The camo looks AMAZING. God, what a great transition effect, AND I love how a skulk now actually will reorient its body when wall jumping over vertical surfaces; makes it look much better.
Wait, weren't people complaining in a number of threads I saw that there was no way for marines to fight back? I don't get you people. You complain about balance, how aliens are so over powered, and then they introduce something that makes perfect mechanic sense: if you move, you get slightly more exposed.
It might just be easier to pick another hive and spam your jump key + bites, but at least camouflage is in a place it should be (at least for now).
*It was never, ever fair that you could move and not be seen AT ALL. It was bad. It didn't make sense from a risk/reward point of view (it also wasn't a pretty animation). If new balance issues arise, it's not going to be a camo problem. Observatories will have to be nerfed or scans,but CAMO IS FINE.
Camo still makes you 100% invisible, but only if you stop moving. In motion will you get the watery fraction effect. Depending on the action that is going on, the marine may or may not see it. So you can still ambush marines with it, you just can't sneak up completely unnoticed anymore.
Wait, weren't people complaining in a number of threads I saw that there was no way for marines to fight back? I don't get you people. You complain about balance, how aliens are so over powered, and then they introduce something that makes perfect mechanic sense: if you move, you get slightly more exposed.
Camo wasn't overpowered, it just made the early game slightly tricky but it wasn't difficult to deal with.
Camo still makes you 100% invisible, but only if you stop moving. In motion will you get the watery fraction effect. Depending on the action that is going on, the marine may or may not see it. So you can still ambush marines with it, you just can't sneak up completely unnoticed anymore.
Yes! This is what I wanted from the start. I like this change, it makes perfect sense in my head. I think this could be followed by an observatory nerf IF it is required, but camouflage is absolutely where it should be. I like it.
I just find it amazingly mind boggling how people are so abrasive towards changes, when they were complaining just weeks ago how Marines are losing constantly.
Wait, weren't people complaining in a number of threads I saw that there was no way for marines to fight back? I don't get you people. You complain about balance, how aliens are so over powered, and then they introduce something that makes perfect mechanic sense: if you move, you get slightly more exposed.
Camo wasn't overpowered, it just made the early game slightly tricky but it wasn't difficult to deal with.
I'm sorry, it was. Building observatories is not "dealing with it". A good, balanced design consists of hive upgrades that let Marines have a chance in the open field, without the constant interruption of the commander (scans and having to build an ancillary structure, the observatory).
Wait, weren't people complaining in a number of threads I saw that there was no way for marines to fight back? I don't get you people. You complain about balance, how aliens are so over powered, and then they introduce something that makes perfect mechanic sense: if you move, you get slightly more exposed.
Camo wasn't overpowered, it just made the early game slightly tricky but it wasn't difficult to deal with.
I'm sorry, it was. Building observatories is not "dealing with it". A good, balanced design consists of hive upgrades that let Marines have a chance in the open field, without the constant interruption of the commander (scans and having to build an ancillary structure, the observatory).
All marines had/have to do is constantly keep moving.
I'm sorry, it was. Building observatories is not "dealing with it". A good, balanced design consists of hive upgrades that let Marines have a chance in the open field, without the constant interruption of the commander (scans and having to build an ancillary structure, the observatory).
Sure there was a balance issue but the problem was not with camo. I only saw aliens go camo first like 5% of the time, that was not the cause of the uneven win rate.
Wait, weren't people complaining in a number of threads I saw that there was no way for marines to fight back? I don't get you people. You complain about balance, how aliens are so over powered, and then they introduce something that makes perfect mechanic sense: if you move, you get slightly more exposed.
Camo wasn't overpowered, it just made the early game slightly tricky but it wasn't difficult to deal with.
I'm sorry, it was. Building observatories is not "dealing with it". A good, balanced design consists of hive upgrades that let Marines have a chance in the open field, without the constant interruption of the commander (scans and having to build an ancillary structure, the observatory).
Oh shit... you mean having a strategic RTS element where each side has to counter and react to the other sides tech was a horrible design choice?
No, you're right. Likes go on back to the same cookie-cutter bullcrap every game after game. It really keeps things fresh and interesting.
Wait, weren't people complaining in a number of threads I saw that there was no way for marines to fight back? I don't get you people. You complain about balance, how aliens are so over powered, and then they introduce something that makes perfect mechanic sense: if you move, you get slightly more exposed.
