The Following Will B In Nxt Patch

whiskaswhiskas Join Date: 2002-11-02 Member: 5020Banned
edited November 2002 in NS General Discussion
<div class="IPBDescription">News from Flayra</div> pasted straight from IRC

<span style='color:red'><b>NOTE: EVERYTHING IS SUBJECT TO CHANGE.</b> Do not edit this part out again, or I will be forced to lock the topic.</span>

<Flayra|Patch> O Lessen sentry damage from 27 to 23
<Flayra|Patch> O Lessened siege damage from 350 to 330
<Flayra|Patch> O Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
<Flayra|Patch> O Increased fade armor from to 90/125 to 125/150
<Flayra|Patch> O Increased acid rocket damage from 50 to 60
<Flayra|Patch> O Increased base speed of fade from 210 to 240
<Flayra|Patch> O Changed regeneration upgrade from fixed number to percentage of alien max health
<Flayra|Patch> O Grenades no longer do blast damage, and damage reduced from 200 to 180

sorry, I forgot to add this in:

<Flayra|Patch> (blast damage means double damage vs. structures btw)

that means GL won't do double damage against buildings anymore YAY!

and here's some more stuff he said:

<Flayra|Patch> I could lower the grenade firing rate (back to the way we had it near the end of PTing) but I think this will be enough

<Flayra|Patch> I think I overcompensated after some of those games where fades were unbeatable

<Flayra|Patch> I agree actually, on the blast damage for GLs. I could keep the blast actually, but right now they take out buildings faster then siege

<Flayra|Patch> 4-round clip could come back, but it has an annoyingly long reload anim

<Flayra|Patch> Because whiskas is so great, i'm gonna dedicate this mod to him and donate my life savings to my friendly neighborhood animal shelter.

OMG here's some more stuff:

<Flayra|Patch> Here is the current list of balance changes for this week's patch:
<Flayra|Patch> O Lessen sentry damage from 27 to 23
<Flayra|Patch> O Lessened siege damage from 350 to 330
<Flayra|Patch> O Acid rocket rate of fire increased from .66 to 1.0 (shots per second)
<Flayra|Patch> O Increased fade armor from to 90/125 to 125/150
<Flayra|Patch> O Increased acid rocket damage from 50 to 60
<Flayra|Patch> O Increased base speed of fade from 210 to 240
<Flayra|Patch> O Changed regeneration upgrade from fixed number to percentage of alien max health
<Flayra|Patch> O Grenades no longer do blast damage, and damage reduced from 200 to 180
<Flayra|Patch> O Increased research time for heavy armor from 80 to 100
<Flayra|Patch> O Increased HMG cost from 23 to 25
<Flayra|Patch> O Increased grenade launcher cost from 27 to 30
<Flayra|Patch> O Increased cost of heavy armor from 20 to 25
<Flayra|Patch> O Lower cost for offensive chambers from 16 to 14, and build time from 40 to 30
<Flayra|Patch> O Lessen HMG damage from 20 to 18

So far the aliens are getting a boost while the marines are being downgraded. And supposedly this patch will be released this week!!
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Comments

  • SathanisSathanis Join Date: 2002-11-04 Member: 6939Members
    What exactly is the difference between blast / no blast damage? Better effect on players?
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Just for the record, <i>none</i> of those changes are final. They are all subject to change.
  • JikxJikx Join Date: 2002-11-01 Member: 3563Members
    hmm... all sound good..

    Just finished a game, got turret/grenader/HMG holed again.. can't wait for patch!
  • ProdigyXLProdigyXL Join Date: 2002-11-02 Member: 5376Members
    Hmm.. I'm a die hard alien player, and I think some of that is extreme. I really don't know what people are complaining about it being uneven. Aliens can, and have won. I've played a ton of games and sure, we've lost some, but we've won just as many as aliens. I hope this doesn't sway the balance in favor of the aliens too much. I think people have been just jumping to conclusions about the alien balance because they aren't used to them yet. A good alien team is capable of mass destruction. The only thing I think should be adjusted is the amount of damage a sentry can take from a skulk, cause I think it could stand to be damanged a little easier. Besides that, the balance is fine.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    "<Flayra|Patch> O Lessened siege damage from 350 to 330"

    And this will change what? Once one is built, you've STILL got about 20 seconds before the every building in the nearby area is nuked.
    I'd personally rather see the cost doubled. Or tripled. Or the rate of fire halved. +(
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    This may seem like an odd question to somebody who understands, but what exactly is the point of a grenade that doesn't have a blast? It basically becomes an XCOM-like AP heavy cannon at that point, it's only real advantage being that you can lob the rounds somewhat.

