The 1.1 Fade Weapons
the_johnjacob
Join Date: 2003-04-01 Member: 15109Members, Constellation
umm, i may have missed this, but doesn't it seem silly to try to balance a game, and then introduce a new weapon right in the middle, most likely throwing off all the previous balance issues and forcing you to start, not quite, but almost from scratch? unless this un revealed fade weapon is a nub on the fade's nose that smells nice but has no actualy gameplay value, then adding a new attack will throw your current somewhat balanced(i don't know exactly how balanced, as i'm no pt or "vet") version into disarray...am i the only one who thinks this isn't the smartest thing to do?
Comments
Trust in the dev team. They'll get it right, and not let it out until testing has been completed to their satisfaction. Learning from v1.0x, they've started the Vets group to specifically test for and remove lame tactics before they hurt any of our heads as with the JP/HMG rush of current times.
There's a reason why there's a wait. It's so the next version will be worth waiting for, rather than a quickie patch kicked out the door as with a number of other mods.
We trust the dev team fully but we cannot help but wonder what crazy things that mad cat fade will pull off next! </jivetalk>
I think your slightly over exagerating when you say its gonna throw 1.1 into disarray, its only one ability on one alien, but the PTs themselves (in the beta forum) have stated that the new fade ability needs implementing ASAP to see what effect it has on the game.
Basically, they know already. Have faith.