Either that is a stupid HA, or the comm needs to take a few lessons in pg placement. =P I'll give the HA the benefit of the doubt, say YES to marine pushback and blame the comm. We marines should not have to suffer because of a commander's inadequacies.
<!--quoteo(post=1570208:date=Oct 16 2006, 01:35 PM:name=mrThefter)--><div class='quotetop'>QUOTE(mrThefter @ Oct 16 2006, 01:35 PM) [snapback]1570208[/snapback]</div><div class='quotemain'><!--quotec--> If an onos is stupid enough to stand on an IP or PG, I think he deserves to be telefragged.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Vote <!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->NO<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> to prop "alien pushback".<!--sizec--></span><!--/sizec--> Let the stupid aliens die. <!--QuoteEnd--></div><!--QuoteEEnd-->
Actually I think everybody is staying well away from pgs and ips, telefrags usually occur by chance and by murphy's law (the more res you wield the more chance you've got to die horribly), it's like saying 'hey remove guardrails from roads, let the stupid drivers crash', except that murphy's law now applies to how much stupid drivers have drank
The guard rails are for humans. If a car were to run through the guardrail, it'd really make no difference. =D Unless you're looking at elevated ramps...
Ah, murphy's law. My nemesis. I shall defeat thee one day.
I really like the ghost structures idea, though. Sure, blocking will be over, and gorges don't have to worry about those annoying comms doing RT block, but.. Siege positions will pretty hard to hold now. Rambo skulk comes in and touches all the unbuilt siege cannons. LOLOLOL. Game over.
<!--quoteo(post=1570229:date=Oct 16 2006, 05:10 PM:name=mrThefter)--><div class='quotetop'>QUOTE(mrThefter @ Oct 16 2006, 05:10 PM) [snapback]1570229[/snapback]</div><div class='quotemain'><!--quotec--> The guard rails are for humans. If a car were to run through the guardrail, it'd really make no difference. =D Unless you're looking at elevated ramps...
Ah, murphy's law. My nemesis. I shall defeat thee one day. I really like the ghost structures idea, though. Sure, blocking will be over, and gorges don't have to worry about those annoying comms doing RT block, but.. Siege positions will pretty hard to hold now. Rambo skulk comes in and touches all the unbuilt siege cannons. LOLOLOL. Game over. <!--QuoteEnd--></div><!--QuoteEEnd-->
Really? I thought metal guard rails were used to block cars from going out of the road <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Anyway from what I understood marines just need to press use on structures once to materialize them, so it shouldn't be a problem
Kind of sad, really. After the recent onset of plugins that were made to address some of the changes that are going to be made to the scoreboard, they're finally adding it officially to the game.
WHY?! WHY HAVE YOU STOLEN OUR TIME?! But at least it will look much sexier than some hud messages.
I'm a little sad about the phasegate hitbox fix (Sorry, Makavelli, I'm usually that skulk strafing around the pg while you waste your ammo <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ) but it was a needed fix. Also, WTH is up with the previous turret factory hitbox? It looks like one big hitbox with a bunch of smaller unnecessary hitboxes inside of it. Were those extra hitboxes needed, or were they there just to increase lag? The seige cannon fix is a huge nerf for aliens though. skulks are going to have a hard time taking those out now, but its also annoying as a marine to see sparks bouncing off of thin air while shooting a skulk.
I strongly disapprove of the resource tower hitbox fix. There's no way a skulk can hide behind an rt now. If you want the hitbox to fit the model, please make the model bigger instead of the hitbox smaller (only for the RT). <!--coloro:#990000--><span style="color:#990000"><!--/coloro--><b> </b>These hitbox fixes are nerfing my skulk ><<!--colorc--></span><!--/colorc-->
I also approve of the resources listed next to player name. No more need for extra plugins!
I don't understand how anti-telefrag is going to work. Is it like the knockback plugin which prevents an alien from attacking a phasegate (or people phasing in through a phasegate) ?
