Skulks need to feel powerful

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Comments

  • Squirreli_Squirreli_ Join Date: 2012-04-25 Member: 151046Members, Reinforced - Shadow
    Ever since the skulk nerfs and performance improvements started coming in, I have had an intense dislike for playing an unupgraded skulk. Seriously. I think I keep half of my concentration on just drudging through and trying to not quit or go rr. All the nerfs, bugs and bad collision system make for a lifeform that regularly punishes you for playing well and just feels very unrewarding. So yeah, I agree with the sentiment that the skulk needs some work.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1981592:date=Sep 21 2012, 04:49 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Sep 21 2012, 04:49 PM) <a href="index.php?act=findpost&pid=1981592"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Goes to show how little that statistic truly means.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Its 50/50 right now because marine teams are often idiots who don't press the advantage they currently have against skulks. They wait too long, wanting to tech up only to find that once aliens get fades they are no longer in the position of power.
  • Mr.GreedyMr.Greedy Join Date: 2012-07-21 Member: 154270Members
    edited September 2012
    To try balancing skulk vs marine is maybe the wrong decision.

    Another solution: Rework skulks totaly. Decrease hp,armor, dmg, movement,energie,size...and block the skulk-class for players. Yeah, right. Add Bots that atacks in masses but are very weak. That would fit the the Alien-race. They should need a cannonfooder- lifeform. But to gives that part to a player is frustrating :>.

    That would also improve the atmosphere. No more ###### 1 vs 1 situations(or 8 vs 8 players). We need more stuff on the battlefield. It should be 1 marine vs 4-5 aliens ( one of them is a player). That would also improve the RTS-part alot. And stuff like Sentrys and flamethrowers would make SENSE.WOW :p .

    And:

    Its a bit more NS2. A Different game. Not NS1 1/2 with improved graphics :> . There are to less differences between both games. Be serious. Most of them is only balancing...
  • a®mena®men Join Date: 2012-09-06 Member: 158182Members
    <!--quoteo(post=1981730:date=Sep 22 2012, 04:54 AM:name=Mr.Greedy)--><div class='quotetop'>QUOTE (Mr.Greedy @ Sep 22 2012, 04:54 AM) <a href="index.php?act=findpost&pid=1981730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To try balancing skulk vs marine is maybe the wrong decision.

    Another solution: Rework skulks totaly. Decrease hp,armor, dmg, movement,energie,size...and block the skulk-class for players. Yeah, right. Add Bots that atacks in masses but are very weak. That would fit the the Alien-race. They should need a cannonfooder- lifeform. But to gives that part to a player is frustrating :>.

    That would also improve the atmosphere. No more ###### 1 vs 1 situations(or 8 vs 8 players). We need more stuff on the battlefield. It should be 1 marine vs 4-5 aliens ( one of them is a player). That would also improve the RTS-part alot. And stuff like Sentrys and flamethrowers would make SENSE.WOW :p .

    And:

    Its a bit more NS2. A Different game. Not NS1 1/2 with improved graphics :> . There are to less differences between both games. Be serious. Most of them is only balancing...<!--QuoteEnd--></div><!--QuoteEEnd-->


    totally, and the repair bots should be able to get into the exos, and then all the players can chill around base and hit a bowl while the AI rough it out for a while. palm -> face
  • Mr.GreedyMr.Greedy Join Date: 2012-07-21 Member: 154270Members
    edited September 2012
    <!--quoteo(post=1981732:date=Sep 22 2012, 04:06 AM:name=a®men)--><div class='quotetop'>QUOTE (a®men @ Sep 22 2012, 04:06 AM) <a href="index.php?act=findpost&pid=1981732"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->totally, and the repair bots should be able to get into the exos, and then all the players can chill around base and hit a bowl while the AI rough it out for a while. palm -> face<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nah, they need to be controlled by the khammander and interact just in a small area automaticly...like the current macs u know :>. And be polit. Its just an idea.

    The influence on the game by the Khammander is to low compared to the Commander. The idea would also balancing this a bit. The Khammander have much more options to support the players in fight.

