Sewlek's Beta Test Mod

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  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited May 2013
    fanatic wrote: »
    As I have already said, I would like to see the early/late game advantage of upgrades more pronounced, but it is still there currently. Two examples:
    (1) Regen vs. cara. Against low level weapons, especially against machine guns only, regen is by far superior. Against high level weapons and shotguns, cara is almost a necessity.
    (2) Cele vs. adren. Against low tech marines, celerity can be better. Against high tech marines, especially if they have jetpacks, adren will be better.
    All true, but that's due to happenstance rather than design. Regen is designed for quick hit-and-runs attacks that just also happens to be very useful against w0/1 assault rifle marines. If we want to make the upgrade system more attuned to countering tech levels, we should make upgrades to counter tech levels, not try to shoehorn existing upgrades into those roles. Here are some potential examples:
    - Bullet Shield = Takes half damage from bullets (assault rifle, shotgun, minigun exo, sentry counter)
    - Reactive Armor = Caps max single-instant damage taken to 50 (shotgun, GL, railgun exo counter)
    - Hardening Shell = The damage taken by each additional shot is reduced by 10% (assault rifle, flamethrower, railgun exo, sentry counter)
    - Reflective Skin = A percentage of your damage taken is reflected back to the attacker if in close proximity (all weapons, but mostly shotgun counter)

    Another method is just to let the aliens choose upgrade buffs versus weapons/attacks directly. For example:
    - Aliens can pick a 50% damage reduction for say 3 out of the 9 weapons/attacks (i.e. axe, pistol, rifle, shotgun, grenade launcher, flamethrower, minigun exo, railgun exo) or
    - Aliens can distribute 150% in damage reduction across the 9 weapons/attacks they so choose though you might want to cap the max damage reduction to something like 75% to prevent people from making a weapon do no damage against them (think "no shotgun damage to fade" scenarios) or
    - Aliens can select say 3 out of 9 weapon/attacks in which any health lost from them is quickly regenerated (e.g. the health lost from that weapon/attack is restored in 15s)
    How do you define "hit and run"? I know that's supposed to be a selling point for the aliens, but I honestly haven't ever seen any hit and run sort of tactics... if you don't kill the marine you're fighting, chances are he'll either get healed back up before you can come finish him off, or he's gonna just kill you while you're running away. That's part of the reason you don't see regen/celery used very often. Cara + Adrenaline are both better where it actually counts, and there isn't really anything you can do other than nerf cara until it's basically useless, or buff the hell out of regen imo.

    I'm not really opposed to the idea of being able to swap upgrades, but I do think it's a little unnecessary and seems more like something that would be put in the game to make it more forgiving to noobs than anything else. Right now (in vanilla atleast, don't have enough actual game experience with the mod) the only real use it would have is if you accidentally picked the wrong upgrade.
    Lerk and fade play is mostly about hit-and-run tactics imo. Its also wrong to assume that just because an attack doesn't end in a kill means it was a failure. Simply delaying the building of a PG or a base attack by taking up the marines attention is valuable, presuming you don't die in the process.

    My entire point is that as a practical matter, you won't be able to make multiple, viable upgrades without the ability to switch between them. Limiting lifeforms to one means they will focus on the best all-purpose upgrade (see cara) rather than tailoring it to the current or predicted situational need, except in the case of cheese tactics (see camo rush).
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited May 2013
    ScardyBob wrote: »
    fanatic wrote: »
    As I have already said, I would like to see the early/late game advantage of upgrades more pronounced, but it is still there currently. Two examples:
    (1) Regen vs. cara. Against low level weapons, especially against machine guns only, regen is by far superior. Against high level weapons and shotguns, cara is almost a necessity.
    (2) Cele vs. adren. Against low tech marines, celerity can be better. Against high tech marines, especially if they have jetpacks, adren will be better.
    All true, but that's due to happenstance rather than design. Regen is designed for quick hit-and-runs attacks that just also happens to be very useful against w0/1 assault rifle marines. If we want to make the upgrade system more attuned to countering tech levels, we should make upgrades to counter tech levels, not try to shoehorn existing upgrades into those roles. Here are some potential examples:
    - Bullet Shield = Takes half damage from bullets (assault rifle, shotgun, minigun exo, sentry counter)
    - Reactive Armor = Caps max single-instant damage taken to 50 (shotgun, GL, railgun exo counter)
    - Hardening Shell = The damage taken by each additional shot is reduced by 10% (assault rifle, flamethrower, railgun exo, sentry counter)
    - Reflective Skin = A percentage of your damage taken is reflected back to the attacker if in close proximity (all weapons, but mostly shotgun counter)

