Dislike: Non-intuitive movement types (aka bhop, wiggle-walk, wall-strafe, nose-grinding, etc) Crackhopping. (Looks silly) Alien team's Fade reliance. HA fully countering spores. Flashing Wall of Ginsu (aka knife R.O.F) Res for Kills Cowardly Onos & specifically onos stomp for promoting them. Nerfed welders Nerfed OCs Super-speedy JPs. Siege's randomness (gonna be fixed, huzzah!) Fixed pattern shotgun shells. Game crashing from laser trip mines. Silenced xenocide Motion tracking (works a little *too* well)
Like: Whole freaking concept.. of course. Combat (Yeah.. I do like it.. you wanna make something of it?) New Lerk flight model. (Whaddya mean fly backwards? How many things do that?) Parasite switch fun Most official maps.. they seem to be getting better all the time. Teamwork (when you can find it) Games where the winner is in doubt for the majority of it. Hand grenades (whee! tink tink BOOOM) Laser trip mines More than one gorge! Healing armories Whole wack of bug fixes.
likes: - Unchained lifeforms (enhances the gameplay alot) - Bilebomb as Hive 2 ability for the gorge - The new lerk flight model - the much better hotboxes of 3.0 (comparing to 1.x to 2.x) - ammo dropping (for me no need to hump the armoury) and at least - all the bugfixes and improvments since 1.x
dislikes - Current unbalanced combat gameplay - Current acid rockets of fuffy puff - Handgrenades of Weakness 1d-10 - Lerk Spikes (i dont want to see noob lerks trying to spike away a phase gate for 10 minutes while their last hive is going down) - Charge is underpowered for a 3rd huve ability
-the removal of the beta 1 perma-groge system -lerks not having spikes -ayumi -short games -handgrenades -jp sound -alien team needs a good fade to win -siege killing alien life froms
likes: -game concept -most official maps -current fade -the new lerk flight model -improvments since 1.04 -games where u cant say after 5 min who will win -whole ns community
like: - free kharaa upgrades (beta6) - unchained lifeforms - distinct roles of alien lifeforms (could be augmented some more tho) - beacon - CONCEPT of handgrenades (implementation is not great)
dislike: - acid rocket (not just the stats, but the whole weapon!) - focus of the game shift from RTS to FPS - 90% of games following the same strategy on both sides - amount of 'skill' required to make unrealistic moves (rapid pistol shooting, bhopping, ...) - tweaking of lifeform balance towards combat mode - small number of official maps - smallish changes to the same maps every version (just when you know the map, it changes ever so slightly...)
Dislikes: -Shorter Games, wheres the epic feeling gone these rounds seem like you achieved nothing tbh at the end. -RFK - allows betetr players to evolve faster and therefore continue to domiante with more rfk -Lerk Bite instead of spikes, lerks are supposed to be a support role. -Current ns_bast, sorry but i prefere 1.04 version greatly in this case i greatly prefere atmosphere over making it completly balanced. -PGS being only available to marines, means comm can pg right ontop of hive via a ninja marine, no real skill just luck. -Current onos, far far too weak.
- Hive2-3 skulks. - Gorge - Lerk - Fade - lmg and pistol - Old ns_caged layout. - JP before the most recent change.
- Most of the maps in general, although all have their faults.
<b>Dislike</b> (take a deep breath)
- Combat mode.
- HMG, for its price, too effective vs hive1 fades, too effective vs Oni
- Cannon fodder hive1 skulks
- Getting stuck on ladders while blinking as a fade.
- Acid rocket too weak.
