What Do You Think?

Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
edited February 2004 in NS General Discussion
<div class="IPBDescription">Minor changes that would help out.</div> Skulks Xenocide too weak. As soon as marines get an upgrade or two armor-wise, you need at least 2 skulks to xenocide if you want to kill anything.

Lerk: I love the new lerk, I just miss his spikes though.. was fun... Primal scream too short. They should make it 1 or 2 seconds longer.

Fade: Fade is really cool. No complaints.

Onos: Stomp doesn't last long enough. 1 second is way too short. 2 second should be spot on. Onos devour somewhat hard. Maybe I just need more practice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Gorge: Alot of maps you can't heal the hive. If you want to heal the hive in co_daimos for exemple, you need a skulk to give ya a lift up to the hives top, then ya can heal. At least 3 maps have un-healable hives.

Hive: The new healing system is great for onos and fades, but horrible for skulks. They should put a minimum heal factor. I think they are at 6% of your health now, wihc is good, but they should also add 10-20hp minimum. Cause right now, skulks heal at a 3-5 health point a pop.. wich is slooooow.

Marines: Pretty much spot on... Except ressuply should give you an off chance of giving you back a mine. Also, the scanner sweep ability a bit too good. The commander will sweep FOR SURE if there is an alien cloacked nearby... should be a 33% or 50% chance or something.....

The last thing that bothers me: The Marines are 95% of the time in greater number then the aliens. For some unknown reason, EVERYONE joins marines, and aliens are left 1-3 men under. It's like being in continuous powerplay....

Anyways, GREAT game. Keep up the good work.

Comments

  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Gorge: Alot of maps you can't heal the hive. If you want to heal the hive in co_daimos for exemple, you need a skulk to give ya a lift up to the hives top, then ya can heal. At least 3 maps have un-healable hives.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Already known about. Hopefully it will be fixed in the next version.
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Skulks Xenocide too weak. As soon as marines get an upgrade or two armor-wise, you need at least 2 skulks to xenocide if you want to kill anything.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I completely disagree. I have had two separate 4-kill xenocides, without any other upgrades, and I'm not very good (at least my computer isn't).
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hive: The new healing system is great for onos and fades, but horrible for skulks. They should put a minimum heal factor. I think they are at 6% of your health now, wihc is good, but they should also add 10-20hp minimum. Cause right now, skulks heal at a 3-5 health point a pop.. wich is slooooow.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Agreed. Without this, it makes dc's in the hive practically required.
  • LeetLlamaLeetLlama Join Date: 2003-08-27 Member: 20260Members
    I agree with your hive and gorge comments, hives should heal 10hp+6%hp.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    are those only the problems found in combat?

    I'd have to add:

    -Encourage some need to weld in both combat and normal NS. Comms don't realize that once armor is gone, you're off in 2 bites and you'll need 2 medpacks to heal and survive another bite (when you take 75 and are at 25, you'd get exactly enough life to die in 1 shot even with 1 medpack) In combat, people won't even bother welding each other. Sure, you respawn with all your equip, but isn't it better to be alive, at their hive, without giving exp and without waiting to respawn? It takes 2 upgrades (welder and ressuply) and staying in groups to double, triple or multiply even more your life expectancy.

    You should also give exp to aliens who heal, or for each bullet blocked by an umbra, a working web or a scream with other aliens around <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->


    btw, the smileys have with thingys around them again.
  • ahhoahho Join Date: 2003-02-22 Member: 13854Members
    xenocide is weaker than before, that is true. odd thing is if some rines are lined up, u can only kill the person at the front of the line and remain unharmed, second was that, i fell is like randomize example is in normal ns, when i am rine, a skulk pop up and xenocide in between two rines and one of the rines is me and there was no dmg. i am not as cloise as the other rine but i am sure that the splash dmg of xeno should of killded me
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    edited February 2004
    <!--QuoteBegin-i'm lost+Feb 2 2004, 04:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Feb 2 2004, 04:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Skulks Xenocide too weak. As soon as marines get an upgrade or two armor-wise, you need at least 2 skulks to xenocide if you want to kill anything.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I completely disagree. I have had two separate 4-kill xenocides, without any other upgrades, and I'm not very good (at least my computer isn't). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I mean, MARINE UPGRADES, not yours. As soon as a marine gets lvl 1 armor or better, (well lvl 2 or better) it's very very hard to get a xenocide kill... If they have lvl 3 armor, or a heavy, or both... unkillable.. But even with just lvl 1 or 2 armor, very hard to kill...

    Okay, I played Onos for a while now. Onos cannot devour when they are in a ladder and the marine is on top (I was at the top of the ladder, looking on the second floor, trying to eat the darn man). Also, devour is extrimely hard. I found myself cornering people, my body pressed against theres (erotic...) and I couldnt even devour them... Even when you are cloacked and you surprise them from the side or even if they run directly at you, devour is still really hard to pull off. Also, onos should definitively get an armor rating thats better then it is now. Against a light armored marine, if the marine has an HMG, you are very easy to kill. Against a heavy armored marine, with an HMG, you are almost sure to die (unless you can devour him, wich is hard as hell)...

    P.S. I'm not bitching, simply giving feedback. So please don't flame.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    If they have already been bit once, or if someone has used spores, then it becomes easier.
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