Last Stand Feedback thread

LokiLoki 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
edited March 2016 in NS2 General Discussion
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
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Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    It costs 10 internets for every vertex I have to move :trollface:
  • 2cough2cough Rocky Mountain High Join Date: 2013-03-14 Member: 183952Members, Reinforced - Shadow, WC 2013 - Supporter
    Can rockdown be trimmed down? Like that whole bit when you exit alien spawn and have the option to go left thru a sliding door or to the right which is a kinda long route to rines stronghold. for players unfamiliar with the map from it's previous uses as ns2/combat map, that area is confusing and heard a cpl dudes saying they were getting lost thru there.
  • YojimboYojimbo England Join Date: 2009-03-19 Member: 66806Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    BeigeAlert wrote: »
    I think we need to just add minimaps back into Last Stand. We go to all this trouble to get rookies to look at your map, look at your map, look at your map, oh but not in this game mode.

    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.
  • Saffron_bakerSaffron_baker Sweden Join Date: 2015-06-09 Member: 205352Members
    Right now hellevator plays best of all the maps. So another one like that plz!
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited March 2016
    • The catpack spam in last stand is ridiculous.
    • Xenocide is overpowered. Xenocide is more overpowered when it is for some reason allowed first thing.
    • Mines need to be a lot more expensive. Mine spam is terrible. Maybe 15 res for 1 mine instead of 3.
    • Depending on playercounts, more sentries is not necessarily a bad thing. I have had games with 2v2 and there were 6 sentries in game. Variation is nice, but can also be ridiculous.
    • Aliens should spawn in defined waves. Every 3(or other constant rate) seconds, all dead aliens spawn. This does not effect live aliens. This will better facilitate aliens grouping up instead of going 1 by 1 to the marines.
    • Upgrades need to be more clear. A lot of players do not know they can evolve upgrades first thing, or lifeforms later on. Marines do not know they can buy weapons from the armory.
    • Notify aliens when upgrades are available. Maybe even a timer shown in the J key screen.
    • As useless as the map is, put it in for consistency.
    • Better communicate the goals of the game. I still am seeing players who don't know that the objective is to survive 200 seconds as marine, who are then upset they only had 1 life.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Right now hellevator plays best of all the maps. So another one like that plz!

    Ctrl + C, Ctrl + V. Done. :)
    Nordic wrote: »
    • The catpack spam in last stand is ridiculous.
    • Xenocide is overpowered. Xenocide is more overpowered when it is for some reason allowed first thing.
    • Mines need to be a lot more expensive. Mine spam is terrible. Maybe 15 res for 1 mine instead of 3.
    • Depending on playercounts, more sentries is not necessarily a bad thing. I have had games with 2v2 and there were 6 sentries in game. Variation is nice, but can also be ridiculous.
    • Aliens should spawn in defined waves. Every 3(or other constant rate) seconds, all dead aliens spawn. This does not effect live aliens. This will better facilitate aliens grouping up instead of going 1 by 1 to the marines.
    • Upgrades need to be more clear. A lot of players do not know they can evolve upgrades first thing, or lifeforms later on. Marines do not know they can buy weapons from the armory.
    • Notify aliens when upgrades are available. Maybe even a timer shown in the J key screen.
    • As useless as the map is, put it in for consistency.
    • Better communicate the goals of the game. I still am seeing players who don't know that the objective is to survive 200 seconds as marine, who are then upset they only had 1 life.

    Agreed on all points.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2016
    I do believe we need a wave indicator.

    Prepare for Wave X

    BeigeAlert wrote: »
    Right now hellevator plays best of all the maps. So another one like that plz!

    Ctrl + C, Ctrl + V. Done. :)
    We could always mirror it :trollface:
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Kouji_San wrote: »
    BeigeAlert wrote: »
    Right now hellevator plays best of all the maps. So another one like that plz!

    Ctrl + C, Ctrl + V. Done. :)
    We could always mirror it :trollface:

    But YOU fix all the textures and props afterwards :P
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Kouji_San wrote: »
    BeigeAlert wrote: »
    Right now hellevator plays best of all the maps. So another one like that plz!

    Ctrl + C, Ctrl + V. Done. :)
    We could always mirror it :trollface:

    But YOU fix all the textures and props afterwards :P
    okay-okay.jpg
  • YojimboYojimbo England Join Date: 2009-03-19 Member: 66806Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Jesus that image was MASSIF!
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited March 2016
    Just wanted to say again that you can follow and contribute to the development at github: https://github.com/GhoulofGSG9/ns2_laststand

    The "official" issue/suggestion tracker can also be found there: https://github.com/GhoulofGSG9/ns2_laststand/issues
    BeigeAlert wrote: »
    I think we need to just add minimaps back into Last Stand. We go to all this trouble to get rookies to look at your map, look at your map, look at your map, oh but not in this game mode.

    It would be useful too to see where your teammates are on the map.

    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)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2016
    Multiple layers is more of a Commander view issue, I mean Battlefield games have multiple story structures and still work perfectly fine with a flat minimap

    Pad upper, middle and lower deck are basically the same, other than one having a skyview and the other two a dungeon view :tongue:

    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...
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    • I still think all the marine equipment should be only available for purchase at the start of each game. (Including sentries) To ration out supplies and promote variation.
    • Have weapons level increase at wave 3-6-9 to help reduce the pain of the lifeform explosion at the late game while giving aliens at the start a fighting chance.
    • Dead Marines should be sent to the alien side, or become babblers at least.
    • Get rid of anti-team stacking, but randomly select marines to go to the alien side at game start incase there aren't enough aliens. *vice versa incase there are too many aliens*
    • Increase the game time a little bit. 30 seconds per wave at least if it isn't already, 45 if it is.

