What Happened To Ns..?
Armageddon
Join Date: 2005-01-07 Member: 33055Members
I tried out the latest beta for the first time yesterday and all I can say is....utter disappointment. The only really good feature that was implemented in this version is the alien flashlight. Other than that, the map changes are worse than before, cloaking is ridiculous now as it allows anyone to rack up kills, and shotguns are weaker <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Comments
Shotguns are weaker, but this is for the sake of balance. There were many bug fixes and other changes you don't touch on, would be a shame to write-off the entire game because "shotguns are weaker", or something of that sort.
Not sure what you're expecting from NS.
all map changes so far have been greatly needed, especially on eclipse. The boost to sensory was needed because it was the weakest chamber by far, even though it may seem overpowered now, i'm sure repetitive play against it will increase your abilities and allow for new strategies to counter it.
You're always free to actually post feedback that we can use and suggestions for improvement.
As for shotguns, no more sniping with it..at close range it is still just as lethal as it was before...want sniping? Use a gun or HMG...
Same here. People, we are no telepaths. If you want to make a point, <i>make it</i>. We can't react to judgements.
Seeing as you just played it for the first time yesterday, your going to suck against cloaking, and shotguns arent weaker.
Almost a week later, i can now see cloakers trying to get me (hard, but can still pick em out 3/4 of the time) and im crazy with the shotty, as i always have been.
WHAT?? THEY GOT RID OF NS?
Wow good job NS team...I didn't realize that THIS was what the BUS was. But while NS was around I have to say that I loved the game and there couldn't possibly be a better game out there. Especially the beta 6 changes.
Now I'm going to read the thread <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
HOWEVER!
pretty much everything else has improved imo.
I like this new version.
As someone said earlier it does have slight 1.04ness to it.
Bast is now no longer totally ****, thank whoever done that cus I was really anoyed what the did to that map last version.
And thanks to whoever redesigned Eclipse MS, those flipping doors killed me soo many times it not even funny.
Aliens now have the option of getting SC first (before it was no an option lol) although I still think it is the weaker of the 3 chambers.
So yeah, I never thought Id say this, but well done NS team I think you did ok with this version. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
I MISS KNIFE KNOCKBACK <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Nem this is very nice but now there is a version (3rd Party) that supports up to 128 new funtions on top of the current. Works great too. So for you to screw up Metamod you better get developing
It got much better IMHO...
Ive been playing ns since its released... Mostly played at LAN at times of 1.04... And Ive been playing it online at least 3 days a week to everyday since 2.01 to 3.0 final... I can say without a doubt; 3.0 Final is the version I enjoyed most after my 1.04 LAN games...
But then ofcourse Im aware 1.04 days of me have unfair advantage...
I was seeing ns for the first time, plus I was only playing with my buddies who saw ns for the first time. We all learned to play, together from scratch. There were no skill gaps between us. Each day we were discovering something amazing about this game. Each time a new player joins our little group; we had a ritual of reading/showing the old official ns manual to him. It was taking more than an hour to cover it; and no we were not getting bored telling it over and over. All of us were playing with low gamma; so each encounter was breath taking. We not only were playing; but living in the world of ns. We were like the cavemen discovered the fire. ^_^
One thing I know is that; I will never gonna get the same taste again... On the other hand I know what ever the version was I would be loving it more than anything in these days...
Now I feel like a pyro-technician. Discovered all of it. Knowing all maps by hearth. Get used to most of the available tactics and player behaviours for the previous releases. Yet, It does not seems like Im gonna get bored soon... Thanks to this version; and thanks to changes that forces people to change their playing style... New sens is a challange... Soon players gonna learn how to deal with it...
Just give it some time...
I love the new sensory, I love the new game. Anything that brings the troops closer to the commander is dead sexy in my opinion, even if the onos was made to have three million HP and sixty trillion armor. Needed immense teamwork between the commander and his troops to defeat it.. I'd love it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Play the game a couple of months, then come here and post <i>feedback.</i> Whats feedback? Well, you tell what you like, and dislike about the game. You dont vaugly state "I think NS sucks."
<i>Why?</i>
No vaccum noise for the jetpack.
Shotgun is realistic (damage falls off at range)
Sensory and Movement are viable first chambers.
And as for people how cannot handle cloaking, the light 'bends' where the Kharra is. If you play with your gamma long enough you can see the outline of the cloaked alien easily.
WHAT?? THEY GOT RID OF NS?
Wow good job NS team...I didn't realize that THIS was what the BUS was. But while NS was around I have to say that I loved the game and there couldn't possibly be a better game out there. Especially the beta 6 changes.
