The New Patch Is Great

VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
<div class="IPBDescription">Thank you</div> The auto team balance makes a world of difference!
The other stuff is good too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
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Comments

  • DiscoJoeDiscoJoe Join Date: 2002-11-04 Member: 6860Members
  • Mr_Special_EDMr_Special_ED Join Date: 2002-11-05 Member: 7076Members
    God damn having to work. Any information on how many servers have actually implemented the changes? I imagine folks will get the patch simply because it forces team-balance.
  • NightShadeNightShade Join Date: 2002-11-01 Member: 2219Members
    patch rocks. and the people fussing about aliens to powerful and rushing. You just suck. aliens still get owned with a good commander and team. and i even had the honor of having to plan a trap for a fader. I love how the game is now. If humans lose now it is because they suck.
  • Mr_Special_EDMr_Special_ED Join Date: 2002-11-05 Member: 7076Members
    <!--QuoteBegin--NightShade+Nov 6 2002, 10:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightShade @ Nov 6 2002, 10:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->patch rocks. and the people fussing about aliens to powerful and rushing. You just suck. aliens still get owned with a good commander and team. and i even had the honor of having to plan a trap for a fader. I love how the game is now. If humans lose now it is because they suck.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    So what you are saying then is this - as soon as folks get comfortable with the controls and play mechanics, then the ALIENS have no shot since MARINES should win if they know what they are doing.

    Ahhhh. Ok. Now THAT warms my heart.
  • DSYStaufDSYStauf Join Date: 2002-11-02 Member: 4429Members
    <!--QuoteBegin--NightShade+Nov 6 2002, 06:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightShade @ Nov 6 2002, 06:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->patch rocks. and the people fussing about aliens to powerful and rushing. You just suck. aliens still get owned with a good commander and team. and i even had the honor of having to plan a trap for a fader. I love how the game is now. If humans lose now it is because they suck.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If the marines lose, then they suck? So, by that logic, that would mean that the game is still greatly unbalanced in the marines' favor. Is that what you're saying?
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    I'm seeing some marine losses but they're still playing like they are invulnerable...

    IE, turreting up a hive then leaving, with the turret factory in front ;p

    Or building hundreds of turrets everywhere and ending up with no armor because of lack of resources...
    etc etc etc

    But I have seen Marine ownage also, mainly when a good commander who knows about these things is in control.

    1 marine + heavy armor is worth far more than 2 turrets... as soon as more commanders realise this, the aliens are in trouble <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I wonder tho why they set the autoteambalance to more than 2 players. I would find it more balanced if it was set to more than 1 player and you can't join that team. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • FunkTheMonkFunkTheMonk Join Date: 2002-11-02 Member: 4933Members
    I thought it was supposed to be near impossible in the new patch to create turret farms. This pic (thats attached) was from a server with the new patch and this was just ONE of such farms
  • FunkTheMonkFunkTheMonk Join Date: 2002-11-02 Member: 4933Members
    ok.. the pic didnt work but what i showed was 9 turrets, 2 siege cannons, 3 armourys, 2 adv turret controls and a marine outside 1 of our hives
  • Mr_Special_EDMr_Special_ED Join Date: 2002-11-05 Member: 7076Members
    No. That WOULD be a nice feature to have, it's just not in this new patch. Which is a shame.

    So yes, you are going to see TURRET nests for awhile to come, it's just that now the FACTORY MUST be functional to keep the things online, so no more rushing through a weed of TURRETS, just take the FACTORY out and the rest will follow.
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    Oh, you can still create turret farms but...

    * all the money went into turrets instead of weapons / armor for your guys
    * if the aliens can kill the turret FACTORY those turrets stop working
  • Darc_MystDarc_Myst Join Date: 2002-11-06 Member: 7347Members
    The new patch is excellent, and for all these people saying that it favours Aliens too heavily, it's my belief that if the game was balanced before, then it's even more balanced now.

    Don't ask me how that works, but still. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    Darc Myst
  • IcculusIcculus Join Date: 2002-01-24 Member: 26Members
    currently a lot of commanders are still making turret farms, but when they do this i have noticed a definite lack of Heavies walking around cuz their resources are thin. ALso, turret farms dont scare me much anymore, as a fade and a decen t lerk can just take out the turret factory and voila, usless turrets hehe.


    thus far i only have 2 patch complaints.

