Kero I can see where you're coming from here, and maybe some people enjoy support roles better than fading or lerking (I really have a hard time believing that but I have to take you at your word) I still think that gorges could use work. They spend way too much time sitting around waiting for res, even if you want to keep your precious spit tactics. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
"Babysitting the hive" is not good gameplay.
Waiting 5 res to drop a second chamber is not good gameplay.
Sitting by a built marine node calling for help until second hive goes up is not good gameplay. (pubs only)
And besides gorging, but for something that could potentially be solved by looking at gorges from a design perspective, biting down marine nodes is terrible gameplay. It's the single most important task for skulks and it's also the dullest. Hell, make them play breakout or something, just to pass the time.
Please understand that I'm not saying "GORGES NEED NUKESSS AND CANNONZORS!!!11oeno". That's the furthest thing from my mind. I hate it when classes are homogenized that badly (read: CS).
All I'm saying is that there are some extremely boring aspects of being a gorge that don't need to be there in the least. In the very worst case scenario, I think gorges should have more 1 hive node control capability, so they aren't useless except for healing and building (read: sitting around doing nothing for 45+ seconds). I don't really see why spit belongs on a gorge to begin with but reading this thread, some people seem to like it I guess... <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Let me put it to you this way: What would you change about the Gorge to make it better? Or if you haven't thought that far ahead, at least what roles do you think it should fill. Then we can have a more productive discussion.
Is it just me, or are the links to the 3.2 patch down? The full version still works, but that's 10 hours of freakin downloading for us 56k fodder.
Also:
Gorge: Bile->heal->umbra->webs (With bile doing the same amount of damage as spit to marines on a direct hit and a tiny bit of splash damage to other marines.)
Lerk: Bite->gas->spikes->scream
Improves the gorges support role and lets the lerk be more offensive. (Also, lets the lerk still have some use when HA appear.)
<!--quoteo(post=1581320:date=Nov 27 2006, 12:37 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Nov 27 2006, 12:37 PM) [snapback]1581320[/snapback]</div><div class='quotemain'><!--quotec--> Let me put it to you this way: What would you change about the Gorge to make it better? Or if you haven't thought that far ahead, at least what roles do you think it should fill. Then we can have a more productive discussion. <!--QuoteEnd--></div><!--QuoteEEnd-->
Glad you asked.
I'd drop spit completely and replace it with something stronger and more flavorful at slot 3. Healspray and bile would migrate down one slot each so that high regeneration rates would be available from either adr gorges, focus gorges, or rego lifeforms.
I would increase the effectiveness of bile on rts, and possibly on other structures (but the focus here is on taking skulks off of nodes and allowing gorges to perform a real job that fits their flavor much more than it does skulks' in the first place).
Next I would consider the third slot. I don't know the answer to this because I haven't thought enough on it. If anyone has a suggestion please feel free, though I don't like the idea of umbra as much as something aggressive. I would think it entertaining to have a gorge running away consistently for the first 5ish minutes of the game then suddenly the second hive goes up and the gorge that was being chased by a marine is now suddenly a powerful weapon in certain situations. Think traps or status changes rather than vanilla attack abilities.
Then I would give gorges a set of tech that relies on the mutation of marine tech. So for instance, if a gorge comes upon a marine rt, he can either knock it down and harvest it himself, or mutate it into one of several alien structures that performs a useful task and gather res at a slower rate than a node. Consider a detector unit, or a disease generator that would alter the perception of marines causing one or more of a host of random effects like seeing other marines as skulks (and enabling ff on them) or giving lifeforms near it primal scream, or perhaps something that the gorge can hide in and use as a mounted gun.
Anyway, that's what I've got for now. The only real point I'm trying to get across is that gorges are unneccessarily slow in pace and that this causes new players to not be attracted to them, thus one of the most important jobs is completely omitted in pubs, thus aliens lose, thus most new players switch to combat.
