Patch Changes Bad

JdeFalconrJdeFalconr Join Date: 2002-11-01 Member: 2792Members
<div class="IPBDescription">The NS team shouldn't give in to us.</div> I will state right away that I haven't played NS with the new server patch yet, so I haven't experienced it. However, after looking at the changes, recounting my own play experience, and spending time reading these forums, it looks like the NS team has simply given in to all the players' demands!!! The NS team are the ones in control of the game for a reason, otherwise someone else would have produced this mod! Almost every change in this patch is something either suggested by forum posters or whined and complained about. I am of the opinion that these complaints and whinings were NOT all correct. Some things needed to happen, like increasing the ROF on alien towers. But toning down so many aspects of the Marines was unnecessary!! Instead of forcing players to utilize teamwork and their respective species (aliens or marines) specialized play styles, it looks as though the NS team has instead given in to popular criticism and given people what they want instead of being true to their original intent! I certainly hope this isn't the case, but it looks to be that way.

What a sad state of affairs if the development and evolution of NS becomes ruled by its players, not the original few who had the concept and vision to create the mod. What would have happened if the same was done with Counterstrike? Gooseman had an original vision and he didn't let that get marred when people whined about things that they didn't think were right with CS. (take for example the huge debate over the jumping changes in 1.4) Now there's a difference between players criticizing and being correct and players criticizing and being wrong, but my opinion is that <b>the majority of criticism regarding balance issues (the main thing that this patch seems to address) is nonsense generated by people who don't understand the need to adapt their playing styles to fit those of the aliens,</b> and these false criticisms shouldn't be given in to in light of the original vision that was NS.
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Comments

  • VangorVangor Join Date: 2002-05-22 Member: 655Members
    So, you're going to complain to get them to change it back? Consider that little fact. BTW, most people know the unbalances, and most things they are balancing out aren't so drastic as what you may be thinking, I mean, toning down the HMG from 27 damage to 23 won't cause them to pull out their knife, if they do, they are dumb, it is just a bit more fair in terms of damage to rate of fire, or things like no blast damage for grenades, blast damage = double damage to structures, this caused marines to clear hive areas and hives themselves far to quickly. Those changes are quite necessary to allow Kharaa any chance throughout most of the game, as it stands, Kharaa must do things in a precise order to win, Marines may be much more lax about it, of course, they have their own, must be done against that Kharaa thing, but, they don't need to do it if Kharaa don't do their own thing, so, it is pressure on the Kharaa to either win the war or not, the Marines play it through. That, is the problem with the game, forcing the Marines to take action.
  • TurtleTurtle Join Date: 2002-10-18 Member: 1540Members
    Um, you destroy your argument completely by saying that you haven't tried the new patch. Unless you have tried it for longer than a day, don't post this kind of stuff.

    Those numbers you see are just numbers, you'll find that numbers don't mean much, just the feel of the game. Right now, it feels right.

    Over the course of the next few weeks I suspect many marine players will think the marines have been severely toned down. And to a small extent I think they were, but now marines must rely on each other and the commander, instead of turret farms to do the work.

    So each time I see a post saying that marines were screwed, I get the real picture in my mind of a kid saying "OMFG! You mean we have to use teamwork now?!"
  • The_SeerThe_Seer Join Date: 2002-11-02 Member: 5250Members
    Well I only played two games, so I'm not going to go patch bashing yet, but I went two days seeing the aliens pwn so much until the patch, and now the aliens have even more advantages, so I'm just gonna go out on a loop here and say that this will cause the aliens to win a tiny bit more. But if you play aliens right, as in rushing and keeping attacking them, making sure they don't expand, which is how my past 15 games went, Marines have no problem using teamwork since they are all in the same place trying to defend for their dear lives anyway.

    Over 90% of the time, there's at least 3 Marine scouting parties early to mid game, and if the aliens aren't dominating by the late game, then people usually coordinate enough to kill the alien bases one by one. Do you really see Marines not working together?
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Okay... here's the BIG problem with your complaint.