    Hm.

    Without a blast radius, will it even be ABLE to hurt buildings?
  • preacherpreacher Join Date: 2002-11-02 Member: 5130Members
    i think it all looks great and will help out a lot for us die hard alien players. the changes to the fade are awesome.
  • VitalMindVitalMind Join Date: 2002-11-01 Member: 2867Members
    here it goes..ppl will get some alien fixes now marines will have to try and then they will start complaing lol..gotta love the gaming world..as far as the fade goes...heck ya with changes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Blast damage does not mean it won't have a blast radius. It means that grenades won't do double damage versus buildings any more.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    That makes much more sense <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    Great! I look forward to it
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    wow

    so much for the hasty claims that "balance is fine, so shut up"

    btw, you should adopt the term "crush damage" for damage against buildings, as blast damage indeed refers to area of effect.
  • gollusgollus Join Date: 2002-10-06 Member: 1444Members
    man sounds to me like the aliens are going to start owning now hehe. But I trust in Flayra's desitions. Im happy as i am a Fade Fan.
  • NullzeroNullzero Join Date: 2002-11-05 Member: 6968Members
    Someone pin this to the top of the page so it can be read by everyone. Some good changes in there, I think.

    -----
    Nullzero
  • ChronChron Join Date: 2002-11-03 Member: 6185Members
    whether its overkill or not is yet to be seen. Right now the humans are stronger, and if played well, or even moderately well, are VERY strong. while aliens have to be played very well to be somewhat strong. Which is why playtesters would say it balanced, because they know how to play the game very well, while in every pub there will be newbies.
    if 1 skulk(me) can defend half the map by himself, obviously its not because the skulk is uber-strong, the marine players just sucked hardcore.
  • denizendenizen Join Date: 2002-11-01 Member: 2935Members
    It all seems reasonable to me. None of the changes are really major, but together should correct some issues, whether they be real or imagined.

    As for seige cannons still "nuking" every building in twenty seconds, that is fine. That is the point of the weapon. The seige cannon has numerous disadvantages which can be exploited.

    The cost tweaks on marine gear seem right on. I guess we'll just have to see how it all works with the resource bug fixed.

    Oh well. I'm tired. It's hard for me to muster the sort of indignant complaints that are so abundent at this point.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    Cool changes, I never felt that marines were that much stronger (hell, I've been in more games where aliens win than marines) but the grenade spamming of hives really pissed me off. Plus, it always felt like the fade should be stronger; it's more of a jump up from skulk this way. Perhaps the resource cost should be upped a little, maybe to 50?
  • TurtleTurtle Join Date: 2002-10-18 Member: 1540Members
    edited November 2002
    I'm a devout alien player, pretty good too, but somehow all those changes seem to hit marines pretty hard. Are you sure toning down marines this much is the solution? Or is the effect much more subtle than the numbers show?

    I actually don't mind the current balance, the only thing that ticked me off was the turret farms and how quickly the marines could get heavy armor, hmgs, and motion tracking (the ultimate alien killing combination).

    As for the siege cannon, I too am all for it nuking structures. In fact, since it will cost relatively more, with less protection from turret farms, the siege will require much more finesse to use, and some live marines to defend it.

    One thing is for sure, these changes will mean the aliens can now make a comeback if they're losing, and the marines need much more teamwork to survive, rather than turret farming everything.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    <!--QuoteBegin--Twex+Nov 5 2002, 06:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Twex @ Nov 5 2002, 06:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    so much for the hasty claims that "balance is fine, so shut up"