- Unbalanced map features: -- Agora (too big, too many nodes outside marine start) -- Altair (way too dark, too many routes, not enough clearly defined choke points) -- Alyumi (long narrow corridors with no cover all over the place, cold turn's unbreakable glass) -- Metal (mineral node too marine biased, needs to be neutral imo) -- Hera (vent hive too vast, makes jetpack assaults too easy. Very hard to defend againt a siege base in processing) -- Nothing (distribution of nodes is skewed in favour of cargo at the expense of powersilo. Powersilo is very remote and the exits easy to camp by marines) -- Nancy (labyrinthine vent system, doors)
- Slow moving elevators in maps - Moving Doors in maps - Instant-kill elevators - Over reliance on ladders in maps - Water in maps
Hate: <b><span style='color:red'>CO</span></b> Reduced gorge healing radius Removed spike from lerk Retarded turrets and ocs sux acid rocket **** plugins, that bloodust one stackers catpack short and unbalanced games ns_altair new ns_bast gorges too weak gorges and skulks too expensive to switch, should be both 0 imo
Like: 2.0 RFK comms ablity to control lifts and doors old ns_bast Gorge Rush in 2.0 offical NS maps faster shotgun siege killing aliens concept of NS flayra HG GGs, not nescessarily to be long shortened distressing time, rape marines if nescessary the rest of the stuffs
Like: +Marines as they are now (mostly) +NS3 Lerkflightmodel +The suggestions made by DragonMech <!--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-->Ok, now that I've had dinner, let me be a tad more detailed on what I meant when I said: QUOTE The alien game currently has 3 hit and run aliens - you only need one. (make the lerk support again, the fade a soldier, and the onos the godlike tank.)
Please note that these are all my opinions. 1) lerk.gif The lerk should be a harassment unit - something that is hard as hell to hit, but goes down fast when you do hit it. To that effect, _slightly_ reduce it's hitpoints and give it a fairly hefty speed boost (say, +100 units/second). Then, ditch bite for spike again, *but* increase the ammount of adrenaline spike uses so that a lerk won't do much when spiking a building. Spikes should also do 1/2 damage to buildings. In essence, the lerk should be spending most of it's time popping out of vents, firing off a spore cloud and then pulling back in. Spikes would be used to take out marines that have been softened up with spores, and also to wear down HA. I should also note that multidirectional lerk flight should be reintroduced (it's in the bugtracker).
2) fade.gif I have two different ideas as to how the fade could work. Either keep the current fade as a hit-and-run alien, or change it to a soldier. Suggestions for how the current H&R fade could be tweaked or made into a soldier abound in the I&S forum.
3) tiny.gif Please. For the love of god. Make him a tank. Not an indestructable game-ending lifeform, but something that doesn't have to run like a pansy whenever more than one marine is around. Give the onos some damage resistances (ie: -25% damage from HMGs/shotguns, -50% all other weapons). Then, change out his abilities so they are more like this: 1) Gore - have it do more damage. IIRC it used to do 120 damage. Why don't we try that again? 2) Ram - onos rushes forward real fast. If it hits anything, it does 500 damage to it. Has a 3-5 second cooldown time before ram can be used again. 3) Devour - no change, just move it to the 2nd hive weapon slot. 4) Stomp MkII. This is based on an old version of stomp. Essentially, all marines in a certain radius (say, 1000 units horizontally, +/- 300 units vertically) of the onos get stunned for 3 seconds. This takes 1/2 of the onos's energy, and has a 7+ second cooldown time to prevent spammage. IMO it would be a 3rd hive ability worth fearing. Naturally, this would require the onos to cost 100 res/5 points again.
(Author's note: this comes from a pubber's point of view. Yes, I know that a 'skilled onos' is supposedly a match for a trio of HAs. That has never been my experience in a classic map.) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> (fade should be soldier) +lerk spikes (bite AND spike in first weapon slot possible? If not i´d prefer the spikes) +fade acid rocket of 1.04 +onos stomp/devour +NS 3 gorge armament (mostly) +NS 3 maps +minimaps (at all) with locations and colored vents (I know, these are not made by the devs, but they should adopt this great cantribution) +HA now save from Spores +electricity for marine RT +Marine Handgrenades (but there shuld be 2 of them on Marine´s belt) +all alien upgrades are usefull now +RTS part pre 3.0 +long games pre 3.0 +the ongoing bugfixig and the overall development of the best multiplayergame I ever got my hands on +a dev is looking into this thread
Now the stuff I don´t like: -the try to keep co and ns balanced with the same values for lifeforms and weapons. Since they are too different, one part will always suffer if you try to balance the other if you use the same values.