    Another method is just to let the aliens choose upgrade buffs versus weapons/attacks directly. For example:
    - Aliens can pick a 50% damage reduction for say 3 out of the 9 weapons/attacks (i.e. axe, pistol, rifle, shotgun, grenade launcher, flamethrower, minigun exo, railgun exo) or
    - Aliens can distribute 150% in damage reduction across the 9 weapons/attacks they so choose though you might want to cap the max damage reduction to something like 75% to prevent people from making a weapon do no damage against them (think "no shotgun damage to fade" scenarios) or
    - Aliens can select say 3 out of 9 weapon/attacks in which any health lost from them is quickly regenerated (e.g. the health lost from that weapon/attack is restored in 15s)

    I think creating upgrades for a very specific game scenario is an absolutely atrocious way to design a game. It can be done in some cases to address a specific issue (see SC2 phoenix range upgrade for example), but the general idea is that upgrades have a bunch of characteristics (the direct benefit, availability, cost, research time, prerequisite for other techs ...) that players use the way they see fit. The upgrade design and tech tree themselves should try to provide a good mix of these characteristics, but I think usually the less specific you can be with the exact upgrade scenario inside the game, the better.

    The happenstance and shoehorning you talk about is players fitting the upgrade into the context they see purposeful, which is a huge part of the strategical development inside the game. Certainly there can be kind of no-brainer situations where an upgrade ends up being in a very specific role, but it shouldn't be the starting point when the upgrade is being designed.

    ---

    For me having to commit to an upgrade means that there are some further diverse roles inside the team. If you you're going to have those 4-5 fades in a team, make them have to choose a characteristic and play according to it rather than just acting as a obscure mass of fades. Having to commit to upgrades means that there's some actual strategical stability in the game that forces aliens to decide how they invest and marines have some possibilities to react to the alien decision. At best this generates interaction between the teams, more diverse strategies and power shifts as the game progresses.
  • CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
    -? fade and onos eggs require now bio mass seven
    -? allow aliens to change upgrades (min gestation time 5 seconds)
    -? shifts increase the movement speed of nearby crags and shades
    - cloaked units are always slightly visible
    - increased regeneration upgrade to 7% health per tick, up from 6%


    Them changes. I don't like moving the Fade egg to three hives, and moving Onos to three hives is just disappointing. 75 res for an Onos only happens once the two hives are maxed anyways, and I don't see the issue with making Onos biomass 6.

    For Regen, what is the exact health regen formula?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited May 2013
    Bacillus wrote: »
    I think creating upgrades for a very specific game scenario is an absolutely atrocious way to design a game. It can be done in some cases to address a specific issue (see SC2 phoenix range upgrade for example), but the general idea is that upgrades have a bunch of characteristics (the direct benefit, availability, cost, research time, prerequisite for other techs ...) that players use the way they see fit. The upgrade design and tech tree themselves should try to provide a good mix of these characteristics, but I think usually the less specific you can be with the exact upgrade scenario inside the game, the better.

    The happenstance and shoehorning you talk about is players fitting the upgrade into the context they see purposeful, which is a huge part of the strategical development inside the game. Certainly there can be kind of no-brainer situations where an upgrade ends up being in a very specific role, but it shouldn't be the starting point when the upgrade is being designed.
    I actually agree, which is why I prefer going the opposite route of allowing upgrade switching. I have yet to see a good example of an inflexible upgrade system that doesn't devolve in teams just choosing the 'best' all-purpose upgrade the vast majority of the time. NS1 only achieved a mediocre balance because some upgrades worked well for very specific lifeforms (e.g. fade + focus). Yet it still had mostly worthless upgrades (see redemption).

