SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited November 2016
The old axe animation was amazing
The position of the "Play Now" button should be second in the list...still click "Play now" instead of server browser...
The old axe animation was amazing
The position of the "Play Now" button should be second in the list...still click "Play now" instead of server browser...
Yeah what's up with the axe animation? It's pretty dumb now, no offense. The old one was way better
The old axe animation was amazing
The position of the "Play Now" button should be second in the list...still click "Play now" instead of server browser...
Yeah what's up with the axe animation? It's pretty dumb now, no offense. The old one was way better
I'm not sure why it was changed, but it was the only reason I still played NS2 was messing around with the axe.
Why cysts?
They're an aspect of controlling the spread of infestation; which in turn controls where the aliens can build. So they serve a clear purpose at the very least.
There has been a small group that has been asking for cysts and powernodes to be removed for a long time. Removing infestation could improve performance is one reason to remove them. Infestation is also a defining feature of NS2.
Why cysts?
They're an aspect of controlling the spread of infestation; which in turn controls where the aliens can build. So they serve a clear purpose at the very least.
We were promised something more amazing though, then cysts game along to solve the inherent game performance and play issues
What arguments for is there beside improved performance tho?
I just find it kind of contradictory competititve players asking for this considering their record of going mad over the smallest balance change
There has been a small group that has been asking for cysts and powernodes to be removed for a long time. Removing infestation could improve performance is one reason to remove them. Infestation is also a defining feature of NS2.
I'd be fine with removing both cysts and powernodes but I'd like the infestation to stay as both as an artistic feature and alien room control indicator.
What arguments for is there beside improved performance tho?
I just find it kind of contradictory competititve players asking for this considering their record of going mad over the smallest balance change
Giving new players a visual hint as to what to attack by providing a shiny orange bubbly bubble (the newbie trap ). Instead of the original idea, where only the flamer and grenades could damage and removed the actual infestation.
And by having a visual representation on the map for Khamanders/players alike, also to spread infestation using bubbly bubbles instead of random mouse gestures to coax said "dynamic" infestation into a direction you want. I do miss George's minicysts though!
What arguments for is there beside improved performance tho?
I just find it kind of contradictory competititve players asking for this considering their record of going mad over the smallest balance change
There is a difference between good and bad balance and gameplay changes.
What arguments for is there beside improved performance tho?
I just find it kind of contradictory competititve players asking for this considering their record of going mad over the smallest balance change
There is a difference between good and bad balance and gameplay changes.
Why cysts?
They're an aspect of controlling the spread of infestation; which in turn controls where the aliens can build. So they serve a clear purpose at the very least.
OR the aliens may build anywhere and the infestation grows towards structures automatically.
Why cysts?
They're an aspect of controlling the spread of infestation; which in turn controls where the aliens can build. So they serve a clear purpose at the very least.
OR the aliens may build anywhere and the infestation grows towards structures automatically.
what was that again about cysts not dying in their own being a huge problem because could theoretically build stuff in marine territory?
Why cysts?
They're an aspect of controlling the spread of infestation; which in turn controls where the aliens can build. So they serve a clear purpose at the very least.
OR the aliens may build anywhere and the infestation grows towards structures automatically.
what was that again about cysts not dying in their own being a huge problem because could theoretically build stuff in marine territory?
We had that already... Not dieing cysts is a terrible middleway that combines the Bad things of both worlds. Removing cysts would be great for the game, but you would need to change a whole lot for it to work.
Another gameplay feature that would add a whole lot of depth to marine is if when you reload your SMG before emptying the magazine completely you throw away unused rounds.
It's not for realism tho, it's about pressing the R key being more a conscious choice with advantages and tradeoffs and less automatic.
Ideally, i love the suggestion.
But realistically, that would only cause 80% percent of players to run out of ammo in 30 seconds, whine for the com, and destroy the eco by wasting ammo
And considering rookies, it's an outright terrible idea.
The only thing I can think of that ought to be removed is a useless ability is stab.
I'd love to see a stat about how many games it is researched in (corrected only for those games where the required biomass level is reached)
EDIT:
But as a general rule, ANY ability, however useless it may seem in general, can grant you a tiny edge that will allow you to survive...
