like a problem that could probably be solved by a change in the map itself--I've had some interesting experiences of my own to a similar effect, but nothing nearly so drastic as what you've outlined.

    Oh, almost forgot. As for the weapons, I agree <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> They could definitely use a fix.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    For some reason, people think the game is balanced right now. If it is, then once those bugs get fixed its going to be very UNbalanced. If its not balanced right now, maybe those fixes will get it closer to balance.
  • Lt_Jose_JimenezLt_Jose_Jimenez Join Date: 2002-11-18 Member: 9170Members
    It's a little depressive to attack a marine base only to slam head first into three rows of turrets (that constitutes as firewall <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
    Definitely a turret limit per area, but in return there must be a recycle option for turrets (if there isn't one already), so the marines could build them where they are needed the most
  • KriguKrigu Join Date: 2002-11-09 Member: 7850Members
    edited November 2002
    Turret limit
    Siege limit
    TF limit
    --------------
    Pistol down
    HMG down
    Gren Launcher up
    ------------------------
    Adjust shotty
    -----------------
    Xenocide up
    Bilebomb up and bigger angle
    --------------------------------------
    Spores down
    -----------------
    ** Be nice or you'll lose your right to post **
    ----------------------------
    Babblers up
    Web limit
    Leap up
    Onos's scream up and speed down
    -----------------------------------------------
    Fix the bulidings - getting stuck all the time


    And prolly more, fill me in boys.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    I think it would be better if there was a turret limit per factory. Like, "it can only power 6 turrets." That way you can build enough turrets wherever you want but it makes the cost too much to be a serious hassle.
  • Y3tiY3ti Join Date: 2002-11-09 Member: 7853Members
    Ok if turret limit is gonna be introduced, make it so the Generator can only support say 7 turrets each.

    I don't want another running around trying to find a spot to place a turret like in TFC(I think it was TFC..)
    you know with "you cannot place a turret here becuase of the frequency" or some **obscenity**...very annoy x.x and it prevents good defenses from being built (I.e actually thinking where you put your turrets then suddenly you can't cause some num nut but 1 to man turrets on the other side of the base >.>) yea...
  • ZarbuckZarbuck Join Date: 2002-11-01 Member: 2248Members
    Turret limit... Yes
    Siege limit... Yes
    TF limit... No... have you ever seen more than 2 in any one place
    --------------
    Pistol down... No
    HMG down... No
    Gren Launcher up... No
    ------------------------
    Adjust shotty... Just needs to be cheaper
    -----------------
    Xenocide up... Maybe
    Bilebomb up and bigger angle... Damge no yes I would like to see a better fire angle
    --------------------------------------
    Spores down... No
    -----------------
    Fix the g0ddamn blink... Blink works just fine... aim up and jump and fire
    ----------------------------
    Babblers up... Yes
    Web limit... There is a web limit
    Leap up (omfg it really really sucks now)... Leap is use to get you some were not kill some one leap than bite
    Onos's scream up and speed down... No speed is fine and do you even know what the scream dose
    -----------------------------------------------
    Fix the bulidings - getting stuck all the time... Just don't look at the ground as you build
  • HavoKHavoK Join Date: 2002-11-01 Member: 3698Members
    <!--QuoteBegin--Krigu+Nov 18 2002, 06:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Krigu @ Nov 18 2002, 06:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Adjust shotty

    Leap up (omfg it really really sucks now)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Shotties are awesome. I usually toss that HMG junk to someone else if I walk over it.

    Leap is really good if you can use it well. I had the marine team all calling me a "cheater" because I was raping them so severely with Leap + Celerity.
  • IdenIden Join Date: 2002-10-16 Member: 1513Members
    I don't know why someone listed his own personal rant of what he thinks needs to be balanced, and thank you very much for not including the kitchen sink on that one. [/sarcasm]

    I really don't think that much else needs to be changed here. A turret limit in an area for the marines and/OR fix the end game weaponry will clear this issue up.
  • FireWarriorFireWarrior Join Date: 2002-07-13 Member: 931Members
    Turret limit, Siege limit, cheaper shottie and fix the goddam building damage!

