Big games - Gl spam - and weapons lock

UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos

I got 2 observations

1 / GL spam
Gl spam is not stoppable in big game 16 to 24). 4 GL can do much more damage than 5 ARCs.

I wish somebody or dev could limit the number of GL to a ratio in the marine team. A simple division. Frankly it's retarded to a point that even if marines get hammered from the beginning they can come back like that with a single rush. Spare me the the alien just have to intercept. Basically you alien can't due to numbers.


2 / Lock advanced weapons.
Upgraded armory gives access to new weapons. But some of these weapons are better used with Jetpack. Problem is that some ppl just buy GL and run everywhere like mentally ill ppl. The fumiest (or sad-est) goof is the guy shoot the grenade at a skulk. But the skulk is too close and the grenade bounce back and blow the marines face... Good times...

You would say it's because these ppl are the dumb kind that shoot the hive when the com plan for a shadow operation to ARC... I would answer : "So they are many isn't it".

I wish that a commander could lock weapon availability until Protolab has one upgrade.

Any one for a mod ?
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Comments

  • VengaboyVengaboy The Swamp Join Date: 2013-08-24 Member: 187053Members, Reinforced - Shadow
    +1 for advanced weapons ratio mod. I would use this.
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    edited May 2014
    Wouldn't it be easier and less restrictive of players (therefore more fun/removes less fun) to simply scale structure(/lifeform?) HP/armour reactively based on biomass and #of players?

    Well, there are several variables that I think need to scale with server size once you get past 16 players and this is just one of them, and only one of the reasons it's needed for balance.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    1 / GL spam
    Gl spam is not stoppable in big game 16 to 24). 4 GL can do much more damage than 5 ARCs.

    I play preferably on 18p servers, and GL spam is not a problem here. Also, I wouldn't count anything below 20 as "big".
    For >20 players such a ratio could be useful, though.

    I got 2 observations

    1 / GL spam
    2 / Lock advanced weapons.

    I don't think we should introduce features because some players are too dumb to use existing features correctly.

    In this specific case, it's likely that your JP/GL noob is going to be killed by a Fade/Lerk at the first occasion, anyway.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    Wouldn't it be easier and less restrictive of players (therefore more fun/removes less fun) to simply scale structure(/lifeform?) HP/armour reactively based on biomass and #of players?

    Well, there are several variables that I think need to scale with server size once you get past 16 players and this is just one of them, and only one of the reasons it's needed for balance.

    Haaaaa dynamic balance. One thing i vote for since a long time. Bullet/bite damage, etc...

    I'm afraid it won't happen unless a moder starts to pull out the game guts and start to sort things out.
    I don't think we should introduce features because some players are too dumb to use existing features correctly.

    In this specific case, it's likely that your JP/GL noob is going to be killed by a Fade/Lerk at the first occasion, anyway.

    At least he would have a chance using the combo JP/GL properly.
    Not the other story:
    Getting a GL, get killed.
    Getting a JP but no GL.
  • Cannon_FodderAUSCannon_FodderAUS Brisbane, AU Join Date: 2013-06-23 Member: 185664Members, Squad Five Blue, Squad Five Silver, Reinforced - Shadow
    I got 2 observations

    1 / GL spam
    Gl spam is not stoppable in big game 16 to 24). 4 GL can do much more damage than 5 ARCs.

    I wish somebody or dev could limit the number of GL to a ratio in the marine team. A simple division. Frankly it's retarded to a point that even if marines get hammered from the beginning they can come back like that with a single rush. Spare me the the alien just have to intercept. Basically you alien can't due to numbers.


    2 / Lock advanced weapons.
    Upgraded armory gives access to new weapons. But some of these weapons are better used with Jetpack. Problem is that some ppl just buy GL and run everywhere like mentally ill ppl. The fumiest (or sad-est) goof is the guy shoot the grenade at a skulk. But the skulk is too close and the grenade bounce back and blow the marines face... Good times...

    You would say it's because these ppl are the dumb kind that shoot the hive when the com plan for a shadow operation to ARC... I would answer : "So they are many isn't it".

    I wish that a commander could lock weapon availability until Protolab has one upgrade.

    Any one for a mod ?

