It's a .3 second pickup delay, and even the best med packer in the world can't out heal the skulk damage if he lands all his bites. It's fine where it is.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
Visually, I actually agree that jump height should be less.
Go ahead and test it, a marine jumping next to another can jump high enough that his feet reaches the height of the marine's head..
I'm not playing the 'Needs to be combat sim realistic!' .. It just looks ugly Imo, almost glitchy.
Balance wise a marine needs to be able to jump over railings and skulks etc.. So if anything I'd keep the height but lower the animation position slightly.
Visually, I actually agree that jump height should be less.
Go ahead and test it, a marine jumping next to another can jump high enough that his feet reaches the height of the marine's head..
I'm not playing the 'Needs to be combat sim realistic!' .. It just looks ugly Imo, almost glitchy.
Balance wise a marine needs to be able to jump over railings and skulks etc.. So if anything I'd keep the height but lower the animation position slightly.
Visually, I actually agree that jump height should be less.
Go ahead and test it, a marine jumping next to another can jump high enough that his feet reaches the height of the marine's head..
I'm not playing the 'Needs to be combat sim realistic!' .. It just looks ugly Imo, almost glitchy.
Balance wise a marine needs to be able to jump over railings and skulks etc.. So if anything I'd keep the height but lower the animation position slightly.
yes and make marine speed 0.000000001 plz so it can be an easy target... lame cant land a good bite because marine is jumping? use brain and ambush.
I think the complaints come from the time after the first bite when the marine starts using his nanite pogo boots to avoid any following bites. Or are you suggesting that people should run away and hide after one bite every encounter?
Visually, I actually agree that jump height should be less.
Go ahead and test it, a marine jumping next to another can jump high enough that his feet reaches the height of the marine's head..
I'm not playing the 'Needs to be combat sim realistic!' .. It just looks ugly Imo, almost glitchy.
Balance wise a marine needs to be able to jump over railings and skulks etc.. So if anything I'd keep the height but lower the animation position slightly.
I want to be able to crouch in mid air like NS1.
Bbbbbbbut, my immersion!
Screw your immersion Mendasp :P Duck Jump if ya please!
But again go ahead and jump crouch in air yourself and tell me how high your feet go.. I bet it doesn't go as high as your height.
And to those chanting "immersion" I'd love to hear an actual defense of why it should visually be this way? It literally serves no purpose aesthetically.
Before you say anything about balance see my previous post, the code /collision wouldn't change, just the animation pose (legs extended slightly) which.. Arguably could ease biting a marine who jumps over you for newer players.. But wouldn't that be a good thing? (the impact would be small I would think)
Medspamming was a commander skill in NS1, an important one at that. Good medspam made a difference between epic frag, won round and waste of res. I think one of the crucial difference between commanders was how well they used their resources on medpacks. Medding a lot of marines in combat effectively is a micro skill as other RTS micro skill. Medspam is always a risk with no guaranteed payoff. There's nothing "unfair" about it as long as the medpack cost is balanced.
But again go ahead and jump crouch in air yourself and tell me how high your feet go.. I bet it doesn't go as high as your height.
And to those chanting "immersion" I'd love to hear an actual defense of why it should visually be this way? It literally serves no purpose aesthetically.
Before you say anything about balance see my previous post, the code /collision wouldn't change, just the animation pose (legs extended slightly) which.. Arguably could ease biting a marine who jumps over you for newer players.. But wouldn't that be a good thing? (the impact would be small I would think)
i'm no machine augmented future supersoldier either. standing highjump world record is something like 1.9 meters, box jumping is less... but still taller than i am. also... gravity. incidentally, speaking of immersion, i'm pretty sure jumping onto someone else is literally one of the ways we kill each other.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited July 2013
Landing direct med drops, the moment a marine is bitten, is awesome.
That said, it'd be interesting to change the effect from an instant 50hp, to a quick regen of 50hp. In addition, make it so that if the marine receives multiple meds, the rate of regen stays the same but the regen duration increases. So, with a second med, 50hp over 0.25 secs would become 100hp over 0.5 secs and then a third would make it 150 up over 0.75 secs.
With that change, a marine on an infinite pile of meds wouldn't be invincible, they'd just keep regenerating for quite a while. So all the aliens would have to do is make sure their DPS is higher than the marine's regen rate.
(It'd also give marine comms the interesting ability to med preemptively, just before the shit hits the fan)
I say remove the pickup delay and make them cost 2 tres. That way skill is required and they aren't almost worthless.
2 res medpacks was tested a lot and the result was marins lossing way to many games.
changing medpacks to 2 res would mean to adjust every other aspect in that game to make it balanced again.
