Some new bugs/balance/gameplay things
bork
Brest, Belarus Join Date: 2018-08-10 Member: 242760Members
1. regeneration (crag hive) shader fx still not in todo and not fixed. world model shader shows not synced with 1st person shader. its working even for onos (after 2 secs of getting damage shader on world shows up even if onos continue receive damage), but when skulk - you can miss it because skulk seems bigger than he is
2. sometimes hivedrop sound waiting player to get enough long to listen it and then play from start. i think its because sound is play directly on player who needs to hear it, not at hive location, or something. i detected that when comm say "am dropping hive" (i play alien), i was on subsector (veil), i look on map, see dropeed cargo. then i get gorge(evolved, 10 secs) and then walk from sub to cargo and then i hear sound of hive drop, somewhere near y-junction. it was dropped 30 sec ago.
3. skylights vent should out into skylights/overlook road, not to skylights. because gorge owning rookies there (having bile) or just with clogs. they try to get him out, but spending time and he still alive.
4. welder-drop from command station still costs 5 res by some reason 0_o when play with bots, they cant build nodes without welder and dont buy welder. i must drop it for 5 res.
5. if weapon is dropped (marine was killed) near armory it should be redropped to freeze timer. except of instantly freeze timer because armory nearby.
6. lmg timer is not freezes at all. when i fight alone near armory and have shotgun, i want my lmg to be nearme when i lost last bullet in my clip. but lmg dissapeared even if i redropping it (timer is restarting but never freezes)
7. axe has very big unpack time and very small hitspace. if you miss between secondary fire of lmg and get the axe - you will die, because you almost cant damage alien with this shit and you spent 1 sec to unpack it. i think the axe even has delay between attack and hit prevents skulk to get damage by it.
8. if you use secondary fire of lmg in middle reload - you will get your weapon faster than wait until trigger unlocks after animation ends. same thing with MG, if you change weapons in mid-reload (when ammo becomes in clip) you will get ready faster
9. mine explodes if you bite it until mine gets ready. in ns1 you can kill mine if bite it immediately after mine been placed.
10. getting ammo dropped by another soldier should be counted enough soldier needs. when you drop weapon with ammo, and soldier have same weapon, but not enough 1 bullet, he gets all your ammo for this one bullet
11. as i remember someone promises move nanogrid vent upside nanogrid prevents rookie trap falling rookies down from west/east wing.
12. bots ignores "defend" order immediately after getting point the order was dropped. he contacts this resource tower and go away.
13. defend order can not be dropped on ground - it requires object like marine or resource tower
14. sometimes when evolving egg moving away from evolve position. possible its because not enough space. but then i dont understand why i cant evolve gorge free in all vents - only when vent have high roofs. seems like game is trying to find possible location (makes you vulnerable on small maps creating egg directly in free space except of ladders/hard-getting points) but egg height still bigger than lifeform, what requires to evolve in direct vents instead off all
I) (?) egg is a building. it get additional damage from flamer and half-damage from hmg.
II) (?) gas grenade invulnerable to bile but visible as ground object
III) (?) web should be abble to build even if ground/objects breakes direct line. it should be on ground if rising ladder prevents direct line, currently i cant just drop this web, because second point is "red"
IV) (?) could the web connects between each connect point after being built? i mean if you drop 2 webs (4 points) - you get 4 webs cross connected. when two gorges drop 12 points (6 webs) it will be nice network (after it web should requires an upgrade, because could be easy killed only after AA) (especially for jetpacks and guys who like live faster)
V) (?) gas grenade should not display dealing damage because lifeforms becomes visible if player see numbers. gas grenade breaks cloaking too.
VI) (?) why not to rename crag upgrades to "crag" and "crag building" to "shell"? its terrible to explain rookie comm what i mean when "build crag upgrades".
VII) (?) tips when map is loading should contain game terminology like "resbiting", "rush", "be agressive", "prepare to protect res node", "rush tunnel", "hold ways/lines" and so on
VIII) (?) whip has 13 res cost. its more than resource tower. to protect resource tower. 3 sentries can block the way from skulks until bile been researched. for 25 + robofact res. this fortress could help vs fades/lerks. 13 res whip can notify soldier about "you should go faster, no more" - you need to spent 40 res to be sure way is protected. this turret nice kill enemy structures (100 damage), but as defense it is weak for 2 possible unbuilt res towers.