Now I'm going to read the thread <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I am hoping that the changing of the name from beta to final even with bugs still in it was not the bus.
that depends. i can believe that some people have a rough time remembering the maps, however i myself have already forgotten what the old c12 used to be like (well, almost).
You're always free to actually post feedback that we can use and suggestions for improvement. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think its on co_niveus. There's this special spot near the hive where marines can camp near the hive and launch nades non stop. Can't really describe it...it's a small hole just large enough for a fade to fit in..
co_daimos was fine the way it was before. Why the revamp? Now the sewer system seems super open and more pro-alien. Also, the long path to the hive now has tons of ambushing spots, making it hard for marines in the beginning to bypass skulks.
I think the cloaking should be set back to the way it was before, where visibility was 100% as soon as a skulk broke the walking speed. It's ridiculous now that any skulk can come with in an inch of the marine and kill him while running.
Is the new shotty bugged?! Every time I aim dead center into a skulk, the shots don't register. WTH is up with this. They nerfed the shotty to prevent 'sniping,' not close range killing.
You're always free to actually post feedback that we can use and suggestions for improvement. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I think its on co_niveus. There's this special spot near the hive where marines can camp near the hive and launch nades non stop. Can't really describe it...it's a small hole just large enough for a fade to fit in..
co_daimos was fine the way it was before. Why the revamp? Now the sewer system seems super open and more pro-alien. Also, the long path to the hive now has tons of ambushing spots, making it hard for marines in the beginning to bypass skulks.
I think the cloaking should be set back to the way it was before, where visibility was 100% as soon as a skulk broke the walking speed. It's ridiculous now that any skulk can come with in an inch of the marine and kill him while running.
Is the new shotty bugged?! Every time I aim dead center into a skulk, the shots don't register. WTH is up with this. They nerfed the shotty to prevent 'sniping,' not close range killing. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Teamwork...teamwork...teamwork..teamwork...that is what NS is about...
Complain about lack of teamwork instead of overpowered sensory chambers and aliens FINALLY being able to do some decent ambushing...
Shotgun is perfect now...it's just that hitreg might be a bit bonkered at times unfortunately...and that no-random pellet distribution as well =\
It's quite simple in the end though...if you want to succeed in NS, then you have to learn to work together and communicate...it's as simple as that...doing so and you can counter sensory and ambushes more effectively...
There is no universal way of playing the game either that will ensure you victory...anything can happen, and even the "best" tactic and teamwork etc can fail sometimes...that's what makes NS so good...
co_core
co_niveus
co_daimos
and
co_sava
are all in lesser or greater measures marine biased.
co_core :
fixed the shooting hive from miles away at least, but made the hive easy to kill as jp/sg in the progress, combined with the short hop from marine spawn to the hive, this makes it a bit too easy for even a small group of jp/gl/sg to take out the most fiercely defended hive. A gl-er can spam granades from outside the hive in and clear webs and deal some damage in one go, followed by even one good jp/sg can be enough to kill teh hive. If not successful, the jp-er can get back quickly to complete the job when he respawns because of the short distance.
co_niveus :
Similar to core, the hive is a bit too close to the marine spawn, making it a bit too easy for jp's to get there quickly. It also is a WAY too large a room, again, too easy for the jp to fly around in and avoid aliens. And because its basically a large box room a single nade spam can clear all webs and kill all spawning skulks in one clip (not easy, but all spawn spots are close together with no obstacles in between).
Then ofcourse the silly hole next to the hive which a jp/gl can use to kill the hive with and half the spawning skulks with WAY too much ease.
The hive approach from the ground is also a bit too open, a few boxes would make it easier to defend and offer shelter from bullets.
co_daimos :
LOVE the new look, its really nice. HATE the new layout, it blows for aliens.
So much is wrong with the new daimos that i wondered if co_ maps are beta tested (are they? Its okay, you can tell me, I know how some people look down on combat).
The new phase gates cannot be defended by onos, due to the railing that prevents the onos from getting on the pg platform.
The new marine start (though looking fabulous) IS a big fat giant box, as skulk you can forget about covering the distance between you and a spawning marine before he shoots you. If the marine team has a few hmg's theres no way marine spawn can be taken by anything but an overwhelming (both in skill and numbers) assault of high level aliens. Which would leave the hive open to counter attack.