<!--quoteo(post=1581396:date=Nov 27 2006, 04:33 PM:name=Harrower)--><div class='quotetop'>QUOTE(Harrower @ Nov 27 2006, 04:33 PM) [snapback]1581396[/snapback]</div><div class='quotemain'><!--quotec--> a disease generator that would alter the perception of marines causing one or more of a host of random effects like seeing other marines as skulks (and enabling ff on them) or giving lifeforms near it primal scream, or perhaps something that the gorge can hide in and use as a mounted gun.
Anyway, that's what I've got for now. The only real point I'm trying to get across is that gorges are unneccessarily slow in pace and that this causes new players to not be attracted to them, thus one of the most important jobs is completely omitted in pubs, thus aliens lose, thus most new players switch to combat. <!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1581386:date=Nov 27 2006, 03:05 PM:name=BigD)--><div class='quotetop'>QUOTE(BigD @ Nov 27 2006, 03:05 PM) [snapback]1581386[/snapback]</div><div class='quotemain'><!--quotec--> Is it just me, or are the links to the 3.2 patch down? The full version still works, but that's 10 hours of freakin downloading for us 56k fodder.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, the patch is down intentionally because it had some errors in it. You need the full version to get a bug-free install.
Gorge: Bile->heal->umbra->webs (With bile doing the same amount of damage as spit to marines on a direct hit and a tiny bit of splash damage to other marines.)<!--QuoteEnd--></div><!--QuoteEEnd-->
You do realize the massive balance change of offering Bile Bomb at the 1-Hive level, don't you? Not that it couldn't ever work, I'm just sayin' thats a scary ability right there.
Improves the gorges support role and lets the lerk be more offensive. (Also, lets the lerk still have some use when HA appear.) <!--QuoteEnd--></div><!--QuoteEEnd-->
You didn't Lerk much in 2.01, did you?
I did a lot of Lerking in 2.01, when Lerks were considered an "underpowered" lifeform, and I got a lot of experience using Spikes. I also played during the 3.0 betas when they first changed over the Lerk Flight system, and I've played on various 3.0x servers running Lerk Spike mods. Trust me when I say that as cool as the new system is, it doesn't work with spikes. You won't be even close to as powerful using spikes today as you were using spikes in 2.01, and the Lerk was already considered weak in 2.01. Umbra is much more valuable to the Lerk than spikes would be.
hey i gorge religiously and i am always active i hardly ever stand still for more than a few momments, i let my team know consistanly that i am ther to back them up and that i do occationaly need a sulk to sacrafice him self so i can get away and stay alive... doesnt always happen but still
i find that if i get on a good gorgeing streek i can consume most of the map, my res flow is fine, i some times find i spend more time still as a sulk waiting to ambush than as a gorge, and combat gorges are just as fun
i think the new web changes will cripple my combat gorge tactics and ill have to revert to a traper style play which is usaly still part of my combat gorge play its just in the areas one retreats to if things get hot
yes the new lerk.. well its nto really new any more but the current lurk fly system make old lurk spikes useless, old lerk fly used to allow for fly by shooting in almost a 360 degree arc and turning while keeping on your same heading, the new system means you fly at your enamy to make contact which bite is way more viable for
but if aliens are up theres nothing better than to play a tippy toeing cloaked ono and just block entire corridors rine's like "what, why cant a get pasted", devour
i chuckle inside every time
humm wait one more thing.. whats a fade and can it ambush trap?
yes i fully agree with teh chess comment its how well you make your choice's not how fast they are excuted
Please re-consider the minimap colours. I know half of it is a case of getting 'used to', but I fail to see the logic in having hard to see orange colours and something vaguely blue on an already blue background. It's more important than you think. Logical colours like red for aliens, blue for marines, green for teammates, and you can keep the orange if you use it for "under-attack" stuff.
Also, aliens seem a bit underpowered. Like someone else said, the nerfs here and there were needed and a good thing in themselves, but if you add them up it leaves aliens having a too hard time.
I'm neutral on two of the classic maps, and can't say Machina is very enjoyable. It's too complicated and messy.
if you've ever watched Minstrel gorge, you'd know that gorges are extremely versatile and powerful. a smart gorge can exploit the 30 damage spit to become an offensive as well as support unit capable of rivaling the 3.1 lerk.
