Thank god their back the patch they left us with is just crazy bad (222,223) hoping its 224 for 2day and not any longer ,,, and aliens can't get a break this patch. saw a patch saying alien win rate was only at 35.7% and I must say it feels that way from the games I have played aswell.
<!--quoteo(post=1994922:date=Oct 22 2012, 08:46 AM:name=arnyboy87)--><div class='quotetop'>QUOTE (arnyboy87 @ Oct 22 2012, 08:46 AM) <a href="index.php?act=findpost&pid=1994922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thank god their back the patch they left us with is just crazy bad (222,223) hoping its 224 for 2day and not any longer ,,, and aliens can't get a break this patch. saw a patch saying alien win rate was only at 35.7% and I must say it feels that way from the games I have played aswell.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actaully for a little while the win rate for aliens got below 30%.
I'm having a hard time keeping myself from getting excited for 224, but I am worried it may not live up to the hype that everyone has been creating about it. But I do really hope 224 is the huge bullseye (particularly in regards to balance) NS2 needs right now. Then it'll be all set for release!
So yea, ship it!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I am looking forward to the Lerk buff, it is a class that we should see a lot earlier on the field of play.<!--QuoteEnd--></div><!--QuoteEEnd--> You mean spike dmg buff? Or is it getting more love in other departments as well? I'd LOVE to see spores go back to T1, that would truly make the lerk a much more powerful class early on. Put some nasty buffed spikes on T2, so they can be teched to properly counter shotguns. (Might make them a lot more preferable as first ability at 2 hives instead of the current leap - bile - spores)
<!--quoteo(post=1994891:date=Oct 22 2012, 08:29 AM:name=Reeke)--><div class='quotetop'>QUOTE (Reeke @ Oct 22 2012, 08:29 AM) <a href="index.php?act=findpost&pid=1994891"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If this was posted on FB I'd totally "like" it.<!--QuoteEnd--></div><!--QuoteEEnd-->
If this was posted on Reddit I'd totally upvote it ;-) .
But yeah guys I wouldn't sit there F5ing. I'm guessing they'll release the patch late tonight after some coding and then some "final final" playtesting tonight; seems to be the trend in the last few patches.
Ha, what makes you think that work around here stops on the weekends? :)
Most of us were either working in the office or working from home this weekend, but there are just a lot of large changes in 224 that are taking longer to sort out then we'd prefer. Also, the main playtesting does not happen on the weekends, so we needed to wait for Monday to do thorough playtesting of the changes. There is a really good chance that the patch will go out today, but there's also a really good chance that it won't, so fingers crossed.
<!--quoteo(post=1994995:date=Oct 22 2012, 01:58 PM:name=Reeke)--><div class='quotetop'>QUOTE (Reeke @ Oct 22 2012, 01:58 PM) <a href="index.php?act=findpost&pid=1994995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're such a tease with that last line :P<!--QuoteEnd--></div><!--QuoteEEnd--> And by "tease" you mean "bad at math"
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1994890:date=Oct 22 2012, 10:24 AM:name=Captain Ventris)--><div class='quotetop'>QUOTE (Captain Ventris @ Oct 22 2012, 10:24 AM) <a href="index.php?act=findpost&pid=1994890"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This patch is truly sounding tasty. I THINK the Sentry changes are in this one? That would be a wonderful surprise as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yaaay useful Sentries! Well, the Marines have almost everything useful at this point. Flamethrowers need touching up in some capacity, and there are a few other things to poke at, but overall, not bad.
Now how 'bout dem Aliens? Skulk fixes sound nice, and with collision correction we'll just have to see how everything else pans out for the poor ole' Kharaa.
<!--quoteo(post=1994935:date=Oct 22 2012, 09:09 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Oct 22 2012, 09:09 AM) <a href="index.php?act=findpost&pid=1994935"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am looking forward to the Lerk buff, it is a class that we should see a lot earlier on the field of play.<!--QuoteEnd--></div><!--QuoteEEnd-->
The lerk needs a debuff, the lerk bite should not be as strong as the skulks. And as for the gas, it should deal dmg or block the marines vision, not both. I don't know how many times I've spawned as a marine and before I can even move I'm at 65 health.
I disagree; losing a Lerk is pretty fatal, as opposed to losing a skulk. With less HP and being able to be 1-shotted by a nice SG shot, the Lerk attacks should be in every way better than a Skulk's.