-CO (you might have figured out, why)
-slow down in current NS development (patch schedule once was much faster)
-focus on more FPS style -Resources for Kills (!!!) -Scoreboard -anythinng else that encourages Rambo behavior -Phase gates transport entire marine time at once to the same direction -current play time per NS map - accuracy of OCs in any version (they should be equal to sentrys in accuracy and enemy detection) -Sentry speed of alien detection -Randomness of Siege -Damage of Siege (too high, aliens schould get a chance to kill siegebase) -no protective cloud of spores around alien RT, as an upgrade -current balance -atmospheare loss on many maps (eclipse, veil) -focus on competitive play -amount of ranged damage inflictable by marines in games with many players (umbra should have a better blockrate to compensate) -pistol rate of fire and accuracy
I know that some of my thoughts are better suited for the I&S, but these ideas just went through my mind when thinking about the stuff I dislike in ns and are connected to them. I´m sorry if i stepped a little out of the line when staying with the guidelines of the creator of this thread.
-Lerk Spikes (The equalizer!) -2.0x Onos -Ability to comeback at a Marine's Last Stand and a 2 Hive Lockdown -Old Sensory Chamber that Parasites marines that walk by -Bile Bomb -Catalyst packs
Dislikes: -Med Spam -Elecrification -The amount of noise the HA makes. -Beacon -Motion Tracking -The current Redemption
Primal Scream (too short duration) Umbra (too low radius) Removal of Spikes Overnerfed Acid Rocket Overnerfed Onos Bunnyhopping Crackhopping Leap in Mid-Air Scripting Res for Kill No more perma gorging complete res model and distribution Jetpackers (are demi-gods now) Electrify for RTs is ok, but Aliens need a counterpart for their RTs Still unfitting models and animations for sentries and Sieges Rine weaponry is getting boring, no variety, no alternatives
Updated list. Keep it comming guys, and try to disclude third party plugins or things that dont directally effect the <i>offical</i> game, thanks.
Also, as I've been saying, dont hold any feedback back, no matter what my list says, or what anyone else has said. The list can always be changed based on feedback. If you feel you need to add more, <i>post a new post with the new feedback.</i> Its very hard to comb through the thread to pick out points of info in case someone has edited their post.
The movement isn't exactly sudden, though much louder now as we're approaching the release of yet another beta. People feel that due to the Lerk's relative fragility compared to other lifeforms, making him practically rely on a melee attack to deal any considerable damage makes it nothing more than "an over-glorified Skulk" and deducts from the Lerk's role as a support unit. Others, opposed to reintroducing Spikes, feel that the current model of Spikes would be too overpowering to any Lerk who could find a proper perch and do not feel like reliving the days of Lerks spending several minutes firing upon a single stucture to take it down while ignoring all other alerts fom the team.
I'd continue, but I don't know if Haze would care for it.
lerk is just that, relatively fragile. it all depends on your ability to fly with it. if you cant fly you will get shot down quite fast. besides, spores are very effective, shame on you if you disagree <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Even with the incredibly streamlined and effective flight system the Lerk now has, I can say from experience it's not easy to learn how to operate with the efficiency I've seen in several players (*CoughNarpCough*). Just like the Fade, Lerk's don't have the friendliest of learning curves; the reintroduction of Spikes could theoretically remove much of the necessity in mastering the skill of Lerk flight. Even so, I'm curious to see how Spikes <i>would</i> operate currently, though I see the Lerk fine as it is now. Curious, is all.
<b>Likes:</b> -Lerk spikes (Pre 2.0) -Stronger Onos (Pre 2.0) -New chamber updates, especially the sensory chamber (Post 2.0, into beta 6) -Perma gorge (1.0x) -New Lerk Flight (post 2.0?) -Fade Blink (post 2.0) -New SoF (post 2.0) -Pheremones (it was an awesome idea, just needed some tweaking to become useful) (2.0) -Alien Flashlight (needs lots of work, but its a great idea. Left in the dark and gathering dust..)
<b>Dislikes:</b> -Wimpy onos! (post 2.0) -Stomp and devour (post 2.0, makes the onos too hit and runny) -Short Games -RFK! -Electrification
So in other words, we should reinstate spikes and massively increase the durablity of the onos to decrease the skill required to be and effective player? Spores are extremely effective against light marines, especially when they travel in groups. Bite is useful for finishing off weakened LAs and JPs and for taking down buildings when necessary. While the onos could use perhaps a small buff, many of those suggested are ridiculous.