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What is that supposed to mean? If you don't have something nice to say, don't post anything.
  • VangorVangor Join Date: 2002-05-22 Member: 655Members
    I hope that there is more of a trial and error thing to this, some games I have seen with unbalance shift many things at once and screw with the game, so hopefully, even if that doesn't work, a few more things will change for the better.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    I like pie <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • peakpeak Join Date: 2002-11-03 Member: 6463Members
    <!--QuoteBegin--denizen+Nov 5 2002, 07:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (denizen @ Nov 5 2002, 07:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As for seige cannons still "nuking" every building in twenty seconds, that is fine. That is the point of the weapon. The seige cannon has numerous disadvantages which can be exploited.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think the biggest problem with siege cannon is it's weird ability to cause damage through walls. I hope that little "feature" will be fixed in the next patch.
  • peakpeak Join Date: 2002-11-03 Member: 6463Members
    Umh, oh, nice cannon..
  • VisserVisser Join Date: 2002-11-03 Member: 6613Members
    Unfortunatly killing thru walls is a feature not a bug and i dont think its gonna be changed.

    Just now me + some experianced aliens managed to put the hurt on a bunch of marines. Me and my friend setup a base (he was gorge the whole time) while i spent about 20 minuets befor and after as a lurk flying around like a spaz, needling about 10 people and a bunch of sentrys inside their main base. After a bit, they break out the grens, but i manage to save the buildings and contain them inside their base with some nifty flying. But then they build a siege cannon. BANG, the whole thing turns to shit. Our damn nice outpost which has been beating off all comers for about 15 minutes without either of us dying, is blasted to shreds in seconds. The marines bust out, rampage across the map and gren spam our hives to death. What should have been a well earned victory turned into yet another lame defeat.

    Summary: all that is needed to balance is remove siege hitting thru walls and halve gren RADIUS (making it not double vs buildings like they are going to is nice as well). I dunno about anyone else here but im sick of having 50+ hp and dying from a single gren 2 screens away.
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    flayra: it is supposed to mean that the initial hostile and aggressive attitude in this forum against people who considered aliens underpowered was premature. dunno why you put opinions in "nice" vs "not nice" categories.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    flay is still adding the nolag/team balance/resource bug fixes plus those ones u said? right?
  • NodeNode Join Date: 2002-11-05 Member: 6964Members
    <!--QuoteBegin--denizen+Nov 5 2002, 02:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (denizen @ Nov 5 2002, 02:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It all seems reasonable to me. None of the changes are really major, but together should correct some issues, whether they be real or imagined.

    As for seige cannons still "nuking" every building in twenty seconds, that is fine. That is the point of the weapon. The seige cannon has numerous disadvantages which can be exploited.

    The cost tweaks on marine gear seem right on. I guess we'll just have to see how it all works with the resource bug fixed.

    Oh well. I'm tired. It's hard for me to muster the sort of indignant complaints that are so abundent at this point.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Disadvantages? Like what, requiring a whole 9 extra resources and being defended by sentry turrets?

    Yes, the 9 million sentry turret will be fixed next patch, but that won't change having sonic cannons being defended by them.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--Node+Nov 5 2002, 11:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Node @ Nov 5 2002, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--denizen+Nov 5 2002, 02:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (denizen @ Nov 5 2002, 02:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It all seems reasonable to me. None of the changes are really major, but together should correct some issues, whether they be real or imagined.

    As for seige cannons still "nuking" every building in twenty seconds, that is fine. That is the point of the weapon. The seige cannon has numerous disadvantages which can be exploited.

    The cost tweaks on marine gear seem right on. I guess we'll just have to see how it all works with the resource bug fixed.

    Oh well. I'm tired. It's hard for me to muster the sort of indignant complaints that are so abundent at this point.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Disadvantages? Like what, requiring a whole 9 extra resources and being defended by sentry turrets?

    Yes, the 9 million sentry turret will be fixed next patch, but that won't change having sonic cannons being defended by them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yes...but they can't afford them all easily!

    turret fact is 25, turrets are what 16? and then siege is a bit more
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Not to mention that you have to spend an extra 25 upgrading the turret factory to even be able to place the siege turret. And that this upgrade takes 30 seconds. More than enough time for the alien team to become alerted to the marine team's presence.
  • philmcnealphilmcneal Join Date: 2002-10-24 Member: 1585Members
    i woudln't mind giving these balance changes a shot i mean all u have to do is replace the skill.cfg

    if there is a problem flyra can just realise another skill.cfg asap

    so lets just try it out and see what happens <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
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