Couple things noticed in the last couple of games:
1) When could MACs kill me? 3 were taking out a skulk with cara in about 7 seconds while I was jumping around and doing my best to dodge them and still hit them. 2) Marines still have more mobility than aliens.... come on, you've said that aliens are supposed to fight the superior firepower of marines with superior mobility.... I'm seeing marines get the best of both worlds. Give aliens a break.
I figured out my "no map" issue. Rebinding some keys caused my map key to be double bound. :p When changing it I realized that the voice menu still triggers when you are trying to change your bindings, so, if you're voice menu key is x, you'll get weird glitches when trying to assign x to something else unless you dissociate it from the voice menu first. Also I seem to get the little red plug of doom a lot in this build. Not sure if servers are crashing or me, but I haven't had much issue with this previously. Black squares still popping up everywhere while overlaid images load.
<b><u>Balance:</u></b>
Lerk spikes are brutal now, especially with silence. I'm finding that I'm able to very effectively guard chokepoints from a long distance, even against Exos. I also think it provides a much needed way to assault marine bases down long hallways where gorges can't get close enough to BB. It wasn't really fair that a loan JP/GL rine could harass an alien base no matter how locked down, but a loan alien couldn't really do much to bother a well locked down marine base (at least I couldn't ever seem to). I think the new lerk spikes really fix that.
Shotguns are still a little on the nasty side, but probably no worse than lerk spikes. I think I more or less like them where they are.
Wouldn't mind seeing GL's get a bit of a nerf. I think they're right where they should be for taking down alien bases, but I hate how effectively they can lock up a doorway with spam and insta-kill skulks more often than not. It would be nice to either see their damage vs players reduced or have them not detonate in proximity to friendly marines or something. "You can't get in here because there are sentries" feels fair. "You can't get in here because there are mines everywhere" feels fair. "You can't get in here because everything is exploding all the time." is just frustrating. This isn't a 224 thing, just general.
Love the new skulk bite.
Games I've played thus far have been pretty back and forth. Balance seems pretty good.
<!--quoteo(post=1997070:date=Oct 25 2012, 06:00 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 25 2012, 06:00 PM) <a href="index.php?act=findpost&pid=1997070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whips don't seem to attack exos, I stood next to a cloaked one and it didn't do anything.<!--QuoteEnd--></div><!--QuoteEEnd--> Not consistently then. I'm pretty sure I've seen a whip hit an exo. Was it rooted?
Very nice update. Aliens now seem to have a chance other then hoping the marines are bad or have no com at the start.
<!--quoteo(post=1997500:date=Oct 26 2012, 03:34 AM:name=Samus1111111)--><div class='quotetop'>QUOTE (Samus1111111 @ Oct 26 2012, 03:34 AM) <a href="index.php?act=findpost&pid=1997500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Couple things noticed in the last couple of games:
1) When could MACs kill me? 3 were taking out a skulk with cara in about 7 seconds while I was jumping around and doing my best to dodge them and still hit them. 2) Marines still have more mobility than aliens.... come on, you've said that aliens are supposed to fight the superior firepower of marines with superior mobility.... I'm seeing marines get the best of both worlds. Give aliens a break.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like to add to point 2 of Samus1111111 that the Jet packers still are quite powerful, especially if aliens have lost leap its very hard to kill them. Perhaps an idea to make them lighter armored so it does not take as many hits or maybe a choice of jet pack with armor vs fuel consumption?
Weapon switching bug is really nasty, makes it almost impossible to switch during a fire fight.
Also found that Shades can be placed about 3/4 of the way into some walls which makes it very hard for Marines to find them by walking around hoping to bump into them.
Oh and don't try to use xenocide and jump into the hive right before you explode, unless you want to see a lot of pretty alien gore fireworks! Actually it's pretty funny to watch, try it. ;)
What is the internet connexion required to get rid of the lag ? I can't count the time i am already behind the wall when retreating and still taking damage or being behind the enemy i am trying to kill when i am dying from his damage..
