Annoying Double Changes
MistenTH
Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
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<div class="IPBDescription">Anyone else notice this?</div> Happened a few times. While the devs are doing great work on NS, I am peeved when these double changes occur, and it happens quite often. That is, something is doubly nerfed or buffed. I'm referring to those that screwed up the game. There are others, like the HMG clip size dropping from 150 to 125, and damage from 20 to 18. But that was balancing. Here are the ones I noticed.
2.0->3.0=Fade size was increased, but cost was also increased to 60.
Beta3to4=Marines given advantage to attack, EXP over time removed.
3.0betas=Onos given 900+ HP/AP, cost down to 75.
1.0->2.0=Shotgun fires faster, shotgun cheaper by 6res.
1.0->2.0=Elect doing 30? damage, costing 20res.
2.0->3.0=Skulk HP/AP reduced, hive healing changed to %. Skulk healed 4 hp per tick.
Most of these have been fixed, thankfully. But it's annoying when these doubles occur as it totally throws balance off whack and leaves a miserable build until it's fixed.
2.0->3.0=Fade size was increased, but cost was also increased to 60.
Beta3to4=Marines given advantage to attack, EXP over time removed.
3.0betas=Onos given 900+ HP/AP, cost down to 75.
1.0->2.0=Shotgun fires faster, shotgun cheaper by 6res.
1.0->2.0=Elect doing 30? damage, costing 20res.
2.0->3.0=Skulk HP/AP reduced, hive healing changed to %. Skulk healed 4 hp per tick.
Most of these have been fixed, thankfully. But it's annoying when these doubles occur as it totally throws balance off whack and leaves a miserable build until it's fixed.
Comments
Yeah but it needed it, (most) hitbox bugs where fixed and it suddenly had a hitable volume the size of a barn, that's why it had to have much higher HP/AP and they where still seriously hurt or killed by a few marines with LMGs if they where stupid enough to just rush into a room with them alone.
<!--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-->1.0->2.0=Elect doing 30? damage, costing 20res.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This was when elect was first introduced and there is no "double change" about it. I think electrify is more annoying now as an alien then it was when introduced. The range is insane now, poor skulks just want to get past the electrified RTs without getting zapped.
In a complex system its beter changing 2 things a little than one big thing.
because of the complete gameplay changing from 1.0 to 2.0 all strength changings are obsolent.
As a constie I can tell you that each change is implemented and then thought about.
there have been a few mistakes, forinstance things like the shotgun. Shotguns were originaly almost never ussed, to try and change this Flay messed up a little and overpowered them (cost/effect) the same thing was actualy true with the 1.0 JPs (the PTs rarely used JPs, and then when released to the massess, people quickly found out that JPs were stupidly powerfull)
EDIT: And the clip size is fine. Before you had 2 of 150 and then a third for 75. With 125 you get 3 full clips.
While it used to display only up to 150/225, you could actually get more than that. I don't know how much you could get, but it was higher than what it showed.
While it used to display only up to 150/225, you could actually get more than that. I don't know how much you could get, but it was higher than what it showed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
wasn't it 350?