210 feedback
Deadzone
Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
Since the official thread didn't get posted yet, I'll just use this for now.
So far:
-Shotgun feels MUCH better now! Thank you! Maybe not perfect, but soooo much better.
-Docking is fun, but I didn't get to spend much time on it yet.
-I like the relatively higher costs on both sides to slow things down.
-I did NOT notice the "tech explosion" problem in any of the 3 games I've played. The game felt much more gradual.
-Marines and aliens both had good wins and good moments. This made it much more enjoyable than expecting aliens to roflstomp.
-ARC train does seem overpowered, but it could be that I have not seen aliens use an effective counter yet.
-I'm finally seeing how sneaky drones as spies can be.
-Using shifts to move in mature whips into the marine base during final assault is awesome.
The main issue I'm seeing in this build is performance. OUCH is all I can say.
Tons of lagging/rubberbanding across multiple servers. It usually starts fine then gradually worsens into the game. Sometimes every player in the game experienced a 3-5 second "rollback" simultaneously. (not fun if you were next to a hydra, as it has apparently kept shooting you while you derped in place)
The other thing is a general fps decrease that gets worse as the match goes on. The starts of my matches are great, but it gets shot to hell by the end. I don't know how much is on my end or how much is the game's fault, though.
Overall, I like 210 so far. I hope it continues to improve, I had a lot more fun on this build than I have in a while.
So far:
-Shotgun feels MUCH better now! Thank you! Maybe not perfect, but soooo much better.
-Docking is fun, but I didn't get to spend much time on it yet.
-I like the relatively higher costs on both sides to slow things down.
-I did NOT notice the "tech explosion" problem in any of the 3 games I've played. The game felt much more gradual.
-Marines and aliens both had good wins and good moments. This made it much more enjoyable than expecting aliens to roflstomp.
-ARC train does seem overpowered, but it could be that I have not seen aliens use an effective counter yet.
-I'm finally seeing how sneaky drones as spies can be.
-Using shifts to move in mature whips into the marine base during final assault is awesome.
The main issue I'm seeing in this build is performance. OUCH is all I can say.
Tons of lagging/rubberbanding across multiple servers. It usually starts fine then gradually worsens into the game. Sometimes every player in the game experienced a 3-5 second "rollback" simultaneously. (not fun if you were next to a hydra, as it has apparently kept shooting you while you derped in place)
The other thing is a general fps decrease that gets worse as the match goes on. The starts of my matches are great, but it gets shot to hell by the end. I don't know how much is on my end or how much is the game's fault, though.
Overall, I like 210 so far. I hope it continues to improve, I had a lot more fun on this build than I have in a while.
Comments
Crag hive still the go to first tech.
Hypermutation(terrible ability) still in game.
No scaling armor/dmg for Aliens = late game deficiency.
Power Nodes <b>still</b> free while cysts cost tres again. So alien rts cost more than marine's extractors.
ARCs still mobile. Raising the costs isn't going to do crap to fix the late game spammage of them.
Set sail for fail.
Oh, and love how the alien vision becomes a blur of orange and dark red in close range and in quick motion, which is, like, 99% of alien combat.
So far:
-Shotgun feels MUCH better now! Thank you! Maybe not perfect, but soooo much better.
-Docking is fun, but I didn't get to spend much time on it yet.
-I like the relatively higher costs on both sides to slow things down.
-I did NOT notice the "tech explosion" problem in any of the 3 games I've played. The game felt much more gradual.
-Marines and aliens both had good wins and good moments. This made it much more enjoyable than expecting aliens to roflstomp.
-ARC train does seem overpowered, but it could be that I have not seen aliens use an effective counter yet.
-I'm finally seeing how sneaky drones as spies can be.
-Using shifts to move in mature whips into the marine base during final assault is awesome.
The main issue I'm seeing in this build is performance. OUCH is all I can say.
Tons of lagging/rubberbanding across multiple servers. It usually starts fine then gradually worsens into the game. Sometimes every player in the game experienced a 3-5 second "rollback" simultaneously. (not fun if you were next to a hydra, as it has apparently kept shooting you while you derped in place)
The other thing is a general fps decrease that gets worse as the match goes on. The starts of my matches are great, but it gets shot to hell by the end. I don't know how much is on my end or how much is the game's fault, though.
Overall, I like 210 so far. I hope it continues to improve, I had a lot more fun on this build than I have in a while.<!--QuoteEnd--></div><!--QuoteEEnd-->
1) shotgun probably does slightly too much damage which is why it feels good. 12-15 shells to kill an onos. 2 on a cara fade (w1). However, the smaller spread in close distance is very nice.
2) Agreed! Docking is great fun to play on although some of the close spawns might be too close?
3) UWE made two changes. The first was to reduce the res income rate from 1 res per RT every <b>8 seconds</b> to 1 res every <b>5 seconds</b>. The increased costs of upgrades and buildings are actually relatively <b>lower</b> to presumably allow use of previously energy based abilities. e.g. 20 res arms lab at 8 seconds costs 160 seconds. 25 res arms lab at 5 seconds costs 125 seconds. The result then is the default choice of generally faster paced gameplay, not slower. To illustrate, it is possible to get 1 hive upgrades and t3 alien abilities (xeno, vortex, umbra) under 4-5 minutes.