<!--quoteo(post=1581518:date=Nov 28 2006, 01:38 AM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Nov 28 2006, 01:38 AM) [snapback]1581518[/snapback]</div><div class='quotemain'><!--quotec--> if you've ever watched Minstrel gorge, you'd know that gorges are extremely versatile and powerful. a smart gorge can exploit the 30 damage spit to become an offensive as well as support unit capable of rivaling the 3.1 lerk. <!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1580932:date=Nov 26 2006, 11:35 AM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Nov 26 2006, 11:35 AM) [snapback]1580932[/snapback]</div><div class='quotemain'><!--quotec-->Re: Console Are you sure you can't rebind the console key? I know theres a line in my config that sets up "~" as the the console key. I know its also difficult to change in game, because trying to type anything containing the console key will open/close the console instead. But you can probably change it by editing your config file manually, can't you? <!--QuoteEnd--></div><!--QuoteEEnd-->
Positive. You can adjust the configuration file to set the console to be bound to a different key, but the game automatically rebinds it back to the tilde ( ~ ) key when you restart it.
<!--quoteo(post=1581053:date=Nov 26 2006, 06:05 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Nov 26 2006, 06:05 PM) [snapback]1581053[/snapback]</div><div class='quotemain'><!--quotec--> Battlegorging is one of my favorite pasttimes. I may be a pretty good Fade, but I actually find it more fun to be a Gorge, and leave the Fading to someone else. <!--QuoteEnd--></div><!--QuoteEEnd-->
LOL same here. I am going to miss the days of being able to lasso marines with webs (spitting multiple webs at their feet) and spit them to death <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> Too bad 3.2 gets rid of that.
At 2 hives without cara the hp difference between 3.1 and 3.2 fade is something like 75 hp. I can't see that affecting the game overly much. It still takes more than the theoretical 7 bullets to kill a leapskulk though so I guess it takes a bit more gaming before I can make any real suggestions.
ps. irony + lvl 3 weaps <!--QuoteEnd--></div><!--QuoteEEnd-->
75hp is a decent chuck.
Fades at 300hp/150a have, what- 600hp? Adding 75hp is a 12.5% increase.
<!--quoteo(post=1581417:date=Nov 27 2006, 05:56 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Nov 27 2006, 05:56 PM) [snapback]1581417[/snapback]</div><div class='quotemain'><!--quotec--> Yes, the patch is down intentionally because it had some errors in it. You need the full version to get a bug-free install. <!--QuoteEnd--></div><!--QuoteEEnd-->
I dl'd the patch yesterday from BT that was linked of the UW main page and have had no problems. All I did was copy NS to NSP like it says to.
gorges needed a nerf more than anything this patch if you watch competitive play at all; i can (and have) easily derail an open division team just with the gorge-around-the-rosy-and-heal abuse. bad english, but you get my drift. and this is <b>besides</b> the web fix. people who abused web in the past have no concept of video gaming...challenge yourself now and you should like it better. if not go simulate your past experience by painting your wall and seeing if it'll dry this time (spoilers: it always dries)
i prefer red on the minimap for enemies because it catches my eye in the top right, if that got changed so that aliens are yellow for marines, blahhh
a lot of the other changes are great though, the games i've played so far feel very solid. it's probably about time that the fades got more of a focus again, allbeit at the expense of the lerk.
<!--quoteo(post=1581417:date=Nov 27 2006, 02:56 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Nov 27 2006, 02:56 PM) [snapback]1581417[/snapback]</div><div class='quotemain'><!--quotec--> Yes, the patch is down intentionally because it had some errors in it. You need the full version to get a bug-free install. <!--QuoteEnd--></div><!--QuoteEEnd--> Bah. I had heard of problems using the patch. Oh well.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> You do realize the massive balance change of offering Bile Bomb at the 1-Hive level, don't you? Not that it couldn't ever work, I'm just sayin' thats a scary ability right there. You didn't Lerk much in 2.01, did you?
