The Following Will B In Nxt Patch
whiskas
Join Date: 2002-11-02 Member: 5020Banned
<div class="IPBDescription">News from Flayra</div> pasted straight from IRC
<span style='color:red'><b>NOTE: EVERYTHING IS SUBJECT TO CHANGE.</b> Do not edit this part out again, or I will be forced to lock the topic.</span>
<Flayra|Patch> O Lessen sentry damage from 27 to 23
<Flayra|Patch> O Lessened siege damage from 350 to 330
<Flayra|Patch> O Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
<Flayra|Patch> O Increased fade armor from to 90/125 to 125/150
<Flayra|Patch> O Increased acid rocket damage from 50 to 60
<Flayra|Patch> O Increased base speed of fade from 210 to 240
<Flayra|Patch> O Changed regeneration upgrade from fixed number to percentage of alien max health
<Flayra|Patch> O Grenades no longer do blast damage, and damage reduced from 200 to 180
sorry, I forgot to add this in:
<Flayra|Patch> (blast damage means double damage vs. structures btw)
that means GL won't do double damage against buildings anymore YAY!
and here's some more stuff he said:
<Flayra|Patch> I could lower the grenade firing rate (back to the way we had it near the end of PTing) but I think this will be enough
<Flayra|Patch> I think I overcompensated after some of those games where fades were unbeatable
<Flayra|Patch> I agree actually, on the blast damage for GLs. I could keep the blast actually, but right now they take out buildings faster then siege
<Flayra|Patch> 4-round clip could come back, but it has an annoyingly long reload anim
<Flayra|Patch> Because whiskas is so great, i'm gonna dedicate this mod to him and donate my life savings to my friendly neighborhood animal shelter.
OMG here's some more stuff:
<Flayra|Patch> Here is the current list of balance changes for this week's patch:
<Flayra|Patch> O Lessen sentry damage from 27 to 23
<Flayra|Patch> O Lessened siege damage from 350 to 330
<Flayra|Patch> O Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
<Flayra|Patch> O Increased fade armor from to 90/125 to 125/150
<Flayra|Patch> O Increased acid rocket damage from 50 to 60
<Flayra|Patch> O Increased base speed of fade from 210 to 240
<Flayra|Patch> O Changed regeneration upgrade from fixed number to percentage of alien max health
<Flayra|Patch> O Grenades no longer do blast damage, and damage reduced from 200 to 180
<Flayra|Patch> O Increased research time for heavy armor from 80 to 100
<Flayra|Patch> O Increased HMG cost from 23 to 25
<Flayra|Patch> O Increased grenade launcher cost from 27 to 30
<Flayra|Patch> O Increased cost of heavy armor from 20 to 25
<Flayra|Patch> O Lower cost for offensive chambers from 16 to 14, and build time from 40 to 30
<Flayra|Patch> O Lessen HMG damage from 20 to 18
So far the aliens are getting a boost while the marines are being downgraded. And supposedly this patch will be released this week!!
<span style='color:red'><b>NOTE: EVERYTHING IS SUBJECT TO CHANGE.</b> Do not edit this part out again, or I will be forced to lock the topic.</span>
<Flayra|Patch> O Lessen sentry damage from 27 to 23
<Flayra|Patch> O Lessened siege damage from 350 to 330
<Flayra|Patch> O Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
<Flayra|Patch> O Increased fade armor from to 90/125 to 125/150
<Flayra|Patch> O Increased acid rocket damage from 50 to 60
<Flayra|Patch> O Increased base speed of fade from 210 to 240
<Flayra|Patch> O Changed regeneration upgrade from fixed number to percentage of alien max health
<Flayra|Patch> O Grenades no longer do blast damage, and damage reduced from 200 to 180
sorry, I forgot to add this in:
<Flayra|Patch> (blast damage means double damage vs. structures btw)
that means GL won't do double damage against buildings anymore YAY!
and here's some more stuff he said:
<Flayra|Patch> I could lower the grenade firing rate (back to the way we had it near the end of PTing) but I think this will be enough
<Flayra|Patch> I think I overcompensated after some of those games where fades were unbeatable
<Flayra|Patch> I agree actually, on the blast damage for GLs. I could keep the blast actually, but right now they take out buildings faster then siege
<Flayra|Patch> 4-round clip could come back, but it has an annoyingly long reload anim
<Flayra|Patch> Because whiskas is so great, i'm gonna dedicate this mod to him and donate my life savings to my friendly neighborhood animal shelter.
