Remember Back When Ns Was Awesome...

13»

Comments

  • Nathanael_UKNathanael_UK Join Date: 2003-10-18 Member: 21761Members
    edited April 2004
    *Votes for 1.04*

    Here would be my changelog for 1.04:

    -Insert the new fly system for lerks
    -Fix bugs

    If you do that then it'll be a lot more balanced. JP rush, send in the lerks. Fade, fill it with bullets. It's hard, but not impossible. I liked the strategy of 1.04, games were longer with more see-sawing. You actually had to protect the gorge instead of saying, "Haha, you died".
    I tried beta 3 Classic and the gorge dies in a ridicolous amount of time. 2 HMG HA's can hold off an Onos. A Fade dies to a LMGer, fun?
    I suppose there will always be people who say that the old versions were good, and another group says the opposite. It's all a matter of personal choice.

    Oh, I also found this on a topic, might be useful:
    Q: Why was 1.04 better?
    A:
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Old Blink - It was buggy, but it was a lot more atmospheric and a lot more useful once you learned the ropes about it.
    Old Acid Rocket - I know, I know, unbalanced, but at least it ment something!! All it needed was a damage tweak!
    Old Gorge - Where you usually only had ONE gorge, and he did all the work for you. No need to exhaust yourselves in switching between lifeforms, and aliens required less teamwork!
    Lerk spikes AND bite - It was much more useful, diverse, and fun.
    Babblers - They might have been really buggy, but they were useful once they worked.
    Bigger Alien Structures - They just werent... CUTE...
    Slower Paced/Longer Game Times - Everything costed a lot more than now, upgrades took longer, etc... which resulted in comms being able to actually control (to an extent) what the marines do, new stragitys, and really just the longer games, where memorable moments could actually happen! The comm just didnt have to speed drop everything by instinct!
    Hive Importance/Limits - Hives were just more important, and the limits were good, to an extent. I wouldnt mind seeing fade and onos at hive two if limitations were put back in.***
    Trip Mines - Were really much more useful. They played a mind game with aliens most of the time, where if you saw five lasers, you just aint gonna go in there!
    Old Onos - He ment something, he ment business. It took at least five marines to actually attempt to down him, the thing was a beast, and you rarly saw it, only unless the marines turret spamed their base in a last ditch effort to survive.
    No electrification - This is more of an unbalance on pubs than in clans. In pubs, you dont have a fade with regen/metabolize to go around and take out the RTs. I think the reason that marine RTs were still giving marines a stable economy was that they gave 2+ instead of just 1+. This alowd marines to (naturally) hold less RTs, but still gain an ok amount of resources. The aliens still got more, though.
    Bile Bomb - It hurt marines, I think thats a good opinion. The range was crappy, but at least you didnt have to hide in a vent to do it, because, oh thats right, fades had it.
    The Jetpack - Now before you all go "OMG NO Foidhafoh OLD JP WAX THE SUCOR!!!" I wanna say something. I think the meta mod (or whatever it was) that limited the jetpack fuel greatly was the best jetpack I've ever seen. It wasnt overpowered, it didnt alow you to hover, and it gave you more control.
    NO RFK!!!!!! - Its just annoying. The res should come from RTs, and RTs alone. A team shouldnt be able to farm its base with turrets, then hook up an HA HMG squad from the RFK and win. Just isnt fair or cool, and thats what made the end games SHORT on 1.04. Also, IT DIDNT ENCOURAGE RAMBOS. Also, it encourged the mindless onslaught of skulks, because they werent worried about dying.
    Old Lerk Umbra - The lerk had to get into the action, not sit back like some little... weenie and umbra the place. Plus, it was a lot more powerful, and I think the lerk having to actually go in there and use it was a good tradeoff with its power, since it made lerk more of a target.
    Primal scream and paralise - This quote from ANeM himself .. "I'm not sure about you, but imo the most annoying weapons in the game are devour and stomp. I really never understood what people had against paralyze. It was a finely balanced attack. Whats so bad about a non-hitscan projectile weapon with a moderately slow rof and a good bit of adren usage? I mean, compare that to stomp, which takes about the same amount of adren, can stop an entire hallway of marines and works almost instantly? Wasn't too unbalanced.
    Then there was primal scream. Lets face it.. Lerks just don't have the general build to scream like that. Onos do. "
    SKULK RUSH!!! - The first three minutes of the game, the marines had to hold their base against the onslaught of skulks, and keep it building. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • NeonSpyderNeonSpyder &quot;Das est NTLDR?&quot; Join Date: 2003-07-03 Member: 17913Members
    ah memories... delightful post nathaneal and the fact is that its true, i think the main 'unpleasantries' i have with NS right now is stomp-devour, combat, and too fast classic games, classic games were best when they played out for 30-50 minutes with feirce battles, marines and skulks duking it out in hallways, struggling to take territory, bah, what can i do, i just love the game, not like anything i saw here will change anything, but i might as well say my opinion <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • RedcapRedcap Join Date: 2003-03-13 Member: 14457Members
    I love the game too, which is why I guess I'm getting so frustrated with the new version. It just doesn't feel like NS to me anymore.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    There's alot of points I don't agree with.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Old Blink - It was buggy, but it was a lot more atmospheric and a lot more useful once you learned the ropes about it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I think it was less atmosperic, buggy and next to useless in any cramped area.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Old Acid Rocket - I know, I know, unbalanced, but at least it ment something!! All it needed was a damage tweak!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    All the new acid rocket needs is a damage tweak!