IX) (?) welder should immediately stop bile bomb effect from building like healing stop inflame effect. when being beaconed and run with enabled welder you could stop HP drain from whole base making bile bomb little bit weaker vs base structures
X) (?) anybody test drifter crag ability on Onos? sometimes i being exo deal to onos 3400 damage (i saw the number) and onos still have full hitpoints and no armor because comm spam this ability on onos for 2 res
A) shotgun is useless vs 1st hive crag. 3 crags requires damage 3 to shotgun vs skulks, because very big spread and small attack speed + solid skulk model borders. damage 3 requires 100 res and damn 5 minutes, except of 3 crags could be built very fast. SG still can be used vs fades/lerks/onoses/resources, but all skulks gets double effectivity vs shotguns. shotgun as we can see in tip and description - is thunderstorm for skulks. but if team start to play with crag (speed they can get from walljumping) - marines start to lose. and fast. now we can get advanced armory, seems to be fixed, but 324 had this confuse with sg/skulk+crag. in ns1 you had to shot twice - attack speed was twice faster with same damage, but skulk was smaller.
B ) grenade launcher has small explosion space but explodes immediately if contact alien. not sure its bug or feature, but flamer kills enemy structures faster and has more effectivity vs it than GL. but GL used as explosive shotgun looks imbalanced. seems like this is not anti-structure weapon, but the anti-personel super shotgun. simple delay before explosion will makes random effect zero-like, and then you can increase space of damage to damage hive nearby without direct hit. Full clip to kill clog wall vs 15/60 fuel of flamer? useless. But ws flying lerks fades grenade deals 200 immediate damage at damn its overpowered
C) you have task in trello like vampirism is useless for low-tier players. just allow vampirism from building with 30% effectivity. i should be able to regen hitpoints if damage extractor or bite phasegate. its solution.
D) adrenaline is useless problem. just make adrenaline different. if energy regeneration speed should be untouched - OK. nvm. look at this. when you get celerity - you get additional speed and more momentum when wall jumping. but if you catch the wall when walljumping, or fast drag the mouse - you will lose the moment. let adrenaline prevents to lose moment from that stuff. i mean adrenaline will make skulk more dynamic on rotations, lerk will lose less speed when holding space, same for fade, gorge will lose less speed when mistake of his special movement, and so on. should be tested before
E) contamination should be removed. as you remember another strategy games - if you have general-power to drop some bomb - you have time delay. 5res/5sec nuke bombing is imba. sorry guys who likes it.
F) onos stomp can deal 200 damage if being used on base buildings or big herd of marines. this makes alone onos overpowered. you still can kill it working in group of high-tier players, but if at least one alien is trying to help onos, this pair becomes extra overpowered.
G) if you wanna play on hive 3 possible, xeno should have less immediate damage and more time-separated damage (like after lerk bite). then damaged marines can heal near armory and possible hard-move to prevents lose on hive3. hive3 should not mean "concede" it should mean "now you have very small chances to fight"
H) hive elo system should be improved to easy understand player skill after 1-2 games. if you lost steam password or just drop the stats - you becomes green who plays 31/2 and crush the game for middle-tier players. you can latejoin even if shuffle plugin is active and change the game
I) there should be a way to hide all cyst from enemy like upgrade (remember starcraft2, marine commander needs to use scan to see the cysts). you can drop shade to hide it in some region, for 13 res. but losing one cyst when protecting resources on you own its a problem causes resource spending for heal. why not to able just research upgrade hiding all cyst without using scan? how about personal cyst upgrade to explode like lerk spores or bile? how about cyst upgrade makes brood-screen (like ability) after being killed by marine?
J) why shade active ability unlocks only when shade hive? why i must play shade when want arcs protection? it should be an upgrade like marine power-surge or nano-shield.
2. sometimes hivedrop sound waiting player to get enough long to listen it and then play from start. i think its because sound is play directly on player who needs to hear it, not at hive location, or something. i detected that when comm say "am dropping hive" (i play alien), i was on subsector (veil), i look on map, see dropeed cargo. then i get gorge(evolved, 10 secs) and then walk from sub to cargo and then i hear sound of hive drop, somewhere near y-junction. it was dropped 30 sec ago.
3. skylights vent should out into skylights/overlook road, not to skylights. because gorge owning rookies there (having bile) or just with clogs. they try to get him out, but spending time and he still alive.
