<!--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-->Marine CO upgrades are simply not earth-shattering enough. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Guess you've never seen the vaccum cleaner of doom whoring up a hive 24/7 since the patch went live, have you.
omg co is teh imbalanced?!! since when have marines won everygame in co...hmm since the day co was introduced?
who cares about co balances really, its not like combat is in cal or antyhing so i dont think the devs are as worried about combat as they are classic, so stop playing combat.stop crying, and play classic
Combat is basically marines better get levels quickly in the first 5 minutes, because after that it's a long spiral to defeat (unless someone gets a jetpack, that just blows the game wide open if the aliens don't have a decent focus lerk). A big difference now though is the adaptability of the aliens. A xeno skulk for instance can go gorge, web up the hive and heal for a bit, then go right back to xenoing, which is, imo, a very nice buff. it just takes a bit of planning on how you upgrade now.
<!--QuoteBegin-arele+Sep 5 2004, 11:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (arele @ Sep 5 2004, 11:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Guess you've never seen the vaccum cleaner of doom whoring up a hive 24/7 since the patch went live, have you. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> rofl I like that analogy... however one thing I have noticed. Do marines seem to walk faster now?
<!--QuoteBegin-paper_tiger+Sep 5 2004, 10:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (paper_tiger @ Sep 5 2004, 10:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My verdict is ALIENS = BORING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! so NS is now just half a game <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You need more exclamation marks.
Marines now have a chance to destory the hive, focus is negated by welders and lvl 1 armor, so its your fault if you don't get a welder and weld other people, what a basic concept! Now killing a higher life form holds a certain amount of satisfaction, now hand grenade kills are actually somewhat more common.
However, the win ratio of Combat is about roughly even, people still think Khaara can run down long corridors with a fade and die with killing two marines that is the right thing to do, no no no...
Khaara play defensively in Combat and must take every chance they have to drive back marines with everything they have, thusly you can adapt when you die instead of being stuck as a perma skulk or gorge; no longer can you suicide with higher life forms recklessly, attacking the CC is now a dangerous thing to do if you're one of the higher life forms and your hive is under attack.
Give it two weeks before spamming the forum, this should be locked but it may still have some more people to flame me on my post for no real purpose.
Its been what, one day since 3.0 release and you ungrateful Minions are <b>already</b> whining your sorry little heads off.
Alot of work went into this patch, give it a chance before putting it down. Or at least when you do, give some bloody constructive feedback as to how to fix the issues that you have noticed.
Well, can't explain with constructive feedback why, but I just like beta 5. And I fail to understand how people can say "you killed the game!" 24 hours after a patch release, especially when this patch doesn't change much at all. I like beta 5, I like mp_blockscripts, and 95% of the french people think like me. Sometimes you wonder how devs can still enjoy to develop this game for free, while they just get this amount of "this sucks!11!1". Well at least, on the behalf of the french players, thanks a lot guys. Really.
<!--QuoteBegin-supernorn2000+Sep 5 2004, 05:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Sep 5 2004, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its been what, one day since 3.0 release and you ungrateful Minions are <b>already</b> whining your sorry little heads off.
Alot of work went into this patch, give it a chance before putting it down. Or at least when you do, give some bloody constructive feedback as to how to fix the issues that you have noticed.
I'm so sick of this crap. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ok, here goes:
Every patch I can ever remember of NS had metamod issues. Why not test metamod compatibility before releasing next time?
Knockback reduction was added in B5, yet it's extremely bugged. Sometimes you fly back regardless of your current position (IE vents or not moving, etc), and for some reason knife knockback is now extreme. Why not test new changes before releasing?
Blockscript isn't entirely right, seeing as it blocks the console key randomly if you use a custom config, and it does a lot of other weird stuff. Was this tested?
There's a huge "not being able to select weapons" bug in B5. Did this get in at the last minute, or was this not occuring in playtests?
Combat is now one huge spawncamp fest. One GL can kill an entire wave spawn if you have a bit of skill and knowledge of the spawn entities, and don't even say "get carapace", was this tested in depth?
Solution to MM issue: Test metamod in PT's.
Solution to knockback & blockscript issue: Test changes and features in PT's and see if they work properly.
Solution to not being able to select weapons: Seeing as this happened to my 5 games in a row so far in 2 hours of playing, you can't tell me this wasn't around in the PT's, and if it wasn't, it means it was a last minute addition and will be easy to find.
Solution to combat changes: PT more thoroughly, since it's obvious this combat system isn't working (don't say it's working, go play an hour of combat as alien and you can come back to tell me it is). joev had an awesome idea during b4a testing which was "click to spawn". This would fix *everything*. You could also include selecting upgrades while dead, which would allow you to choose what to spawn with using all your points, and would actually block spawncamping since if you know you're being camped, you can co-ordinate with your team to spawn as onos <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
If any snide remarks popped up in there, I apoligize. I've been playing for a few hours now and some things are annoying, but I don't mean to insult or flame anyone. The nsstaff put a lot of hard work into this patch and I realize that, I'm just trying to give some suggestions to fix things.
