Anyone else think aliens in general need an armor/health buff?

DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
<div class="IPBDescription">Better performance and hitreg = marines winning everygame I've pla</div>So after dealing with the hitreg issues I've noticed that now aliens are back to being no fun at all. I actually liked playing aliens for awhile cause I wasn't dying immediately upon entering a room as a lerk or fade. Now it's back to a few builds ago where it seems like death is assured if you are a higher life form other than onos against any number of marines greater than 1. a0 w0 marines feel about right, but once they get their upgrades it seems pretty lopsided.

Comments

  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    Haven't played 226 yet but I among others have basically been predicting this would happen all week long.

    Aliens need scaling armour buffs and maybe weapon buffs as well if focus doesn't come back.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I can't comment on current game balance, but have you tried re-evaluating your tactics? Are you fighting with teammates or going rambo?
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    Yup they need a buff so bad. Which is kind of sad because as of right now, not only are noobies going to get horribly rolled cause aliens are hard to play but also they are incredibly underpowered... :/
  • Jonp_11Jonp_11 Join Date: 2003-08-24 Member: 20161Members
    I definitely agree each performance fix has made the marines more powerful with the ease of tracking. I can't fully speak on this though because I'm a terrible skulk, but as other life forms it definitely seems more difficult. Add to that feign death being taken out which was admittedly over powered, but it just highlights how vulnerable aliens can be now.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=2001166:date=Oct 30 2012, 06:44 PM:name=Davil)--><div class='quotetop'>QUOTE (Davil @ Oct 30 2012, 06:44 PM) <a href="index.php?act=findpost&pid=2001166"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So after dealing with the hitreg issues I've noticed that now aliens are back to being no fun at all. I actually liked playing aliens for awhile cause I wasn't dying immediately upon entering a room as a lerk or fade. Now it's back to a few builds ago where it seems like death is assured if you are a higher life form other than onos against any number of marines greater than 1. a0 w0 marines feel about right, but once they get their upgrades it seems pretty lopsided.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think Skulk, Gorge and Onos are fine...
    I think Fade and Lerk need a buff though.

    Main problem I have seen recently with lack of health is GL + Mine spam with a side order of turret crawl = pointless skulks, lerks and fades.
  • TyrsisTyrsis Join Date: 2002-11-15 Member: 8804Members
    Yeah a fade without carapace is absolutely useless right now, and even with it, it's pretty useless. I actually avoid fade completely now because of it. They used to be the ultimate marine eaters and they just got nerfed into oblivion. Their damage needs to go back up a bit or they need to be faster. They used to be scary, but I guess top players just abused the hell out of them, so they got the nerf bat.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    <!--quoteo(post=2001172:date=Oct 30 2012, 11:50 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Oct 30 2012, 11:50 AM) <a href="index.php?act=findpost&pid=2001172"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't comment on current game balance, but have you tried re-evaluating your tactics? Are you fighting with teammates or going rambo?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yea I try to stick with atleast 1 or 2 other guys when I do stuff, but even just flying into the marine base on a spore run with celerity results in me being killed or brought to near death. Lerks and fades are so much fun to play but it's incredibly frustrating to spend so much res and just die immediately even with carapace. On the marine side though I generally get about a 12/1 k/d ratio.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2001182:date=Oct 30 2012, 12:54 PM:name=PsympleJester)--><div class='quotetop'>QUOTE (PsympleJester @ Oct 30 2012, 12:54 PM) <a href="index.php?act=findpost&pid=2001182"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think Skulk, Gorge and Onos are fine...
    I think Fade and Lerk need a buff though.

    Main problem I have seen recently with lack of health is GL + Mine spam with a side order of turret crawl = pointless skulks, lerks and fades.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would agree with this. Skulk, gorge and onos were all big enough that hitreg usually hit.

    Lerk and fade both were evading alot from bad hitreg. Now they are dying in droves.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    Overall, I have for long been of the opinion that Kharaa need more health. Too many fights are over in the blink of an eye.

    But, at this stage of the game, it'd be almost impossible to fix this. Battles becoming longer would mean all timings screwed up. Like, everything. Reload times, maturations, build times, healths, upgrades, ...just rebalancing eveything. Not gonna happen.