Camo wasn't overpowered, it just made the early game slightly tricky but it wasn't difficult to deal with.
I'm sorry, it was. Building observatories is not "dealing with it". A good, balanced design consists of hive upgrades that let Marines have a chance in the open field, without the constant interruption of the commander (scans and having to build an ancillary structure, the observatory).
Oh shit... you mean having a strategic RTS element where each side has to counter and react to the other sides tech was a horrible design choice?
No, you're right. Likes go on back to the same cookie-cutter bullcrap every game after game. It really keeps things fresh and interesting.
I knew you were gonna post that. You'll probably call it "asymmetrical" right? Do you know why Marines lose as much as they do? It's because the commander has to be on top of everything. Unlike that Aliens commander. Removing the need for constant intervention when fighting cloaked aliens is a step in the right direction.
If that's the biggest complaint against camouflage, I'll have to bet these same marine commanders would go ape-shit by the amount of "multi-tasking" that is required in SC2. And you don't even need to control your units in NS2.
Alien commander was a horrible idea from the start (and about half of the other ideas in the game too).
^ I just want fair discussion, without jumping the gun every time UWE changes something, and half the forum goes vehemently against whatever. I think you're undermining whatever argument you had by saying the rest of the game is at fault too. We're discussing this particular thing.
Also, I don't recall Starcraft players having to deal with unpredictable, distracted units, and listening to their every requests.
Beyond 'overpowered' or 'underpowered', as a marine having aliens sneaking up on you while at 100% invisibility, with your only option being to ask for scans and hoping the commander does it, was frustrating.
Yes, scan and obs are powerful counters, and yes ideally you have a good commander and a good team and it all works perfectly, but obviously that won't always happen.
And you can't "keep moving" because there are times when you have to be mostly still (e.g. to build things).
I'm glad they now made it less frustrating, now the question is how to make shade an actually useful hive choice.
One possibility might be to allow aliens to take both camo and silence at the same time.
I would like to add that the marine commander pinging during early game expansion is extremely useful no matter what upgrade aliens have so they really aren't losing anything using it to counter cloak. Most commanders just ignore ping, like most ignore nano shield.
If that's the biggest complaint against camouflage, I'll have to bet these same marine commanders would go ape-shit by the amount of "multi-tasking" that is required in SC2. And you don't even need to control your units in NS2.
Alien commander was a horrible idea from the start (and about half of the other ideas in the game too).
In every room that you have marines going into, when you have limited resources due to wanting to you know, upgrade things.
Camo is free once researched, scans cost res for every use.
If that's the biggest complaint against camouflage, I'll have to bet these same marine commanders would go ape-shit by the amount of "multi-tasking" that is required in SC2. And you don't even need to control your units in NS2.
Alien commander was a horrible idea from the start (and about half of the other ideas in the game too).
Marines have an incredibly poor early game because of all the responsibilities heaped on them from the getgo. Forcing them to ruin their economy with constant scans everywhere, thereby extending their early game period, is unreasonable.
^ I just want fair discussion, without jumping the gun every time UWE changes something, and half the forum goes vehemently against whatever. I think you're undermining whatever argument you had by saying the rest of the game is at fault too. We're discussing this particular thing.
Also, I don't recall Starcraft players having to deal with unpredictable, distracted units, and listening to their every requests.
This is the internet. There is no such thing as a fair discussion. Also, it doesn't take a whole hell of a lot of brain power to come to the easy conclusion that the nerfed camouflage is dog pile now and a total waste of an upgrade slot. And that the only reason why it was nerfed was because it was too effective in pug games where half the players only contain a single brain cell (ie: marine side) and doing more than one thing at a time as a marine commander would cause them to have an aneurysm and stroke out.
Also, I had no argument because I wasn't arguing anything, I was simply stating facts.
If that's the biggest complaint against camouflage, I'll have to bet these same marine commanders would go ape-shit by the amount of "multi-tasking" that is required in SC2. And you don't even need to control your units in NS2.
Alien commander was a horrible idea from the start (and about half of the other ideas in the game too).
In every room that you have marines going into, when you have limited resources due to wanting to you know, upgrade things.
Camo is free once researched, scans cost res for every use.