4. welder-drop from command station still costs 5 res by some reason 0_o when play with bots, they cant build nodes without welder and dont buy welder. i must drop it for 5 res.
5. if weapon is dropped (marine was killed) near armory it should be redropped to freeze timer. except of instantly freeze timer because armory nearby.
6. lmg timer is not freezes at all. when i fight alone near armory and have shotgun, i want my lmg to be nearme when i lost last bullet in my clip. but lmg dissapeared even if i redropping it (timer is restarting but never freezes)
7. axe has very big unpack time and very small hitspace. if you miss between secondary fire of lmg and get the axe - you will die, because you almost cant damage alien with this shit and you spent 1 sec to unpack it. i think the axe even has delay between attack and hit prevents skulk to get damage by it.
8. if you use secondary fire of lmg in middle reload - you will get your weapon faster than wait until trigger unlocks after animation ends. same thing with MG, if you change weapons in mid-reload (when ammo becomes in clip) you will get ready faster
9. mine explodes if you bite it until mine gets ready. in ns1 you can kill mine if bite it immediately after mine been placed.
10. getting ammo dropped by another soldier should be counted enough soldier needs. when you drop weapon with ammo, and soldier have same weapon, but not enough 1 bullet, he gets all your ammo for this one bullet
11. as i remember someone promises move nanogrid vent upside nanogrid prevents rookie trap falling rookies down from west/east wing.
12. bots ignores "defend" order immediately after getting point the order was dropped. he contacts this resource tower and go away.
13. defend order can not be dropped on ground - it requires object like marine or resource tower
14. sometimes when evolving egg moving away from evolve position. possible its because not enough space. but then i dont understand why i cant evolve gorge free in all vents - only when vent have high roofs. seems like game is trying to find possible location (makes you vulnerable on small maps creating egg directly in free space except of ladders/hard-getting points) but egg height still bigger than lifeform, what requires to evolve in direct vents instead off all
I) (?) egg is a building. it get additional damage from flamer and half-damage from hmg.
II) (?) gas grenade invulnerable to bile but visible as ground object
III) (?) web should be abble to build even if ground/objects breakes direct line. it should be on ground if rising ladder prevents direct line, currently i cant just drop this web, because second point is "red"
IV) (?) could the web connects between each connect point after being built? i mean if you drop 2 webs (4 points) - you get 4 webs cross connected. when two gorges drop 12 points (6 webs) it will be nice network (after it web should requires an upgrade, because could be easy killed only after AA) (especially for jetpacks and guys who like live faster)
V) (?) gas grenade should not display dealing damage because lifeforms becomes visible if player see numbers. gas grenade breaks cloaking too.
VI) (?) why not to rename crag upgrades to "crag" and "crag building" to "shell"? its terrible to explain rookie comm what i mean when "build crag upgrades".
VII) (?) tips when map is loading should contain game terminology like "resbiting", "rush", "be agressive", "prepare to protect res node", "rush tunnel", "hold ways/lines" and so on
VIII) (?) whip has 13 res cost. its more than resource tower. to protect resource tower. 3 sentries can block the way from skulks until bile been researched. for 25 + robofact res. this fortress could help vs fades/lerks. 13 res whip can notify soldier about "you should go faster, no more" - you need to spent 40 res to be sure way is protected. this turret nice kill enemy structures (100 damage), but as defense it is weak for 2 possible unbuilt res towers.
IX) (?) welder should immediately stop bile bomb effect from building like healing stop inflame effect. when being beaconed and run with enabled welder you could stop HP drain from whole base making bile bomb little bit weaker vs base structures
X) (?) anybody test drifter crag ability on Onos? sometimes i being exo deal to onos 3400 damage (i saw the number) and onos still have full hitpoints and no armor because comm spam this ability on onos for 2 res
A) shotgun is useless vs 1st hive crag. 3 crags requires damage 3 to shotgun vs skulks, because very big spread and small attack speed + solid skulk model borders. damage 3 requires 100 res and damn 5 minutes, except of 3 crags could be built very fast. SG still can be used vs fades/lerks/onoses/resources, but all skulks gets double effectivity vs shotguns. shotgun as we can see in tip and description - is thunderstorm for skulks. but if team start to play with crag (speed they can get from walljumping) - marines start to lose. and fast. now we can get advanced armory, seems to be fixed, but 324 had this confuse with sg/skulk+crag. in ns1 you had to shot twice - attack speed was twice faster with same damage, but skulk was smaller.