  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    • Increase the game time a little bit. 30 seconds per wave at least if it isn't already, 45 if it is.
    I like all your ideas but this one. For what last stand is, I really appreciate how little time is in the round. I think the 200 seconds we have now is plenty.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Nordic wrote: »
    • Increase the game time a little bit. 30 seconds per wave at least if it isn't already, 45 if it is.
    I like all your ideas but this one. For what last stand is, I really appreciate how little time is in the round. I think the 200 seconds we have now is plenty.

    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.
  • 2cough2cough Rocky Mountain High Join Date: 2013-03-14 Member: 183952Members, Reinforced - Shadow, WC 2013 - Supporter
    I don't see dead marines wanting to wait around for that long. I think it's okay where it's at.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    2cough wrote: »
    I don't see dead marines wanting to wait around for that long. I think it's okay where it's at.

    But they wouldn't be waiting around dead if it were to go with my other suggestion.
  • 2cough2cough Rocky Mountain High Join Date: 2013-03-14 Member: 183952Members, Reinforced - Shadow, WC 2013 - Supporter
    Well, I think that could cause undue snowballing and would make survival much harder for remaining marines if you've suddenly got more and more aliens coming after you, would make me inclined to say rounds should be even shorter if that were the case. Babblers would just be irritating.
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited March 2016
    2cough wrote: »
    Well, I think that could cause undue snowballing and would make survival much harder for remaining marines if you've suddenly got more and more aliens coming after you, would make me inclined to say rounds should be even shorter if that were the case. Babblers would just be irritating.

    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
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    2cough wrote: »
    Well, I think that could cause undue snowballing and would make survival much harder for remaining marines if you've suddenly got more and more aliens coming after you, would make me inclined to say rounds should be even shorter if that were the case.

    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.
    2cough wrote: »
    Babblers would just be irritating.
    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.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    It gives alien players more reason to get the early game kills rather than waiting for a Onos squish at the last minute.
    People wait for the onos to get kills? I literally throw myself at the marines with skulks getting a few kills eventually. I never wait for onos and I do not understand why you would.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2016
    The game is based around wearing down the marine base and their armor, the more aliens you have swarming during the round the more you wear them down. Marines are also supposed to have an unfair stack against them. Marine wins should be rarer than alien wins. That is in a nutshell what Last Stand set out to be

    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
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Right now hellevator plays best of all the maps. So another one like that plz!

    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2016
    Very good point @Nordic, I too think it is a fair bit too strong with the short range cover LoS. The funny thing is, I'm actually theorizing about a similar map with similar push factors towards the marine spawn, but also with a tiny bit longer ranges to the LoS on the main corridors and similar LoS on the sides. To maybe find that balance between xeno and jetty, cause that is the biggest balance factors.

    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 :tongue:


    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 :D )
  • 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 kind of like that you have to wait for the next round.
    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.
  • Deck_Deck_ Join Date: 2014-07-20 Member: 197526Members
    edited March 2016
    IronHorse wrote: »
    I kind of like that you have to wait for the next round.
    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.
  • FoxyFoxy United Kingdom Join Date: 2014-08-19 Member: 198032Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow
    Dead marines should respawn as sentry guns :trollface:
  • ZdrytchXZdrytchX Australia Join Date: 2016-02-06 Member: 212662Members
    Last stand is like ambush from tremulous but instead of a 45minute game of defending the spawns, from waves of rushes of individual alien classes, its just one big rush wih damage delt based rewards. Most games i played humans won because the time limit is too short and spamming mines make them only used once because they all blow up at the same time. Making them more damaging and expensive is better than makig hem cheap and spammy. Turrets on ceiling are op too.
  • ZavaroZavaro Tucson, Arizona Join Date: 2005-02-14 Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited March 2016
    Thoughts from playing from the initial variants from the Mod Jam to now
    • Turrets are really too good, especially in open maps.
    • Armories encourage sitting in one spot, which can be incredibly deadly in the open maps.
    • Most maps have too many jetpacks and catpacks.
    • The old system, where meds and health are scattered about made plays riskier, making the excitement factor much higher for both teams.
    • Starting with a welder is nice, but makes it extremely hard for aliens to do anything until lerks come out due to the starting Armor 3.
    • Starting with all 3 full upgrades (spur, veil, shell) is really odd since you don't start with any biomass, have these scale with each Hive, with Biomass 1-3 be one randomly selected upgrade, Biomass 4-6 for another, etc.
    • Starting in an egg is painful due to spawn camping in several maps.
    • Being forced to evolve to change lifeform with upgrades takes you out of the fast-paced nature of LS much too long and much too often. Remove this, and have the menu to select a lifeform between lives as it was before.
    • Being forced to evolve to a lifeform giving you likely only one chance to play it is the same issue which NS has for rookies: they won't have time to learn to actually play a class. I suggest putting it back to how it was prior, without the resources.
    • The exosuit feels horribly clunky. Honestly, I'd just remove it entirely and replace it with something better.
    • Aliens can literally hold back until Xenocide for victory, which is an incredibly boring ability
    • Are there even waves anymore? I can't tell.

    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 B) 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.
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