Do the devs even care about public match balance?

SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
edited August 2013 in NS2 General Discussion
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.
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Comments

  • WispWisp Join Date: 2007-12-18 Member: 63211Members, Reinforced - Diamond
    Glad to see you've made an informed, tempered decision after testing the new update extensively. For exactly 12 hours.
  • Mattk50Mattk50 Join Date: 2013-02-04 Member: 182824Members, Reinforced - Shadow
    The problem is the inconsistent vision for balance. I've seen this before in many games, where there's no central game design and things turn into a clusterfuck of bad balance. For example, in build 252 the majority of games won early were aliens, and late was marines. This lead to a seriously unfun situation where the length the game went on for was a major factor on who won. If RT and map control was similar and both teams lasted, marines would steamroll with their fast exos.
  • SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
    edited August 2013
    Mattk50 wrote: »
    The problem is the inconsistent vision for balance. I've seen this before in many games, where there's no central game design and things turn into a clusterfuck of bad balance. For example, in build 252 the majority of games won early were aliens, and late was marines. This lead to a seriously unfun situation where the length the game went on for was a major factor on who won. If RT and map control was similar and both teams lasted, marines would steamroll with their fast exos.

    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.
    Wisp wrote: »
    Glad to see you've made an informed, tempered decision after testing the new update extensively. For exactly 12 hours.

    Yes because you need to play something for 2 weeks to realise flaws you can see in 10 matches of playing.
  • ritualsacrificeritualsacrifice Join Date: 2012-11-14 Member: 171148Members, Reinforced - Shadow
    Every match I've played since 253 came out has been a complete one sided marine stomp. I think you need to give it more time before you draw conclusions on how this patch affected balance.
  • RautapalliRautapalli Join Date: 2010-07-23 Member: 72710Members, Reinforced - Shadow
    edited August 2013
    Hah, I love how these threads pop up after every build, half of them saying that aliens are now op and the other half that marines are op. My personal experience so far has been that marines got seriously buffed, but this is after only about 10 rounds so it doesn't really mean anything.
  • SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
    Rautapalli wrote: »
    Hah, I love how these threads pop up after every build, half of them saying that aliens are now op and the other half that marines are op. My personal experience so far has been that marines got seriously buffed, but this is after only about 10 rounds so it doesn't really mean anything.

    In what way has marine been seriously buffed?
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Surefour wrote: »
    The last 2 patches you've made are only making the balance worse and worse making it more favourable to aliens.

    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!
  • SanCoSanCo Join Date: 2012-08-18 Member: 155744Members
    Alien Vision nerf and Marine Jump. Skulks doesn't stand much of a chance at all 1on1.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    Balance. After 24 hours. Not sure if SRS?
  • ImbaxlaxImbaxlax Join Date: 2013-08-08 Member: 186656Members, Reinforced - Gold
    edited August 2013
    If you expect one of the single most asymmetrical competitive games ever made to be balanced for both 6v6 and 12v12, you're gonna have a bad time.

    Playing 12v12 NS2 is like playing 64 man metro in BF3. Fun as fuck, but retarded as all hell.
  • SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
    edited August 2013
    Surefour wrote: »
    The last 2 patches you've made are only making the balance worse and worse making it more favourable to aliens.

    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!

    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%

  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    New jet packs are really hard to fight on 1/2 hives. Might want to try a more diverse unit compo...
  • SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
    Imbaxlax wrote: »
    If you expect one of the single most asymmetrical competitive games ever made to be balanced for both 6v6 and 12v12, you're gonna have a bad time.

    Playing 12v12 NS2 is like playing 64 man metro in BF3. Fun as fuck, but retarded as all hell.

    That anology is no where near the same.

  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Imbaxlax wrote: »
    If you expect one of the single most asymmetrical competitive games ever made to be balanced for both 6v6 and 12v12, you're gonna have a bad time.

    Playing 12v12 NS2 is like playing 64 man metro in BF3. Fun as fuck, but retarded as all hell.

    You call that fun?
  • ritualsacrificeritualsacrifice Join Date: 2012-11-14 Member: 171148Members, Reinforced - Shadow
    Exosuits shouldn't be relied on to win you games. If you were relying on exosuits before, you were probably doing it wrong.

    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.
  • RautapalliRautapalli Join Date: 2010-07-23 Member: 72710Members, Reinforced - Shadow
    edited August 2013
    Surefour wrote: »
    Surefour wrote: »
    The last 2 patches you've made are only making the balance worse and worse making it more favourable to aliens.