B ) grenade launcher has small explosion space but explodes immediately if contact alien. not sure its bug or feature, but flamer kills enemy structures faster and has more effectivity vs it than GL. but GL used as explosive shotgun looks imbalanced. seems like this is not anti-structure weapon, but the anti-personel super shotgun. simple delay before explosion will makes random effect zero-like, and then you can increase space of damage to damage hive nearby without direct hit. Full clip to kill clog wall vs 15/60 fuel of flamer? useless. But ws flying lerks fades grenade deals 200 immediate damage at damn its overpowered
C) you have task in trello like vampirism is useless for low-tier players. just allow vampirism from building with 30% effectivity. i should be able to regen hitpoints if damage extractor or bite phasegate. its solution.
D) adrenaline is useless problem. just make adrenaline different. if energy regeneration speed should be untouched - OK. nvm. look at this. when you get celerity - you get additional speed and more momentum when wall jumping. but if you catch the wall when walljumping, or fast drag the mouse - you will lose the moment. let adrenaline prevents to lose moment from that stuff. i mean adrenaline will make skulk more dynamic on rotations, lerk will lose less speed when holding space, same for fade, gorge will lose less speed when mistake of his special movement, and so on. should be tested before
E) contamination should be removed. as you remember another strategy games - if you have general-power to drop some bomb - you have time delay. 5res/5sec nuke bombing is imba. sorry guys who likes it.
F) onos stomp can deal 200 damage if being used on base buildings or big herd of marines. this makes alone onos overpowered. you still can kill it working in group of high-tier players, but if at least one alien is trying to help onos, this pair becomes extra overpowered.
G) if you wanna play on hive 3 possible, xeno should have less immediate damage and more time-separated damage (like after lerk bite). then damaged marines can heal near armory and possible hard-move to prevents lose on hive3. hive3 should not mean "concede" it should mean "now you have very small chances to fight"
H) hive elo system should be improved to easy understand player skill after 1-2 games. if you lost steam password or just drop the stats - you becomes green who plays 31/2 and crush the game for middle-tier players. you can latejoin even if shuffle plugin is active and change the game
I) there should be a way to hide all cyst from enemy like upgrade (remember starcraft2, marine commander needs to use scan to see the cysts). you can drop shade to hide it in some region, for 13 res. but losing one cyst when protecting resources on you own its a problem causes resource spending for heal. why not to able just research upgrade hiding all cyst without using scan? how about personal cyst upgrade to explode like lerk spores or bile? how about cyst upgrade makes brood-screen (like ability) after being killed by marine?
J) why shade active ability unlocks only when shade hive? why i must play shade when want arcs protection? it should be an upgrade like marine power-surge or nano-shield.
Comments
Yes.. Fucking GL's are awful right now. The amount of times I backstab a GL with my skulk and get like 3 free bites in, and he just 180's and instagibs me even though I'm literally up his ass... It's so stupid. And the random lerk instagibs from GL's is ridiculous as well.. Fair enough if you could actually see the projectile, but no can't even do that.
5-6: Weapons sometime expiring near armory
Those are the intended behaviors: The armory is only prevent intentionnaly dropped weapons (who cost pres) from expiring. Allowing other weapons (pistol + rifle) to not expire could end up in a spam of weapons on the floor shadowing real weapons. It would feel the same way as when you try to recycle a SG in combat but pick a welder instead because both are close from each other. The weapon is also expiring if a marine was killed even nearby the armory because otherwise it was considered too strong in favor of marines: aliens wiping marines with SG near an armory, but they would have to kill the armory as well for the weapons to expire instead of holding the ground 23s. Weapons not expiring near an armory was a buff for marines in the first place and that case is a limitation to that buff.
Agreed but the axe has not been made to kill aliens. It's kinda like a shiny placeholder weapon against buildings. You can however use the rifle bash or the welder if you want to finish a low skulk.
Known issue, but this is touching the animation graph and that part of the code is a pain to fix correctly. Just as a reference it took me a month to write a workaround (not a fix) for most of the whips issues related to the animation graph. The benefit of having this fixed unfortunatly do not warrant that much developpement time.
So, you are bitting a metal box dead full of dangerous explosive materials and you expect it not to blow up .