3.2 seems to be nerfing aliens a bit
A lot of the changes so far have seemed like common sense or cosmetic fixes. The structure blocking so far has been handled by server rules (not that it's a bad change; the 'no structure blocking' rule needed official backing) Are there other major (gameplay) changes planned for 3.2?
The anti-telefrag seems like an alien buff, it means the fade/onos gets pushed back rather than dying when a marine phases through. You'll still want to stand off of the pg when attacking it so you don't get thrown back when a marine comes through, but the consequences of accidentally being on top of it aren't as bad. This also works to protect the HA marine welding everything, though.
<!--quoteo(post=1571166:date=Oct 24 2006, 09:52 PM:name=scaryface)--><div class='quotetop'>QUOTE(scaryface @ Oct 24 2006, 09:52 PM) [snapback]1571166[/snapback]</div><div class='quotemain'><!--quotec--> I'm a little sad about the phasegate hitbox fix (Sorry, Makavelli, I'm usually that skulk strafing around the pg while you waste your ammo <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ) but it was a needed fix. Also, WTH is up with the previous turret factory hitbox? It looks like one big hitbox with a bunch of smaller unnecessary hitboxes inside of it. Were those extra hitboxes needed, or were they there just to increase lag? The seige cannon fix is a huge nerf for aliens though. skulks are going to have a hard time taking those out now, but its also annoying as a marine to see sparks bouncing off of thin air while shooting a skulk.
I strongly disapprove of the resource tower hitbox fix. There's no way a skulk can hide behind an rt now. If you want the hitbox to fit the model, please make the model bigger instead of the hitbox smaller (only for the RT). <!--coloro:#990000--><span style="color:#990000"><!--/coloro--><b> </b>These hitbox fixes are nerfing my skulk ><<!--colorc--></span><!--/colorc-->
I also approve of the resources listed next to player name. No more need for extra plugins!
I don't understand how anti-telefrag is going to work. Is it like the knockback plugin which prevents an alien from attacking a phasegate (or people phasing in through a phasegate) ?
3.2 seems to be nerfing aliens a bit
A lot of the changes so far have seemed like common sense or cosmetic fixes. The structure blocking so far has been handled by server rules (not that it's a bad change; the 'no structure blocking' rule needed official backing) Are there other major (gameplay) changes planned for 3.2? <!--QuoteEnd--></div><!--QuoteEEnd-->
i don't understand why people complain when they fix the broken elements of the game.
My post was half-joking. I'm glad these bugs are fixed. (I'll just miss some of them because they were sometimes fun like the PG hitbox.) <div align="left">What I'm saying is that the skulk (and the structures themselves) has been balanced over time based on these bugs which have always been present. For example, many times I have only been able to eat seige cannons (and save a hive and the game in the process) because of the unreasonably big hitbox. I'm just worried that this will affect gameplay in the 3.2, and that the skulk or the structures will be unbalanced. </div>
Aliens are still going to win while Marines will struggle unless they have some vet carrying the game for them. 3.2 won't be saving NS or fixing anything for the matter except hit boxes and thats it. Hopefully Flayra will open his eyes up as well as the devs and wake up and not mess up on the next game they will make. I already have my doubt for the next NS:S/2.
<!--quoteo(post=1570108:date=Oct 15 2006, 07:34 PM:name=gumhat)--><div class='quotetop'>QUOTE(gumhat @ Oct 15 2006, 07:34 PM) [snapback]1570108[/snapback]</div><div class='quotemain'><!--quotec--> translation: lets make the game easier for marines cause i play marines only in pubs mr "i think gestation eggs have way too much HP" makaveli <!--QuoteEnd--></div><!--QuoteEEnd-->
No, it's more along the lines that I realize this game is alien-biased and I try to think of ways to fix it.
Removing telefragging is a huge bonus for aliens (one that they don't need). It's going to make fades waaay more effective if they don't have to be wary when a marine is keeping a mined phase gate in between you and him.