<!--QuoteBegin-Wither+Sep 5 2004, 12:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wither @ Sep 5 2004, 12:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Solution to combat changes: PT more thoroughly, since it's obvious this combat system isn't working (don't say it's working, go play an hour of combat as alien and you can come back to tell me it is). joev had an awesome idea during b4a testing which was "click to spawn". This would fix *everything*. You could also include selecting upgrades while dead, which would allow you to choose what to spawn with using all your points, and would actually block spawncamping since if you know you're being camped, you can co-ordinate with your team to spawn as onos <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ooooh me likey
Comments
<!--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-->Marine CO upgrades are simply not earth-shattering enough. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Guess you've never seen the vaccum cleaner of doom whoring up a hive 24/7 since the patch went live, have you.
who cares about co balances really, its not like combat is in cal or antyhing so i dont think the devs are as worried about combat as they are classic, so stop playing combat.stop crying, and play classic
A big difference now though is the adaptability of the aliens. A xeno skulk for instance can go gorge, web up the hive and heal for a bit, then go right back to xenoing, which is, imo, a very nice buff. it just takes a bit of planning on how you upgrade now.
rofl I like that analogy... however one thing I have noticed. Do marines seem to walk faster now?
You need more exclamation marks.
Marines now have a chance to destory the hive, focus is negated by welders and lvl 1 armor, so its your fault if you don't get a welder and weld other people, what a basic concept! Now killing a higher life form holds a certain amount of satisfaction, now hand grenade kills are actually somewhat more common.
However, the win ratio of Combat is about roughly even, people still think Khaara can run down long corridors with a fade and die with killing two marines that is the right thing to do, no no no...
Khaara play defensively in Combat and must take every chance they have to drive back marines with everything they have, thusly you can adapt when you die instead of being stuck as a perma skulk or gorge; no longer can you suicide with higher life forms recklessly, attacking the CC is now a dangerous thing to do if you're one of the higher life forms and your hive is under attack.
Give it two weeks before spamming the forum, this should be locked but it may still have some more people to flame me on my post for no real purpose.
Alot of work went into this patch, give it a chance before putting it down. Or at least when you do, give some bloody constructive feedback as to how to fix the issues that you have noticed.
I'm so sick of this crap.
Sometimes you wonder how devs can still enjoy to develop this game for free, while they just get this amount of "this sucks!11!1". Well at least, on the behalf of the french players, thanks a lot guys. Really.
Alot of work went into this patch, give it a chance before putting it down. Or at least when you do, give some bloody constructive feedback as to how to fix the issues that you have noticed.
I'm so sick of this crap. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ok, here goes:
Every patch I can ever remember of NS had metamod issues. Why not test metamod compatibility before releasing next time?
Knockback reduction was added in B5, yet it's extremely bugged. Sometimes you fly back regardless of your current position (IE vents or not moving, etc), and for some reason knife knockback is now extreme. Why not test new changes before releasing?
Blockscript isn't entirely right, seeing as it blocks the console key randomly if you use a custom config, and it does a lot of other weird stuff. Was this tested?
There's a huge "not being able to select weapons" bug in B5. Did this get in at the last minute, or was this not occuring in playtests?
Combat is now one huge spawncamp fest. One GL can kill an entire wave spawn if you have a bit of skill and knowledge of the spawn entities, and don't even say "get carapace", was this tested in depth?
Solution to MM issue:
Test metamod in PT's.
Solution to knockback & blockscript issue:
Test changes and features in PT's and see if they work properly.
Solution to not being able to select weapons:
Seeing as this happened to my 5 games in a row so far in 2 hours of playing, you can't tell me this wasn't around in the PT's, and if it wasn't, it means it was a last minute addition and will be easy to find.
Solution to combat changes:
PT more thoroughly, since it's obvious this combat system isn't working (don't say it's working, go play an hour of combat as alien and you can come back to tell me it is). joev had an awesome idea during b4a testing which was "click to spawn". This would fix *everything*. You could also include selecting upgrades while dead, which would allow you to choose what to spawn with using all your points, and would actually block spawncamping since if you know you're being camped, you can co-ordinate with your team to spawn as onos <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
If any snide remarks popped up in there, I apoligize. I've been playing for a few hours now and some things are annoying, but I don't mean to insult or flame anyone. The nsstaff put a lot of hard work into this patch and I realize that, I'm just trying to give some suggestions to fix things.
PT more thoroughly, since it's obvious this combat system isn't working (don't say it's working, go play an hour of combat as alien and you can come back to tell me it is). joev had an awesome idea during b4a testing which was "click to spawn". This would fix *everything*. You could also include selecting upgrades while dead, which would allow you to choose what to spawn with using all your points, and would actually block spawncamping since if you know you're being camped, you can co-ordinate with your team to spawn as onos <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ooooh me likey