So i assume 2Mbits connexion isn't enough for your particular game ?
<!--quoteo(post=1998015:date=Oct 26 2012, 09:14 PM:name=Paul-Hewson)--><div class='quotetop'>QUOTE (Paul-Hewson @ Oct 26 2012, 09:14 PM) <a href="index.php?act=findpost&pid=1998015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What is the internet connexion required to get rid of the lag ? I can't count the time i am already behind the wall when retreating and still taking damage or being behind the enemy i am trying to kill when i am dying from his damage..
So i assume 2Mbits connexion isn't enough for your particular game ?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's actually more likely to happen when the person shooting you has a high ping, rather than your own ping. NS2 is coded to 'rewind time' according to your ping and retroactively apply your actions. So if you have a ping of 50ms and you get shot by someone with a ping of 250ms, theoretically what you see when that bullet hits you would seem like 200ms after the bullet was fired from your perspective. Although writing that out has now made my head hurt. If John Connor was attacked by a liquid terminator when he was 13 why didn't he send Arnie back way earlier to warn him it was coming way in advance?! Hope that helps.
<!--quoteo(post=1998105:date=Oct 26 2012, 05:16 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 26 2012, 05:16 PM) <a href="index.php?act=findpost&pid=1998105"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From a sample of about 30 games from this patch NS2 stats shows Alien victories at 52%, up 15% from the last build.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ouch.. they were 15%? I'm glad I was playing GW2 mostly last build.
Edit: Nvm I see, up 15% from 37%. Still unpleasant.
<!--quoteo(post=1998105:date=Oct 27 2012, 09:16 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 27 2012, 09:16 AM) <a href="index.php?act=findpost&pid=1998105"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From a sample of about 30 games from this patch NS2 stats shows Alien victories at 52%, up 15% from the last build.<!--QuoteEnd--></div><!--QuoteEEnd--> How many of those where over in 2 min (skulk rushes are one of the few ways aliens seem to win)?
Does seem better but I have found so far onger games generally go marines way.
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
Compliments uwe, everything is a thousand times better! I cant find a bit of critisism for the build. and here i was thinking you would release a broken and stressful game! Noticed one thing whilst commanding, icons have begun a switcheroo, sometimes mines look like the new icon for weapons 1, and Medpacks instead of the phasegate. Also you broke menumods hotkeys! rawr!
Great patch so far! Aliens got a needed buff. Now it is no longer marines with 25+ kills with very low to none deaths. The plain field is close to even. My only concern is when aliens pretty much controls 90% of map and Marines with 1 base only some how they still can hold there last base for a very long time with GL being very OP is the biggest concern, but when Marines owns 90% and aliens with only 1 hive it is a quick win for Marines. That should be looked at, other than that great patch! i like it a lot.
Comments
1) When could MACs kill me? 3 were taking out a skulk with cara in about 7 seconds while I was jumping around and doing my best to dodge them and still hit them.
2) Marines still have more mobility than aliens.... come on, you've said that aliens are supposed to fight the superior firepower of marines with superior mobility.... I'm seeing marines get the best of both worlds. Give aliens a break.
<u><b>Bugs:</b></u>
I figured out my "no map" issue. Rebinding some keys caused my map key to be double bound. :p When changing it I realized that the voice menu still triggers when you are trying to change your bindings, so, if you're voice menu key is x, you'll get weird glitches when trying to assign x to something else unless you dissociate it from the voice menu first. Also I seem to get the little red plug of doom a lot in this build. Not sure if servers are crashing or me, but I haven't had much issue with this previously. Black squares still popping up everywhere while overlaid images load.
<b><u>Balance:</u></b>
Lerk spikes are brutal now, especially with silence. I'm finding that I'm able to very effectively guard chokepoints from a long distance, even against Exos. I also think it provides a much needed way to assault marine bases down long hallways where gorges can't get close enough to BB. It wasn't really fair that a loan JP/GL rine could harass an alien base no matter how locked down, but a loan alien couldn't really do much to bother a well locked down marine base (at least I couldn't ever seem to). I think the new lerk spikes really fix that.