    I can't agree with you @UncleCrunch. Whilst mass GL spam is an annoyance, having a hidden mechanic like that (even one that is well explained - eg. in the buy menu with clear indication how many are available), I would still consider it a hidden mechanic (and god know there are already enough of these in the game). The way I see it play out is:

    Marine jp/GL rush as last ditch push, Alien could trade base (assuming Aliens are 2-3 hives) and win. Remember any marines that die isn't likely to get GL or JP in a hurry (if its a close game or Aliens just have an edge in terms of map control). If a base trade isn't possible, then a gorge rush could significantly damage the marines base (eg. bile rush to kill AA or Proto). And I would consider locking weapons the same sort of hidden mechanic that I would not like (especially if you are dealing with Greens).

    Lastly, if you allot 2/, you might as well go back to NS1 style of Comm dropping weapons (arrr, nostalgia).


  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Wouldn't it be easier and less restrictive of players (therefore more fun/removes less fun) to simply scale structure(/lifeform?) HP/armour reactively based on biomass and #of players?

    Well, there are several variables that I think need to scale with server size once you get past 16 players and this is just one of them, and only one of the reasons it's needed for balance.

    Haaaaa dynamic balance. One thing i vote for since a long time. Bullet/bite damage, etc...

    I'm afraid it won't happen unless a moder starts to pull out the game guts and start to sort things out.

    The problem with dynamic balance is that the game will be even less intuitive. "My bites did 75 damage before. Why do they deal only 60 now? How many fucking bites do I actually need to kill that marine?" etc. Idlers/afkers and bad players will be even worse, then, than before.
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    My solution still stands: Don't let GL direct hit lifeforms (make it bounce instead).
  • CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
    coolitic wrote: »
    My solution still stands: Don't let GL direct hit lifeforms (make it bounce instead).

    That is punishing good play, one does not want to punish good play.

    The best suggestion in this case is just to make the Grenades glow. It will give the Alien team a way to dodge the Grenades once they are the ground, and glowing grenades will not harm comp players since they will track all the grenades anyways.
  • VengaboyVengaboy The Swamp Join Date: 2013-08-24 Member: 187053Members, Reinforced - Shadow
    CyberKun wrote: »
    The best suggestion in this case is just to make the Grenades glow.

    If somebody is up to the task, a tracer round type grenade would be cool. Like a trail of smoke or something similar to visualize the trajectory. Probably a tall order for the average modder with limited free time but I think it would be welcomed by most. I'm actually surprised the devs never did anything about this in the early days. I guess ppl/testers didn't complain about it as much since whips gave a hard counter against grenades... what happened to you whips :(
  • RapGodRapGod Not entirely sure... Join Date: 2013-11-12 Member: 189322Members
    Vengaboy wrote: »
    CyberKun wrote: »
    The best suggestion in this case is just to make the Grenades glow.

    If somebody is up to the task, a tracer round type grenade would be cool. Like a trail of smoke or something similar to visualize the trajectory. Probably a tall order for the average modder with limited free time but I think it would be welcomed by most. I'm actually surprised the devs never did anything about this in the early days. I guess ppl/testers didn't complain about it as much since whips gave a hard counter against grenades... what happened to you whips :(

    The whips decide who to attack and who not to. They are sentient beings with poor aim. Grenades were too difficult to hit. Lowered their xp and wouldn't allow them to evolve into dragon lorks. Sadly, this feature is not implemented yet. Until then, we must deal with the pikichu evolution. Just get those lightening stones and evolve again.

  • 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
    CyberKun wrote: »
    coolitic wrote: »
    y solution still stands: Don't let GL direct hit lifeforms (make it bounce instead).

    That is punishing good play, one does not want to punish good play.

    The best suggestion in this case is just to make the Grenades glow. It will give the Alien team a way to dodge the Grenades once they are the ground, and glowing grenades will not harm comp players since they will track all the grenades anyways.

    You just stole my idea that I've been pushing for months.. You Zuckerberg, you.
  • ns2isgoodns2isgood Join Date: 2013-04-16 Member: 184847Members
    edited May 2014
    Same can be said about 4 gorges doing a bile rush. I personally think it's fine. If anything, increase the price of the GL to 20-25.

    On the topic of grenades, what really should happen is a cool down placed on buying hand grenades. It's ridiculous when an armory gets put outside a hive and it's just an endless flow of hand grenade spam.
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    edited May 2014
    CyberKun wrote: »
    coolitic wrote: »
    My solution still stands: Don't let GL direct hit lifeforms (make it bounce instead).

    That is punishing good play, one does not want to punish good play.

    The best suggestion in this case is just to make the Grenades glow. It will give the Alien team a way to dodge the Grenades once they are the ground, and glowing grenades will not harm comp players since they will track all the grenades anyways.