That's actually a good idea if it would be communicated to the player in a better way than it is now. So you suggest that you can drop your own weapon and that that ammo pack (not commander dropped ammo) will refill your friend only the amount of ammo he needs ? However this also seems overkill for me when you can just ask the commander for ammo, refill at an armory, switch to pistol, pick a weapon on the ground or waste less ammo.
Vanilla bots have a lots of issues at the moment and should not be considered good enough for anything but a seeding game. If you want decent bots I would suggest to poke @Nintendows, he wrote his own AI version for them and they are quite convincing.
Are you sure about that one ?
That's a good question, I would say that the code is taking some extra care for the player to really not get stuck when gestating, even if it means restricting the number of places you can evolve from.
The egg (like cysts) are "flammable", all buildings are not. Those entities do take more damages from flame. The hmg damage type has been made to get extra damages against players. The fade has a similar damage type for the swipe dealing less damages to armored structures.
Grenades can't be destroyed so far, making them so would only nerf the gaz grenade which I think is not needed (why buying a gas nade when you can buy pulse and cluster in that case ?)
I don't understand what you mean in "III", for the IV point did you mean auto creating a new and free web between two dropped and close webs ?
Any damages reducing the amount of eHP of a something should be displayed. If it's not then you introduce inconsistency in the game which is generally not a good thing.
Tips displayed during changemap are being worked up (@Handschuh ?)
Whips and sentries are not meant to denie an area, but to slow players down until backup. Keep in mind that sentries can be recycled, and that whips can be echoed both are really strong correcty used. In my opinion the amount of tres each cost is well balanced so far.
This would be OP. With that a single marine can denie the bile of multiple gorges, and keep exos, ARCs and the power node alive forever. The welder is already quiet strong at repairing buildings and 2 of them can out heal a bile gorge.
You mean mucous shield ? yes it is powerful but for that you need a crag hive, a drifter, and a khammander who is micro managing that drifter to cast the ability at the right moment. Drifter abilities, even if they are strong, are not use that much for a reason unfortunately (the drifter is often late to the party and this require coordination with the team)
I will leave points from A to J for now (balance discussions)
Comment:
9. instant kill for mines
10. getting dropped ammo
if comm spent all res or working on the hive with other team (arcs, armory, support) and we have to kill some res with two shotguns. or more - the problem shows self when you redropping weapon until soldier getting location. anyone see weapon and walks on it, getting all my ammo, then i have two weapons without ammo - redropped one and my. even if i 5 sec ago asking ammo from commander.
12-13. defend order
14. moving eggs after start evolving
I) egg is a building
III. web placement requires the line
IV. auto-dropping webs
VII. tips
IX) welder clear bile effect
X) muconous shield - i deal 3200 damage to onos and he has full hitpoints
==
other points understand.
Predicting / Dodging GLs feel random due to the high interp/ low tickrate / high ping... hopefully two of those can be adressed.
GLs in close combat feel a bit random, because - yes - grenades bounce of skulks if a Marine shoots them from a to close range, BUT if the Grenade "lies down" on the ground (or in rare cases they can even get stuck on the model) after 0.X seconds they detonate if an Alien walks over it.
I already complained a lot about it, but sadly improving that is harder than it looks
But fines is small enough to ignore it.
But in long range cluster grenade is awesome for killing structures with combination of gas - you can push heavily built location.
But with GL... hmm in ns2_eclipse you will win even in close combat. How about Falls in biodome? Yesterday i see 5 GLs trying to kill the gorge and dont listen recommendations to get damn gas... for 2 pres.
gaming style with a shotgun, flamethrower or machine gun is obvious to everyone
not obvious style of play with an axe, grenade launcher and hand-grenades, I mean for the players a lower level.
I would be glad to give them all the grenades so that they quickly do the task, but I can't, I can only shout "please buy the damn grenades". They think - "i have GL, why i should get grenades? Am filled up with grenades, haha! AM the grenade!" - and then dies. But when high-tier team gets GLs - it remembers Rambo3. Fades, lerks, gorges - aliens in close rooms just disappering. And if i wont drop the armory - they still have problems with structures having team of GLs.
Heck, I even have to try to shout up to them so that they throw grenades at the hive, and not behind/close to him, they also think that everything there explodes when they see damage number. But no, from the grenade launcher you can miss even if the grenade is a meter away from the hive.