So...for the cost of 3 res per room (and there aren't many rooms) marines get to win the game? Seems ok to me.
Wait, weren't people complaining in a number of threads I saw that there was no way for marines to fight back? I don't get you people. You complain about balance, how aliens are so over powered, and then they introduce something that makes perfect mechanic sense: if you move, you get slightly more exposed.
It might just be easier to pick another hive and spam your jump key + bites, but at least camouflage is in a place it should be (at least for now).
*It was never, ever fair that you could move and not be seen AT ALL. It was bad. It didn't make sense from a risk/reward point of view (it also wasn't a pretty animation). If new balance issues arise, it's not going to be a camo problem. Observatories will have to be nerfed or scans,but CAMO IS FINE.
Please review my posts in the past...2.5 years or so...I have never once said camo was OP'd.
I was one of the voices originally calling for camo to get buffed up to what it was.
Shade hive was already the least popular but one that forced both teams to play differently...this just negates its effectiveness and means it will be less popular.
Wait, weren't people complaining in a number of threads I saw that there was no way for marines to fight back? I don't get you people. You complain about balance, how aliens are so over powered, and then they introduce something that makes perfect mechanic sense: if you move, you get slightly more exposed.
Camo wasn't overpowered, it just made the early game slightly tricky but it wasn't difficult to deal with.
I'm sorry, it was. Building observatories is not "dealing with it". A good, balanced design consists of hive upgrades that let Marines have a chance in the open field, without the constant interruption of the commander (scans and having to build an ancillary structure, the observatory).
Camo was not OP in an overall scale. It was OP or better: "frustrating" for the marine on the field, yes. But in the overall scale of the game, going camo first for the aliens is a huge risk. If marines manage to get a hold on 3 Techpoints with scans and put obs before pg there, aliens were screwed. In the overall scale Camo first was balanced as a huge risk huge reward strategy. And this was stated many times in the threads about it.
I'm repeating what I said in the Camo-Threads already: If you want to change the frustrating state of camo for the marine on the field, it will be equal to a nerf. If you don't buff camo at the same time, you will never see it again before 3rd hive.
Possible buffs are for example:
- allow running with camo active (80% visible while running, 95% visible while sneaking would be fair)
- scans and obs don't decloak aliens but show motion-blips
- scans and obs decloak aliens but don't show them on the map or motion-blips
With this nerf, you won't see camo before 3rd hive now. And this was stated in the threads before. It was already scarcely used as a first-hive strategy because the risk of never getting Cara or Adren for the higher lifeforms is huge. It was powerful yes, but it came also with a huge risk. Now it only comes with a huge risk. So it will be back to a hive-3-tech.
If that's the biggest complaint against camouflage, I'll have to bet these same marine commanders would go ape-shit by the amount of "multi-tasking" that is required in SC2. And you don't even need to control your units in NS2.
Alien commander was a horrible idea from the start (and about half of the other ideas in the game too).
In every room that you have marines going into, when you have limited resources due to wanting to you know, upgrade things.
Camo is free once researched, scans cost res for every use.
So...for the cost of 3 res per room (and there aren't many rooms) marines get to win the game? Seems ok to me.
Every room, repeatedly, to prevent the skulks from slipping back into cloak.
Cloak was too good early game.
Forcing marines to spend 3 res per room repeatedly, or drop observatories everywhere at 15 res a pop was asinine.
I've yet to play since Gorgeous because my gaming computer is kaput until I can get a new mobo/CPU, so I can't say anything about the current cloak mechanics.
Comments
Damn if they have it anything but 100% for marines it is useless...UWE why do you keep doing this?
oh well back to 2 tech trees for aliens it seems.
It might just be easier to pick another hive and spam your jump key + bites, but at least camouflage is in a place it should be (at least for now).
*It was never, ever fair that you could move and not be seen AT ALL. It was bad. It didn't make sense from a risk/reward point of view (it also wasn't a pretty animation). If new balance issues arise, it's not going to be a camo problem. Observatories will have to be nerfed or scans,but CAMO IS FINE.
Yes! This is what I wanted from the start. I like this change, it makes perfect sense in my head. I think this could be followed by an observatory nerf IF it is required, but camouflage is absolutely where it should be. I like it.