I don't understand how it isn't. In high-level teams on good servers when they hardly miss, and commanders spend a few medpacks the marines hardly ever get 3 bites on them, the only reason a marine will die is out of stupidity or because of a lerk early game. Once marines and shotguns and HMG's the fades are rendered useless without a good skulk team and the fade just becomes a 1 swipe bait for the skulks. I don't know about the leagues you play in but in the Australian leagues in the top 4 or so teams you can see how much easier it is to win marines over aliens. Marines have map control and a faster kill rate at basic levels.
Don't get me wrong, I haven't watched demos from Aus Leagues in a while, but when I did all the "top-teams" had very poor alien rounds so I'm not surprised.
<!--quoteo(post=1571494:date=Oct 27 2006, 10:04 AM:name=MrMakaveli)--><div class='quotetop'>QUOTE(MrMakaveli @ Oct 27 2006, 10:04 AM) [snapback]1571494[/snapback]</div><div class='quotemain'><!--quotec--> Haymo, we aren't just talking about public play. We are talking about organized 6v6 play with two teams of equal skill. <!--QuoteEnd--></div><!--QuoteEEnd--> So am i, if the skill is high and the aim is great, marines win. BTW early shotgun > lerk, slot2 lerk is useless. Maybe your alien games are that much better, I don't know.
Spore isn't useful enough to stop a team building a phase gate in a cruicial position or a second hive, or killing early nodes. A good team knows how to spread themselves accordingly and a good commander knows when to med and which marines to med depending on the battle.
Comments
I'll give the HA the benefit of the doubt, say YES to marine pushback and blame the comm. We marines should not have to suffer because of a commander's inadequacies.
If an onos is stupid enough to stand on an IP or PG, I think he deserves to be telefragged.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Vote <!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->NO<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--> to prop "alien pushback".<!--sizec--></span><!--/sizec-->
Let the stupid aliens die.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually I think everybody is staying well away from pgs and ips, telefrags usually occur by chance and by murphy's law (the more res you wield the more chance you've got to die horribly), it's like saying 'hey remove guardrails from roads, let the stupid drivers crash', except that murphy's law now applies to how much stupid drivers have drank
Unless you're looking at elevated ramps...
Ah, murphy's law. My nemesis. I shall defeat thee one day.
I really like the ghost structures idea, though. Sure, blocking will be over, and gorges don't have to worry about those annoying comms doing RT block, but..
Siege positions will pretty hard to hold now. Rambo skulk comes in and touches all the unbuilt siege cannons. LOLOLOL. Game over.
The guard rails are for humans. If a car were to run through the guardrail, it'd really make no difference. =D
Unless you're looking at elevated ramps...
Ah, murphy's law. My nemesis. I shall defeat thee one day.
I really like the ghost structures idea, though. Sure, blocking will be over, and gorges don't have to worry about those annoying comms doing RT block, but..
Siege positions will pretty hard to hold now. Rambo skulk comes in and touches all the unbuilt siege cannons. LOLOLOL. Game over.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Really? I thought metal guard rails were used to block cars from going out of the road <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Anyway from what I understood marines just need to press use on structures once to materialize them, so it shouldn't be a problem
More changes posted in announcements.
New maps = sweetness indeed.
Interface changes = wootness indeed.
WHY?! WHY HAVE YOU STOLEN OUR TIME?!
But at least it will look much sexier than some hud messages.
The seige cannon fix is a huge nerf for aliens though. skulks are going to have a hard time taking those out now, but its also annoying as a marine to see sparks bouncing off of thin air while shooting a skulk.
I strongly disapprove of the resource tower hitbox fix. There's no way a skulk can hide behind an rt now. If you want the hitbox to fit the model, please make the model bigger instead of the hitbox smaller (only for the RT).