    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!

    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%

    Just look at the changelog. Both sides got buffs and nerfs. It's impossible to say what the effect on balance is yet.
  • tallhotblondetallhotblonde Join Date: 2012-12-11 Member: 174770Members, Reinforced - Supporter, Reinforced - Shadow
    The competitive players are moaning that UWE are only focusing on balancing public, and the public are saying that they are only focused on competitive. Aliens were the easiest win in 6v6 for a long time and now it seems you really have to work hard to win as aliens. I think UWE has got it more right in 253 than ever and surefour needs to play more games before jumping to conclusions.
  • SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
    Exosuits shouldn't be relied on to win you games. If you were relying on exosuits before, you were probably doing it wrong.

    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.

    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.
  • SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
    Rautapalli wrote: »
    Surefour wrote: »
    Surefour wrote: »
    The last 2 patches you've made are only making the balance worse and worse making it more favourable to aliens.

    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!

    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%

    Just look at the changelog. Both sides got buffs and nerfs. It's impossible to say what the effect on balance is yet.

    I'm glad you can explain yourself rather then just saying "just look at the changelog" even though I obviously have.
  • GeekavengerGeekavenger Join Date: 2012-08-31 Member: 157117Members, Reinforced - Shadow
    Exos are weaker now but they can be beaconed. This makes alien base rushes WAY scarier and aggressive Hive pushes more realistic as you can get in, do a lot of res damage and then get beaconed out.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    It’s unlikely the devs have ever really cared about public game balance. Since there are still tournaments to play with cash and prizes to win that’s where the balance is put. Competitive games are 12 slot games and almost 99% pub games are 16 to 32 slot servers, so it’s unlikely NS2 will ever be balanced for pub play.
  • ImbaxlaxImbaxlax Join Date: 2013-08-08 Member: 186656Members, Reinforced - Gold
    Surefour wrote: »
    Imbaxlax wrote: »
    If you expect one of the single most asymmetrical competitive games ever made to be balanced for both 6v6 and 12v12, you're gonna have a bad time.

    Playing 12v12 NS2 is like playing 64 man metro in BF3. Fun as fuck, but retarded as all hell.

    That anology is no where near the same.

    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.
  • SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
    Exos are weaker now but they can be beaconed. This makes alien base rushes WAY scarier and aggressive Hive pushes more realistic as you can get in, do a lot of res damage and then get beaconed out.

    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.

  • ritualsacrificeritualsacrifice Join Date: 2012-11-14 Member: 171148Members, Reinforced - Shadow
    You're not gonna notice the shotgun buff at close range... if anything it's a nerf to point blank shots because you have to be more precise with where you're aiming which is harder to do at close range. It'll take some adjustment but you shoot them when they're a little farther away now. NS2 hitreg really isn't that bad at all, though. You're experiencing a combination of tight-fitting hitboxes and lag would be my best guess.

    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.
  • SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
    Imbaxlax wrote: »
    Surefour wrote: »
    Imbaxlax wrote: »
    If you expect one of the single most asymmetrical competitive games ever made to be balanced for both 6v6 and 12v12, you're gonna have a bad time.

    Playing 12v12 NS2 is like playing 64 man metro in BF3. Fun as fuck, but retarded as all hell.

    That anology is no where near the same.

    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.

    Can you give another example of a game that "draw the line of assymetry down melee vs range"
  • SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
    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.

    Which is still very weak for a marine.
  • ImbaxlaxImbaxlax Join Date: 2013-08-08 Member: 186656Members, Reinforced - Gold
    Surefour wrote: »
    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.

    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.

  • SurefourSurefour Join Date: 2013-08-29 Member: 187188Members
    Imbaxlax wrote: »
    Surefour wrote: »
    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.

    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.
  • Stele007Stele007 Join Date: 2004-07-23 Member: 30063Members
    edited August 2013
    Dude, ns2stats by default shows the past 2 weeks, which WAS horribly biased toward aliens. Change the filter to only show today and you find marines have a slightly more than 50% win rate. Stop spouting bullshit.
    Imbaxlax wrote: »
    Oh, and NS2 most certainly does have a recommended number of players. Its 6-8.

    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.
  • ImbaxlaxImbaxlax Join Date: 2013-08-08 Member: 186656Members, Reinforced - Gold
    edited August 2013
    Surefour wrote: »
    Imbaxlax wrote: »
    Surefour wrote: »
    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.

    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.

    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.

This discussion has been closed.