    Yes, they did everything the players asked for.

    In 5-10% adjustments.

    Reduce damage on the GL from 200 to 180? That's a MINISCULE change, overall.
    Bumping the OffChamber health from 1100 to 1200? That's tiny.
    Lowering Siege Cannon damage from 350 to 330? That's one extra shot or so against things, but almost exactly the same overall damage, and still as lethal to things AROUND those structures.

    The only 'large' changes were lowered grenade-clip size, and boosted firing rate on the acid rockets. :-)

    They're being smart, IMHO. They're finding all the complaints EVERYONE has, that are reasonable, and adjusting ALL of them a LITTLE bit. Not huge, sweeping changes to a few places, but polishing the entire whole cloth of the project in the rough spots, so the game at it's core stays even more the same, that I can see.

    And as far as I can see, the 'new' complaints will let them zero in on which of those changes were over-compensation, and they're keep micro-adjusting them. They're avoiding ANY spikes in the mesh of the game itself at this point, and just using a little Bondo and a Dremel to fine-tune the contours. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    And yes, I tend to play Devil's Advocate, but that's because my honest opinions can run both ways on an issue. I may disagree with specific points on the changes, but I agree with the approach compared to other mods that do small numbers of large changes. This is a large number of small changes, so it's less of an overall change, more subtle, more flowing. Less a completely new game. Compare FireArms 2.4 to 2.5 to 2.6 to 2.65... each play COMPLETELY differently, due to the massive changes between versions, they kept the same base rules, sure, but the game itself changed wildly.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Personally I'm hoping that they'll find some other way to balance out SG carpeting. Shutting down when the turret fac goes away is an interesting wrinkle, but a) it's almost laughably easy to take out a turret fac because 99% of commnaders couldn't place a turret to save their lives and b) I can no longer recycle unused turret factories to take away cover from meddling aliens. Add on to that the fact true SG carpeting makes taking out the turret fac all but impossible, and I can't see this tweak having a positive impact on gameplay at all.

    Then there's the fact 70% of the things in the patch are little stuff like dropping HMG damage by 10%, or siege damage by 12%.... sure, it technically has an effect on gameplay, but I really don't think anybody's going to notice it. It almost seems as if a lot of things were put in just to make it seem like they're adjusting balance, when really it's just pacifying the angry mobs of morons yelling "Aliens Suck".

    Lag issues, resource fixing, team balancing, heal/ammo evaporation: good stuff. The rest of it is just useless noise.

    BTW: Can anyone tell me if the Silence upgrade affects the new noise made by Regeneration?
  • RiftWolfRiftWolf Join Date: 2002-11-03 Member: 6071Members
    I personaly don't think any part of the patch is bad, but I have to say that it would not be needed at all if people would work togeather, Every time I have been an Alien, no one on my team has ever palned anything, they never comunicate, the only thing I get is the automated "Life form is under attack". If Aliens would work togeather, they would stand a chance, but they just run off and od what they want.

    Adrian/RiftWolf
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    I just played a game. Our commander did a reasonably good job. However we still got absolutely owned in a hurry!! It was a pretty even match up until the aliens got fades. They trapped us in our base and it seemed impossible to kill them, even with a hmg. I'm not going to start demanding changes until I play it more, however, I think that the fades cost is far too low for what they get. Don't get me wrong, I like the idea of having stronger fades, but they get them way too easy as is. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • UnknownUnknown Join Date: 1970-01-01 Member:
    44 is hard enough to get, protecting two hives and nodes. the new balance is perfect, the aliens now have a much better chance with two hives, i must of killed 40 guys already with the acid rocket
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    I don't think it should take 3 hives, I just think they should cost more.