I did a lot of Lerking in 2.01, when Lerks were considered an "underpowered" lifeform, and I got a lot of experience using Spikes. I also played during the 3.0 betas when they first changed over the Lerk Flight system, and I've played on various 3.0x servers running Lerk Spike mods. Trust me when I say that as cool as the new system is, it doesn't work with spikes. You won't be even close to as powerful using spikes today as you were using spikes in 2.01, and the Lerk was already considered weak in 2.01. Umbra is much more valuable to the Lerk than spikes would be. <!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I figured I could go into detail the changes that would be necessary, but throwing it all on the table is much more fun! Obviously when you move abilities around like that, there are a lot of stats to take care of (you could go on and on and on...) More to the point, I just figure the gorge ought to have something like umbra anyway rather than bile AND spit. (And the spike suggestion just came about from me stealing the umbra from the lorks on the clorfs and needing some filler!)
I like the new patch, but then again I was looking forward to it before release anyway <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> should make thins a lot moreinteresting (once people wake up and start actually playing <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
I am a die hard fan of NS which is the only game I will play...I have tried the v3.2 which is nice but why did you change when a turret factory, ect is put down that it only takes one bite from a alien to destroy it..Maybe I am missing something here or someone can explain the reason behind this....We just put a server with the new v3.2 on but I catch myself going back to playing the old version because I do not see that many changes even tho it seens to run better and deeper color...
<!--quoteo(post=1583051:date=Dec 1 2006, 07:20 PM:name=JuJu)--><div class='quotetop'>QUOTE(JuJu @ Dec 1 2006, 07:20 PM) [snapback]1583051[/snapback]</div><div class='quotemain'><!--quotec--> I am a die hard fan of NS which is the only game I will play...I have tried the v3.2 which is nice but why did you change when a turret factory, ect is put down that it only takes one bite from a alien to destroy it..Maybe I am missing something here or someone can explain the reason behind this....We just put a server with the new v3.2 on but I catch myself going back to playing the old version because I do not see that many changes even tho it seens to run better and deeper color... <!--QuoteEnd--></div><!--QuoteEEnd-->
Yes our NS v3.2 Marine Bot server is taking off with a lot of fun .
209.115.183.4:27045 Cor Dor TEST Natural Selection v3.2
Our Cor Server Team has got the following plugins to work fine at this time.
meta list for cordorgaming.com NS site is Currently running plugins: [ 1] RCBot For Half-Life, v1.441_BETA_mm_release_linux, Jul 17 2006, by Cheeseh (cheeseh@bots-united.com), see <a href="http://rcbot" target="_blank">http://rcbot</a>. [ 2] SBSRV, v3.2, Sep 21 2006, by Leff & Kevin, see <a href="http://www.steambans.com/" target="_blank">http://www.steambans.com/</a> [ 3] AMX Mod X, v1.75a, Jul 4 2006, by AMX Mod X Dev Team, see <a href="http://www.amxmodx.org" target="_blank">http://www.amxmodx.org</a> [ 4] Lasersight Plugin, v3.10, 2004//07//04, by Jussi Kivilinna, see <a href="http://koti.mbnet.fi/axh/" target="_blank">http://koti.mbnet.fi/axh/</a> [ 5] MarineBleed Plugin, v1.00, 13.5.2003, by Jussi Kivilinna <hullu@hullu.cjb.net>, see <a href="http://hullu.xtragaming.com/" target="_blank">http://hullu.xtragaming.com/</a> [ 6] JetPack Nerf, v0.05, __DATE__, by clamatius, see <a href="http://whichbot.com" target="_blank">http://whichbot.com</a> [ 7] Fun, v1.75, Jul 4 2006, by AMX Mod X Dev Team, see <a href="http://www.amxmodx.org" target="_blank">http://www.amxmodx.org</a> [ 8] Engine, v1.75, Jul 4 2006, by AMX Mod X Dev Team, see <a href="http://www.amxmodx.org" target="_blank">http://www.amxmodx.org</a> [ 9] FakeMeta, v1.75, Jul 4 2006, by AMX Mod X Dev Team, see <a href="http://www.amxmodx.org" target="_blank">http://www.amxmodx.org</a> [ 10] NS, v1.75, Jun 28 2006, by Steve Dudenhoeffer, see <a href="http://www.amxmodx.org/" target="_blank">http://www.amxmodx.org/</a>
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
WTH Advertise more plz? Server bashing should really be allowed in threads with server advertising. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
