Two small changes I love already...

FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
edited March 2013 in NS2 General Discussion
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.

Comments

  • godriflegodrifle Join Date: 2006-12-01 Member: 58815Members
    pics or it didn't happen
  • FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
    edited March 2013
    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.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    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.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    Fappuchino wrote: »
    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.
  • FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
    CrushaK wrote: »
    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.
  • FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
    edited March 2013
    Sops wrote: »
    Fappuchino wrote: »
    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).
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    edited March 2013
    Fappuchino wrote: »
    Sops wrote: »
    Fappuchino wrote: »
    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.

    Edit:
    Fappuchino wrote: »
    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.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    Fappuchino wrote: »
    Sops wrote: »
    Fappuchino wrote: »
    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.
  • FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
    MisterNubs wrote: »
    Fappuchino wrote: »
    Sops wrote: »
    Fappuchino wrote: »
    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.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    Because dropping a scan is some difficult work.

    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).



  • FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
    ^ 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.
  • sinkingmistsinkingmist Join Date: 2012-11-22 Member: 172905Members
    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.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    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.
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    MisterNubs wrote: »
    Because dropping a scan is some difficult work.

    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.
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    MisterNubs wrote: »
    Because dropping a scan is some difficult work.

    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.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    Fappuchino wrote: »
    ^ 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.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    MisterNubs wrote: »
    Because dropping a scan is some difficult work.

    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.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Fappuchino wrote: »
    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.

  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    Maybe scan shouldn't counter camouflage, only reveal cloaked buildings.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Fappuchino wrote: »
    Sops wrote: »
    Fappuchino wrote: »
    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.
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    Ghosthree3 wrote: »
    MisterNubs wrote: »
    Because dropping a scan is some difficult work.

    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.
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