    How can you argue that the fades are not overpowered, and then go on to say how much they own everyone? It took the aliens only 15 minutes to get 2 fades, which are now almost comparible to an onos as far as their acid rocket goes. Making them more expensive would prevent them from getting these early on, which is what I think is the main inbalance. But, like I said, I've only played one game, so I'll test it a bit more.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Most of the 'new' changes were already tried and true concepts from one of the last three Release Candidates. Flayra didn't listen so much to the whiners than that he simply took some of the more experimental and / or action-enforcing elements back.
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    I like the changes I see on the patch.
    I haven't played it, so I wont know if anything is bad about it experiencewise. But I like what I see.
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    ...and for the better, I'm sure. I still think that the fade is overpowered now. Think about all the changes:
    - Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
    - Increased fade armor from to 90/125 to 125/150
    - Increased acid rocket damage from 50 to 60
    - Increased base speed of fade from 210 to 240
    I think it went from underpowered, to overpowered. I Wouldn't have a problem with them being so strong if they would cost more...
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Don't forget that the Fades purpose is to be the main soldier class of the aliens.
    During the playtests, we had the equation '1 Fade = 4 LMG-marines', so the lvl4 is really just back where it was supposed to be in the first place.
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    Of course. I have no problem with their power, but the cost...

    Ok, I'm done restating my point over and over <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Ablack_ratEAblack_ratE Join Date: 2002-11-02 Member: 4759Members
    dont you see man? cant you understand whats goin on? the ns team gots you all fooled. there was no resource "bug" in the first release. it was all on purpose. and they know what there doin nerfin the marines in 1.01. its all a hoax duuude. whats really goin on is that beta 1.0 was to get everyone used to playin marines. now everyone wants to be aliens. so next patch is gonna be the "real" NS. everyone will be skilled in both sides and it will all work out baby. all ya gotta do is look at the lack of evidence and it all starts makin sense.

    ok so i stopped reading hafway through the post and decided to be an **obscenity**. anyway everytime this happens to a mod it makes me think of the simpsons halloween episode where the aliens kidnap clinton and dole.

    abortions for everyone! boooo!
    abortions for noone! booo!
    ok... abortions for some, no abortions for others! yay!
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited November 2002
    <!--QuoteBegin--Nemesis Zero+Nov 6 2002, 10:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Nov 6 2002, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Don't forget that the Fades purpose is to be the <b>main</b> soldier class of the aliens.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You can't make a class that's supposed to be the backbone of your swarm too costly.
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    <!--QuoteBegin--Nemesis Zero+Nov 5 2002, 07:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Nov 5 2002, 07:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Nemesis Zero+Nov 6 2002, 10:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Nov 6 2002, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Don't forget that the Fades purpose is to be the <b>main</b> soldier class of the aliens.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You can't make a class that's supposed to be the backbone of your swarm too costly.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh i c. However that equation was more like 15 lmgs = 1 fade. They probably just had a good vantage point. I'll play more...

    Oh, and (A//black.rat//E), that actually makes alot of sense. I doubt that they would do this, but it does seem kind of odd how they "accidentally" gave the marines 10x the resources at the last second <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> If this is what they really did...what a great idea! Force the players to explore both sides so that they can get the full flavor! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • WoggyWoggy Join Date: 2002-10-09 Member: 1466Members
    edited November 2002
    Well, Ive noticed that the marines seem to like to stay alone now a days. On the first day everyone followed all commander orders and thye allcamped at their fortified bases. They always owned with their teamwork.
    Now the marines think theyre invincible and are leaving their bases without commander permission and theyre dying easily.
    Remember guys, and LM isnt supposed to take out a fade by himself. Thats right, teamwork.
    Also ive noticed the commanders aint so strict anymore. They let people jsut wonder around.
    What they should do is make sure each member has an order, defending the base, grouping at point X , rainding point C, etc.
    I was trying to make the commander today to call his units to ocme to abse so we can organize an attack on the hive, but he didnt really do a good job of it and soon the onos and fades came in and kapoof.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Yeah, and don't forget that one of Flayra's reasons for changing the grenade launcher and the fade was that he "over-compensated for fades seeming unbeatable near to release". This sounds to me like gameplay changes were occuring throughout the playtest, so is there any reason why they should stop now?