    But it's not that bad. Atleast stuff is fast paced.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    this is what happens when you constantly cry for nerfs without using logic, gj
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited October 2012
    This is more of an SG issue than an HP issue; Skulk, Lerk, and Fade play is decently balanced against appropriately upgraded LMGs and FTs.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    It's just too soon for a kneejerk nerf call right now. Last build aliens had a considerable win advantage. No doubt the hitreg fix has helped marines, but aliens might still be playing too recklessly out of habit from previous builds. Let the dust settle and see where things end up.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    <!--quoteo(post=2001221:date=Oct 30 2012, 12:22 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Oct 30 2012, 12:22 PM) <a href="index.php?act=findpost&pid=2001221"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this is what happens when you constantly cry for nerfs without using logic, gj<!--QuoteEnd--></div><!--QuoteEEnd-->

    I never complained about marines being too bad. I didn't have a terrible problem killing fades when they had more hp and armor and lerks have always been cake to kill with a shotgun for me.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Skulk needs smaller model and better movement, not more survivability per se. And xenocide needs to become useful again.
  • PainTrain-TSAPainTrain-TSA Join Date: 2012-10-30 Member: 164641Members
    I like the balance since 225. Both teams can win and winning depends on teamwork. In my opinion, large changes are not needed. I'm ready for tonight, I hope that things go smoothly at launch.
  • GorgenapperGorgenapper Join Date: 2012-09-05 Member: 157916Members, Reinforced - Shadow
    <!--quoteo(post=2001251:date=Oct 30 2012, 02:35 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 30 2012, 02:35 PM) <a href="index.php?act=findpost&pid=2001251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulk needs smaller model and better movement, not more survivability per se. And xenocide needs to become useful again.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I haven't played yet with the new hit reg, but I'm down for better movement (ie. a bit faster base skulk speed). Xenocide should maybe cause temporary darkening of vision and some disorientation, like a flashbang grenade. So even if the xenocide doesn't kill outright, it can act to disorient marines before a big rush.
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2001262:date=Oct 30 2012, 12:47 PM:name=Gorgenapper)--><div class='quotetop'>QUOTE (Gorgenapper @ Oct 30 2012, 12:47 PM) <a href="index.php?act=findpost&pid=2001262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I haven't played yet with the new hit reg, but I'm down for better movement (ie. a bit faster base skulk speed).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Instead of faster Aliens, I'd rather have slower Marines. :P
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=2001251:date=Oct 30 2012, 07:35 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 30 2012, 07:35 PM) <a href="index.php?act=findpost&pid=2001251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulk needs smaller model and better movement, not more survivability per se. And xenocide needs to become useful again.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Xeno is fine, watch a team who actually use it with gas and you will see.
    Only problems with Xeno is the <b>fundamental </b>flaw that whilst dead
    you don't get resources and that you cant bite whilst its active.

    <!--quoteo(post=2001216:date=Oct 30 2012, 07:19 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Oct 30 2012, 07:19 PM) <a href="index.php?act=findpost&pid=2001216"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Overall, I have for long been of the opinion that Kharaa need more health. Too many fights are over in the blink of an eye.

    But, at this stage of the game, it'd be almost impossible to fix this. Battles becoming longer would mean all timings screwed up. Like, everything. Reload times, maturations, build times, healths, upgrades, ...just rebalancing eveything. Not gonna happen.

    But it's not that bad. Atleast stuff is fast paced.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If this is more complaints that you are dying in 1 hit as a skulk, dont get hit...
    I am of the opinion that by the time lvl 3 weapons come out unless you are a damn jedi as skulk you should
    either be using your res to go fade/lerk/onos or if you have died instead of re-saving res going gorge and bile
    bombing EVERYTHING/serving as a healer for the rest of the team.

    In NS2 the commander can drop life forms, yet I still see people spam dying as skulk instead of going gorge
    because they want to "save up" for a life form instead of just asking for one. Gorges win games.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Balance not looking promising in this build...
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2001274:date=Oct 30 2012, 01:00 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 30 2012, 01:00 PM) <a href="index.php?act=findpost&pid=2001274"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Balance not looking promising in this build...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Which makes me really sad cause noobies are going to have a hard time playing as Aliens because they are just hard but now in addition because they are underpowered.
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    <!--quoteo(post=2001268:date=Oct 30 2012, 08:53 PM:name=TimmahIsASaint)--><div class='quotetop'>QUOTE (TimmahIsASaint @ Oct 30 2012, 08:53 PM) <a href="index.php?act=findpost&pid=2001268"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Instead of faster Aliens, I'd rather have slower Marines. :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Why don't we have both?
  • TimmahIsASaintTimmahIsASaint Join Date: 2012-09-24 Member: 160678Members
    <!--quoteo(post=2001289:date=Oct 30 2012, 01:13 PM:name=wiry)--><div class='quotetop'>QUOTE (wiry @ Oct 30 2012, 01:13 PM) <a href="index.php?act=findpost&pid=2001289"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why don't we have both?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Way ahead of you :P