OMG here's some more stuff:
<Flayra|Patch> Here is the current list of balance changes for this week's patch:
<Flayra|Patch> O Lessen sentry damage from 27 to 23
<Flayra|Patch> O Lessened siege damage from 350 to 330
<Flayra|Patch> O Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
<Flayra|Patch> O Increased fade armor from to 90/125 to 125/150
<Flayra|Patch> O Increased acid rocket damage from 50 to 60
<Flayra|Patch> O Increased base speed of fade from 210 to 240
<Flayra|Patch> O Changed regeneration upgrade from fixed number to percentage of alien max health
<Flayra|Patch> O Grenades no longer do blast damage, and damage reduced from 200 to 180
<Flayra|Patch> O Increased research time for heavy armor from 80 to 100
<Flayra|Patch> O Increased HMG cost from 23 to 25
<Flayra|Patch> O Increased grenade launcher cost from 27 to 30
<Flayra|Patch> O Increased cost of heavy armor from 20 to 25
<Flayra|Patch> O Lower cost for offensive chambers from 16 to 14, and build time from 40 to 30
<Flayra|Patch> O Lessen HMG damage from 20 to 18
So far the aliens are getting a boost while the marines are being downgraded. And supposedly this patch will be released this week!!
Comments
Just finished a game, got turret/grenader/HMG holed again.. can't wait for patch!
And this will change what? Once one is built, you've STILL got about 20 seconds before the every building in the nearby area is nuked.
I'd personally rather see the cost doubled. Or tripled. Or the rate of fire halved. +(
Hm.
Without a blast radius, will it even be ABLE to hurt buildings?
so much for the hasty claims that "balance is fine, so shut up"
btw, you should adopt the term "crush damage" for damage against buildings, as blast damage indeed refers to area of effect.
-----
Nullzero
if 1 skulk(me) can defend half the map by himself, obviously its not because the skulk is uber-strong, the marine players just sucked hardcore.
As for seige cannons still "nuking" every building in twenty seconds, that is fine. That is the point of the weapon. The seige cannon has numerous disadvantages which can be exploited.
The cost tweaks on marine gear seem right on. I guess we'll just have to see how it all works with the resource bug fixed.
Oh well. I'm tired. It's hard for me to muster the sort of indignant complaints that are so abundent at this point.
I actually don't mind the current balance, the only thing that ticked me off was the turret farms and how quickly the marines could get heavy armor, hmgs, and motion tracking (the ultimate alien killing combination).
As for the siege cannon, I too am all for it nuking structures. In fact, since it will cost relatively more, with less protection from turret farms, the siege will require much more finesse to use, and some live marines to defend it.
One thing is for sure, these changes will mean the aliens can now make a comeback if they're losing, and the marines need much more teamwork to survive, rather than turret farming everything.
so much for the hasty claims that "balance is fine, so shut up"
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
What is that supposed to mean? If you don't have something nice to say, don't post anything.
I think the biggest problem with siege cannon is it's weird ability to cause damage through walls. I hope that little "feature" will be fixed in the next patch.
Just now me + some experianced aliens managed to put the hurt on a bunch of marines. Me and my friend setup a base (he was gorge the whole time) while i spent about 20 minuets befor and after as a lurk flying around like a spaz, needling about 10 people and a bunch of sentrys inside their main base. After a bit, they break out the grens, but i manage to save the buildings and contain them inside their base with some nifty flying. But then they build a siege cannon. BANG, the whole thing turns to shit. Our damn nice outpost which has been beating off all comers for about 15 minutes without either of us dying, is blasted to shreds in seconds. The marines bust out, rampage across the map and gren spam our hives to death. What should have been a well earned victory turned into yet another lame defeat.
Summary: all that is needed to balance is remove siege hitting thru walls and halve gren RADIUS (making it not double vs buildings like they are going to is nice as well). I dunno about anyone else here but im sick of having 50+ hp and dying from a single gren 2 screens away.
As for seige cannons still "nuking" every building in twenty seconds, that is fine. That is the point of the weapon. The seige cannon has numerous disadvantages which can be exploited.
The cost tweaks on marine gear seem right on. I guess we'll just have to see how it all works with the resource bug fixed.
Oh well. I'm tired. It's hard for me to muster the sort of indignant complaints that are so abundent at this point.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Disadvantages? Like what, requiring a whole 9 extra resources and being defended by sentry turrets?
Yes, the 9 million sentry turret will be fixed next patch, but that won't change having sonic cannons being defended by them.
As for seige cannons still "nuking" every building in twenty seconds, that is fine. That is the point of the weapon. The seige cannon has numerous disadvantages which can be exploited.
The cost tweaks on marine gear seem right on. I guess we'll just have to see how it all works with the resource bug fixed.
Oh well. I'm tired. It's hard for me to muster the sort of indignant complaints that are so abundent at this point.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Disadvantages? Like what, requiring a whole 9 extra resources and being defended by sentry turrets?
Yes, the 9 million sentry turret will be fixed next patch, but that won't change having sonic cannons being defended by them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
yes...but they can't afford them all easily!
turret fact is 25, turrets are what 16? and then siege is a bit more
if there is a problem flyra can just realise another skill.cfg asap
so lets just try it out and see what happens <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->