    Besides, what's wrong with make the alien side a little easier to play with until the alien community in general has a chance to master the incredibly unique team? Once alien players grow in skill (which WILL take time, don't forget the many marine players can fall back on several years of learning how to play as humans in a FPS or a commander in a RTS), we can slowly reverse the changes to keep it in balance. The very best mods evolve with it's community, it doesn't ignore it.

    By the way, I worked out that going from 0.66 shots per second to 1 shot per second means that you will go from 3 shots in 5 seconds to 5 shots in 5 seconds. Going from 50 damage to 60 damage means that in that same 5 seconds we have gone from dealing 150 damage to 300 damage! Yes that's right, the changes add up to a doubling in the acid rocket's damage!

    Also, it went from needing 11 HMG hits to kill a fade to 16. Read up on this and more in the Kharaa strategy forum in a post called "The New Server-Side Patch"
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    <!--QuoteBegin--Someone Who Cares+Nov 5 2002, 06:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Someone Who Cares @ Nov 5 2002, 06:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just played a game. Our commander did a reasonably good job. However we still got absolutely owned in a hurry!! It was a pretty even match up until the aliens got fades. <b>They trapped us in our base</b> and it seemed impossible to kill them, even with a hmg. I'm not going to start demanding changes until I play it more, however, I think that the fades cost is far too low for what they get. Don't get me wrong, I like the idea of having stronger fades, but they get them way too easy as is. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Kind of hard to get away from your teammates when you're trapped with them. Just had to point that out...
  • VangorVangor Join Date: 2002-05-22 Member: 655Members
    edited November 2002
    ** watch it ** I'm good at both Marines and Aliens from the second day, and with the changes, it helps slightly for the Aliens, but, I still see the same thing goin on that always happened, however, it just adds less delay to the inevitable for Marines, and helps to delay the inevitable for Aliens, which it should.

    My biggest concern through this entire game was, most Marines, are DUMB. I found why they send them into battle with the Aliens to die, they are so stupid that no one cares, they are no help to society. How do I know most Marines are dumb? Cause they can't count. They seem to think 11 and 5 are the same numbers.

    Incase you didn't catch the meaning of that rant, people swarm to the Marines side and never once consider that perhaps the teams need to be balanced, and, I hope to see an auto-switch ability so that a random Marine, even the commander, can get switched out in 3 minutes if the teams become uneven and no one does switch before that time. One big thing, is Marines having to many people, then an Alien leaves, so then the teams become unbalanced right there. I think it would be funny if it was a 50/50 chance of the commander leaving, and possibly at 1, 1:30, or 2 minutes, so all of a sudden, their commander is gone, cause they don't enjoy playing fair.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    /me raises hand

    ummm the new patch just fixed the marine whoring...
    kthx....
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    People seem to ignore the very simple fact that lives do not cost resources. The effectiveness of the early skulk rushing is based on this; prevent the marines from expanding at no resource cost to the alien team.

    I think that the predominance of turrets and Heavy / Heavy marines sort of tore down the necessity to depend on your teammates for the marine team; hence, it is now common for marines to walk off by themselves - suicidal to say the least, and dangerous even with heavy / heavy. Small squads of 3 or 4 LMG marines are almost infinitely more effective than a single marine with HMG simply because they have better lastability, and they cost fewer resources as well.