    That's all, I think when those are done the game is going to rock (it already does, but it will rock even more then).
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    edited November 2002
    its correct. they wont be able to balance the game well until all the weapons work the way they are intended. heres a list of alien weapons that are bugged at least partially. babbler gun, bile bomb, xenocide, leap, blink.

    leap and blink still make you suicide often enough or get stuck in objects/walls with crouch/jump
    if they fix blink and bile bombs, the fades will no doubt get the nerf stick.
  • othellothell Join Date: 2002-11-02 Member: 4183Members, NS1 Playtester, Contributor
    babblers, blink (i've never gotten stuck once), and leap all work fine. you just have to know how to use it.
  • RedemptionRedemption Join Date: 2002-11-03 Member: 5557Members
    fades ALREADY own the hell out of marines so why make them even better? i mean damn! when I play marines we lose alot. I have lost ONCE as alien and I always felt sorry for the marines because we simply decimated them. Don't limit there crap below aliens chamber #'s
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Turret limit... Yes
    Siege limit... Yes
    TF limit... No... have you ever seen more than 2 in any one place<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    TF limit - I think he means throughout the whole map. Personally, I'm all for it. It discourages turret farms at every intersection, and makes the commander place them strategically (hopefully).

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Adjust shotty... Just needs to be cheaper<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Even I agree with this one, and I'm a diehard alien player!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> LMG's are good in early-game for range. The shotgun would encourage weapon diversity among groups, rather than having everyone grabbing their extra LMG ammo on the way out the door.

    Granted, some people prefer the shotgun anyways. I think it's a great weapon in early-game since the majority of alien attacks will be melee.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Xenocide up... Maybe<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Naah, xenocide is great the way it is!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Skulks aren't really meant to attack bases, so obviously it's not as devastating against structures. It's far more effective as a group-killing one-shot weapon.

    My best xenocide against marines was against a group of 4. They were all contributing to quickly building a turret factory near one of our hives, so I ran through a vent, scurried along the ceiling, dropped <i>on top of</i> the factory, and xenocided. Five death/kill messages racked up on the side of the screen (four marines + me). Even the marine players were impressed. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • IdenIden Join Date: 2002-10-16 Member: 1513Members
    Well actually the xenocide is supposed to do double damage to buildings and therefore a devestating biggest punch of the entire game 400 damage in one shot.

    Siege only does 330 and bilebomb is 160 vs buildings.

    Xenocide is when you and a bunch of skulk buddies feel like assaulting the base and softening it up for the onos and what not, or actually just taking it out.
  • AldarisAldaris Join Date: 2002-03-25 Member: 351Members, Constellation
    Iden, don't know where you got your numbers from, but siege does the most damage to buildings. Its 330, and double that vs buildings. Can't remember bilebomb damage
  • BobpobloBobpoblo Join Date: 2002-11-05 Member: 7011Members
    Well, i think that once the bile bombs get fixed along with all the other alien attacks, you wouldent need a turret limit, you might even make the turrets cost 18 instead of 19. Seeing as how the bilebomb will workafii buildings, i think htat would even things out.
  • KriguKrigu Join Date: 2002-11-09 Member: 7850Members
    I don't know wether it's just that I simply love Skulks and Gorges, or that I really suck with that famous 'bile bomb' attack. It rarely takes out bulidings / enemies when I use it, and does more damage to me then to anyone else. Therefore, I think the angle should go up, that'll make a difference I think.

    Blink: I just found out how it works, great for high 'impossible' jumps, vents, and quick draw-backs. If you're still alive it is.

    Xenocide: fun, but I stronly advice you to evolve or just don't use it. I once made this deal that we rushed into a base with 4 Skulks, and all used Xenocide at the same time..... sorry Marines, you're spawns and defences are history.

    TF & T's: Turret limit (everybody agrees with that, right) and not more than 2 TF's an outpost. Also area checking, so ffs don't bulid the whole map full of Turrets.

    Oh I just love this game, will I ever be able to stop playing?
  • FlameboFlamebo Join Date: 2002-10-31 Member: 1797Members
    edited November 2002
    Marines have already been weakened enough, just fix weapon bugs. Shotguns should be 15 instead of 20 too because if alien weapons are fixed marines are gonna be even more screwed. Taking out the turrent factory shuts down all the turrents so turrents are vulnrable anyways. Even if they wall up their base they will still go down after a little while. If there was a turrent limit no one would want to play marines... they would just suck way too much. Seige turrents, bilebomb and, xenoside seem to be the only things bugged(is xenoside even bugged? I can't tell). Just fix the weapons. Please please don't put a turrent limit down aliens already win majority of the time so how would making marines WEAKER balance things more? How is that logical?
  • KriguKrigu Join Date: 2002-11-09 Member: 7850Members
    Well that's a way to think about it. And maybe you're right.

    But, have you ever tried to take out a TF with 20 Turrets around it? Try it.....
  • GobyWanGobyWan Join Date: 2002-02-22 Member: 234Members
    If you say Turrent again, I must kill you.

    There are issues with certain weapons doing no damage to certain things on certain maps. Ex: Siege turrets apparently do not work on Hera. Period. NO damage. I have not tested this myself but this is what I hear.