Shotguns are still a little on the nasty side, but probably no worse than lerk spikes. I think I more or less like them where they are.
Wouldn't mind seeing GL's get a bit of a nerf. I think they're right where they should be for taking down alien bases, but I hate how effectively they can lock up a doorway with spam and insta-kill skulks more often than not. It would be nice to either see their damage vs players reduced or have them not detonate in proximity to friendly marines or something. "You can't get in here because there are sentries" feels fair. "You can't get in here because there are mines everywhere" feels fair. "You can't get in here because everything is exploding all the time." is just frustrating. This isn't a 224 thing, just general.
Love the new skulk bite.
Games I've played thus far have been pretty back and forth. Balance seems pretty good.
- Saw an onos smashing a powernode and had no attack vs structure animation. couldn't check it in other situations
- In crevice, marines can climb up the mountain in the edge between the res node and the entrance in summit(?)
- PG knockback is meant to be so powerful ? at least for skulks. didn't try with other lifeforms
On the other side, 224 is just great!
Good work Guys!
Not consistently then. I'm pretty sure I've seen a whip hit an exo. Was it rooted?
<!--quoteo(post=1997500:date=Oct 26 2012, 03:34 AM:name=Samus1111111)--><div class='quotetop'>QUOTE (Samus1111111 @ Oct 26 2012, 03:34 AM) <a href="index.php?act=findpost&pid=1997500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Couple things noticed in the last couple of games:
1) When could MACs kill me? 3 were taking out a skulk with cara in about 7 seconds while I was jumping around and doing my best to dodge them and still hit them.
2) Marines still have more mobility than aliens.... come on, you've said that aliens are supposed to fight the superior firepower of marines with superior mobility.... I'm seeing marines get the best of both worlds. Give aliens a break.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like to add to point 2 of Samus1111111 that the Jet packers still are quite powerful, especially if aliens have lost leap its very hard to kill them. Perhaps an idea to make them lighter armored so it does not take as many hits or maybe a choice of jet pack with armor vs fuel consumption?
Weapon switching bug is really nasty, makes it almost impossible to switch during a fire fight.
Also found that Shades can be placed about 3/4 of the way into some walls which makes it very hard for Marines to find them by walking around hoping to bump into them.
Oh and don't try to use xenocide and jump into the hive right before you explode, unless you want to see a lot of pretty alien gore fireworks! Actually it's pretty funny to watch, try it. ;)
I can't count the time i am already behind the wall when retreating and still taking damage or being behind the enemy i am trying to kill when i am dying from his damage..
So i assume 2Mbits connexion isn't enough for your particular game ?
This patch comes with a nasty movement lag effect which makes things worse.
I can't count the time i am already behind the wall when retreating and still taking damage or being behind the enemy i am trying to kill when i am dying from his damage..
So i assume 2Mbits connexion isn't enough for your particular game ?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's actually more likely to happen when the person shooting you has a high ping, rather than your own ping. NS2 is coded to 'rewind time' according to your ping and retroactively apply your actions. So if you have a ping of 50ms and you get shot by someone with a ping of 250ms, theoretically what you see when that bullet hits you would seem like 200ms after the bullet was fired from your perspective. Although writing that out has now made my head hurt. If John Connor was attacked by a liquid terminator when he was 13 why didn't he send Arnie back way earlier to warn him it was coming way in advance?! Hope that helps.
Ouch.. they were 15%? I'm glad I was playing GW2 mostly last build.
Edit: Nvm I see, up 15% from 37%. Still unpleasant.
How many of those where over in 2 min (skulk rushes are one of the few ways aliens seem to win)?
Does seem better but I have found so far onger games generally go marines way.
Noticed one thing whilst commanding, icons have begun a switcheroo, sometimes mines look like the new icon for weapons 1, and Medpacks instead of the phasegate. Also you broke menumods hotkeys! rawr!
<img src="http://i.imgur.com/gcYJT.jpg" border="0" class="linked-image" />