    I realise that squad - based strategy can split marine forces, but it also aids the most important part of playing the marines - expansion. A squad of marines can set up a resource node and protect it until turrets come on line - 1 or 2 marines are far easier to kill, especially if they are all building at the time.
  • Ablack_ratEAblack_ratE Join Date: 2002-11-02 Member: 4759Members
    Vangour, that post had absolutely no sarcasm in it.
    /sarcasm
    anyway its what happens when you stay up till 4 for the 3rd night in a row playin ns. the stupidity from lack of sleep just oozes out of every pore.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited November 2002
    JdeFalconr is right in his subject line: the devs shouldn't give in to the players. Most notably, they shouldn't give into silly people like JdeFalconr who pass judgement on the patch before even trying it out.

    However, the devs are smart and realize that some of us have a clue what we're talking about. That's why it is a good sign that we're hearing a lot of people on the forums enjoy the changes. I think that ultimately this is a step in the right drection.

    I am under the impression that there needs to be a few more changes. Two things that I think should ultimately be investigated:

    1. Find the way to get the aliens out of a situation where they are trapped with only one hive and have turrets preventing them from building in either of the other two hives. (Giving 1 hive alien technology a means to better thwart sentry turrets is my main push here.)

    2. Give the marines a couple of starting turrets to prevent them from being overrun at the start of a match by a dedicated rush. (Yes, the marines could bail themselves out if they're good, but sometimes that's an awfully big 'if'.)

    I'm reserving any other judgement until after I get a chance to try things out after the patch.
  • HannebambelHannebambel Join Date: 2002-11-02 Member: 5416Banned
    The most important thing has been done!

    Auto-Team-Balance!

    It has been getting annoying to play 10 Marines vs 6 Aliens all the time.
  • DracoPaladoreDracoPaladore Join Date: 2002-11-01 Member: 2613Members
    <!--QuoteBegin--Nemesis Zero+Nov 6 2002, 10:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Nov 6 2002, 10:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Most of the 'new' changes were already tried and true concepts from one of the last three Release Candidates. Flayra didn't listen so much to the whiners than that he simply took some of the more experimental and / or action-enforcing elements back.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ya, I guess I fell under that whiner category. My email to him was actually quite immature if I think back. I didn't say anything harsh, and after reading it, it was just retarded. He's heard what I've said over a million times. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> Its nice that Flayra's working hard though. So far, he's done a better job than most COMPANIES I've seen. Hell, he got a patch out in a week. Most companies coulden't do that if their lives depended on it. I think he deserves a break <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I think it was an excellent idea that you guys kept old play testing elements and concepts and put em in if needed.

    All I really can say: Damn good job NS team.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Ok, lets do some math here....

    (watches a bunch of people jump out of windows)

    Mmmmmmk then. An LMG has 50 shots, with about 10 damage a shot, I'f I read that right. That's 500 damage a clip, over about 3 seconds, is 166.667 damage per second.

    Now, lets say that the marines have the skill of slime mold, and can only get 1/4th of their bullets to hit. That brings the total ammount of damage done by a single marine down to 41.667 damage a second, enough to cripple a fade by the time they empty their clips at them, but not enough to kill them with the new armor. OmFg! Unb4|4nc3!

    But hang on a second there, 1337-y. They are aiming for 4 marines to a fade.... mmmk, that "skill of slime mold thing" just got canceled out. The fireteam as a whole is back up to dumping 166.667 damage a second onto that fade. Doesn't seem so unbalanced now, does it?

    Bottom line, fireteam versus fade in open combat= fade soup. But we wont be in open combat, if the fade player has any skill at all, he'll be hiding, using pseudo- hit and run tactics until he gets you down to 2 marines... and then he blinks at you and rips you up.

    So, if the marines check their corners, check for cloaking, and cover each other, they can defeat that fade. It just takes.. (GASP!) thinking.
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    /me jumps out window
  • HellbillyHellbilly A whole title out of pity... Join Date: 2002-11-02 Member: 3931Members, NS1 Playtester, Constellation
    *pokes Draco for whining*

    I still have to try a server with new patch to see the difference so i can´t say if it´s good or bad yet.

    *pokes Draco again for not being on msn*
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