<!--quoteo(post=1583051:date=Dec 1 2006, 06:20 PM:name=JuJu)--><div class='quotetop'>QUOTE(JuJu @ Dec 1 2006, 06:20 PM) [snapback]1583051[/snapback]</div><div class='quotemain'><!--quotec--> ... why did you change when a turret factory, ect is put down that it only takes one bite from a alien to destroy it..Maybe I am missing something here or someone can explain the reason behind this.... <!--QuoteEnd--></div><!--QuoteEEnd-->
It's to counter Structure Blocking... at least I think that's why! <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> I'm pretty sure it's only initially, when no Marines have touched it. It won't disappear in one bite after a Marine has "Used" it.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited December 2006
Ghost buildings have not to be attacked but touched to disappear. The funny thing is, ghost building also disappear when touched by a spectator-alien which is possible in machina <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo(post=1581605:date=Nov 28 2006, 01:37 PM:name=Garet_Jax)--><div class='quotetop'>QUOTE(Garet_Jax @ Nov 28 2006, 01:37 PM) [snapback]1581605[/snapback]</div><div class='quotemain'><!--quotec--> 75hp is a decent chuck.
Fades at 300hp/150a have, what- 600hp? Adding 75hp is a 12.5% increase. <!--QuoteEnd--></div><!--QuoteEEnd-->
75 hp is nice, but its still just 3 pistol or hmg bullets more. At least fades need to be quite careful, no matter if theres 600 or 675 hp. 75 hp can make the difference though. Less math, more logic and gaming anyway.
I still say the ability to dodge, especially along the z axis, and to use the level geometry to block bullets, has received an unnecessary and significant nerf that removes a chunk of the dynamic gameplay assets that the fade posesses in 3.1.
<!--quoteo(post=1583138:date=Dec 2 2006, 03:04 AM:name=Doppy)--><div class='quotetop'>QUOTE(Doppy @ Dec 2 2006, 03:04 AM) [snapback]1583138[/snapback]</div><div class='quotemain'><!--quotec--> It's to counter Structure Blocking... at least I think that's why! <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> I'm pretty sure it's only initially, when no Marines have touched it. It won't disappear in one bite after a Marine has "Used" it. <!--QuoteEnd--></div><!--QuoteEEnd-->
I think that is what it is for as well. I thought it was pretty g@y that the commander could drop a bunch of chairs in front of an onos who needed to escape after devouring from a heavy chain, and you had to depend on an alert admin in order to prevent this (or worse, some admins did it themselves.) Now this is no longer possible, thank god.
the worst form of structure blocking though was the marine dropping an RT at the node a gorge is trying to cap at the start of a game <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Comments
The changed ladder functionality concerning blinking fades is awesome. Good job!
"Babysitting the hive" is not good gameplay.
Waiting 5 res to drop a second chamber is not good gameplay.
Sitting by a built marine node calling for help until second hive goes up is not good gameplay. (pubs only)
And besides gorging, but for something that could potentially be solved by looking at gorges from a design perspective, biting down marine nodes is terrible gameplay. It's the single most important task for skulks and it's also the dullest. Hell, make them play breakout or something, just to pass the time.
Please understand that I'm not saying "GORGES NEED NUKESSS AND CANNONZORS!!!11oeno". That's the furthest thing from my mind. I hate it when classes are homogenized that badly (read: CS).
All I'm saying is that there are some extremely boring aspects of being a gorge that don't need to be there in the least. In the very worst case scenario, I think gorges should have more 1 hive node control capability, so they aren't useless except for healing and building (read: sitting around doing nothing for 45+ seconds). I don't really see why spit belongs on a gorge to begin with but reading this thread, some people seem to like it I guess... <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Also:
Gorge:
Bile->heal->umbra->webs (With bile doing the same amount of damage as spit to marines on a direct hit and a tiny bit of splash damage to other marines.)
Lerk:
Bite->gas->spikes->scream
Improves the gorges support role and lets the lerk be more offensive. (Also, lets the lerk still have some use when HA appear.)
