Do the devs even care about public match balance?
Surefour
Join Date: 2013-08-29 Member: 187188Members
Do you guys only balance around competitive 6v6 play and not even care about the higher populated matches like 12v12?
The last 2 patches you've made are only making the balance worse and worse making it more favourable to aliens.
After the reinforced patch late game for marines is non existant, the only time you'll ever win as marine or have the chance to use exos is if you're up like 5 res nodes. Exos have no health at all, dual exos are a joke now, you can't even move while firing and the overheat time is a joke. Marines have no chance of coming back if you're behind now, atleast aliens have overpowered bile rushes AT 1 HIVE.
What's the point of a dual railgun if you can only use 1 of them at a time? You're better off just using a single railgun because it's pretty much the same thing with extra damage as the can actually fire the claw at the same time
Not to mention the hit registry in this game is still horrible
If it's not enough just look at the stats. http://ns2stats.com/
All I need is a dev to say "Yes we don't care about pub balance at all" and I won't complain.
The last 2 patches you've made are only making the balance worse and worse making it more favourable to aliens.
After the reinforced patch late game for marines is non existant, the only time you'll ever win as marine or have the chance to use exos is if you're up like 5 res nodes. Exos have no health at all, dual exos are a joke now, you can't even move while firing and the overheat time is a joke. Marines have no chance of coming back if you're behind now, atleast aliens have overpowered bile rushes AT 1 HIVE.
What's the point of a dual railgun if you can only use 1 of them at a time? You're better off just using a single railgun because it's pretty much the same thing with extra damage as the can actually fire the claw at the same time
Not to mention the hit registry in this game is still horrible
If it's not enough just look at the stats. http://ns2stats.com/
All I need is a dev to say "Yes we don't care about pub balance at all" and I won't complain.
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Comments
Um, the marines would not steamroll with exos after build 252 because of the health change, they were glass cannons and were very easy for the aliens to either kill or just rush marine bases while they were off trying to kill the aliens.
Yes because you need to play something for 2 weeks to realise flaws you can see in 10 matches of playing.
In what way has marine been seriously buffed?
Wow. You're the first one who doesn't complain about all the Alien nerfs and tells us they're in favor of them. Good job!
Playing 12v12 NS2 is like playing 64 man metro in BF3. Fun as fuck, but retarded as all hell.
You're joking right?
increased lerk melee attack speed
stomp deals now damage
Railguns are now affected by umbra
Improved Crag Heal ability slightly
Increased Bile Bomb damage against Exosuits by 25%
That anology is no where near the same.
You call that fun?
Aliens were significantly nerfed for the early game. It costs around 50 res for skulks to get their first biomass upgrade now. It used to cost 20. Commander can't hop out of the hive and gorge anymore. Drifters cost 8 res now. Fades have been nerfed considerably.
Marine movement was buffed, shotgun spread was tightened and made more accurate at range, marines have 3 different types of grenades to help them clear positions that the aliens were entrenched in. Not to mention they have female marines now to keep them in line.
I honestly think that balance will probably be better now. I don't really agree with the way that they went about balancing.. but I think it'll probably be better. Just remember that this game is half about combat, and half about economy, and you'll be fine.
Just look at the changelog. Both sides got buffs and nerfs. It's impossible to say what the effect on balance is yet.
Biomass upgrades aren't what make a skulk strong, they're hardly nerfed at all. Skulks are strong early game without a biomass upgrades, all they need is shell or spur upgrades and they're fine for awhile. Early game all they need is a needle and 2 bites and a marine is dead.
Fades are still strong and the nerf hasn't hit them that hard, you barely notice the energy nerf unless all you do as a fade is hold down m1 the whole time.
I havn't noticed the shotgun buff, it seems more like a nerf to me as i've point blank all shell hit a skulk and don't insta kill it. That might just be the really bad hit registration in NS2 though.
I'm glad you can explain yourself rather then just saying "just look at the changelog" even though I obviously have.
It really is. The fact of the matter is that you simply cannot expect to take 12v12 seriously.
NS2, as with most games which draw the line of assymetry down melee vs range, pits superior mobility against superior force multipliers. The number of involved combatants is an intrinsic balancing parameter. You can't just throw 4-5 more people into the mix and expect things to be hunky dory. It just isn't going to work.
The fact exos can get beaconed now makes it even easier for aliens to revert aggression. Marine push coming? Force beacon at main, no more push.
Not to mention if the marines have 2 bases and you force a beacon on one there is nothing protecting the second base from getting instagibbed as the exos are gone from there aswell.
Skulks ARE strong early game, but they aren't as strong as they were. You can get armor 1 up in under 2 minutes, that makes it 3 bites no matter what.
Can you give another example of a game that "draw the line of assymetry down melee vs range"
Which is still very weak for a marine.
L4D (for the most part), AvP, Primal Carnage, I might have missed an obvious one or two. To be honest, I can't think of a single asymetric game that doesn't use melee vs range as its biggest differentiating factor.
Those games aswell as NS2 don't have a distinct "This is the amount of players SHOULD be playing" besides L4D which is made around 4v4.
Unfortunately almost all of the pub servers in NS2 are 20-24. I try to join 16 player servers when I can, but they're usually empty.
8v8 versus in L4D is a joke. The special infected become as threatening as common infected. Survivors simply have too high a force multiplier. I can't speak for Primal Carnage, I've never played it. AvP is not competitive in any way. 3 marine players can easily be dispatched by a single predator, so there isn't really a sense of "balance" because it isn't that kind of game.
Oh, and NS2 most certainly does have a recommended number of players. Its 6-8.