Beta 5 Balance Changes
Dr_aaagh
Join Date: 2004-02-07 Member: 26194Members
<div class="IPBDescription">new beta</div> Hats off to the devs, looks like much work has gone into the new beta! Can't believe co_sava is in the official release, but congrats to Mendasp - thank god the map's had an update tho - was so unbalanced before. Wahey - we can finally play ns_lost again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I guess the beta needs thorough testing, but I can already foresee three major problems:
- jetpackers - actually worth buying in ns now - but way overpowered in co.
- spawn killing aliens in combat. Two jp rines with gl should easily be able to take out the 5 spawning skulks and still have time to reload before the next wave. The least they could do is add some spawn invulnerability time as default.
- in combat the whole alien team will go early lerk and we'll end up with the problem of the early co betas where most rines couldnt leave base due to mass-sporing. (is it me, or does the lerk spore need more energy than before?)
new sounds are pants btw - the 'hoover' is particularly bad. And why on earth do aliens get a sound from startrek when upgrading???
Overall, I find the new beta makes it more fun for marines and less fun for aliens. At a guess, however, carapace onos will rule ns and jp/gl will rule co. Oh, and the new spit just goes to show how pathetic the acid rocket is.
I guess the beta needs thorough testing, but I can already foresee three major problems:
- jetpackers - actually worth buying in ns now - but way overpowered in co.
- spawn killing aliens in combat. Two jp rines with gl should easily be able to take out the 5 spawning skulks and still have time to reload before the next wave. The least they could do is add some spawn invulnerability time as default.
- in combat the whole alien team will go early lerk and we'll end up with the problem of the early co betas where most rines couldnt leave base due to mass-sporing. (is it me, or does the lerk spore need more energy than before?)
new sounds are pants btw - the 'hoover' is particularly bad. And why on earth do aliens get a sound from startrek when upgrading???
Overall, I find the new beta makes it more fun for marines and less fun for aliens. At a guess, however, carapace onos will rule ns and jp/gl will rule co. Oh, and the new spit just goes to show how pathetic the acid rocket is.
Comments
hurrah to 1.0x nostalgia! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I guess the beta needs thorough testing, but I can already foresee three major problems:
- jetpackers - actually worth buying in ns now - but way overpowered in co.
- spawn killing aliens in combat. Two jp rines with gl should easily be able to take out the 5 spawning skulks and still have time to reload before the next wave. The least they could do is add some spawn invulnerability time as default.
- in combat the whole alien team will go early lerk and we'll end up with the problem of the early co betas where most rines couldnt leave base due to mass-sporing. (is it me, or does the lerk spore need more energy than before?)
new sounds are pants btw - the 'hoover' is particularly bad. And why on earth do aliens get a sound from startrek when upgrading???
Overall, I find the new beta makes it more fun for marines and less fun for aliens. At a guess, however, carapace onos will rule ns and jp/gl will rule co. Oh, and the new spit just goes to show how pathetic the acid rocket is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1 shotgun blast/lmg clip can kill a lerk.... If you are having probs with lerks owning you it is because of a lack of skill that you posess, not because they are unbalanced. BTW spore does take a lot of energy... so if the entire team is sporing you to death it is because (aliens cheating and using "Teamwork") of a major skill difference, not because of game unbalance.
Jet packers have always been worthwhile.... they are right where they should be.
I liked the oldschool shounds anyways...
I have played NS since 1.x and they know what they are doing... this beta has some good fixes from last beta.
Please find something worthwhile to talk about instead of whining.
So? Whether or not anyone takes them does not determine whether they are balanced.
Something about them not being different, and actually needing teamwork to use properly is causing the scarcity.
Considering how many levels it takes to get a jetpack, you have plenty of time to get ready for them. Unless you're getting your rear ends handed to you, in which case the jp just quickens the inevitable.