But that's just me...
Let me put it to you this way: What would you change about the Gorge to make it better? Or if you haven't thought that far ahead, at least what roles do you think it should fill. Then we can have a more productive discussion.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Glad you asked.
I'd drop spit completely and replace it with something stronger and more flavorful at slot 3. Healspray and bile would migrate down one slot each so that high regeneration rates would be available from either adr gorges, focus gorges, or rego lifeforms.
I would increase the effectiveness of bile on rts, and possibly on other structures (but the focus here is on taking skulks off of nodes and allowing gorges to perform a real job that fits their flavor much more than it does skulks' in the first place).
Next I would consider the third slot. I don't know the answer to this because I haven't thought enough on it. If anyone has a suggestion please feel free, though I don't like the idea of umbra as much as something aggressive. I would think it entertaining to have a gorge running away consistently for the first 5ish minutes of the game then suddenly the second hive goes up and the gorge that was being chased by a marine is now suddenly a powerful weapon in certain situations. Think traps or status changes rather than vanilla attack abilities.
Then I would give gorges a set of tech that relies on the mutation of marine tech. So for instance, if a gorge comes upon a marine rt, he can either knock it down and harvest it himself, or mutate it into one of several alien structures that performs a useful task and gather res at a slower rate than a node. Consider a detector unit, or a disease generator that would alter the perception of marines causing one or more of a host of random effects like seeing other marines as skulks (and enabling ff on them) or giving lifeforms near it primal scream, or perhaps something that the gorge can hide in and use as a mounted gun.
Anyway, that's what I've got for now. The only real point I'm trying to get across is that gorges are unneccessarily slow in pace and that this causes new players to not be attracted to them, thus one of the most important jobs is completely omitted in pubs, thus aliens lose, thus most new players switch to combat.
a disease generator that would alter the perception of marines causing one or more of a host of random effects like seeing other marines as skulks (and enabling ff on them) or giving lifeforms near it primal scream, or perhaps something that the gorge can hide in and use as a mounted gun.
Anyway, that's what I've got for now. The only real point I'm trying to get across is that gorges are unneccessarily slow in pace and that this causes new players to not be attracted to them, thus one of the most important jobs is completely omitted in pubs, thus aliens lose, thus most new players switch to combat.
<!--QuoteEnd--></div><!--QuoteEEnd-->
biological warfare - interesting idea
Is it just me, or are the links to the 3.2 patch down? The full version still works, but that's 10 hours of freakin downloading for us 56k fodder.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, the patch is down intentionally because it had some errors in it. You need the full version to get a bug-free install.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Also:
Gorge:
Bile->heal->umbra->webs (With bile doing the same amount of damage as spit to marines on a direct hit and a tiny bit of splash damage to other marines.)<!--QuoteEnd--></div><!--QuoteEEnd-->
You do realize the massive balance change of offering Bile Bomb at the 1-Hive level, don't you? Not that it couldn't ever work, I'm just sayin' thats a scary ability right there.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Lerk:
Bite->gas->spikes->scream
Improves the gorges support role and lets the lerk be more offensive. (Also, lets the lerk still have some use when HA appear.) <!--QuoteEnd--></div><!--QuoteEEnd-->
You didn't Lerk much in 2.01, did you?
I did a lot of Lerking in 2.01, when Lerks were considered an "underpowered" lifeform, and I got a lot of experience using Spikes. I also played during the 3.0 betas when they first changed over the Lerk Flight system, and I've played on various 3.0x servers running Lerk Spike mods. Trust me when I say that as cool as the new system is, it doesn't work with spikes. You won't be even close to as powerful using spikes today as you were using spikes in 2.01, and the Lerk was already considered weak in 2.01. Umbra is much more valuable to the Lerk than spikes would be.