Major Dislikes: Redemption and Cloaking: Again, while we don't want the game to be too indimating to new players, NS would be better off without these two no-skill evolutions. Motion Tracking: Make it a 5-10 res upgrade that only has an effect within a certain radius of the upgraded obs, or remove it entirely.
Likes: I rather like all of the current versions of the offical maps, although a few need gameplay adjustments. Every upgrade besides the aforementioned, they all have useful applications
Likes: <ul><li>Aliens cannot use phase gates. It sucks having to place a MS pg in some remote location</li><li>No babblers- it was buggy, and the current gorge set of weapons is way more useful</li><li>Almost bugless</li></ul> Dislikes:<ul><li>Onos? Who cares! Its just a giant gorgish sissy! (make it a "tank")</li><li>Lerketh Spikes as primary weapon. Have it as secondary and keep bite (lerk takes 5 mins to kill pg)</li><li>Gorges not that significant</li><li>That people want chambers to be unchained. I think it'll suck after B6 with aliens being able to use ALL 3 abilities for no cost. Total unbalancage :O</li><li>Hand grenade- it sucks. Either make it cheaper, more effective, replace it with another weapon, or omit it completely</li><li>Spawn-campage in combat. Make spawn-invul integrated!</li><li>Shorter games suck.</li><li>Gorge Spit w/ focus > acid rocket = WTH? acid rocket is totally nubbed. buff it up!</li><li>JP sound</li><li>JP unstompable.</li><li>instead of stomp, perhaps paralyze would be better for agod-like onos tank...</li><li>turret = omg run away skulks! oc = 1 rine can take out an infinite amount given that he has infinite ammo.</li></ul> i think that the stomp mkII sucks, its too powerful. i think paralyze would suffice. oh, and make onos cost 100 res.
<!--QuoteBegin-Cj the Dj+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cj the Dj)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Lerketh Spikes as primary weapon. Have it as secondary and keep bite (lerk takes 5 mins to kill pg)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Please dont give feedback based on what my little list says. It has little or no say in anything, and is just to keep a pin on some often said feedback. Dont let it influence your answer any way. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<span style='color:blue'>Likes - - -</span> - Current Fade model - Games that you can no longer tell which team will win in the first 5 minutes (1.04 - 2.0) - New Lerk model, much easier to use - Healing armories - Unchained lifeforms (it took a while, but they finally gave in) <!--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--> - Old layout of maps: Caged, Hera, and Nothing - Jetpacks are much better than they were, despite the vacuum of death sound they make - Resources for Kills
<span style='color:red'>Dislikes - - -</span> - The dependence on the Fade for the aliens to even have a remote chance of survival - Pathetically weak Onos - No spikes for the Lerk - NS and CO having the same lifeform stats, which leads to invincible aliens in CO and puny ones in NS - Eclipse - Completely lost the atmosphere that made that map great... I used to love playing that map, now I avoid it if I can - Electrification - <b>BUNNYHOPPING</b> - I can bunnyhop quite well but I hate having to rely on it to kill marines... make the skulks faster - Knockback is outrageous - Mines - Anyone else besides me like the laser trip mines? - Onos stomp... leads to the wuss Onos who sits behind a corner and stomps, runs in, devours, stomps, and run out and doesn't even get shot at once - Slow elevators - More weapons for marines... we've been using the same weapons for a long time - When do we get the flamethrower? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> - Any noob can hop in the comm chair and guide the marines to a winning game if there is a vet marine that spawn camps the aliens - Comming used to be the biggest thing in NS, and now its diminished <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> - Short games
*** I will probably think of alot more things, but thats all I got for now ***
<!--QuoteBegin-Haze+Feb 18 2005, 05:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Haze @ Feb 18 2005, 05:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Cj the Dj+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cj the Dj)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Lerketh Spikes as primary weapon. Have it as secondary and keep bite (lerk takes 5 mins to kill pg)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Please dont give feedback based on what my little list says. It has little or no say in anything, and is just to keep a pin on some often said feedback. Dont let it influence your answer any way. <!--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--> acctually, i wasn't aiming at you spacifically. i was aiming at everyone who wants spikes back as primary.