    1. I think the hmg should have its old damage given back, i think with the correct resources in place the raised cost is sufficent to balance the weapon. I have noticed heavies having a very hard time killing me as a fade, and while i'd like to think im "just taht good" i defintely think their weapons are lacking kick hehe.

    2. The auto team balance is a good start, but i have seen in 3 games already an issue pop up where its 8 on 8, the aliens start losing.... one alien switches to marines )9v7) then when it looks worse some aliens drop, leaving it 9 on 6 or even 9 on 5. THe problem then is that if no one joins the server the teams will just sit like that.. which obviously sucks. I think forced team switching is annoying, but in this case it may be the lesser of 2 evils <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->.

    otherwise awesome patch, i think once the marines stop relying on turrets and start relying on eachother we are gonna see some amazing matches!


    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> *chomp* <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> Happy Hunting.
  • BathroomMonkeyBathroomMonkey Feces-hurling Monkey Boy Join Date: 2002-01-25 Member: 78Members, Retired Developer, NS1 Playtester, Contributor
    edited November 2002
    How many nodes did the marines have? If you let them control the majority of the nodes, then they will still get a fair supply of rps. If you fail to defend the majority of the resource nodes from the other team, they deserve to stomp you into the group with their wares . . .

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think forced team switching is annoying, but in this case it may be the lesser of 2 evils <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I don't know about that-- the issue here is that since it's primarily a strategy game, any team switch is incredibly harmful (especially late in the game) because you know the other team's weak points, tech/evolutionary level, and general plans. I don't know which is worse, to be honest.
  • DSYStaufDSYStauf Join Date: 2002-11-02 Member: 4429Members
    edited November 2002
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How many nodes did the marines have? If you let them control the majority of the nodes, then they will still get a fair supply of rps. If you fail to defend the majority of the resource nodes from the other team, they deserve to stop you into the group with their wares . . .<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well said. Like others have stated... being an alien, it is important to always keep the pressure on. Keep harassing the marines. It slows them down a lot. All the while the gorges on your team are securing more nodes/hives.
  • TurtleTurtle Join Date: 2002-10-18 Member: 1540Members
    "- Added auto team-balance: you are not allowed to join a team if joining it would give that team more then 2 players more then the other team."

    I wonder why it's more than two players rather than 1 player? I guess the extra resources for uneven teams might even things out, a little.

    Anyway, I'm noticing that the fights for strategic rooms and hives are actually going back and forth. The marine turrets are now not end all defenses unless the aliens have screwed up and given marines enough resources to make a turret farm (and since the marines earned it, I will no longer complain about turret farms, it's a valid marine tactic if they have the cash). Even then, a marine really has to watch the area or else a good fade or lerk will make short work of the defenses. Countless times one side has retaken an area only to have the other side march on in while they're building up defenses, then they take the room, and the process repeats.
  • NovakoalaNovakoala Join Date: 2002-07-17 Member: 962Members, Constellation
    Its nice to see the teams balanced (in player number). No more 12 v 4 matches.

    I've certainly noticed less turret farms (well... in one match our commander decided to build them - consequently we were all running around with LMGs and no armour).
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    Yes, I would say that overall the game is more fun than it was, which is always a good thing!
  • BronskiBronski Join Date: 2002-10-29 Member: 1702Members
    Right now the "balance" issues some people think that exist have to do with tactics.

    I have found that hit and run tactics work quite well to draw off aliens when your base is attacked. One time i crawled through a vent and i could see one of the hives. I was a normal soldier with an LMG. I just started shooting the hive and i got a third of the alien's team to come to there.

    We still lost but that got me thinking about tactics.
  • Just_AyaneJust_Ayane Join Date: 2002-11-06 Member: 7317Members
    The patch is good, i think for winning a game it depends on the teams and on the players, if u have a marine team with 4 noobs vs a alien team with 1 noob and 3 novice fair chance is that marines will def. lose.