Think about dual lerk in the early game. if you dont got uber aim the dual lerk will just rape your team. you will losse res tower and that snowballs you down that your commander cant med you and and cant rebuild any rts.
This would result in marin games without the chance of getting a comeback.
the medpack pickup delay is one of the best thinks in the balance mod, because marin commanders still can mutlimedspamm diffrent marins.
Medspamming was a commander skill in NS1, an important one at that. Good medspam made a difference between epic frag, won round and waste of res. I think one of the crucial difference between commanders was how well they used their resources on medpacks. Medding a lot of marines in combat effectively is a micro skill as other RTS micro skill. Medspam is always a risk with no guaranteed payoff. There's nothing "unfair" about it as long as the medpack cost is balanced.
So far, I'm agreeing with this guy. So long as there is enough of a delay between medpack pickup that aliens can out dps with their own attacks, there really isn't all that much that needs to be changed. Else more drastic changes appear.
Medspamming was a commander skill in NS1, an important one at that. Good medspam made a difference between epic frag, won round and waste of res. I think one of the crucial difference between commanders was how well they used their resources on medpacks. Medding a lot of marines in combat effectively is a micro skill as other RTS micro skill. Medspam is always a risk with no guaranteed payoff. There's nothing "unfair" about it as long as the medpack cost is balanced.
So far, I'm agreeing with this guy. So long as there is enough of a delay between medpack pickup that aliens can out dps with their own attacks, there really isn't all that much that needs to be changed. Else more drastic changes appear.
He is saying exactly the opposite. Meds should out heal the alien's attack.
Comments
and regarding jumping: when you spam, the jump height / movement speed gets reduced the more you jump
None of it makes any difference. Jump height should be halved.
Go ahead and test it, a marine jumping next to another can jump high enough that his feet reaches the height of the marine's head..
I'm not playing the 'Needs to be combat sim realistic!' .. It just looks ugly Imo, almost glitchy.
Balance wise a marine needs to be able to jump over railings and skulks etc.. So if anything I'd keep the height but lower the animation position slightly.
You can see it easily in the RR. And maybe crouch should only usable on the way down.
I want to be able to crouch in mid air like NS1.
Bbbbbbbut, my immersion!
I think the complaints come from the time after the first bite when the marine starts using his nanite pogo boots to avoid any following bites. Or are you suggesting that people should run away and hide after one bite every encounter?
Screw your immersion Mendasp :P Duck Jump if ya please!
http://i.imgur.com/KBgED1J.jpg
But again go ahead and jump crouch in air yourself and tell me how high your feet go.. I bet it doesn't go as high as your height.
And to those chanting "immersion" I'd love to hear an actual defense of why it should visually be this way? It literally serves no purpose aesthetically.
Before you say anything about balance see my previous post, the code /collision wouldn't change, just the animation pose (legs extended slightly) which.. Arguably could ease biting a marine who jumps over you for newer players.. But wouldn't that be a good thing? (the impact would be small I would think)
Here's the real reason to have medspam!
Or maybe here
i'm no machine augmented future supersoldier either. standing highjump world record is something like 1.9 meters, box jumping is less... but still taller than i am. also... gravity. incidentally, speaking of immersion, i'm pretty sure jumping onto someone else is literally one of the ways we kill each other.
jump in the air and lift your knees up to emulate the jump crouch. now do your feet move up to meet your body or the other way around?
Great idea if you never want to see another medpack dropped in a pub game again.
That said, it'd be interesting to change the effect from an instant 50hp, to a quick regen of 50hp. In addition, make it so that if the marine receives multiple meds, the rate of regen stays the same but the regen duration increases. So, with a second med, 50hp over 0.25 secs would become 100hp over 0.5 secs and then a third would make it 150 up over 0.75 secs.
With that change, a marine on an infinite pile of meds wouldn't be invincible, they'd just keep regenerating for quite a while. So all the aliens would have to do is make sure their DPS is higher than the marine's regen rate.
(It'd also give marine comms the interesting ability to med preemptively, just before the shit hits the fan)
Medpacks are available in pub games?
changing medpacks to 2 res would mean to adjust every other aspect in that game to make it balanced again.
Think about dual lerk in the early game. if you dont got uber aim the dual lerk will just rape your team. you will losse res tower and that snowballs you down that your commander cant med you and and cant rebuild any rts.
This would result in marin games without the chance of getting a comeback.
the medpack pickup delay is one of the best thinks in the balance mod, because marin commanders still can mutlimedspamm diffrent marins.
So far, I'm agreeing with this guy. So long as there is enough of a delay between medpack pickup that aliens can out dps with their own attacks, there really isn't all that much that needs to be changed. Else more drastic changes appear.
He is saying exactly the opposite. Meds should out heal the alien's attack.