Lofung and UKchaos: The version of Altair that y'all played is around 7 versions removed from the build that the CM and other playtesters are now playing. Normally I would ask for feedback but since that version is so far removed, it would be somewhat pointless. The only thing I ask is that you give the new version a fair chance. I realize the version that the pubs currently has is sevearly lacking and does not live up to the rest of the ns maps. I assure you that the new version does and up until the last min before 3.0 final is released, I will be polishing it up.
For future refrence however, if you have a problem with my map, or any other of the official levels, it helps if you can give specific feedback on what you don't like so that we can fix it instead of people just complaining about things.
Comments
Non-intuitive movement types (aka bhop, wiggle-walk, wall-strafe, nose-grinding, etc)
Crackhopping. (Looks silly)
Alien team's Fade reliance.
HA fully countering spores.
Flashing Wall of Ginsu (aka knife R.O.F)
Res for Kills
Cowardly Onos & specifically onos stomp for promoting them.
Nerfed welders
Nerfed OCs
Super-speedy JPs.
Siege's randomness (gonna be fixed, huzzah!)
Fixed pattern shotgun shells.
Game crashing from laser trip mines.
Silenced xenocide
Motion tracking (works a little *too* well)
Like:
Whole freaking concept.. of course.
Combat (Yeah.. I do like it.. you wanna make something of it?)
New Lerk flight model. (Whaddya mean fly backwards? How many things do that?)
Parasite switch fun
Most official maps.. they seem to be getting better all the time.
Teamwork (when you can find it)
Games where the winner is in doubt for the majority of it.
Hand grenades (whee! tink tink BOOOM)
Laser trip mines
More than one gorge!
Healing armories
Whole wack of bug fixes.
- Unchained lifeforms (enhances the gameplay alot)
- Bilebomb as Hive 2 ability for the gorge
- The new lerk flight model
- the much better hotboxes of 3.0 (comparing to 1.x to 2.x)
- ammo dropping (for me no need to hump the armoury)
and at least
- all the bugfixes and improvments since 1.x
dislikes
- Current unbalanced combat gameplay
- Current acid rockets of fuffy puff
- Handgrenades of Weakness 1d-10
- Lerk Spikes (i dont want to see noob lerks trying to spike away a phase gate for 10 minutes while their last hive is going down)
- Charge is underpowered for a 3rd huve ability
-the removal of the beta 1 perma-groge system
-lerks not having spikes
-ayumi
-short games
-handgrenades
-jp sound
-alien team needs a good fade to win
-siege killing alien life froms
likes:
-game concept
-most official maps
-current fade
-the new lerk flight model
-improvments since 1.04
-games where u cant say after 5 min who will win
-whole ns community
- free kharaa upgrades (beta6)
- unchained lifeforms
- distinct roles of alien lifeforms (could be augmented some more tho)
- beacon
- CONCEPT of handgrenades (implementation is not great)
dislike:
- acid rocket (not just the stats, but the whole weapon!)
- focus of the game shift from RTS to FPS
- 90% of games following the same strategy on both sides
- amount of 'skill' required to make unrealistic moves (rapid pistol shooting, bhopping, ...)
- tweaking of lifeform balance towards combat mode
- small number of official maps
- smallish changes to the same maps every version (just when you know the map, it changes ever so slightly...)
Pretty much all minus dislikes:
Dislikes:
-Shorter Games, wheres the epic feeling gone these rounds seem like you achieved nothing tbh at the end.
-RFK - allows betetr players to evolve faster and therefore continue to domiante with more rfk
-Lerk Bite instead of spikes, lerks are supposed to be a support role.
-Current ns_bast, sorry but i prefere 1.04 version greatly in this case i greatly prefere atmosphere over making it completly balanced.
-PGS being only available to marines, means comm can pg right ontop of hive via a ninja marine, no real skill just luck.
-Current onos, far far too weak.
Free upgrades
Lifeform evolving not hive-based
Lerk flight
Permanent healing ability
Hive health on HUD
Dislikes:
R4K
Dependant on fade
Onos useless at hive one
Onos being stompmachine
Onos can't move its fat legs fast enough
Hand grenades
- Hive2-3 skulks.