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=122468" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=122468</a>
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    They need more interesting movement, not more health.
  • RMJRMJ Join Date: 2012-08-09 Member: 155190Members
    Can anyone ever post screenshots of aliens going 50 to 5, K/D or something like that.

    Ever game i see marines that go 35 to 6 oe 60 to 10

    Aliens are lucky if they have equal K/D but most of the time its always higher death than kill.

    1 marine can easly take on 3 skulks. 1 alien is lucky if he can take on 1 marine. 1 aliens vs 3 marines never gonna happen, even as Onos 3 marines will own you.

    Marines have level 3 weapons / armor, why dont aliens have level 1 - 2 -3 health tiers.
  • clankill3rclankill3r Join Date: 2007-09-03 Member: 62145Members, NS2 Map Tester, Reinforced - Shadow
    edited October 2012
    yeah just played build 226 and it suprised me how it ruined being a fade.
    For onos it doesn't really matter much cause it's so huge that even the old hit registering was fine.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    Definitely agree that aliens are really weak as and much harder to play than marines, especially when marines start getting their upgrades. I played two games yesterday where these two players on the marine side had a kdr of 37/6 and 38/5... i'm sure they had better frame rates than most people, but as soon as the game ended and they were on the aliens side, their kdr dropped considerably.

    It's really not fun being a lower alien life form through mid-game to late-game because you die very fast and it's really hard to kill anyone... and fyi turrets still suck and can't kill anything. I don't even know why you were worried about marines dragging the game longer than it should by making turrets... maybe that was an issue in ns1 but it's definitely not one in ns2 as the turrets are generally weaker in all areas (angle of attack, damage, limit to 3 turrets per room, etc.)
  • RMJRMJ Join Date: 2012-08-09 Member: 155190Members
    There is something wrong with how the mobility is for aliens, as i see it, aliens need to have regen be a upgrade that automaticly applies to all classes, because why would you ever want anything else in that slot.

    I mean marines walk through teleporters and get instantly healed up. The basic regen is way to slow, and even with regen unlock its still slower than marines that almost instantly heals up.

    So aliens besides having to run the entire map, have to sit idle for god only knows how long to heal to be ready again, because even at full health marines will kill you in hit most of the time, you certainly cannot risk running with less that max health.

    and why do marines that have teleporters get that recall ability, its so imbalanced, where is the aliens version of that?. Aliens should have an ability with same cooldown or cost whatever that emergency recall is, that makes said hive grow tentacles and attacks to defend it self if you dont wanna give alien a teleport.
  • SampsonSampson Join Date: 2012-01-06 Member: 139769Members
    my client-side performance is great. my fps increased another 25%. can't say about servers, i havent played on enough of them with the last couple builds.

    honestly, i think increased performance DOES help marines... it also helps skulks.. landing bites.. lerks and spikes... fade with swipe... but i do get what you guys mean.

    the few games i played today, ppl were aliens were OP...
  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    Not sure what you guys are talking about...

    Aliens are not designed for frontal assault.

    Try the following:
    - Skulk feigns (1 skulk runs in but just runs randomly all over the walls to abuse bad animation, hopefully the marine targets you while your mate runs in for the kill)
    - Ambushing
    - Not going straight for the bite, instead moving around so they burn through their clip
    - Abusing movement speed + map positioning
    - Engaging marines where the advantage is for you (closed in corridors, not open spaces)
    - Walljump

    Fades still go 50-5 in pub servers, marines still go 50-5 in pub servers. It doesn't really mean anything, those players are NS1 competitive vets.

    ++++

    Skulk is easy mode with glancing bite. Everyone has it easy at the moment, if anything I think skulk bite needs a nerf / or remove glancing bite
Sign In or Register to comment.