BAD CHANGES
NeoRussia
Join Date: 2012-08-04 Member: 154743Members
<div class="IPBDescription">BAD</div>- <b>Can't drop weapons as commander unless it's beside an armoury</b>
WHY
- RIP skill-based skulk movement
we will miss you
- New maximap
EVERYTHING IS SO SMALL.... AND ORANGE
- Can't cancel reload by firing GL or rifle butt melee
....
this patch summed up
<a href="http://www.youtube.com/watch?v=Dm1p5TTz6P8&hd=1" target="_blank">http://www.youtube.com/watch?v=Dm1p5TTz6P8&hd=1</a>
replace "nothing" with exos
WHY
- RIP skill-based skulk movement
we will miss you
- New maximap
EVERYTHING IS SO SMALL.... AND ORANGE
- Can't cancel reload by firing GL or rifle butt melee
....
this patch summed up
<a href="http://www.youtube.com/watch?v=Dm1p5TTz6P8&hd=1" target="_blank">http://www.youtube.com/watch?v=Dm1p5TTz6P8&hd=1</a>
replace "nothing" with exos
Comments
DISCO FLASHLIGHT GONE!!!!!!!!!!!!!!
DISCO FLASHLIGHT GONE!!!!!!!!!!!!!!
DISCO FLASHLIGHT GONE!!!!!!!!!!!!!!
- Why remove welder and mines icons from armory?
- Why make everything so blue on marines comm? Too confusing now.
- Why make everything so orange on aliens comm? Too confusing now.
- Why remove marine health bars off comm view?
- Why rebind mass way point to left alt without ability to change it? (i got mic on that button)
- Why rebind Q to request ammo, people now spam it, very irritating as comm.
I instantly fall down in a 45° degree ankle no matter how I do it.
Is there any chance you can hot fix this?
Edit: can't say much about blink yet. I wouldn't say it's bad, I have to get used to it first I guess.
Dropping weapons by armory only is smart change, pretty dumb being able to do delayed sg rush and converting it to gls.
Biggest change in this patch 2 balance is lol-exo (but its pretty expensive pres wise), and tres equipment/lifeforms (has potential to change a lot)...
I instantly fall down in a 45° degree ankle no matter how I do it.
Is there any chance you can hot fix this?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I probably borked the wall jump. I'm too much of a newb to pull it off so I didn't test it. It will be fixed in the next patch.
NeoRussia, I'm sorry we didn't live up to your expectations.
NeoRussia, I'm sorry we didn't live up to your expectations.<!--QuoteEnd--></div><!--QuoteEEnd-->
Care to mention who's great idea was to remove marine's health from commander view? who was it that said "hey, commander can see his teams heath waaay to easily, instead of a nice health bar let's make a tiny circle around each marine so comm. has to hover his cursor over individual marine to actually be able to tell who needs help" care to hear your thoughts.
NeoRussia, I'm sorry we didn't live up to your expectations.<!--QuoteEnd--></div><!--QuoteEEnd-->
I really appreciate seeing this. It's good to know someone can admit to making a mistake. Hope to see it when it's working better :)
Sure i agree, but you can't deny that its impossible to get air now. There was the walljump exploit that took advantage of the way momentum was stored and speed didn't update instantly, and there was normall walljumping to get to places. Walljump might as well literally not be in game given how little of a boost it gives - you did need to chain them to make use of it. Seems to be a worrying trend of constantly reducing skulk movement control from build to build whether it be air control or the ability to get air in the first place.
Back to 7 speed floor skulking we all go i guess. Kinda boring imho.
*edit* oh nvm. bug is it.
radical idea: leave it like this so people start actually getting celerity, and win fights because of movement instead of armor numbers
..then watch the game suddenly play <i>much </i>more like NS
Might be an oversight, asked the same question internally. You can still make use of hot groups to highlight your marines though, a current workaround? I'm sure it is an oversight though as multiple HuD areas got an overhaul...
..then watch the game suddenly play <i>much </i>more like NS<!--QuoteEnd--></div><!--QuoteEEnd-->
No one said anything about carapace - believe me i hated it as much as you. What i was talking about is very much movement based - walljumping. Let me put it to you this way.
There are several problems with what you are proposing.
1) Celerity should not be the best upgrade. MC first predominance was a problem with NS1, not an asset.
