Balance Game Patch Change log (alien too strong)

Goliath VietnamGoliath Vietnam Join Date: 2013-01-07 Member: 178080Members
Hi , i have bought this game on those past Holidays on Steam
After one week , i have to say that newbie just take time to explore this game and you will be fine .
But in-depth gameplay , at every game i have played , aliens is OverPowered , when human being bite they are stunned , when alien take entire rifle clips and not even slow down for a-bit ? :))
So i suggest game-dev team need another patch, here it is:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Change-log
1-Add Aliens take-damage effect , aliens player will slow down 35% their speed (0,5s) when take hit from Marines ( aliens running and jumping speed)

This include every aliens , except Ohnos

2-Increse healing and repair speed for Marines Amory , upgraded Advance Amory now will heal Marines "Instanly"

3-Ohnos HP reduced from 1300 to 1000 , since their Amor is 500 ( 900 with Carapace upgrade)

4- Marines Exo-Skeleton suit minigun ( and dual minigun upgrade) can "knock-back" Aliens ( include Ohnos)<!--QuoteEnd--></div><!--QuoteEEnd-->

Im not trying to make Marines become overpowered , i just thinking alien Khara is just another life-form ( Marines is human life-form too) and when take damage they not even hurt ? Aliens now with fast speed can return to heal with Gore or Crag

P/s : idea for devteam >>> Human with such advance technology , by that time cant creat a Ghost Suit ? :D ( alien can be invisible , why not ? )
<div align='left'><img src="http://www.ghilliesuitwarehouse.com/product_images/e/684/ghost_ghillie_suit__92858_zoom.gif" border="0" class="linked-image" /></div>
Present and Future
<div align='right'><img src="http://1.bp.blogspot.com/_DxlWwc8CpGc/S8dN4_2IEOI/AAAAAAAAAW8/i-k6DlL4L24/s1600/Male%20Ghost%20Suit%20Variations%2022.jpg" border="0" class="linked-image" /></div>

Comments

  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    No. These are not very good ideas for achieving either fun or balance.
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    You've gotta be joking?

    I understand the idea but it would be so one sided in the other direction it wouldn't even be funny.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2013
    Cloaked marines?

    You do realize they have ranged firepower and would then be able to simply sneak up to aliens and gradually proceed to aim carefully without the aliens even knowing they were there and to get obliterated the moment those marines open fire? At least with melee based cloak they still have to expose themselves to some form of threat... Also, cloaked team vs cloaked team, have you ever seen TF2 arena with two spies that are the last men standing?


    The main reasons marines are losing are in public games are as follows:
    1. Not being aggressive enough early game with their phase gates and map control
    2. Not working as a team
    4. Wasting resources on turret farms all over the place, in essence lagging behind on tech due to self inflicted res starvation
    5. Going mass EXO, again a slow tech to research and will starve your res again and lowers your map presence
    6. The varied performance issues that have a bigger impact on the team that has to do tracking aiming...

    Also aliens are generally more forgiving with mistakes made on your team (newbie team vs newbie team mostly)
  • kespeckespec Join Date: 2012-11-18 Member: 172279Members
    well, the game design does not really go well with public games.

    alien rewards individuality, one good fade can hold a marine squad of 3.
    on the other hand supposedly fade equilavant sorry excuse of a design claw exo can be taken out easily by 3 skulks, doesn't matter how good shot the pilot is. skill cap is immensely limited. which means you are team dependant even with the highest tech. it feels like a place holder to prolong dual minigun upgrade without any certain use.

    you can't expect everyone in pub servers to play with a team mentality, but alien team do not need such thing really.

    just remove alien command
  • kespeckespec Join Date: 2012-11-18 Member: 172279Members
    i also liked the ghost armor thingie, has so much potential. but needs serious brain storming
  • 11monkeys11monkeys Join Date: 2013-01-01 Member: 177001Members, Reinforced - Shadow
    The problem with mariens being weak is that they need teamplay and a good commander.
    As alien, I can have a complete derp as commander and a handicapped team, at some point I'll go onos and can return to a hive or just get regeneration, given the commander managed at least that.
    Dual exo, I need my team to hold two bases, a commander that builds a lab, does two researches, and a team with welders/MAC's.