    Its also not like NS2 is devoid of having to commit to specific paths without upgrade switching. You still need to commit to the upgrade type and lifeform. This simple change makes it much easier to make the alternative upgrades viable.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    ScardyBob wrote: »
    Bacillus wrote: »
    I think creating upgrades for a very specific game scenario is an absolutely atrocious way to design a game. It can be done in some cases to address a specific issue (see SC2 phoenix range upgrade for example), but the general idea is that upgrades have a bunch of characteristics (the direct benefit, availability, cost, research time, prerequisite for other techs ...) that players use the way they see fit. The upgrade design and tech tree themselves should try to provide a good mix of these characteristics, but I think usually the less specific you can be with the exact upgrade scenario inside the game, the better.

    The happenstance and shoehorning you talk about is players fitting the upgrade into the context they see purposeful, which is a huge part of the strategical development inside the game. Certainly there can be kind of no-brainer situations where an upgrade ends up being in a very specific role, but it shouldn't be the starting point when the upgrade is being designed.
    I actually agree, which is why I prefer going the opposite route of allowing upgrade switching. I have yet to see a good example of an inflexible upgrade system that doesn't devolve in teams just choosing the 'best' all-purpose upgrade the vast majority of the time. NS1 only achieved a mediocre balance because some upgrades worked well for very specific lifeforms (e.g. fade + focus). Yet it still had mostly worthless upgrades (see redemption).
    Fana just mentioned that regen is good early game and cara later on. The same for cele and adren.

    Obviously the mentioned interactions are pretty crude and simple, but the basic idea is already there: Should we invest in regen right away or should we play it more for the late game with high amount of cara fades?

    Then again, I'm a regen fade, how am I going to play this when we've got 3 cara fades and no additional fades with regen? Am I going to harass the cappers? Am I still going to be in the big fight, but go in after the cara fades have tanked up some damage?

    If you're allowed to switch, obviously you're going regen early on and then switch to cara when the marine damage levels go up and you're going to be in that big fight. At that point you're just one fade among others in a mass of equally efficient fades.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    @bacillus That end result that you describe sounds more like it was caused by lifeform explosions than upgrades..?
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    So I personally feel the decreased spawn speed of alien life structures isn't good, but I do like the idea about drifters helping build the structures.. Because it's a trade off from having them scout the map to building something quicker

    Also I'm lost on the storm and mucous drifter abilities, both are used to gain movement speed? Except one is for infestation? Also spamming both is pretty vision obscuring
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    IronHorse wrote: »
    @bacillus That end result that you describe sounds more like it was caused by lifeform explosions than upgrades..?

    A lot of it originates from the lifeform explosion. However, unless the balance mod manages to completely eliminate the explosion, we might as well design upgrades so that they support such system and make it more interesting to play.

    If the balance mod manages to eliminate the whole issue, the whole context goes kind of weird. I feel the basic idea still stands though, it's better to have these upgrades that both force and allow somewhat different play styles and roles even for the same lifeform. I would've liked to see it more in NS1 and I feel NS2 could make an improvement there.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    IronHorse wrote: »
    Ah so you're saying its a noob trap.
    If that is a noob trap, this entire game is a noob trap. Of all the ridiculous arguments to make...

    fanatic wrote: »
    *I could be mistaken, but last i checked in the balance mod the commander not only picks which hive type that opens up said upgrades, (though all structures are unlocked) but he also drops structures in order to enable those upgrades, at his own discretion??
    Dropping a chamber gives you access to both upgrades from that chamber, meaning you always have a choice (2 at hive1, 4 at hive2, 6 at hive3).
  • current1ycurrent1y Join Date: 2003-12-08 Member: 24150Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, Subnautica Playtester
    You can any time switch between upgrades still right? What prevents people from switching from cara to regen then back to cara whenever they get chipped? Now instead of falling back to the hive or crag spot they just heal up around the first corner.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    current1y wrote: »
    You can any time switch between upgrades still right? What prevents people from switching from cara to regen then back to cara whenever they get chipped? Now instead of falling back to the hive or crag spot they just heal up around the first corner.

    its faster to fall back to the hive and heal there than evolving (and being extremely vulnerable as egg)
  • thelawenforcerthelawenforcer Join Date: 2013-02-18 Member: 183176Members
    could the rationale behind some of the changes be explained?

    http://battlelog.battlefield.com/bf3/news/view/2832654788585875743/

    this is a good example of a balance patch - every change has the rationale for it alongside. id like to see something similar for this.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited May 2013
    fanatic wrote: »
    Dropping a chamber gives you access to both upgrades from that chamber, meaning you always have a choice (2 at hive1, 4 at hive2, 6 at hive3).
    Yup that sounds like what I said.. Hive type and therefore upgrade type, and then following that, level of said upgrade, are all up to the strategic and financial planning of one player, not yourself.