    That doesn't solve close-range gl hits on fades. Shotgun is one thing, but GL is kind of op when used that way.

    Maybe add a short timer for it to explode on hit? Also I suggest increasing GL price to 25 and maybe reduce firing speed slightly.
  • 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
    Gl projectiles do not detonate at melee or close range, @coolitic‌
  • RapGodRapGod Not entirely sure... Join Date: 2013-11-12 Member: 189322Members
    edited May 2014
    Define close range, @ironhorse. But I don't notice the nade insta-kill (does happen, but very rare) much. I mean, if someone shot a grenade and u ran into it... neither person had much to do with it. Just poop luck. But outlining it would be an improvement (like mines).

    And why hasn't anyone thought of this yet? Seriously, iron. Geeze.
  • RapGodRapGod Not entirely sure... Join Date: 2013-11-12 Member: 189322Members
    edited May 2014
  • CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
    IronHorse wrote: »
    You just stole my idea that I've been pushing for months.. You Zuckerberg, you.

    I never claimed it was an original idea, or not stolen.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    Dynamic HP only has to be on buildings IMO. Leave player damage as it is.

    The only bad part about large servers is 10 GL/SG on the hive or 10 gorges in a base.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    IronHorse wrote: »
    Gl projectiles do not detonate at melee or close range, @coolitic‌
    Not to long ago I got hit with a lucky gl shot mid flight from impact. No bounce. Just hit me and dead.
  • 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
    I'm not saying that can't happen. ;-)
    I'm saying there's a minimum arming distance, so up close or melee range gl impact shots will just result in bouncing off of the player.
  • TheriusTherius Join Date: 2009-03-06 Member: 66642Members, Reinforced - Shadow, WC 2013 - Supporter
    I don't understand people complaining that multiple GLs are OP. I feel much safer attacking a group of 4 GLs than a group of 4 shotguns or even 4 rifles for that matter. Whatever the lifeform.

    My biggest grievance is the opposite; the moment AA kicks in, the marine team starts losing ground because of people buying GLs and FTs and being absolutely useless on the field. If only there was a way for the marine commander to regulate the team's arsenal according to the situation.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    I've never experienced GLs to be a big problem on pub servers, but then again, I practically never play on pub servers larger than 9vs9, so that might be it.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Benson wrote: »
    Dynamic HP only has to be on buildings IMO. Leave player damage as it is.

    This would make the single skulk/marine/gorge useless. Try rushing the power in marine base: Double the health? Too bad.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Aye, I tend to play on pub servers enough and I never have experienced any real GL problem.
    Every time my nonskulk lifeform died due to nades was because I did something stupid which I should not have. A shotgun would have produced the same results.

    max 18 slots though. :)
  • the_tickthe_tick Netherlands Join Date: 2014-01-20 Member: 193352Members
    GL's on my server cost 30 res for obvious reasons of course.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    Benson wrote: »
    Dynamic HP only has to be on buildings IMO. Leave player damage as it is.

    This would make the single skulk/marine/gorge useless. Try rushing the power in marine base: Double the health? Too bad.

    Considering the rate that players die/spawn on those (20-24 player) servers, there will ALWAYS be at least one marine respawning at the base to defend the power anyway. A single skulk would be useless regardless of power node HP.

    All that means is that it would take ~2-3 skulks to have the same effect.

    Granted, its hard to get this done in Public Play, but if it helps alleviate the instant-loss situation created by ~10 players attacking a structure designed to only be attacked by (at most) 5, I think its a worthy trade off.

    P.S. I never liked power nodes anyway

    P.P.S. Why doesn't a dynamic HP scaling mod exist already? The code should be mostly there since Aliens spawn with more eggs on higher player servers right?
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    edited May 2014
    IronHorse wrote: »
    I'm not saying that can't happen. ;-)
    I'm saying there's a minimum arming distance, so up close or melee range gl impact shots will just result in bouncing off of the player.

    Maybe my definition of close-range is different from yours =P. I also find it annoying how fades can be taken down more easily with a gl than a shotgun.

    Also what is dynamic hp?
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    @coolitic‌

    Its the concept of the HP/Armor values scaling by number of players.

    i.e. a Hive would have 2x HP in a 12v12 compared to a 6v6.
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    edited May 2014
    But wouldn't that be solved by just having more welders/gorges? (unless of course they destroy before people can organize themselves)

    Also that scaling sounds a bit severe.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    If you were going to do it, I think in a 12v12 1.5x hp would be better than 2x.
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