- Gorge
- Lerk
- Fade
- lmg and pistol
- Old ns_caged layout.
- JP before the most recent change.
- Most of the maps in general, although all have their faults.
<b>Dislike</b> (take a deep breath)
- Combat mode.
- HMG, for its price, too effective vs hive1 fades, too effective vs Oni
- Cannon fodder hive1 skulks
- Getting stuck on ladders while blinking as a fade.
- Acid rocket too weak.
- Unbalanced map features:
-- Agora (too big, too many nodes outside marine start)
-- Altair (way too dark, too many routes, not enough clearly defined choke points)
-- Alyumi (long narrow corridors with no cover all over the place, cold turn's unbreakable glass)
-- Metal (mineral node too marine biased, needs to be neutral imo)
-- Hera (vent hive too vast, makes jetpack assaults too easy. Very hard to defend againt a siege base in processing)
-- Nothing (distribution of nodes is skewed in favour of cargo at the expense of powersilo. Powersilo is very remote and the exits easy to camp by marines)
-- Nancy (labyrinthine vent system, doors)
- Slow moving elevators in maps
- Moving Doors in maps
- Instant-kill elevators
- Over reliance on ladders in maps
- Water in maps
<b><span style='color:red'>CO</span></b>
Reduced gorge healing radius
Removed spike from lerk
Retarded turrets and ocs
sux acid rocket
**** plugins, that bloodust one
stackers
catpack
short and unbalanced games
ns_altair
new ns_bast
gorges too weak
gorges and skulks too expensive to switch, should be both 0 imo
Like:
2.0
RFK
comms ablity to control lifts and doors
old ns_bast
Gorge Rush in 2.0
offical NS maps
faster shotgun
siege killing aliens
concept of NS
flayra
HG
GGs, not nescessarily to be long
shortened distressing time, rape marines if nescessary
the rest of the stuffs
+Marines as they are now (mostly)
+NS3 Lerkflightmodel
+The suggestions made by DragonMech
<!--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-->Ok, now that I've had dinner, let me be a tad more detailed on what I meant when I said:
QUOTE
The alien game currently has 3 hit and run aliens - you only need one. (make the lerk support again, the fade a soldier, and the onos the godlike tank.)
Please note that these are all my opinions.
1) lerk.gif
The lerk should be a harassment unit - something that is hard as hell to hit, but goes down fast when you do hit it. To that effect, _slightly_ reduce it's hitpoints and give it a fairly hefty speed boost (say, +100 units/second). Then, ditch bite for spike again, *but* increase the ammount of adrenaline spike uses so that a lerk won't do much when spiking a building. Spikes should also do 1/2 damage to buildings. In essence, the lerk should be spending most of it's time popping out of vents, firing off a spore cloud and then pulling back in. Spikes would be used to take out marines that have been softened up with spores, and also to wear down HA. I should also note that multidirectional lerk flight should be reintroduced (it's in the bugtracker).
2) fade.gif
I have two different ideas as to how the fade could work. Either keep the current fade as a hit-and-run alien, or change it to a soldier. Suggestions for how the current H&R fade could be tweaked or made into a soldier abound in the I&S forum.
3) tiny.gif
Please. For the love of god. Make him a tank. Not an indestructable game-ending lifeform, but something that doesn't have to run like a pansy whenever more than one marine is around. Give the onos some damage resistances (ie: -25% damage from HMGs/shotguns, -50% all other weapons). Then, change out his abilities so they are more like this:
1) Gore - have it do more damage. IIRC it used to do 120 damage. Why don't we try that again?
2) Ram - onos rushes forward real fast. If it hits anything, it does 500 damage to it. Has a 3-5 second cooldown time before ram can be used again.
3) Devour - no change, just move it to the 2nd hive weapon slot.
4) Stomp MkII. This is based on an old version of stomp. Essentially, all marines in a certain radius (say, 1000 units horizontally, +/- 300 units vertically) of the onos get stunned for 3 seconds. This takes 1/2 of the onos's energy, and has a 7+ second cooldown time to prevent spammage. IMO it would be a 3rd hive ability worth fearing. Naturally, this would require the onos to cost 100 res/5 points again.