4) You don't notice the tech explosion anymore because both teams are now chockfull of res that it is affecting the minute res to res decision making of players. This is a temporary effect of adjusting to a new build and i assure you the underlying tech explosion problems are still there and will appear once again when players (myself included) start learning how to play the new res model tighter. Basically, the issue is being obscured by alot of other factors.
6) The alien counters to ARC trains are fade vortex and gorge bilebomb, both of which are quite effective =D. Have to admit I was really skeptical about fade vortex, but its implementation is incredibly fun. UWE did a really great job on this one!
7) I've been doing the whip teleport strategy as a staple for the past few builds and as much as i love it, imho it is very OP this build with the removal of shift energy (no more max 4 teleports) and low teleport res cost.
Once UWE sorts out the res model and game pacing, i think ns2 is going to be in quite a good place (aside from performance).
- Noticed a lot of people joining and leaving games in 210 which I put down to poor performance on Docking.
- Commanders have too much resources coming in which is causing a lot of problems (cyst spam etc)
- Dislike the new buy menu. I preferred being able to see what's going on around me while purchasing weapons etc (2 clicks annoying obviously which I know has already been mentioned to the dev's)
- Still get frustrated with having to re-evolve upgrades as alien every time you re-spawn. Why can't they persist through death?
- The noise while you're at the armory regenerating health/ammo is confusing, exact same noise as a building being placed.
Likes:
- Love the shotgun again
- Flame-thrower feels more effective, i'm enjoying burning stuff then switching to pistol and finishing people off
- New map! Still needs some work but it seems like it'll be on par with the likes of summit
This concludes in way too much res at the disposal of both sides.
Best fix would be to revert the res income. 1 TRes for a medpack wasn't unreasonable at all.
And then, the lerk nerf was really overdone.
All there was needed to be done was to decrease the damage.
The rate of fire nerf have made bite near useless, if the commander know how to medpack. Revert that one as well please.
Also, I don't think it's unreasonable to make Powernodes cost a few teamres now that cysts finally are in the game of res.
Other than that, removing energy was a really good move. Alot more trade-offs now.
Just sad that it's hidden behind the spammage of the new res income intervals.
This concludes in way too much res at the disposal of both sides.
Best fix would be to revert the res income. 1 TRes for a medpack wasn't unreasonable at all.
And then, the lerk nerf was really overdone.
All there was needed to be done was to decrease the damage.
The rate of fire nerf have made bite near useless, if the commander know how to medpack. Revert that one as well please.
Also, I don't think it's unreasonable to make Powernodes cost a few teamres now that cysts finally are in the game of res.
Other than that, removing energy was a really good move. Alot more trade-offs now.
Just sad that it's hidden behind the spammage of the new res income intervals.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the new resource speed is much better, the numbers just need to be adjusted. Gives more importance to each and every resource tower.
I agree that the numbers need to be adjusted. Either cost increase for upgrades + cooldowns on abilities (cysts, nanoshield).
Though alien RTs should be increased in cost, imo. The 10 tres for an alien RT is rather negligible now. I realize that this is assuming 5x cysts for 1 tres each to equal the marine RT's 15 tres, but I don't think they're truly equal. It's much harder to kill an alien RT + 5 cysts, which can be rebuilt automatically without player support. I find that typically when I kill an alien RT, then die to skulks, it is always rebuilding when I run back 20 seconds later. There's not much consequence to losing alien RTs as long as you have 2-3 others. With 3 RTs, aliens can afford to rebuild an R every 15-20 seconds. And that's not even considering them simply saving some tres to rebuild harvesters that are taken out.
Uh? No, just no. You make resources towers more important by reducing the flow of resources they produce, not by increasing it.
Increasing the costs of upgrades on both sides was the right step to ensure a longer early game, increasing resource flow was two steps back and completely removed the early game.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Though alien RTs should be increased in cost, imo. The 10 tres for an alien RT is rather negligible now. I realize that this is assuming 5x cysts for 1 tres each to equal the marine RT's 15 tres, but I don't think they're truly equal.<!--QuoteEnd--></div><!--QuoteEEnd-->
Power nodes are free. Some alien resource towers can cost upwards to 20 due to distance. If you want to make them both even at 15 tres, then cysts need to be taken back off tres model and moved to a cooldown system.
Edit: After playing a few more rounds of 210, welcome to NS 3.0. The only saving grace for this game is the mod community at this point.
2. Shotgun damage/spread change made it early game OP. Had one guy in his meth buzz (or cheats on, I don't care) shoot 10+ aliens in row with 1 hit kills - without misses that I could hear. Pretty sure close range kills carapace skulk with 1 hit as well.
3. Obvious missing textures around Docking's vents.
4. BAD fps issues all around Docking - mostly near the landing pad. Also interesting places to put invisible walls there..
5. Flamethrower+skulk=FPM <1. Yes, that M stands for Minute.. Took a while after death to go back to normal FPS.
6. Didn't get to try Lerk myself, but friend's impression after few Lerks was that it's nerfed too much - as in usual UWE fashion.
7. I thought you couldn't spam tons of medkits&ammopacks anymore? Because that's just ridiculously stupid. Pointless to even try 1 vs 1 marines when they get 10 medkits in fraction of second.. Not to mention the massive FPS stuttering it causes.
But not all bad things. The new heatvision is actually pretty cool.