    Bilebomb, ATM, does 80 damage to buildings when it hits directly. Considering the kind of health that those structures have, it takes quite a few bilebombs to take out a building.

    Xenocide: I don't know how much damage it does, because I'm never around to see it when I do it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> I assume that it's more effective against marines, much like the acid rocket is supposed to be.
  • Crazed-OneCrazed-One Join Date: 2002-11-05 Member: 7027Members
    I think the Bilebomb being fixed, as its been noted by dev, will offset the whole turret thing, manual states 80 vs marine 160 vs buildings , but its been acknowleged that it is not and needs to fixed, according to other posts? right? It may even in some cases be doing no or very little damage to buildings right now. But with a working Bilebomb and working Redmeption, the marines should at least get a cheaper shotty. And the idea to drop the turret rp cost a point is good too. Some of changes that have been asked for would change the Entire game hugeley. Might as well launch a nuke on a city and see how much it changes that.
  • VisserVisser Join Date: 2002-11-03 Member: 6613Members
    We dont need to impose limits on marine stuff yet.

    I see no need to cheapen shotty but im not a price expert - it is a good weapon and should cost.

    All we need is the dmg bugs fixed.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--Krigu+Nov 18 2002, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Krigu @ Nov 18 2002, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Turret limit
    Siege limit
    TF limit
    --------------
    Pistol down
    HMG down
    Gren Launcher up
    ------------------------
    Adjust shotty
    -----------------
    Xenocide up
    Bilebomb up and bigger angle
    --------------------------------------
    Spores down
    -----------------
    ** Be nice or you'll lose your right to post **
    ----------------------------
    Babblers up
    Web limit
    Leap up
    Onos's scream up and speed down
    -----------------------------------------------
    Fix the bulidings - getting stuck all the time


    And prolly more, fill me in boys.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    sorry..but those are just idiotic!

    shotty, tf limit (WTF?), siege limit, hmg, pistol, gren, xeno and bile are all bad changes..


    ALL that needs changing is a turret limit (in an area) and to fix bile/xeno/siege bug!
  • KriguKrigu Join Date: 2002-11-09 Member: 7850Members
    OMG, I got censored, well, Just compressing other peoples words. For now, I don't give a damn, I'll play anyway. I'm a true blue alien so the heck with the shotty's ^_^

    Have fun!
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    Fix Bugs. Then Tweak.

    Never both, never in reverse order. Otherwise it just lengthens the development process.
  • ParalysParalys Join Date: 2002-11-01 Member: 3069Members
    hmm this is off topic but from that first post it would be fun to try that "leave because we are bored strategy" for clan matches.

    picture this:

    marines stay in the spawn the entire game.
    build a few spawn points and an armory (no upgrades)
    build a turret factory and start building turrets everywhere in spawn

    eventually keep adding more turret factorys + of course more turrets

    upgrade one of them so some siege can take out any close alien defense chambers and you are set.

    constantly ignore the alien team yelling words like "gg turret nubs" or stuff like that

    i'm pretty sure that would make the game last at least 3-6 hours. fun for the whole famliy!
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Turret limit - Yes, but how about a higher limit (like 10?), but must have LOS to the factory? (More strategic placement)
    Siege limit - 1-2 per factory?
    TF limit - Nope.
    --------------
    Pistol down - Not really, if they're on pistol, they're dead anyway, give em a chance
    HMG down - No, it's about right.
    Gren Launcher up - Not up. Just fixed so the damage works right.
    ------------------------
    Adjust shotty - How? I agree it's underused, but how can it be fixed (poss. SLIGHTLY higher RoF)
    -----------------
    Xenocide up - Once again, No. Just working correctly
    Bilebomb up and bigger angle - Yes, as Aliens need a decent anti-farm weapon
    --------------------------------------
    Spores down - Yes, much too useful for the 'support & harass' critter
    ----------------------------
    Babblers up - No, they're evil anyway.
    Web limit - Yes, and maybe the pings of 3000 might go away
    Leap up - Definitely, or maybe just make it easier to use. (set to a separate button, so you don't have to select then use, by which time, you could just bit them)
    Onos's scream up and speed down - Yes & Yes.
    -----------------------------------------------
    Fix the bulidings - getting stuck all the time - Yes.
    Blink - I don't care what whoeever it was said, I blink ALL THE TIME, and it's still a bit too erratic for me. No sticking needed, and a bit less erratic in where is works.


    We want changes that result in more team & strategic gameplay, as well as balance.

    I'm also gonna link this thread to the Suggestions forum.

    - Shockwave
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    Just fix the bugs for now. Xenocide, bilebomb, and grenade launchers that don't hurt anything are quite useless.
Sign In or Register to comment.