My Feeback On Natural-selection Beta 4.
Shadowcat
Join Date: 2003-01-18 Member: 12443Members
This mainly focuses on Combat.
I found beta 4 to be a bit better than beta 3 with some new changes and all, but here is what I think might need some changes.
Firstly, the respawning. Now I like long Combat games, because its the best when you are a level 10 skulk going against heavies. While one-person respawning is great to create short games, it supports spawn camping. Now the anti-spawn camping invulnerable feature is ok, but I don't really like the idea of being invincible. Making it too long make the aliens angry, and making it too short makes the marines angry. I would rather have an umbra cloud appear when I spawn. Now with the respawning, when multiple groups respawn, it keeps the pressure off having people screw up. "You know when the commander chair is at 5% and a newbie spawns in who doesn't know how to shoot". That's what I mean. I would probably allow multiple respawning back in, because it really doesn't hurt much. If this is about rushing hives, then aliens have the same advantage of spawning in quickly, and killing the rushing marines. Thus the game goes faster.
Alien's ability to gain points... While there are other advantages of getting points, like killing a marine/alien, being present in a death to a marine/alien, hurting and then having a marine/alien kill that enemy all increase your points, but the aliens gain a bit more. This is why I believe that marines should ALSO gain points. Now it is a great feature, and I like it, it makes the game go faster also. But I mean if you are a frustrated marine who can't kill a skulk and later on that marine is a level 2 and an onos comes, that marine gets even more frustrated. Aliens on the other hand do not need to worry about things like this. This is why I should suggest allowing both teams to gain points OR,
I came up with this little cool idea: Have a resource node in the center of a map, now when a skulk comes and lands near it, an alien resource node appears and the aliens start to gain points. Now marines don't get any since they don't control it, now if a marine comes along and decides to knife it down, as soon as he kills it, he is near it so a marine resource node appears, and aliens lose their point transfer and marines are now able to gain points, thus this gives a bit more objective to the game instead of killing the hive.
One other thing I noticed is the damage percentile. Like marines I would think it would be a good idea to give aliens the ability to see the hive damage % in a corner of the screen, just as a little feature. I just thing the marines a bit more aware that the commander chair is under attack because as soon as it is the chair % starts to fall.
Unlike the aliens that when a marine starts to attack it, then 1 minute later you hear "Our hive is under attack." and there is no % to see how bad the hive is hurt unless you go to the hive and look at it.
I found beta 4 to be a bit better than beta 3 with some new changes and all, but here is what I think might need some changes.
Firstly, the respawning. Now I like long Combat games, because its the best when you are a level 10 skulk going against heavies. While one-person respawning is great to create short games, it supports spawn camping. Now the anti-spawn camping invulnerable feature is ok, but I don't really like the idea of being invincible. Making it too long make the aliens angry, and making it too short makes the marines angry. I would rather have an umbra cloud appear when I spawn. Now with the respawning, when multiple groups respawn, it keeps the pressure off having people screw up. "You know when the commander chair is at 5% and a newbie spawns in who doesn't know how to shoot". That's what I mean. I would probably allow multiple respawning back in, because it really doesn't hurt much. If this is about rushing hives, then aliens have the same advantage of spawning in quickly, and killing the rushing marines. Thus the game goes faster.
Alien's ability to gain points... While there are other advantages of getting points, like killing a marine/alien, being present in a death to a marine/alien, hurting and then having a marine/alien kill that enemy all increase your points, but the aliens gain a bit more. This is why I believe that marines should ALSO gain points. Now it is a great feature, and I like it, it makes the game go faster also. But I mean if you are a frustrated marine who can't kill a skulk and later on that marine is a level 2 and an onos comes, that marine gets even more frustrated. Aliens on the other hand do not need to worry about things like this. This is why I should suggest allowing both teams to gain points OR,
I came up with this little cool idea: Have a resource node in the center of a map, now when a skulk comes and lands near it, an alien resource node appears and the aliens start to gain points. Now marines don't get any since they don't control it, now if a marine comes along and decides to knife it down, as soon as he kills it, he is near it so a marine resource node appears, and aliens lose their point transfer and marines are now able to gain points, thus this gives a bit more objective to the game instead of killing the hive.
One other thing I noticed is the damage percentile. Like marines I would think it would be a good idea to give aliens the ability to see the hive damage % in a corner of the screen, just as a little feature. I just thing the marines a bit more aware that the commander chair is under attack because as soon as it is the chair % starts to fall.
Unlike the aliens that when a marine starts to attack it, then 1 minute later you hear "Our hive is under attack." and there is no % to see how bad the hive is hurt unless you go to the hive and look at it.
Comments
I sometimes dislike cloaking while playing marines, but I manage to find ways around that problem of sneaky skulks, and the mysterious moving land that I must shoot at sometimes surprises them.
**goes outside to playstation grave between twitch's and yoshie's
i will miss all three of you, even tho i got to see the lizard 2 times.
Unlike the aliens that when a marine starts to attack it, then 1 minute later you hear "Our hive is under attack." and there is no % to see how bad the hive is hurt unless you go to the hive and look at it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As far as I know, this is a serverside mod and if you were to join aliens on that server you'd get the Hive % health in the corner the same way as the CC. It isn't a standard NS feature.
edit: And yes, Cloaking is newbie and skilless in Combat. It should be removed along with lots of other things <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Ummm....my best suggestion to you is keep your eyes open. It DOES take skill to use cloaking effectively. If someone tries to cloak walk up to me, I usually have a good enough eye to spot them. Whenever I walk through a door way, I jump and look at the ceiling for an ambush. If there is a cloaked skulk there, I usually spot it, bang bang, problem solved. For an alien, it takes skill to spot out decent cloaking spots and actually getting a drop on unsuspecting marines.
Not to mention Scan Area will help out even those marines who don't wish to pay attention to their surroundings.
It is your team's duty to maintain a small queue of players waiting to respawn so as not to allow a situation where you can be spawn-camped. (the only way to do any real damage to the objective) That is your defensive objective. If you fail that, do not blaim the spawn system for your team's loss.
like it takes skill to use web and xeno right?
It'd feedback, not feeback. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
this post is so many kinds of awesome