I just find it amazingly mind boggling how people are so abrasive towards changes, when they were complaining just weeks ago how Marines are losing constantly.
I'm sorry, it was. Building observatories is not "dealing with it". A good, balanced design consists of hive upgrades that let Marines have a chance in the open field, without the constant interruption of the commander (scans and having to build an ancillary structure, the observatory).
All marines had/have to do is constantly keep moving.
Edit: Sure there was a balance issue but the problem was not with camo. I only saw aliens go camo first like 5% of the time, that was not the cause of the uneven win rate.
Oh shit... you mean having a strategic RTS element where each side has to counter and react to the other sides tech was a horrible design choice?
No, you're right. Likes go on back to the same cookie-cutter bullcrap every game after game. It really keeps things fresh and interesting.
I knew you were gonna post that. You'll probably call it "asymmetrical" right? Do you know why Marines lose as much as they do? It's because the commander has to be on top of everything. Unlike that Aliens commander. Removing the need for constant intervention when fighting cloaked aliens is a step in the right direction.
If that's the biggest complaint against camouflage, I'll have to bet these same marine commanders would go ape-shit by the amount of "multi-tasking" that is required in SC2. And you don't even need to control your units in NS2.
Alien commander was a horrible idea from the start (and about half of the other ideas in the game too).
Also, I don't recall Starcraft players having to deal with unpredictable, distracted units, and listening to their every requests.
Yes, scan and obs are powerful counters, and yes ideally you have a good commander and a good team and it all works perfectly, but obviously that won't always happen.
And you can't "keep moving" because there are times when you have to be mostly still (e.g. to build things).
I'm glad they now made it less frustrating, now the question is how to make shade an actually useful hive choice.
One possibility might be to allow aliens to take both camo and silence at the same time.
Camo is free once researched, scans cost res for every use.
Marines have an incredibly poor early game because of all the responsibilities heaped on them from the getgo. Forcing them to ruin their economy with constant scans everywhere, thereby extending their early game period, is unreasonable.
This is the internet. There is no such thing as a fair discussion. Also, it doesn't take a whole hell of a lot of brain power to come to the easy conclusion that the nerfed camouflage is dog pile now and a total waste of an upgrade slot. And that the only reason why it was nerfed was because it was too effective in pug games where half the players only contain a single brain cell (ie: marine side) and doing more than one thing at a time as a marine commander would cause them to have an aneurysm and stroke out.
Also, I had no argument because I wasn't arguing anything, I was simply stating facts.
So...for the cost of 3 res per room (and there aren't many rooms) marines get to win the game? Seems ok to me.
Please review my posts in the past...2.5 years or so...I have never once said camo was OP'd.
I was one of the voices originally calling for camo to get buffed up to what it was.
Shade hive was already the least popular but one that forced both teams to play differently...this just negates its effectiveness and means it will be less popular.
Camo was not OP in an overall scale. It was OP or better: "frustrating" for the marine on the field, yes. But in the overall scale of the game, going camo first for the aliens is a huge risk. If marines manage to get a hold on 3 Techpoints with scans and put obs before pg there, aliens were screwed. In the overall scale Camo first was balanced as a huge risk huge reward strategy. And this was stated many times in the threads about it.
I'm repeating what I said in the Camo-Threads already: If you want to change the frustrating state of camo for the marine on the field, it will be equal to a nerf. If you don't buff camo at the same time, you will never see it again before 3rd hive.
Possible buffs are for example:
- allow running with camo active (80% visible while running, 95% visible while sneaking would be fair)
- scans and obs don't decloak aliens but show motion-blips
- scans and obs decloak aliens but don't show them on the map or motion-blips
With this nerf, you won't see camo before 3rd hive now. And this was stated in the threads before. It was already scarcely used as a first-hive strategy because the risk of never getting Cara or Adren for the higher lifeforms is huge. It was powerful yes, but it came also with a huge risk. Now it only comes with a huge risk. So it will be back to a hive-3-tech.
Every room, repeatedly, to prevent the skulks from slipping back into cloak.
Cloak was too good early game.
Forcing marines to spend 3 res per room repeatedly, or drop observatories everywhere at 15 res a pop was asinine.
I've yet to play since Gorgeous because my gaming computer is kaput until I can get a new mobo/CPU, so I can't say anything about the current cloak mechanics.