    Glad to see upgrade swapping made it in though! Can't wait to try, though I am a bit worried that it was reimplemented without any of the suggestions given (going right back to the exploit laden issue)
  • SpaSpa Join Date: 2013-05-20 Member: 185301Members
    Next Level had this up yesterday, and after playing the new jetpacks are pretty ridiculous.

    All the games lasted at least 45 minutes.

    Cele doesn't seem as important since you can shift run (with panting) now.

    What I liked was unlocked structures, drifters can grow, aura (this is my first time playing with it), combined camo and silence (though camo was broken the marines could still see the aliens), can build on infestation, don't have to research the welders

    Didn't like was the shadow step is now an upgrade, the Oni seem rather weak, JPs last forever. Seems like marines are going to win a lot more if there are not some tweaks made.

    Just a few of my first impression thoughts
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    IronHorse wrote: »
    Technically 4 IS even... 5 is odd.
    :-P
    Personally i think it needs to be 3.

    Don't start this again IronHorse! I will dig up our 5 page debate hahaha
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    I was thinking what about adding an extra re-searchable for marines to extend the LMG clip size, since aliens will be moving a bit quicker, a few extra shots should help. But don't make them a freebie, make it a team decision.. do our marines need more bullets? let me research, are they holding their own? I'll save that res for something else

    That or a faster reload research, just an idea; what does everyone think on that?
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    edited May 2013
    No faster reload - both the rifle and pistol reload too quickly already IMO.

    I would rather cat packs to shoot faster for faster moving targets, not something to have more bullets.

    And holy crap thats alot typing and quoting.. I think i would kill myself trying to get this forum to do that.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    faster firing hmm dat be interesting, drop them just like a medpack on the player?
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    I thought you played NS1? Did you lie????
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    xDragon wrote: »
    I thought you played NS1? Did you lie????

    no how many things do you remember from the early 2000's :( sometimes I forget what I did a few hours ago
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    ezekel wrote: »
    faster firing hmm dat be interesting, drop them just like a medpack on the player?
    xDragon wrote: »
    I thought you played NS1? Did you lie????
    Busted :)

    At one point catpacks were planned on being included in NS2. I guess the combo of marine sprint and other higher priorities forced them off the list.

  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    aaah catpacks.
    /dreams
  • GadxGadx Join Date: 2003-03-22 Member: 14788Members, Constellation, NS2 Map Tester, Reinforced - Shadow
    Just a heads up, 247 and BT don't play with each other.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    the mod wont be playable until i updated everything, which i will have done until tomorrow evening
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    Evening? :< Except for nations cup practice it's the only reason i start the game lately. Can't wait to vrooom around in bt-jetpacks.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Might have to play on servers in my own country now. All 2 of the 24 slot shitfests that are available. Oh boy.


    ..


    Hurry Sewlek!
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Jekt wrote: »
    Might have to play on servers in my own country now. All 2 of the 24 slot shitfests that are available. Oh boy.


    ..


    Hurry Sewlek!

    same here in america T_T

    ScardyBob wrote: »
    ezekel wrote: »
    faster firing hmm dat be interesting, drop them just like a medpack on the player?
    xDragon wrote: »
    I thought you played NS1? Did you lie????
    Busted :)

    At one point catpacks were planned on being included in NS2. I guess the combo of marine sprint and other higher priorities forced them off the list.

    haha, i seriously don't remember much of ns1, it's like asking me to remember the story missions of hl1 or hl2.. i forgot :S back then I was not competitive or anything like I like to play now, I use to play with 30 frames on counter-strike source when that came out, and probably only 40-60 frames on 1.6!
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