(Author's note: this comes from a pubber's point of view. Yes, I know that a 'skilled onos' is supposedly a match for a trio of HAs. That has never been my experience in a classic map.)
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> (fade should be soldier)
+lerk spikes (bite AND spike in first weapon slot possible? If not i´d prefer the spikes)
+fade acid rocket of 1.04
+onos stomp/devour
+NS 3 gorge armament (mostly)
+NS 3 maps
+minimaps (at all) with locations and colored vents (I know, these are not made by the devs, but they should adopt this great cantribution)
+HA now save from Spores
+electricity for marine RT
+Marine Handgrenades (but there shuld be 2 of them on Marine´s belt)
+all alien upgrades are usefull now
+RTS part pre 3.0
+long games pre 3.0
+the ongoing bugfixig and the overall development of the best multiplayergame I ever got my hands on
+a dev is looking into this thread
Now the stuff I don´t like:
-the try to keep co and ns balanced with the same values for lifeforms and weapons. Since they are too different, one part will always suffer if you try to balance the other if you use the same values.
-CO (you might have figured out, why)
-slow down in current NS development (patch schedule once was much faster)
-focus on more FPS style
-Resources for Kills (!!!)
-Scoreboard
-anythinng else that encourages Rambo behavior
-Phase gates transport entire marine time at once to the same direction
-current play time per NS map
- accuracy of OCs in any version (they should be equal to sentrys in accuracy and enemy detection)
-Sentry speed of alien detection
-Randomness of Siege
-Damage of Siege (too high, aliens schould get a chance to kill siegebase)
-no protective cloud of spores around alien RT, as an upgrade
-current balance
-atmospheare loss on many maps (eclipse, veil)
-focus on competitive play
-amount of ranged damage inflictable by marines in games with many players (umbra should have a better blockrate to compensate)
-pistol rate of fire and accuracy
I know that some of my thoughts are better suited for the I&S, but these ideas just went through my mind when thinking about the stuff I dislike in ns and are connected to them. I´m sorry if i stepped a little out of the line when staying with the guidelines of the creator of this thread.
-Lerk Spikes (The equalizer!)
-2.0x Onos
-Ability to comeback at a Marine's Last Stand and a 2 Hive Lockdown
-Old Sensory Chamber that Parasites marines that walk by
-Bile Bomb
-Catalyst packs
Dislikes:
-Med Spam
-Elecrification
-The amount of noise the HA makes.
-Beacon
-Motion Tracking
-The current Redemption
Mmmmh, well all I like was already in 1.xx
Dislikes:
Primal Scream (too short duration)
Umbra (too low radius)
Removal of Spikes
Overnerfed Acid Rocket
Overnerfed Onos
Bunnyhopping
Crackhopping
Leap in Mid-Air
Scripting
Res for Kill
No more perma gorging
complete res model and distribution
Jetpackers (are demi-gods now)
Electrify for RTs is ok, but Aliens need a counterpart for their RTs
Still unfitting models and animations for sentries and Sieges
Rine weaponry is getting boring, no variety, no alternatives
Also, as I've been saying, dont hold any feedback back, no matter what my list says, or what anyone else has said. The list can always be changed based on feedback. If you feel you need to add more, <i>post a new post with the new feedback.</i> Its very hard to comb through the thread to pick out points of info in case someone has edited their post.
Thanks for the feedback thus far!!
Lack of Commander training, is there anyway to get around this?
Likes: The effects of the alien chambers
Teamwork being involved
I'd continue, but I don't know if Haze would care for it.
<u>Likes</u><ul><li>shotgun animation</li><li>ammo capacity for shotgun</li><li>ns_eclipse</li></ul>
<u>Dislikes</u><ul><li>knockback</li><li>lerk flight system</li><li>WON</li></ul>
<b>Likes:</b>
-Lerk spikes (Pre 2.0)
-Stronger Onos (Pre 2.0)
-New chamber updates, especially the sensory chamber (Post 2.0, into beta 6)
-Perma gorge (1.0x)
-New Lerk Flight (post 2.0?)
-Fade Blink (post 2.0)
-New SoF (post 2.0)
-Pheremones (it was an awesome idea, just needed some tweaking to become useful) (2.0)
-Alien Flashlight (needs lots of work, but its a great idea. Left in the dark and gathering dust..)