hey i gorge religiously and i am always active i hardly ever stand still for more than a few momments, i let my team know consistanly that i am ther to back them up and that i do occationaly need a sulk to sacrafice him self so i can get away and stay alive... doesnt always happen but still
i find that if i get on a good gorgeing streek i can consume most of the map, my res flow is fine, i some times find i spend more time still as a sulk waiting to ambush than as a gorge, and combat gorges are just as fun
i think the new web changes will cripple my combat gorge tactics and ill have to revert to a traper style play which is usaly still part of my combat gorge play its just in the areas one retreats to if things get hot
yes the new lerk.. well its nto really new any more but the current lurk fly system make old lurk spikes useless, old lerk fly used to allow for fly by shooting in almost a 360 degree arc and turning while keeping on your same heading, the new system means you fly at your enamy to make contact which bite is way more viable for
but if aliens are up theres nothing better than to play a tippy toeing cloaked ono and just block entire corridors rine's like "what, why cant a get pasted", devour
i chuckle inside every time
humm wait one more thing.. whats a fade and can it ambush trap?
yes i fully agree with teh chess comment its how well you make your choice's not how fast they are excuted
Also, aliens seem a bit underpowered. Like someone else said, the nerfs here and there were needed and a good thing in themselves, but if you add them up it leaves aliens having a too hard time.
I'm neutral on two of the classic maps, and can't say Machina is very enjoyable. It's too complicated and messy.
if you've ever watched Minstrel gorge, you'd know that gorges are extremely versatile and powerful. a smart gorge can exploit the 30 damage spit to become an offensive as well as support unit capable of rivaling the 3.1 lerk.
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Do you mean in 3.1 or 3.2?
Are you sure you can't rebind the console key? I know theres a line in my config that sets up "~" as the the console key. I know its also difficult to change in game, because trying to type anything containing the console key will open/close the console instead. But you can probably change it by editing your config file manually, can't you?
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Positive. You can adjust the configuration file to set the console to be bound to a different key, but the game automatically rebinds it back to the tilde ( ~ ) key when you restart it.
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Battlegorging is one of my favorite pasttimes. I may be a pretty good Fade, but I actually find it more fun to be a Gorge, and leave the Fading to someone else.
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LOL same here. I am going to miss the days of being able to lasso marines with webs (spitting multiple webs at their feet) and spit them to death <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> Too bad 3.2 gets rid of that.
At 2 hives without cara the hp difference between 3.1 and 3.2 fade is something like 75 hp. I can't see that affecting the game overly much. It still takes more than the theoretical 7 bullets to kill a leapskulk though so I guess it takes a bit more gaming before I can make any real suggestions.
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75hp is a decent chuck.
Fades at 300hp/150a have, what- 600hp? Adding 75hp is a 12.5% increase.
Yes, the patch is down intentionally because it had some errors in it. You need the full version to get a bug-free install.
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I dl'd the patch yesterday from BT that was linked of the UW main page and have had no problems. All I did was copy NS to NSP like it says to.
i prefer red on the minimap for enemies because it catches my eye in the top right, if that got changed so that aliens are yellow for marines, blahhh
a lot of the other changes are great though, the games i've played so far feel very solid. it's probably about time that the fades got more of a focus again, allbeit at the expense of the lerk.
Yes, the patch is down intentionally because it had some errors in it. You need the full version to get a bug-free install.
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Bah. I had heard of problems using the patch. Oh well.
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You do realize the massive balance change of offering Bile Bomb at the 1-Hive level, don't you? Not that it couldn't ever work, I'm just sayin' thats a scary ability right there.
You didn't Lerk much in 2.01, did you?
I did a lot of Lerking in 2.01, when Lerks were considered an "underpowered" lifeform, and I got a lot of experience using Spikes. I also played during the 3.0 betas when they first changed over the Lerk Flight system, and I've played on various 3.0x servers running Lerk Spike mods. Trust me when I say that as cool as the new system is, it doesn't work with spikes. You won't be even close to as powerful using spikes today as you were using spikes in 2.01, and the Lerk was already considered weak in 2.01. Umbra is much more valuable to the Lerk than spikes would be.
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Well, I figured I could go into detail the changes that would be necessary, but throwing it all on the table is much more fun! Obviously when you move abilities around like that, there are a lot of stats to take care of (you could go on and on and on...) More to the point, I just figure the gorge ought to have something like umbra anyway rather than bile AND spit. (And the spike suggestion just came about from me stealing the umbra from the lorks on the clorfs and needing some filler!)