    Edit: Oh, and this game (also NS1) have already real KI bots included. They called sentrys ^^. This definition should work on them. They are just not mobile. They was able to defend a base by their own. Do you remember? No? Then u need to facepalm yourself a bit harder maybe ;) .
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1981730:date=Sep 22 2012, 06:54 AM:name=Mr.Greedy)--><div class='quotetop'>QUOTE (Mr.Greedy @ Sep 22 2012, 06:54 AM) <a href="index.php?act=findpost&pid=1981730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To try balancing skulk vs marine is maybe the wrong decision.

    Another solution: Rework skulks totaly. Decrease hp,armor, dmg, movement,energie,size...and block the skulk-class for players. Yeah, right. Add Bots that atacks in masses but are very weak. That would fit the the Alien-race. They should need a cannonfooder- lifeform. But to gives that part to a player is frustrating :>.

    That would also improve the atmosphere. No more ###### 1 vs 1 situations(or 8 vs 8 players). We need more stuff on the battlefield. It should be 1 marine vs 4-5 aliens ( one of them is a player). That would also improve the RTS-part alot. And stuff like Sentrys and flamethrowers would make SENSE.WOW :p .

    And:

    Its a bit more NS2. A Different game. Not NS1 1/2 with improved graphics :> . There are to less differences between both games. Be serious. Most of them is only balancing...<!--QuoteEnd--></div><!--QuoteEEnd-->

    You best me trollin.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1981704:date=Sep 22 2012, 08:55 PM:name=BuzterOne)--><div class='quotetop'>QUOTE (BuzterOne @ Sep 22 2012, 08:55 PM) <a href="index.php?act=findpost&pid=1981704"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Codeine yeah well why dont you try to play with 120ping on Counter-Strike.
    Samething :P when you have over 50ping on FPS games its unPlayable. The Delay on hitbox is redic..<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ummm...gee anyone else ever play on dial up?
    Heck even kiwis play with 250+ pings in gaming comps in australia...game are not unplayable simply because of a high ping.
    Its not the same thing at all.

    I play with a 300+ pings when aussie servers and I go play on US or Euro servers, far from unplayable for marines and atleast prior to latest skulk changes (including the bug) was more than playable as alien too.
    The latest changes (including the bug) have made skulking embarrassing even for good skulks as bites that should hit aren't.
    I have a feeling that even with this fixed the bite distance nerf is too much but its hard to judge from due to other issues impacting.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1981730:date=Sep 22 2012, 07:54 AM:name=Mr.Greedy)--><div class='quotetop'>QUOTE (Mr.Greedy @ Sep 22 2012, 07:54 AM) <a href="index.php?act=findpost&pid=1981730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To try balancing skulk vs marine is maybe the wrong decision.

    Another solution: Rework skulks totaly. Decrease hp,armor, dmg, movement,energie,size...and block the skulk-class for players. Yeah, right. Add Bots that atacks in masses but are very weak. That would fit the the Alien-race. They should need a cannonfooder- lifeform. But to gives that part to a player is frustrating :>.

    That would also improve the atmosphere. No more ###### 1 vs 1 situations(or 8 vs 8 players). We need more stuff on the battlefield. It should be 1 marine vs 4-5 aliens ( one of them is a player). That would also improve the RTS-part alot. And stuff like Sentrys and flamethrowers would make SENSE.WOW :p .