    Besides, nerfing Onos would make it impossible to 1v1 an exo.
    atm, an exo should kill an Onos charging it (I'm counting celerity, carapace, armor 3 and weapons 3 without welders/gorges ect), while the onos, if it gets to the exo before it fires, should kill the exo.

    I'd like to see some testing on the Exo kills Onos part though. Onos kills exo in 6 attacks, how many sec for Exo to kill Onos.
  • ExoskelettExoskelett Join Date: 2012-12-18 Member: 175509Members, Reinforced - Supporter
    2-Increse healing and repair speed for Marines Amory , upgraded Advance Amory now will heal Marines "Instanly" xD sounds like some1 has no idea about the game
  • sHawke_NativesHawke_Native Join Date: 2012-12-20 Member: 175650Members
    this will make a good team of marines OP so this is a bad idea overall, its getting a bit tiring of having newbies posting on the forums before they really get to know this game, im thinking you have had newbie commanders and/or bad commanders possibly trolls being comm, to a good alien team can be stopped and pushed back by a good set of marines and please play both sides to see the pros and cons of this idea, skulks dodge and move fast so they can kill a marine with 70 health it doesnt take much to kill a skulk just that you have to aim right, the point of NS2 is to kill the marine comm chair or the alien hive and the way to do it is resources to get the buildings you want the upgrades you need etc etc
  • SaniKSaniK Join Date: 2012-11-04 Member: 166850Members
    edited January 2013
    I do like advanced armory healing faster but not instantly.

    I know you're new to the game believe me I made similar posts when I first played. You just need to play ALOT more and learn from mistakes. The suggestions you made would break the game and it would NOT be fair.

    My suggestion to you is play the aliens ALOT try comm try skulk try lerk and get really good with them. Then when you go back to rines, the aliens will be easy to kill....trust me I could go to any rookie server with a shotgun and go 20+ kills before they kill me. Its all about skill + experience + map awareness + teamwork + good leadership comm.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    <!--quoteo(post=2057702:date=Jan 8 2013, 01:19 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 8 2013, 01:19 PM) <a href="index.php?act=findpost&pid=2057702"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->The main reasons marines are losing are in public games are as follows:
    1. Not being aggressive enough early game with their phase gates and map control
    2. Not working as a team
    <!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->

    Read this new players and stop thinking exo's will win you the game
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    <!--quoteo(post=2057897:date=Jan 8 2013, 08:10 AM:name=11monkeys)--><div class='quotetop'>QUOTE (11monkeys @ Jan 8 2013, 08:10 AM) <a href="index.php?act=findpost&pid=2057897"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem with mariens being weak is that they need teamplay and a good commander.
    As alien, I can have a complete derp as commander and a handicapped team, at some point I'll go onos and can return to a hive or just get regeneration, given the commander managed at least that.
    Dual exo, I need my team to hold two bases, a commander that builds a lab, does two researches, and a team with welders/MAC's.

    Besides, nerfing Onos would make it impossible to 1v1 an exo.
    atm, an exo should kill an Onos charging it (I'm counting celerity, carapace, armor 3 and weapons 3 without welders/gorges ect), while the onos, if it gets to the exo before it fires, should kill the exo.

    I'd like to see some testing on the Exo kills Onos part though. Onos kills exo in 6 attacks, how many sec for Exo to kill Onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Remember an onos can still play somewhat smart and circle the exo erratically while attacking, making the exo waste at least a few hits. Plus if they connect with their charge attack the first hit does double damage. It's more than likely an onos will kill a dualgun exo in 1v1 even if he has to close the distance.

    On a side note, adren is probably much better for onos. An onos with adren can charge both in and out of combat, while a celerity onos is going to lose his speed boost from the moment he's spotted until he gets back out of sight since not getting hit as onos is a virtual impossibility.
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