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Old Gorge - Where you usually only had ONE gorge, and he did all the work for you. No need to exhaust yourselves in switching between lifeforms, and aliens required less teamwork!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Oh don't remind me, I still remember the endless screams of "DON*T GO GORGE NEWB" every single damned round when some NSplayer went gorge.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bigger Alien Structures - They just werent... CUTE...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    They looked horrid when stacked and you could hide inside them due to them being bigger than their collision hull. OC's where allmost useless.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Slower Paced/Longer Game Times - Everything costed a lot more than now, upgrades took longer, etc... which resulted in comms being able to actually control (to an extent) what the marines do, new stragitys, and really just the longer games, where memorable moments could actually happen! The comm just didnt have to speed drop everything by instinct!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Problem was, all I ever saw was the same strategy over and over even though the commander had lots of time.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hive Importance/Limits - Hives were just more important, and the limits were good, to an extent.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The limits made for longer games that just wouldn't end if marines ever managed to pull of a 2 hive lock down. If they got 2 hives they would sit back and tech up instead of actually ending it.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Trip Mines - Were really much more useful. They played a mind game with aliens most of the time, where if you saw five lasers, you just aint gonna go in there!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    They where too usefull until fades started rolling in. They where a big reason 2 hive lockdowns where so common IMO.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Old Onos - He ment something, he ment business. It took at least five marines to actually attempt to down him, the thing was a beast, and you rarly saw it, only unless the marines turret spamed their base in a last ditch effort to survive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    So what your saying is that the onos was a useless creature that only got into play when marines where practically dead anyway and aliens wanted to toy with them?

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No electrification - This is more of an unbalance on pubs than in clans. In pubs, you dont have a fade with regen/metabolize to go around and take out the RTs. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I see fades going around and killing electrified RTs all the time on pubs...

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bile Bomb - It hurt marines, I think thats a good opinion. The range was crappy, but at least you didnt have to hide in a vent to do it, because, oh thats right, fades had it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    It was redundant, just a beefed up acid rocket with a short range, the current bile bomb is acctually usefull for taking out structures instead of just using acid rockets which where better for that purpose due to their range.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The Jetpack - Now before you all go "OMG NO Foidhafoh OLD JP WAX THE SUCOR!!!" I wanna say something. I think the meta mod (or whatever it was) that limited the jetpack fuel greatly was the best jetpack I've ever seen. It wasnt overpoered, it didnt alow you to hover, and it gave you more control.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I think I remember that plugin, it was like todays jetpacks with a bit more air controll wasn't it? How is that jet pack closer to the old pack than the new?

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Old Lerk Umbra - The lerk had to get into the action, not sit back like some little... weenie and umbra the place. Plus, it was a lot more powerful, and I think the lerk having to actually go in there and use it was a good tradeoff with its power, since it made lerk more of a target.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    The old lerk didn't have to go anywhere because it could just sit back and spike/spore instead of getting in their and biting like it can now. Bite was IMO only usefull when a marine started getting close, spread some umbra and bite away. The lerks umbra where way to strong and they where most usefull just spamming umbra while the fades did their thing.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I really never understood what people had against paralyze. It was a finely balanced attack. Whats so bad about a non-hitscan projectile weapon with a moderately slow rof and a good bit of adren usage?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I'm pretty sure it was hit scan or next to it. There was a model animation but the thing hit allmost instantly, you could easily pick jet packs out of the air several thousand units away on "fun maps" making them fall to their death. I have no idea what it was like on normal maps because the onos never really came into play alot there. I like that you actually where able to shoot while paralysed though.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin-morphz+Apr 28 2004, 11:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (morphz @ Apr 28 2004, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *same post as in const forum on BUS*

    How can you say 1.04 was the best, ARGH. It was soo marine biased, and there was only about 3 variations of things to do to win, JP HMG rush, 2 hive lockdown (for marines) and get 2nd hive + DCs asap.... that was all.

    And as for the when aliens have onos, it always meant you lose... how fun is that... knowing you dont have a chance, at least now a good onos can win a game just as easily as marines can kill it. At least now there are more variations of things to do, and its not completly marine biased. Im not saying its perfect but its better, and once the whole gameplay is sorted, fix the other minor bugs and neaten up the edges, it will be great. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    As opposed to 3.0's shotgun versus fade fests
  • Hakuna_matataHakuna_matata Join Date: 2004-04-25 Member: 28179Members
    Lol, the fade is everything but weak.
  • Kenichi-SNKKenichi-SNK Join Date: 2003-12-21 Member: 24617Members
    Fades today have become stronger than onoses by far with control and little practice. I think that Blink should be removed for something like, err.

    Idea: Pick up OCs and drop them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> yeah!
  • SiDSquishySiDSquishy Join Date: 2003-10-15 Member: 21704Members
    They should just lower fadehp back to what it was but cut the cost down abit.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    I would say that 1.0x was the most fun versions of NS. But that would only be because the game was new to all, and playstyles, movement patterns (and early on) strategies were being developed at a quick pace. Games are always fun in the beginning.

    2.01 was worse in my opinion. Aliens didnt have to concentrate on defense as much as in the earlier patches because of the boosted skulk armor. This somehow made the game seem less original and play more of a death-match style.

    the 3.0 beta however is, in my opinion, the most fun version yet. It's pretty well balanced. No <i>huge</i> hitbox bugs, skulks are fragile once again, the playing-field is more level than ever (most of the regulars can dodge somewhat decently) and the focus on resources makes for some fun battles over nodes. The higher life-forms feels good and useful while not being game-enders.

    This is purely subjective of course, and alot of things can (and must in my opinion) be changed/fixed ("spark"-bug, bites not registering, vertical flight speed most prominent), but all in all, the recent versions have really spurred my interest in the game.
Sign In or Register to comment.