As far as the visibility, there's a HUGE rage thread about visibility in NS2 in general discussions already :-P .
<!--quoteo(post=1995384:date=Oct 23 2012, 06:55 AM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Oct 23 2012, 06:55 AM) <a href="index.php?act=findpost&pid=1995384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->rofl ofc the lerk should be stronger then the skulk it costs 30 res.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed. The lerk is a huge investment and, as of 223, useless without spore. And if the Lerk obscures your vision and does damage to your marine lateron? I say that's fine by me. A shotgun is very effective against lerks and costs way, way less than that creature.
The game's called Natural Selection after all, not "Natural Compromise" ;)
I'd like to see spore, like umbra, something you fire at your own players that then gives them the added benefit.
The fired umbra and spore cloud could still be effective on their own, but a lot smaller. But imagine firing umbra and spore at 3 skulks and have them drag it round a room :P Poison attacks anyone?
It would address the visibility issue whilst giving lerks a larger support role, and thus spikes and bite could be more useful.
A spore rocket with a suction cup that sticks to stuff? Preferably someone or something that moves so the spores get spread but at the same time stays mobile/alive for as long as the spore rocket spews gas. :)
Doesn't flamethrowers burn spores by the way? Or was that removed?
Comments
Actaully for a little while the win rate for aliens got below 30%.
So yea, ship it!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I am looking forward to the Lerk buff, it is a class that we should see a lot earlier on the field of play.<!--QuoteEnd--></div><!--QuoteEEnd-->
You mean spike dmg buff? Or is it getting more love in other departments as well? I'd LOVE to see spores go back to T1, that would truly make the lerk a much more powerful class early on. Put some nasty buffed spikes on T2, so they can be teched to properly counter shotguns. (Might make them a lot more preferable as first ability at 2 hives instead of the current leap - bile - spores)
If this was posted on Reddit I'd totally upvote it ;-) .
But yeah guys I wouldn't sit there F5ing. I'm guessing they'll release the patch late tonight after some coding and then some "final final" playtesting tonight; seems to be the trend in the last few patches.
Most of us were either working in the office or working from home this weekend, but there are just a lot of large changes in 224 that are taking longer to sort out then we'd prefer. Also, the main playtesting does not happen on the weekends, so we needed to wait for Monday to do thorough playtesting of the changes. There is a really good chance that the patch will go out today, but there's also a really good chance that it won't, so fingers crossed.
--Cory
And by "tease" you mean "bad at math"
(will happen) = (really good chance)
(won't happen) = (really good chance)
Therefore, 2 x (really good chance) = 1
Therefore, (really good chance) = .5
Now we know exactly the chances!
(will happen) = (really good chance)
(won't happen) = (really good chance)
Therefore, 2 x (really good chance) = 1
Therefore, (really good chance) = .5
Now we know exactly the chances!<!--QuoteEnd--></div><!--QuoteEEnd-->
Blew my mind.
yes, sentries are improved in next patch!
They will now take 3 batteries to use trolol. (Hopefully so nobody builds them ever again :))
Now how 'bout dem Aliens? Skulk fixes sound nice, and with collision correction we'll just have to see how everything else pans out for the poor ole' Kharaa.
The lerk needs a debuff, the lerk bite should not be as strong as the skulks. And as for the gas, it should deal dmg or block the marines vision, not both. I don't know how many times I've spawned as a marine and before I can even move I'm at 65 health.
As far as the visibility, there's a HUGE rage thread about visibility in NS2 in general discussions already :-P .
Agreed. The lerk is a huge investment and, as of 223, useless without spore. And if the Lerk obscures your vision and does damage to your marine lateron? I say that's fine by me. A shotgun is very effective against lerks and costs way, way less than that creature.
The game's called Natural Selection after all, not "Natural Compromise" ;)
I'd like to see spore, like umbra, something you fire at your own players that then gives them the added benefit.
The fired umbra and spore cloud could still be effective on their own, but a lot smaller. But imagine firing umbra and spore at 3 skulks and have them drag it round a room :P
Poison attacks anyone?
It would address the visibility issue whilst giving lerks a larger support role, and thus spikes and bite could be more useful.
Doesn't flamethrowers burn spores by the way? Or was that removed?