Last Stand Feedback thread
Loki
Join Date: 2012-07-07 Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Any map or gameplay feedback, suggestions / ideas leave them here
I can certainly work on any map feedback that is posted. I know @Kouji_San reads the forums so I am sure he will also update hellevator if needed!
Public trello board:
https://trello.com/b/llUxd1xP/ns2-last-stand-playtesting
Bug tracking / Feedback:
https://github.com/GhoulofGSG9/ns2_laststand/issues
I can certainly work on any map feedback that is posted. I know @Kouji_San reads the forums so I am sure he will also update hellevator if needed!
Public trello board:
https://trello.com/b/llUxd1xP/ns2-last-stand-playtesting
Bug tracking / Feedback:
https://github.com/GhoulofGSG9/ns2_laststand/issues
Comments
It would be useful too to see where your teammates are on the map.
Consistency is key, particularly with different game modes, you want slight variations but keep the core mechanics uniform at heart.
Ctrl + C, Ctrl + V. Done.
Agreed on all points.
Prepare for Wave X
We could always mirror it
But YOU fix all the textures and props afterwards :P
The "official" issue/suggestion tracker can also be found there: https://github.com/GhoulofGSG9/ns2_laststand/issues
That's actually a good argument. The reason the minimap / map is disabled in Last Stand is that we wanted to give mappers as much creative freedom as possible and some maps just don't work mini map wise due to that (e.g. pad having multiple layers)
Pad upper, middle and lower deck are basically the same, other than one having a skyview and the other two a dungeon view
The only thing that saddens me is that most people don't even know about the lower deck, cool goodies used to spawn way down below...
There's hardly any buildup or potential to coordinate in such a small amount of time. 6 minute games doesn't seem that much of a stretch.
But they wouldn't be waiting around dead if it were to go with my other suggestion.
It "could" work out if you would start the round with more marines than aliens ( e.g. a 7/3 ratio) .
Btw Last Stand's change log is avaible at the workshop as well
Of course it would snowball, survival games often aren't a 50% win ratio per team. If you die as a marine in the game, you can help the alien team finish it quicker so you can go back to being a marine again.
If it gets too bad we can have a 65%~70% marine and a 35%~30% alien team size split at the start of a round. It gives alien players more reason to get the early game kills rather than waiting for a Onos squish at the last minute. Which the longer round times would shift the balance back so it's not completely unfair to the aliens in this situation.
Playing anything is more interactive than waiting in spectator mode for any amount of time, though I'd prefer playing an actual alien lifeform instead.
And as already mentioned, they should have a limited amount of resources to buy their weaponry. We had a debate about adding resflow to the marines, I was personally against it and still am. They shouldn't be able to buy more than one kit. I mean their base is jerry rigged with a damage EXO a failing armory and no resource tower, basically meaning they are reslocked...
I also mentioned in the spotlight thread, that if marines were to switch out to alien team that would be "nightmare mode" a server setting, but not the default one. Give dead marines a choice between spectator/spawn as babblers/macs or something and have a server setting to give them an alien spawn as well
I just read this comment. As much as the other maps try to experiment, since they do not have to follow the typical mapping guidelines, hellevator is a lot better than all the other maps. Landing pad is good, but a marine with a jetpack is much too strong in landing pad as compared to hellevator. At the same time, xenocide is much too strong on hellevator.
Marine stronghold is basically greyboxed in terms of flat layout with some walls/ceilings. And I already ran into the texturing tool pissing me off, I can manage that thing for LS map sizes. I mean I've been building rooms with a few hallways in Spark for a while now, so perhaps rooms are my specialty
The thing that pissed me off the most is that vent above hangar marine spawn, you can manage it with jetpacks and by standing on the dropship to some extent, but that leaves you open to very easy attacks from that catwalk next to it. We could try closing off the vent to see if marines have more of a chance against xeno/bile? Also at high player count it has a lot of performance issues due to the way the occlusion/vis works or rather doesn't really work, Spark thinks you can see everything (Marine start <-> Hive)
@BeigeAlert, how does spark Occlusion Culling render stuff? Does it always render in a 360 FoV or just in your actual FoV, cause it seems to work fine for the shorter range on storm, with the huge outdoor scene as to compared the hangar (Huge FPS drain due to the rain aside of course )
It adds some weight to the notion of survival during a last stand, instead of some consequences free spam fest with instant respawns.
Plus, most people are already used to the idea of waiting for the next round to spawn thanks to popular games (CounterStrike) starting it years ago.
I agree with this post. Having the marines life matter gives a different element to each side, and leads to a more satisfying end of round scenario. If you just keep spawning, it makes it feel like a death match mode which is what I didn't like about combat. Maybe the last stand needs to better communicate that you only get one life on marines and when you're waiting/after dying - maybe have something for them to do (I don't agree with having them help out the other team, defeats the purpose of caring if your team wins). I think it's fine if people just wait for the round to end like they do in CounterStrike.
Here are some ideas:
1) If you play more than 1 round on a map it changes somehow. Maybe the platform the marines start on changes or a different element is thrown in to make it more dynamic.
2) Have random drops or drops at certain time markers of the round. So let's say with 30 seconds left, a crazy gun drops that does tons of damage.
3) Aliens get a special ability for a certain window of time - acid rockets for fades for example or Onos stomp. Also, maybe have marines only able to use JP's or Exo's for a limited time. I like the idea of having the OP or best abilities for teams, but they only last for a certain amount of time to make people have to use it quickly and efficiently.
4) Certain marine structures glow or are a prime target for a window of time - if you get the armory down before 1 min left you get a special ability or additional points. Or if you get a sentry battery down when it's glowing/targeted you get an ability or additional points.
In the current state, I feel like Marines are not really threatened by anything in the game with exosuits and sometimes multiple armories with guaranteed welders and jetpacks, which encourage farming low level skulks which is incredibly boring and terrible for trying to A) let people enjoy the game and teach people how to play lifeforms.
Combat used to fill this niche of allowing players to learn lifeforms, however this tool no longer exists in a useable state. Quite frankly, I think LS needs to exist here to fill this void, or it will fall into obscurity.