    I like it, now where are the new maps?!? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • NightShadeNightShade Join Date: 2002-11-01 Member: 2219Members
    edited November 2002
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->patch rocks. and the people fussing about aliens to powerful and rushing. You just suck. aliens still get owned with a good commander and team. and i even had the honor of having to plan a trap for a fader. I love how the game is now. If humans lose now it is because they suck. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    Thats how some of you sound like. Skill this skill that. I wanted aliens to get upgraded. I fussed about it with everyone else. But i did not want acid joy everywhere with fades. giving aliens a weapon with range is really bad idea. the range should be for turrets and buildings. i can understand <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> getting owned by a fader up close. but <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> getting owned by acid goodness? all they got to do is set up defs and some offs turrets so human will not chase them. regen hp back and jump back into action with acids.

    ok could a team of humans take out a team of aliens? aliens making them immune to bullets acid spam and one or 2 of <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> good night. Oh and 2 hives give them the acid crap. i saw 2 faders take out turrets while everyone else was trying to get armor hp and health. by the time we get a team up and going turrets and things was down.
  • Just_AyaneJust_Ayane Join Date: 2002-11-06 Member: 7317Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->giving aliens a weapon with range is really bad idea. the range should be for turrets and buildings. i can understand getting owned by a fader up close.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Aliens need some ranged weapons or else it would suck, then it would be ranged vs melee. It's fair as it is....
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited November 2002
    In NS autoswitching is even more neccessary than usual, because the rate in which resources comes in is partly based off of how many players you have on your team.

    When you consider that, the seemingly major advantage of knowing the other side's layout is minimal.

    I think folks whining about getting owned by fades may very well be playing incorrectly. Fades really aren't that durable, even with the patch. Unload a HMG on them and they tend to go splat. Get a bunch of marines together and the fade has to play more intelligently still.

    There wasn't THAT major of balance changes made as of the patch. Marines got a slight nerf, one (and only one) species of alien got a slight boost. There was an insignificient bit of damage reduction on marine grenades, HMG, and siege turrets. A slight but important cost raise on sentries and heavy armor, while some alien structures gained a few hitpoints and had a slight cost decrease. Overall, little adjustments, nothing too major.

    As a result, Marines can still be quite nasty little biznatches with the grenades, turret farms, and siege cannons. The patch didn't do much to address that. However, the Aliens have a little bit more of a fighting chance now.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    <!--QuoteBegin--Icculus+Nov 6 2002, 08:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Icculus @ Nov 6 2002, 08:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1. I think the hmg should have its old damage given back, i think with the correct resources in place the raised cost is sufficent to balance the weapon. I have noticed heavies having a very hard time killing me as a fade, and while i'd like to think im "just taht good" i defintely think their weapons are lacking kick hehe.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Remember that an HMG (25) costs about half as much as a Fade (44). Exactly half as much if the Fade upgrades (50).

    The HMG is alot better now (for the aliens) IMO, it kills skulks in 3 shots instead of 2, which actually does alot of difference. If a Fade or even Onos is unfortunate enough to get surrounded, he's still dead.

    <b>GJ new patch :D</b>
  • STRiCTLY-iNDOSTRiCTLY-iNDO Join Date: 2002-11-05 Member: 7060Members
    BUMP BUMP nothing but a warm THANK YOU keep it up we love it ghehe !
  • MisfireMisfire Join Date: 2002-11-03 Member: 5764Members
    This patch is excellent.

    It makes things even more perfect.

    Keep making the servers faster.
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    No complaints here... Stop Bitching and play the damn game! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • BonelessBoneless Join Date: 2002-09-03 Member: 1270Members
    edited November 2002
    I'm pretty sure that Flayra will do some fine balance tweaking and further optimizations to server code. But right now this patch really makes the marine role more challenging and not the (almost) boring walk around the map that was before. GG Flayra. Now take a rest... I can wait patiently now for your next release.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Pre-patch, an upgraded Fade had a combined health and armor total of 325. The HMG, whihch used to do 20 dmg, took 17 shots to kill him. Now that the HMG does 18 dmg, it takes 18-19 shots. Basically, what I am saying is that this change makes almost no difference at all, and is almost definitely not so drastic so as to secure alien victories most every game.

    Now, I will agree that on the night <i>before</i> the patch, I was kicking some major @ss as a Fade, so I don't know how necessary it was to increase his power, but I'll see.

    I'll post my opinion once I've actually played it today.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Have to say, I really like the patch. Marines now have to worry about aliens smaller than the big 'un. Adds a bit of atmosphere imo. No more hiding behind the 25 sentry guns...If marines camp one hive aliens still have a chance to get it back... It IS harder for marines now, but it's more fun as well.

    Disclaimer: Just my opinion, and yes I played as both sides... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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