2) Vanilla skulk with no upgrades shoudl still be early game viable. Celerity should not be such a necessity.
3) Celerity is non-skill based. It is simply a flat increase in speed and does not solve our movement/aiming skill scaling problem.
4) We want build diversity including fast hives and other chamber paths being viable.
5) Celerity does not give you air. You're still floor skulking.
Properly functioning walljumping (without exploit speeds etc.), not celerity, is the solution.
You can get an Onos in 3 minutes.
An exosuit in approximately 4 minutes.
I find this really dumb and really ruining the tiering system/economy that I thought worked really well in the previous build.
mmm i guess so.
Anyway, my problem really is with walljump dropping you onto the floor almost like negative acceleration instead of jumping you in the direction you wanted to go. Not really so much any of the speed related business. Just plain and simple movement control.. ><.
That said, this would be a good time to fix walljumping for the next version; it had serious balance issues in the last build.
Preferably I'd like the whole mechanic reworked -- the energy storing is pretty silly -- and instead be based on air acceleration. Barring that, just lowering the speed cap to 12 would at least make it somewhat balanced.
I instantly fall down in a 45° degree ankle no matter how I do it.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is known.
That said, this would be a good time to fix walljumping for the next version; it had serious balance issues in the last build.
Preferably I'd like the whole mechanic reworked -- the energy storing is pretty silly -- and instead be based on air acceleration. Barring that, just lowering the speed cap to 12 would at least make it somewhat balanced.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agree! speed cap is badly needed.
This was a good change imo.
Why?
If it costs tres to drop weapons, why not be able to drop them when the situation demands it?
I hope parasite glow is more distinguishable from team mates in the future, having the exact shape shown through walls is weird - preferred it some 10 builds ago.
Still can't choose where I spawn as marine or alien.
Just played a couple games, patch is definitely amazing.
NeoRussia, I'm sorry we didn't live up to your expectations.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the reply, I knew this couldn't have been intended. If your physics changes are responsible for my performance increase, I can live with it (for now ;)).
OT:
After playing some hours, I have to say I like most changes. Only public experience though.
In regards to the exo suits. I believe that they are flawed in several ways.
1. They can't go through phase gates. I don't get it but not a big deal
2. I fail to understand the bullet spread. When I aim I just try to have my target in the circle and hope I hit the damn skulks.
3. They can't build structures. Why?!
4. And this is the one that bothered me the most, they can't be beaconed back to a base.... As a commander I had established a second base in pipeline while aliens had two hives. Game was even. Exo suits were done with weapons and armor 2. All of a sudden onoses are raping my expansion. Half my team were in exo suits. I was sure we would hold until I found out half my team and all of my damage power didn't get teleported (players in exos).
These issues are more of a problem in public games where cohesion and synergy occur less than in a competitive format. But still. If you research exos, most of your players are going to want to save up for it. Once they were done researching half of my team bought one, i know they just got released but the same would happen if I had gotten jetpacks. I dropped res towers and nobody could build them. And since imho they aren't huge damage dealers, they shouldn't be so limited. I'd much rather get jetpacks for my team.
I'm regards to the exo suits. I believe that they are flawed in several ways.
1. They can't go through phase gates. I don't get it but not a big deal
2. I fail to understand the bullet spread. When I aim I just try to have my targrt in tr circle and hope I hit the damn skulks.
3. They can't build structures. Why?!
4. And this is the one that bothered me the most, they can't be beaconed back to a base.... As a commander I had established a second base in pipeline while aliens had two hives. Game was even. Exo suits were done with weapons and armor 2. All of a sudden onoses are raping my expansion. Half my team were in exo suits. I was sure we would hold until I found out half my team and all of my damage power didn't get teleported (players in exos).
These issues are more of a problem in public games where cohesion and synergy occur less than in a competitive format. But still. If you research exos, most of your players are going to want to save up for it. Once they were done researching half of my team bought one, i know they just got released but the same would happen if I had gotten jetpacks. I dropped res towers and nobody could build them. And since imho they aren't huge damage dealers, they shouldn't be so limited. I'd much rather get jetpacks for my team.<!--QuoteEnd--></div><!--QuoteEEnd-->
I especially like that. Gives you drawbacks for being a full exo team.