Simple "would You Rather Play" Question
chowder
Join Date: 2003-01-28 Member: 12883Members
<div class="IPBDescription">1.04 modified vs. 2.0 modified</div> In a prior post I stated my opinion that 2.0 was not as fun as 1.04. Since then, I've read several other posts that convey similar sentiments.
Thus, I'd like to do a straw poll on what those who've played both versions would prefer:
a) 1.04 modified to fix "problems" (such as jetpackers can't carry heavy guns, mines can't exceed a certain number in an area like offense towers, etc.)
b) 2.0 modified to fix "problems" (along the lines of 2.01c, etc)
Said differently, which path seems more fruitful in achieving a game you'd enjoy more?
A one letter answer will suffice. Thanks.
Thus, I'd like to do a straw poll on what those who've played both versions would prefer:
a) 1.04 modified to fix "problems" (such as jetpackers can't carry heavy guns, mines can't exceed a certain number in an area like offense towers, etc.)
b) 2.0 modified to fix "problems" (along the lines of 2.01c, etc)
Said differently, which path seems more fruitful in achieving a game you'd enjoy more?
A one letter answer will suffice. Thanks.
Comments
And it's not very funny.
Aliens are not overpowered, frankly, it's the marines that just suck. Marine HARDWARE (Shotguns/mines) can destroy ANYTHING THAT MOVES, and commanders still play like 1.04. Rue the day that they learn the marine strengths.
I think the over all change of 1.04 to 2.0 was a step in the right direction, but wasnt actually finished ala the realease date. (june 30 for those who dont know)
...plus i luve how the little guy jumps now ^^ <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
<i>-Flattened res curve to 6 marine level.
-Increased jetpack research cost to 40.
-Jetpacks/leap/building no longer fps dependant (plugins were doing this for the last couple of months of 1.04 anyway).
-Hitbox issues corrected.
-Lerk abilities rearranged (I apologize in advance to the bite enthusiasts).
0 = Spikes
1 = Umbra
2 = Bite
3 = Spores</i>
It's, of course, impossible to say that that simply making these changes would "fix" 1.04 without testing it, but this seems quite reasonable. By increasing JP tech costs, the aliens are given an extra couple of minutes to get fades in a JP/HMG rush. By giving the lerk umbra at hive 1, aliens have a viable means to counter a two-hive lockdown, and lerk gets a substancial early game niche. It might even encourage taking movement first.
We would call it 1.0good. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
2.0 has gotten a lot more complicated, but it's definately the re-worked foundation it needs.
Understand the beta concept in it's entirety, post constructive feedback. And most of all, stop flipping out. It's utterly ridiculous that you guys are probably getting ulcers because a disagreeable beta patch.
And it's not very funny.
Aliens are not overpowered, frankly, it's the marines that just suck. Marine HARDWARE (Shotguns/mines) can destroy ANYTHING THAT MOVES, and commanders still play like 1.04. Rue the day that they learn the marine strengths. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
this thread shouldve been locked after this post as he said all that needed to be said...
im getting annoyed with the whiners.. i have been alien and had my azz handed to me.. same as marine.. it's how it is.. i have also been in crushing victories...
Understand the beta concept in it's entirety, post constructive feedback. And most of all, stop flipping out. It's utterly ridiculous that you guys are probably getting ulcers because a disagreeable beta patch. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Exactly. This is precisely why Flayra would be reluctant to keep these things in the open. There is nothing official about the beta patches... just trying some different things to nut out and experiment with the tweaks that do need to be made.
Even the patches that make it totally stuffed up contribute to the knowledge the devs have of how things affect gameplay.
There's no magic formula... it all takes time... just chill farkin <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
2.0 has gotten a lot more complicated, but it's definately the re-worked foundation it needs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Right, 2.0 didnt fix 2 hive lockdowns,....
I agree with the gorge issue, though not that BIG of a problem.
Old build order, replaced by a new build order
2.0 is fantastically more pleasurable to play, either competitively or casually.
Yes, I too think all the 2.x betas thrown around so far suck flayratic balls, but hey - they are <b>betas</b>. My middle name was Misgiving waiting for 2.0, yet my (well-founded, I still think) fears proved, for the most part, totally and completely unncessary and erroneous. Mr Cleveland and his groupies time and time again defy expectation and statistics by turning out constant improvements to an wildly ambitious yet remarkably executed idea - haven't they earned just a little bit of trust for pete's sake?
