What Really P*sses Me Off!
Hannebambel
Join Date: 2002-11-02 Member: 5416Banned
Everytime something or someone seems to be powerful it or he gets nerfed instead of something to counteract gets toned up.
Now this ruines the gameplay. I wait for the day when everything only does 1 damage, while creatures only have 2 hitpoints. And it is still unbalanced coz another has 3.
So many games git ruined coz of tweaking.
So I would recommend increasing things instead of nerfing others. Otherwise you reach a point when things are getting really useless. Other Mods already have this problem.
Now this ruines the gameplay. I wait for the day when everything only does 1 damage, while creatures only have 2 hitpoints. And it is still unbalanced coz another has 3.
So many games git ruined coz of tweaking.
So I would recommend increasing things instead of nerfing others. Otherwise you reach a point when things are getting really useless. Other Mods already have this problem.
Comments
the last thing that got nerfed was the grenade launcher(YES IT WAS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->)
Then they nerf the Onos, then they nerf the shotgun, then they nerf the jetpack, then...
till nothing is left to nerf.
And why? Coz of some whiners!
Don´t nerf! Innovate. There is always an alternative to avoid nerfing. But the nade launcher can stay that way. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
ex:
GL -> down
Fade -> up
The devs are doin fine.
"Ow, you shot me in the eye. God damn stop."
Seriously though, the no-hive-kill has to go. I've brought an Alien team back more than once from zero-hive (though only for a win twice). It's a rush, and it's a GREAT part of the game. Which is gone, with the autokill in place. :b
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <<<b>CHOMPEH!!</b>>> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
I was only recently telling people on a game that the greatness to NS is the unbalance/balance logic. Each team has access to things that on thier own, are extremely unbalanced. But the other team has a similar weight of unbalanced things; balancing the whole lot out, and making marine and aliens equal in their entirety.
With all these things being individually unequal - people will complain.
So far I think the bast change has been the turret factory, and turret inactivity change. But with all these changes - aren't some PT's rolling in their office chairs?
They playtested this in it's RC form for 6 monthes, with 40 PT's, with 2 play tests a week. They caught a hell of a lot of bugs, but even if they were to playtest 20 hours a playtest (and no-one has that much time,) they would still be 10,000 play-hours short of a single day of public play. IN the first week, this mod got more playtesting then they ever did. Ever. If you think you can make a better mod, fine, do so. But don't think it will be as polished and bug-free as this one is.
I'm coding a MUD, and I want to try to do the opposite - raise things rather then lower them.