I don't even understand. A lot has changed for alien comms, sure, but to a field player, it's essentially the same game with minor changes apart from the new alien movement.
That said, I know lots of people, pub and comp players alike, who have implied they might quit once BT goes live.
Having not played for about 2 months, coming back and playing both classic and BT for about a week I can hardly stand classic anymore. BT takes getting used to, it's not perfect, but it is so far much better.
I don't even understand. A lot has changed for alien comms, sure, but to a field player, it's essentially the same game with minor changes apart from the new alien movement.
Movement is a really big part of the game, even the new marine movement decreased my accuracy with the rifle.
edit: Remember when Skulk acceleration was ever so slightly decreased and the forum filled with people crying about brick skulks.
KanehJoin Date: 2012-12-11Member: 174783Members, Squad Five Blue, Reinforced - Shadow
What the game needed in order to thrive, retain its current casual players, rejuvenate the game, and enthrall new customers, was more weapons/abilities and a real fleshing out of the tech tree, and some new maps.
uhh you realize that this is exactly what the BT mod is trying to do right? the FT and GL are actually viable weapons now, maybe too strong, maybe not, but everything is being used more. aliens were good on lifeform abilities, they fleshed out the upgrades so that pubs didnt' have to start shift (egg spawn on hive) and competetive didnt' always start cara (cause it was the best by a mile).
so BT actually increased the viability of weapons, and fleshed out the tech trees of both side so that all techs were reasonably obtainable and useful. new maps if out of the scope of BT, but they're always working on more maps.
as for the flamethrower, it probably needs to find its niche and stick to it more. if its meant to be suppressive, then it needs much less damage - its utility is already great (umbra removal, energy sap, heal stoppage). And maybe an increase in cone size.
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
Oh yeah, it's still getting updated. The BT (now beta test) will probably be the testing bed for all upcoming changes to the vanilla game. So servers for it better come back.
Oh yeah, it's still getting updated. The BT (now beta test) will probably be the testing bed for all upcoming changes to the vanilla game. So servers for it better come back.
There should always be an NA server up for it when it's testing time
- new marine default weapon: light machine gun (thanks Ice for place holder model!)
- Rifle is now purchaseable, costs 15 p.res, 75 clip size, higher damage and spread
- The current rifle isn't visually designed to be a "heavy" weapon. Its power is about right with its appearance at the moment, and the slow-mo reload animation is really silly.
- The placeholder LMG looks like a sub-machine gun. If anything, an SMG is the gun I would expect to have a wider spread and a larger clip.
LMG seems extremely strong, is 5 pres less then shotgun has a semi-large clip size but is offset by long reload time. I can't decide if its better to go with LMG or shotgun in BT which is good because playing shotgun only is really bland
- The current rifle isn't visually designed to be a "heavy" weapon. Its power is about right with its appearance at the moment, and the slow-mo reload animation is really silly.
- The placeholder LMG looks like a sub-machine gun. If anything, an SMG is the gun I would expect to have a wider spread and a larger clip.
I'd guess that if this is deemed worth it for balance a proper heavy would be implemented and the AR would stay in it's current role. The smg model was just a quick option from a community member to test the premise.
That said, I like the idea of a higher tech HMG-like weapon making a return to fill the void of anti higher lifeform so the other weapons (shotgun, GL) can be toned down back into the realm of sanity. As the game currently is, all your killing needs can be supplied by the shotgun which is rather one dimensional. My only reserve would be to avoid the trap of just cloning the HMG from NS1 directly. I'd personally like to see some variation. Something like an automatic nail gun-ish (accurate, medium rate of fire) projectile weapon that does heavy damage. [other suggestions welcome]
But if we can't find an alternative an HMG clone works I suppose.
Why would i spend 15 pres on a spread thats 2 degrees higher than what we have now? :-/
I'd rather wait a few more seconds and get a shotgun
15 pres for the equivilent of a level 4 weapons lmg with zero weapon upgrades? Doesn't sound bad to me... A combo of 1 LMG & 1 Shotgun as a two-person marine squad would be pretty damn strong in 6v6.
In saying that, 10 pres would be to cheap and 20 pres is to expensive you would take a shotgun. I think if 15 pres was used for LMG and 25 pres for shotgun would work nicely. THis is assuming you don't change other values like dropped-weapon expiry time, rt cost ect. ect.
This would move LMG to a mid-tier weapon (skulk, gorge and lerk play) and leave shotgun to high-tier weapon (fade / onos).
I like the smg placeholder model haha even if the bullet range/spread doesn't fit the gun
As for the 'new' lmg, I'd get it for sure, judging by those damage stats it's powerful as all heck and if you're good w/ tracking you should be able to dominate with that thing
So it seems like it's just a way of bringing the HMG back under a different name? Cool.
By the way sewlek, any thoughts on revisiting the pres-to-tres system to replace lifeform drops? It never worked during its brief implementation but it was a good idea and could work out with some more testing.
What role should the HMG/Shotgun/Flamethower/GrenadeLauncher have?
Each should have a designed role and once that is done, the stats can be adjusted to do their desired function. Attempting to try numbers till role is found is not a great idea.
What role should the HMG/Shotgun/Flamethower/GrenadeLauncher have?
Im wondering this too, whats the role suposed to be for the new lmg?. As it stands in 250, good marines can take out multiple skulks with the lmg (smg in this) combined with quick dodging. I've not tested yet, but the lmg on paper sounds like a beast that will make life hell for aliens.