Remember I suggested this in the context of having different ammo types and ammo that costs pres.
And for stab, I dont think it needs to be removed, it is quite an interesting upgrade that in theory has a clear purpose: make fades deadlier.
So instead of removing they should fix it. One good way is to make it more intuitive to use for example by removing the need to swap weapons so if you keep left click pressed the swipe starts to charge and turn into a heavy attack the longer you wait the harder it hit.
I already suggested this a while ago here.
To add on that not being able to blink is a sensible tradeoff but not being able to jump means losing all momentum so its never worth it for a fade, definitely remove that if you want to see anyone using it at higher skill levels.
I agree that it should be kept and improved, fades need a late-game upgrade too (I consider adv meta (late)mid-game, I dont know where you guys put it)
Those two suggestions would definitely make it more useful, hold-to-charge attack is intuitive, but being able to jump could make it OP for really good fades...
Maybe the energy requirement could be increased, so they cant blink immediately afterwards, only use their previously built up momentum to hit&run.
Comments
Unnecessarily contributing to bloat is a good reason for removal. And most of the things you listed I would not consider bloat.
The position of the "Play Now" button should be second in the list...still click "Play now" instead of server browser...
Yeah what's up with the axe animation? It's pretty dumb now, no offense. The old one was way better
I'm not sure why it was changed, but it was the only reason I still played NS2 was messing around with the axe.
Cysts
Why cysts?
They're an aspect of controlling the spread of infestation; which in turn controls where the aliens can build. So they serve a clear purpose at the very least.
We were promised something more amazing though, then cysts game along to solve the inherent game performance and play issues
I just find it kind of contradictory competititve players asking for this considering their record of going mad over the smallest balance change
I'd be fine with removing both cysts and powernodes but I'd like the infestation to stay as both as an artistic feature and alien room control indicator.
Giving new players a visual hint as to what to attack by providing a shiny orange bubbly bubble (the newbie trap ). Instead of the original idea, where only the flamer and grenades could damage and removed the actual infestation.
And by having a visual representation on the map for Khamanders/players alike, also to spread infestation using bubbly bubbles instead of random mouse gestures to coax said "dynamic" infestation into a direction you want. I do miss George's minicysts though!
There is a difference between good and bad balance and gameplay changes.
Ya you think you shoot good, try it without healthbars. Makes the game balanced.
Yea for dumbing down its top tier gud
OR the aliens may build anywhere and the infestation grows towards structures automatically.
As easily as one could argue they are bloat, another could argue they are not. It goes both ways.
what was that again about cysts not dying in their own being a huge problem because could theoretically build stuff in marine territory?
We had that already... Not dieing cysts is a terrible middleway that combines the Bad things of both worlds. Removing cysts would be great for the game, but you would need to change a whole lot for it to work.
Yes, I can also argue that the color yellow is yellow and another may argue that it is green.
That is why we have this thread, to find ways to improve the game through discussion.
https://en.m.wikipedia.org/wiki/The_dress
Clearly it is white and gold.
Ideally, i love the suggestion.
But realistically, that would only cause 80% percent of players to run out of ammo in 30 seconds, whine for the com, and destroy the eco by wasting ammo
And considering rookies, it's an outright terrible idea.
The only thing I can think of that ought to be removed is a useless ability is stab.
I'd love to see a stat about how many games it is researched in (corrected only for those games where the required biomass level is reached)
EDIT:
But as a general rule, ANY ability, however useless it may seem in general, can grant you a tiny edge that will allow you to survive...
And for stab, I dont think it needs to be removed, it is quite an interesting upgrade that in theory has a clear purpose: make fades deadlier.
So instead of removing they should fix it. One good way is to make it more intuitive to use for example by removing the need to swap weapons so if you keep left click pressed the swipe starts to charge and turn into a heavy attack the longer you wait the harder it hit.
I already suggested this a while ago here.
Those two suggestions would definitely make it more useful, hold-to-charge attack is intuitive, but being able to jump could make it OP for really good fades...
Maybe the energy requirement could be increased, so they cant blink immediately afterwards, only use their previously built up momentum to hit&run.