<b>Dislikes:</b>
-Wimpy onos! (post 2.0)
-Stomp and devour (post 2.0, makes the onos too hit and runny)
-Short Games
-RFK!
-Electrification
Major Dislikes:
Redemption and Cloaking:
Again, while we don't want the game to be too indimating to new players, NS would be better off without these two no-skill evolutions.
Motion Tracking:
Make it a 5-10 res upgrade that only has an effect within a certain radius of the upgraded obs, or remove it entirely.
Likes:
I rather like all of the current versions of the offical maps, although a few need gameplay adjustments.
Every upgrade besides the aforementioned, they all have useful applications
<ul><li>Aliens cannot use phase gates. It sucks having to place a MS pg in some remote location</li><li>No babblers- it was buggy, and the current gorge set of weapons is way more useful</li><li>Almost bugless</li></ul>
Dislikes:<ul><li>Onos? Who cares! Its just a giant gorgish sissy! (make it a "tank")</li><li>Lerketh Spikes as primary weapon. Have it as secondary and keep bite (lerk takes 5 mins to kill pg)</li><li>Gorges not that significant</li><li>That people want chambers to be unchained. I think it'll suck after B6 with aliens being able to use ALL 3 abilities for no cost. Total unbalancage :O</li><li>Hand grenade- it sucks. Either make it cheaper, more effective, replace it with another weapon, or omit it completely</li><li>Spawn-campage in combat. Make spawn-invul integrated!</li><li>Shorter games suck.</li><li>Gorge Spit w/ focus > acid rocket = WTH? acid rocket is totally nubbed. buff it up!</li><li>JP sound</li><li>JP unstompable.</li><li>instead of stomp, perhaps paralyze would be better for agod-like onos tank...</li><li>turret = omg run away skulks! oc = 1 rine can take out an infinite amount given that he has infinite ammo.</li></ul>
i think that the stomp mkII sucks, its too powerful. i think paralyze would suffice. oh, and make onos cost 100 res.
Please dont give feedback based on what my little list says. It has little or no say in anything, and is just to keep a pin on some often said feedback. Dont let it influence your answer any way. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
- Current Fade model
- Games that you can no longer tell which team will win in the first 5 minutes (1.04 - 2.0)
- New Lerk model, much easier to use
- Healing armories
- Unchained lifeforms (it took a while, but they finally gave in) <!--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-->
- Old layout of maps: Caged, Hera, and Nothing
- Jetpacks are much better than they were, despite the vacuum of death sound they make
- Resources for Kills
<span style='color:red'>Dislikes - - -</span>
- The dependence on the Fade for the aliens to even have a remote chance of survival
- Pathetically weak Onos
- No spikes for the Lerk
- NS and CO having the same lifeform stats, which leads to invincible aliens in CO and puny ones in NS
- Eclipse - Completely lost the atmosphere that made that map great... I used to love playing that map, now I avoid it if I can
- Electrification
- <b>BUNNYHOPPING</b> - I can bunnyhop quite well but I hate having to rely on it to kill marines... make the skulks faster
- Knockback is outrageous
- Mines - Anyone else besides me like the laser trip mines?
- Onos stomp... leads to the wuss Onos who sits behind a corner and stomps, runs in, devours, stomps, and run out and doesn't even get shot at once
- Slow elevators
- More weapons for marines... we've been using the same weapons for a long time - When do we get the flamethrower? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
- Any noob can hop in the comm chair and guide the marines to a winning game if there is a vet marine that spawn camps the aliens - Comming used to be the biggest thing in NS, and now its diminished <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
- Short games
*** I will probably think of alot more things, but thats all I got for now ***
CO SUX!
it really throws you out of the experience to see a healthy hive die seconds later unexpectedly
Please dont give feedback based on what my little list says. It has little or no say in anything, and is just to keep a pin on some often said feedback. Dont let it influence your answer any way. <!--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-->
acctually, i wasn't aiming at you spacifically. i was aiming at everyone who wants spikes back as primary.
For future refrence however, if you have a problem with my map, or any other of the official levels, it helps if you can give specific feedback on what you don't like so that we can fix it instead of people just complaining about things.