I am a die hard fan of NS which is the only game I will play...I have tried the v3.2 which is nice but why did you change when a turret factory, ect is put down that it only takes one bite from a alien to destroy it..Maybe I am missing something here or someone can explain the reason behind this....We just put a server with the new v3.2 on but I catch myself going back to playing the old version because I do not see that many changes even tho it seens to run better and deeper color...
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Yes our NS v3.2 Marine Bot server is taking off with a lot of fun .
209.115.183.4:27045 Cor Dor TEST Natural Selection v3.2
Our Cor Server Team has got the following plugins to work fine at this time.
meta list for cordorgaming.com NS site is
Currently running plugins:
[ 1] RCBot For Half-Life, v1.441_BETA_mm_release_linux, Jul 17 2006, by Cheeseh (cheeseh@bots-united.com), see <a href="http://rcbot" target="_blank">http://rcbot</a>.
[ 2] SBSRV, v3.2, Sep 21 2006, by Leff & Kevin, see <a href="http://www.steambans.com/" target="_blank">http://www.steambans.com/</a>
[ 3] AMX Mod X, v1.75a, Jul 4 2006, by AMX Mod X Dev Team, see <a href="http://www.amxmodx.org" target="_blank">http://www.amxmodx.org</a>
[ 4] Lasersight Plugin, v3.10, 2004//07//04, by Jussi Kivilinna, see <a href="http://koti.mbnet.fi/axh/" target="_blank">http://koti.mbnet.fi/axh/</a>
[ 5] MarineBleed Plugin, v1.00, 13.5.2003, by Jussi Kivilinna <hullu@hullu.cjb.net>, see <a href="http://hullu.xtragaming.com/" target="_blank">http://hullu.xtragaming.com/</a>
[ 6] JetPack Nerf, v0.05, __DATE__, by clamatius, see <a href="http://whichbot.com" target="_blank">http://whichbot.com</a>
[ 7] Fun, v1.75, Jul 4 2006, by AMX Mod X Dev Team, see <a href="http://www.amxmodx.org" target="_blank">http://www.amxmodx.org</a>
[ 8] Engine, v1.75, Jul 4 2006, by AMX Mod X Dev Team, see <a href="http://www.amxmodx.org" target="_blank">http://www.amxmodx.org</a>
[ 9] FakeMeta, v1.75, Jul 4 2006, by AMX Mod X Dev Team, see <a href="http://www.amxmodx.org" target="_blank">http://www.amxmodx.org</a>
[ 10] NS, v1.75, Jun 28 2006, by Steve Dudenhoeffer, see <a href="http://www.amxmodx.org/" target="_blank">http://www.amxmodx.org/</a>
CorDorMick
Advertise more plz?
Server bashing should really be allowed in threads with server advertising. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
... why did you change when a turret factory, ect is put down that it only takes one bite from a alien to destroy it..Maybe I am missing something here or someone can explain the reason behind this....
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It's to counter Structure Blocking... at least I think that's why! <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> I'm pretty sure it's only initially, when no Marines have touched it. It won't disappear in one bite after a Marine has "Used" it.
The funny thing is, ghost building also disappear when touched by a spectator-alien which is possible in machina <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
75hp is a decent chuck.
Fades at 300hp/150a have, what- 600hp? Adding 75hp is a 12.5% increase.
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75 hp is nice, but its still just 3 pistol or hmg bullets more. At least fades need to be quite careful, no matter if theres 600 or 675 hp. 75 hp can make the difference though. Less math, more logic and gaming anyway.
It's to counter Structure Blocking... at least I think that's why! <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> I'm pretty sure it's only initially, when no Marines have touched it. It won't disappear in one bite after a Marine has "Used" it.
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I think that is what it is for as well. I thought it was pretty g@y that the commander could drop a bunch of chairs in front of an onos who needed to escape after devouring from a heavy chain, and you had to depend on an alert admin in order to prevent this (or worse, some admins did it themselves.) Now this is no longer possible, thank god.