Yes, I would be amongst the first to rant and rail about the sucky ideas we have seen in and since 1a, but if you don't do so in a constructive and thoughtful manner you should stay off the forums and keep to your clan's irc channel or something.
If I can hold off from any damning posts of abuse until we see something more concrete - I suggest you do the same eh?
2.0 is not suposed to totally fix two hive lockdowns, just reduce their effectiveness quite a bit.
... Which should be the real question.
2.0 'modified' does not exist; 2.0x is in its early, <i>early</i> stages. 1.0 had four sophisticated patches plus several metamods.
That wasn't funny at all! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Anyway, they fixed the Marine hitboxes so the skulks can actually get kills on the crouching/hopping marine... and you can stay in a dark ceiling and bite them as they go by... That's the major change I've come to and all that really matters in the game to me right now IMO. But it's not a totally different game from 1.x just tweaked... a bit.
No, not at all. Thats the reason it was named 2.0 instead of the expected 1.1 it is roughly a new game.
I would have much rather seen 1.04 FIXED because the only problems I ever had with 1.04 were the Hitbox's, the Comm Chair, lag, stacking, the maps sucking, and the perilous question as to why people play NS and don't play for the team. Those off the top of my head, I see no reason to make such a drastic change from 1.04 to 2.0.
And it's not very funny.
Aliens are not overpowered, frankly, it's the marines that just suck. Marine HARDWARE (Shotguns/mines) can destroy ANYTHING THAT MOVES, and commanders still play like 1.04. Rue the day that they learn the marine strengths. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
preach it, brotha!
Aliens are not overpowered, frankly, it's the marines that just suck. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
preach it, brotha! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Eehhh, that's a bit of an overstatement. I commed one game as intelligently as possible and did manage alright. A few problems:
1. Electricity is damned effective. Only an onos can effectively take it down. It's about the only way to cheaply defend your nozzles at the start. Make them cheaper and upgrade faster.
2. Grenade spam is uncounterable. Skulks can't kill GLers because grenadiers will shoot each other which does no damage. Perhaps one of the following? :
a. FF for grenades
b. Greatly reduce damage vs. skulk
c. Add reload in at the armory
3. No redemption when devouring, or popping out if you do.
4. Please don't nerf umbra anymore, it's the only defense against HA trains.
I think this would help the early game alien domination and the late game marine domination.
I wish Flay would humor me and put in my enhanced fade abilities for wall-jumping, higher jumping in general, and faster running.
10 players.
5 go gorge to cap a res each, then suicide to skulk.
3 go gorge and drop a movement each
2 stay skulk and save for hive (the best skulks)
You have lvl3 celerity/adren/silence within 30 sec as well as 5 res nodes, this is about the same time the Marines stop humping the armory and head out.
Now we have 7 skulks and 3 gorges. The 3 gorges drop 3 OC's in the closest hive then just run around and heal people and plop down additional OC's. The skulks just guard res/hive and kill marines/marine res.
The first skulk to hit 45 drops the hive then suicides to skulk. I dropped a hive 3:03 mins into a game and I am not even a good skulk so let's say 3 mins.
5 mins into the game the hive is up and the 3 gorges drop 3 D's. The 5 initial res droppers should be able to go lerk/fade about now and the other saver should have enough for Onos soon. So what have you got 5 mins into the game?
lvl 3 celerity/adrenaline/silence.
Lvl 3 regen/cara/redemption.
Two "spawnportals" equaling about 3 Marine IP's.
OC's in their hives and spread over the map.
Instant access to any hive under attack.
Healing stations.
1 Onos
3 Gorges that can bilebomb, meaning destroy any marine outpost in <30 seconds.
6 Lerks/Fades/Skulks
What does Marines have ~5 mins into the game?
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What does Marines have ~5 mins into the game? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Good luck arranging that on pubs.
edit: Well not really, *I* only organised it one time but I was *part* of it three times already today. Actually, the only times I have lost as Alien so far has been when I have joined late and the Alien team was totally incompetent, or when we have gone sensory first.