    And:

    Its a bit more NS2. A Different game. Not NS1 1/2 with improved graphics :> . There are to less differences between both games. Be serious. Most of them is only balancing...<!--QuoteEnd--></div><!--QuoteEEnd-->


    Mad, completely mad... But I like it! They would have to improve the AI something awful though.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I like the idea too. It's not that it wouldn't work. (see dota) They may have said the same at first: "An RTS game where your units are AI controlled and you just control one unit? palm -> face"

    It's every time the same with such never tried before ideas. People don't see what an idea can lead to. But sadly I don't think that the AI-development can be made in short time. Also the balance tweaks would take ages. But I hope for a mod.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1981358:date=Sep 21 2012, 09:40 AM:name=WildChicken)--><div class='quotetop'>QUOTE (WildChicken @ Sep 21 2012, 09:40 AM) <a href="index.php?act=findpost&pid=1981358"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've had experiences playing at 120 ping where I was unable to get a registered bite on a marine<!--QuoteEnd--></div><!--QuoteEEnd-->


    and this is the games fault? how about the inverse of this? you being able to register a bite on a lower ping player who sees you across the room and youre nowhere near them. happens way too often, and its sickening sometimes how games cater to higher ping players. this needs to be changed because it effects hitreg in general.
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    <!--quoteo(post=1981726:date=Sep 22 2012, 07:29 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Sep 22 2012, 07:29 AM) <a href="index.php?act=findpost&pid=1981726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its 50/50 right now because marine teams are often idiots who don't press the advantage they currently have against skulks. They wait too long, wanting to tech up only to find that once aliens get fades they are no longer in the position of power.<!--QuoteEnd--></div><!--QuoteEEnd-->

    50/50? Haha nope! Check out this image from UWE's facebook page. Look at flayra's monitor at the upper right. Theres a lot more than 50% blue in that pie chart...

    <a href="http://imgur.com/ddbmZ" target="_blank">http://imgur.com/ddbmZ</a>
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited September 2012
    <!--quoteo(post=1982898:date=Sep 25 2012, 06:02 PM:name=ChickenOfWar)--><div class='quotetop'>QUOTE (ChickenOfWar @ Sep 25 2012, 06:02 PM) <a href="index.php?act=findpost&pid=1982898"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->50/50? Haha nope! Check out this image from UWE's facebook page. Look at flayra's monitor at the upper right. Theres a lot more than 50% blue in that pie chart...

    <a href="http://imgur.com/ddbmZ" target="_blank">http://imgur.com/ddbmZ</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    You neither know what build he selected nor which maps.


    Marines currently have a ~60% win rate in competitive/private matches on NS2Stats.org even though most of the games are walkovers favoring the better team. Pub play seems to be around 50/50 slightly favoring Aliens.
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    <!--quoteo(post=1982901:date=Sep 25 2012, 12:05 PM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Sep 25 2012, 12:05 PM) <a href="index.php?act=findpost&pid=1982901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You neither know what build he selected nor which maps.


    Marines currently have a ~60% win rate in competitive/private matches on NS2Stats.org even though most of the games are walkovers favoring the better team. Pub play seems to be around 50/50 slightly favoring Aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Were marines ever ahead of aliens by that much? Why would he be looking at some older build? Which map favors marines that much?
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1982917:date=Sep 25 2012, 06:21 PM:name=ChickenOfWar)--><div class='quotetop'>QUOTE (ChickenOfWar @ Sep 25 2012, 06:21 PM) <a href="index.php?act=findpost&pid=1982917"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Were marines ever ahead of aliens by that much? Why would he be looking at some older build? Which map favors marines that much?<!--QuoteEnd--></div><!--QuoteEEnd-->
    We actually don't even know if he was looking at an Alien/Marine win/loss pie chart. It could be anything. Stop justifying your useless hate with information you actually do not have.
  • BurzghashBurzghash Join Date: 2012-09-25 Member: 160742Members, Reinforced - Silver, Reinforced - Shadow
    Just my two cents, but my mentality is that the skulk is a creature built for stalking and picking off lone marines. As such, my ideal scenario involves skulks that die the majority of the time if they try to come at a marine from down a long hallway, but if I manage to be sneaky and hide up on a ceiling somewhere and wait until right when a marine walks beneath me to pounce, that marine should be dead, no questions asked. So whatever UWE needs to do to facilitate that is okay in my book. Whether that means making skulks a little slower but making their bite mechanics more powerful when in melee range, or whatever else they come up with.

    I have a feeling that with the fixed bite mechanics of 221 however we'll see skulks a lot better off than they currently are.
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