Speaking of the hive...its now twice as high and four times as wide with NO obstacles of significance. Can you say jp/sg/gl. (anyone seeing a pattern here, why doesnt HA get a break sometime, its always jpjpjpjpjp in combat)
And on top of that the rest of the map was already fairly marine biased and now sewer has been made into a shooting gallery, long and narrow with plenty of light and a monotonous texture to spot cloackers easily.
co_sava :
Used to be a marine map is now marine heaven.
Hive room is too big (again, jp's).
There are no real altarnative routes (like the sewer in daimos), they all come together at some point and a jp/hmg with motion tracking can quickly (and im talking 4-5 seconds) cover the entire breadth of the map to clear out stray skulks.
The road to the cc from the hive is long and straight, which spells death for an onos and severe damage for any other lifeform before they even get close.
And what is up with being able to kill skulks spawning on the overpass in the hive while camping OUTSIDE the hive with a sg, hmg or even lmg.
As a little request to nemesis zero, id like to have his (which is, i assume, the dev teams) take on how combat is 'supposed to be played' . Are you supposed to end up with a webbing gorge and umbra lerk or lose as alien? Do you NEED to get all jp marine teams or not be able to reach the hive at all? Is there a point to getting a welder apart from welding the cc or the odd map switch? Are you aware that HA in combat loses its great advantage of armor and spore immunity due to resupply and the jp's ability to so effectively retreat from danger thus avoiding damage alltogether, while the HA is left to deal with those fades on the reload.
And since combat isnt played competatively at all, wouldnt it make sense to balance it for the chaotic and un-coordinated play on publics (im talking about HA's almost never bothering with welders for instance)
Awaiting the repsonse.
I like the new version, and I agree. My thoughts have always been that the best players always join the aliens and go around as a skulk or more dangerously fade, and just rape the **** out of us rines. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> Very sad, the comms are always pretty good it seems, but as usual it seems I join a match and we have a genuinely good comm, and he gets frustrated as his entire team is nooby, against talented aliens. If there was a equal amount of talent on each side I'd give the advantage to the rines actually. As long as we have guys getting a ton of kills as a fade, it's going to be impossible to balance. I think they've done a superb job of trying to balance it, because this game is very complex and it would be impossible to truly balance it.
squinting your eyes at a corridor or emptying 40 lmg bullets in random locations when entering a room is not my idea of an enjoyable game, especially since that skulk will still kill you with cloak if he has half a brain.
the shotgun seems weaker because it's range was lowered by 30% and SOMEHOW even close-up shots do not register as they did earlier.
of course you're the ones who have always decided that, still doesnt change the fact that the people who play the most are the ones who can play it the way you've decided.
the skulk used to be able to ambush just fine without any upgrades (and still is), and thats how people played it. for some reason though cloaking (which is apparently intended as to encourage ambushing and stuff like that) and sc in general was given a nice buff. i just dont understand the reasons behind that, it was fine the way it was before =/
NS 3.0 Final has seen some of the best and worst changes, most notably the worst although cloaking has finally been done as to what my own imagination before playing NS1.0 had thought. Seen as I'm a mapper and tend to critic mainly maps I'll start with a few of them.
NS Eclipse, my favourite map from v1.0 onwards. The marine spawn seems to get revamped almost every version. While it may be needed Eclipse really needs some stability in the marine spawn department, as maps like ns_nothing have had the same marine spawn since version 1.0.
Co Sava, has the most unoriginal and not the most sensible vis blockers. Crates. They're huge, ugly and well, if anything change the layout of the map rather than be lazy and stick in a few crates.
Co Daimos, with it's nice new area's has rather sluggish performance. I do not know if that has been recognised yet, and I know alot of players have complained about it so I will leave the main of my rant on that.
Some gameplay rants would be that the marines tech upgrades are far too slow compared to aliens. Early on aliens get a huge advantage, especially with just 1 SC dropped. A good alien team could win within the first 5 minutes of a level and marines will barely have any time to get level 1 weapons or armour.
For now, rant over <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Nothing too big or offensive I hope, mainly just a few map tweaks and one gameplay tweak that I feel spoils the game. Should also mention the I feel the 'lag problems' in 3.0.1 are not too different to 3.0F. I loaded up and played on a 20 man Beta5 server yesterday and noticed a significant ping advantage of Beta5 over the newer version.
EDIT: I also feel because quite alot of us have played since V1.0 that we are not liking change. To use an analogy it is like a person of 90 years of age trying to use a computer, they do not like the change so they do not want it. They prefer it the way it was by hand/paper. I feel 90% of the feedback the dev team get is due to people not liking change. I would also like to say that with every update I belive along with the devs and PTs, that NS is getting better.