<!--coloro:#990000--><span style="color:#990000"><!--/coloro--><b>
</b>These hitbox fixes are nerfing my skulk ><<!--colorc--></span><!--/colorc-->
I also approve of the resources listed next to player name. No more need for extra plugins!
I don't understand how anti-telefrag is going to work. Is it like the knockback plugin which prevents an alien from attacking a phasegate (or people phasing in through a phasegate) ?
3.2 seems to be nerfing aliens a bit
A lot of the changes so far have seemed like common sense or cosmetic fixes. The structure blocking so far has been handled by server rules (not that it's a bad change; the 'no structure blocking' rule needed official backing) Are there other major (gameplay) changes planned for 3.2?
That's what I got out of the changelog, anyway.
I'm a little sad about the phasegate hitbox fix (Sorry, Makavelli, I'm usually that skulk strafing around the pg while you waste your ammo <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ) but it was a needed fix. Also, WTH is up with the previous turret factory hitbox? It looks like one big hitbox with a bunch of smaller unnecessary hitboxes inside of it. Were those extra hitboxes needed, or were they there just to increase lag?
The seige cannon fix is a huge nerf for aliens though. skulks are going to have a hard time taking those out now, but its also annoying as a marine to see sparks bouncing off of thin air while shooting a skulk.
I strongly disapprove of the resource tower hitbox fix. There's no way a skulk can hide behind an rt now. If you want the hitbox to fit the model, please make the model bigger instead of the hitbox smaller (only for the RT).
<!--coloro:#990000--><span style="color:#990000"><!--/coloro--><b>
</b>These hitbox fixes are nerfing my skulk ><<!--colorc--></span><!--/colorc-->
I also approve of the resources listed next to player name. No more need for extra plugins!
I don't understand how anti-telefrag is going to work. Is it like the knockback plugin which prevents an alien from attacking a phasegate (or people phasing in through a phasegate) ?
3.2 seems to be nerfing aliens a bit
A lot of the changes so far have seemed like common sense or cosmetic fixes. The structure blocking so far has been handled by server rules (not that it's a bad change; the 'no structure blocking' rule needed official backing) Are there other major (gameplay) changes planned for 3.2?
<!--QuoteEnd--></div><!--QuoteEEnd-->
i don't understand why people complain when they fix the broken elements of the game.
I'm glad these bugs are fixed. (I'll just miss some of them because they were sometimes fun like the PG hitbox.)
<div align="left">What I'm saying is that the skulk (and the structures themselves) has been balanced over time based on these bugs which have always been present. For example, many times I have only been able to eat seige cannons (and save a hive and the game in the process) because of the unreasonably big hitbox. I'm just worried that this will affect gameplay in the 3.2, and that the skulk or the structures will be unbalanced.
</div>
Could of been a great game too its a shame.
I wouldn't worry about 3.2 being marine biased.
I hope 3.2 is marine biased.
<!--QuoteEnd--></div><!--QuoteEEnd-->
translation: lets make the game easier for marines cause i play marines only in pubs mr "i think gestation eggs have way too much HP" makaveli
<!--QuoteEnd--></div><!--QuoteEEnd-->
No, it's more along the lines that I realize this game is alien-biased and I try to think of ways to fix it.
Removing telefragging is a huge bonus for aliens (one that they don't need). It's going to make fades waaay more effective if they don't have to be wary when a marine is keeping a mined phase gate in between you and him.
Anyone who thinks 3.1 isn't alien biased needs to be slapped with a big, wet trout.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Haymo, we aren't just talking about public play. We are talking about organized 6v6 play with two teams of equal skill.
<!--QuoteEnd--></div><!--QuoteEEnd-->
So am i, if the skill is high and the aim is great, marines win. BTW early shotgun > lerk, slot2 lerk is useless. Maybe your alien games are that much better, I don't know.
Spore alone makes an early lerk worth it.
Is the 2nd part of the change log public information? (I.E. Can I post it in my forums or hold off?)