Does it/should it slow marines down a bit? (the hmg did in ns1 if I remember correctly)
Serious question why do some people hate the idea of the game they're playing changing? I generally give up on a game that doesn't have a serious balance and/or content patch every 4-6 months (unless it's a very very mature game with fairly impeccable balance already) because the same old stale strategies are always optimal and you're just playing the game the same way you always did.
Comments
Having not played for about 2 months, coming back and playing both classic and BT for about a week I can hardly stand classic anymore. BT takes getting used to, it's not perfect, but it is so far much better.
Movement is a really big part of the game, even the new marine movement decreased my accuracy with the rifle.
edit: Remember when Skulk acceleration was ever so slightly decreased and the forum filled with people crying about brick skulks.
uhh you realize that this is exactly what the BT mod is trying to do right? the FT and GL are actually viable weapons now, maybe too strong, maybe not, but everything is being used more. aliens were good on lifeform abilities, they fleshed out the upgrades so that pubs didnt' have to start shift (egg spawn on hive) and competetive didnt' always start cara (cause it was the best by a mile).
so BT actually increased the viability of weapons, and fleshed out the tech trees of both side so that all techs were reasonably obtainable and useful. new maps if out of the scope of BT, but they're always working on more maps.
as for the flamethrower, it probably needs to find its niche and stick to it more. if its meant to be suppressive, then it needs much less damage - its utility is already great (umbra removal, energy sap, heal stoppage). And maybe an increase in cone size.
There should always be an NA server up for it when it's testing time
HMG inc.
Good news! I'm still sad to see the placeholder gone I thought it was quite charming personally. Skulkdogs!
- The current rifle isn't visually designed to be a "heavy" weapon. Its power is about right with its appearance at the moment, and the slow-mo reload animation is really silly.
- The placeholder LMG looks like a sub-machine gun. If anything, an SMG is the gun I would expect to have a wider spread and a larger clip.
Submachine gun replaces vanilla LMG
LMG
- 14 damage at level 0 weapons
- Slight increase in spread (maybe 1-2 degrees)
- Long reload time
- 75 bullet clip size
- RoF (seems same as vanilla LMG)
- Cost = 15 pres
SMG
Damage w/ Weapon 0 = 10
Damage w/ Weapon 1 = 11
Damage w/ Weapon 2 = 12
Damage w/ Weapon 3 = 13
LMG
Damage w/ Weapon 0 = 14
Damage w/ Weapon 1 = 15.4
Damage w/ Weapon 2 = 16.8
Damage w/ Weapon 3 = 18.2
LMG seems extremely strong, is 5 pres less then shotgun has a semi-large clip size but is offset by long reload time. I can't decide if its better to go with LMG or shotgun in BT which is good because playing shotgun only is really bland
I'd rather wait a few more seconds and get a shotgun
And furthermore, is it desired to reduce the effective range of marines in the early game? If so, why?
I'd guess that if this is deemed worth it for balance a proper heavy would be implemented and the AR would stay in it's current role. The smg model was just a quick option from a community member to test the premise.
That said, I like the idea of a higher tech HMG-like weapon making a return to fill the void of anti higher lifeform so the other weapons (shotgun, GL) can be toned down back into the realm of sanity. As the game currently is, all your killing needs can be supplied by the shotgun which is rather one dimensional. My only reserve would be to avoid the trap of just cloning the HMG from NS1 directly. I'd personally like to see some variation. Something like an automatic nail gun-ish (accurate, medium rate of fire) projectile weapon that does heavy damage. [other suggestions welcome]
But if we can't find an alternative an HMG clone works I suppose.
In saying that, 10 pres would be to cheap and 20 pres is to expensive you would take a shotgun. I think if 15 pres was used for LMG and 25 pres for shotgun would work nicely. THis is assuming you don't change other values like dropped-weapon expiry time, rt cost ect. ect.
This would move LMG to a mid-tier weapon (skulk, gorge and lerk play) and leave shotgun to high-tier weapon (fade / onos).
As for the 'new' lmg, I'd get it for sure, judging by those damage stats it's powerful as all heck and if you're good w/ tracking you should be able to dominate with that thing
By the way sewlek, any thoughts on revisiting the pres-to-tres system to replace lifeform drops? It never worked during its brief implementation but it was a good idea and could work out with some more testing.
What role should the HMG/Shotgun/Flamethower/GrenadeLauncher have?
Each should have a designed role and once that is done, the stats can be adjusted to do their desired function. Attempting to try numbers till role is found is not a great idea.
Guess who's back.. back.. back..
Back again...
I like this idea, but what about tech points? Do marines still need them, or are they just going to become hive points like NS1?
Im wondering this too, whats the role suposed to be for the new lmg?. As it stands in 250, good marines can take out multiple skulks with the lmg (smg in this) combined with quick dodging. I've not tested yet, but the lmg on paper sounds like a beast that will make life hell for aliens.
Does it/should it slow marines down a bit? (the hmg did in ns1 if I remember correctly)
Serious question why do some people hate the idea of the game they're playing changing? I generally give up on a game that doesn't have a serious balance and/or content patch every 4-6 months (unless it's a very very mature game with fairly impeccable balance already) because the same old stale strategies are always optimal and you're just playing the game the same way you always did.
WHAT?! IS THIS IN THE BT MOD RIGHT NOW? CAUSE THEN..CURSE.. BUILD 250 omg. 251 hurrrrryyy