I feel like I have to express myself somewhere and to let the comunity and UWE know.
I was very excited of the new gorgeus patch, and know with
blah blah blah
, but for now.... Bye
See ya. Be polite. -Talesin I have had no problem adapting to the new patch. The game is still pretty balanced despite what you think.. I've played about 10 games on both marines and aliens and neither side is over powered or nerfed.. learn to play please. And I say that with sincerity - learn to play all units properly and you will have fun again, I promise.
I feel like I have to express myself somewhere and to let the comunity and UWE know.
I was very excited of the new gorgeus patch, and know with
blah blah blah
, but for now.... Bye
See ya. Be polite. -Talesin I have had no problem adapting to the new patch. The game is still pretty balanced despite what you think.. I've played about 10 games on both marines and aliens and neither side is over powered or nerfed.. learn to play please. And I say that with sincerity - learn to play all units properly and you will have fun again, I promise.
Yes, I will always try to adapt with the new patches. Never been great with games but I at least want to try and be good I'll change my mindset into "goodbye for today", but tomorrow is a new day!
I know exactly how you feel. I feel the same way. I also don't have any optimism that they're going to revert or "fix" the changes they made in some way, as the general response from people seems to be, "Deal with it or get out."
Well I prefer marines and stuck it out because I found it fun. Aliens are alright but in general I do not find them that fun. Now that the main base class is stripped of their largest speed advantage they feel clunky and they have been reduced so much since release. I remember being excited seeing the spring in the earlier skulk videos :
Either way if I find a game that upsets me like this I tend to stop playing but hover around the forums to see if any changes are made to get me back in the game.
I hope they eventually find a way to make it more fun and keep it balanced.
Evolve, or die. Sorry ground skulking isn't as easy any more.
Thing is that it's become harder to wall jump, And as I've always been jumping on walls, I'm having a hard time adjusting towards the new "Wall-jumping"
I can't usually take marines head-on as a Skulk either. I've just adapted to hit-and-run attacks on unprotected Extractors and try to scout out Marine movements for the team.
Traveling in packs helps too.
I saw a lot of skulks "over-ambushing" or doing bad ambushes. You never want to stand still and hope that a marine will not see you, you need to get on the move before the marine is visible and get in his face just as he pass by, and if the engagement looks bad, just avoid it. Rushing in while spaming jump from wall to wall is still pretty effective.
I can't usually take marines head-on as a Skulk either. I've just adapted to hit-and-run attacks on unprotected Extractors and try to scout out Marine movements for the team.
Traveling in packs helps too.
I mostly attack as a hit-and-run skulk, trying to do everything to make the marine upgrades slower. If I see my team doing a good defend or push somewhere, I might run to another side of the map, harrassing their extractors or what I can find to hurt them economicaly
When I played my first game on new patch I noticed a difference right after my first marine engagement. I don't know if it's speed, but my skulk used to be really good and now it sucks balls. But maybe I just have to get used to the new mechanics
When I played my first game on new patch I noticed a difference right after my first marine engagement. I don't know if it's speed, but my skulk used to be really good and now it sucks balls. But maybe I just have to get used to the new mechanics
Know the feeling. Just a bit happy that some people feel the same. When I used skulk I was good too, and now it feels slower and more clunky. I read on the forum and got a bit irritated about them changing the skulk speed And a girl like me can express myself very aggressive when I get mad. Trying to accept the changes in my mind at the moment. Good luck with the game otherwise
Skulk as a quadrupede without upgrade should be faster than any marine who's bipede BTW !!! Could you (devs) please read a book about biological mechanics ? What gain from having 4 legs, 6 for insects, things like that. It doesn't even look serious now.
The first game i did: marines killed 3 hives and we rebuild it. On way or another they still loose if games last too long. On the other hand as alien, you get hammered (every lock possible) or "from bad to worst scenario" from begining until end. Fun ? I wouldn't go so far.
1 - FPS drop like never before. Scratch that : slide show! You cross a marine, 2 FPS, gameover. And it is not about pushing graphics. Reducing resolution = same. Optimized??? i beg to differ. Wall jump? celerity doesn't help anymore.
2 - Marines tend to have an "easy shot" at everything (not only because of lag but also FPS drop, damage, maybe). It's like bullets fly, skulk guts redecorating the walls, not even a scratch. It's like Bloodshed hua hoo
3 - Lerk. Weird behavior after biting. Like you're stuck on the ground, waiting for the take off because of bad weather.
4 - This modification is frankly one of the worst i've seen. This DLC is announced like it is supposed to be a better thing for gorges. It is not! Far from it. Bile bomb is nerfed. A gorge have to get really close to the target in order to make damages. If it is a marine base you have to die for "not killing anything at all". The gorge is no more a threat nor skulks. It can only support, maybe. What's left ? RTs... skulk will do that during all the game because they just can't kill in a 1on1 anymore.
So it's gonna be rats killing the stuff while marines sentry it. Fight... not really. Same kind of problem that brought up electricity in NS1.
Going further : is a marine need a gun anymore ? Yes because more of the alien will wait for lerk or fade. Which is another proof of the imbalance gap and a true set back. Game will rely on fade (like NS1) again.
5 - Blabbers : kind of useless. These are supposed to be practically "un-aimable at" as they are so tiny and jumping all around. I've seen a marine get rid of it so fast that i had to ask myself if it was an aimboter. Which is another problem. Using it on mines and turets ? Bile bomb has about the same range as the bait. A lerk can take out mines.
6 - Tunnel is a trade for not being able to spawn at the hive we choose. The vagina gate for Alien. Considering it's a trade, what about being able to choose the upgrade (cele/cara etc.) before spawning, and being able to select the hive (if more than one).
7 - Marine are more confident in rushing a hive like fast PG. It just ruin many games. Here is a tip: Ppl like to get in the game, this needs a little time. A game wrapped up in 2 minutes is just a waste of time.
8 - Playing Carapace 1st will not save the day (nor shade/silence/camo). It's gonna look like fortifying positions all other the place. Like the one with 3 hives destroyed/rebuild. Heavy guns met heavy resistance as new hives did have a "line up" of crags.
9 - It take more time to finish when alien is on top. Even with bad marines.
10 - Alerts on things attacked are just useless now. You hear the alarm, you get out the hive instantly, the upgrade is gone. what the h...? Shifters... hmmm it supposed to be played by ppl...
There is something really wrong in the code (FPS drop). It can't be only in graphics. And now something is really wrong about balance. Many other issues are still not solved. In fact some are added now. Just make the game playable as the code should run smoothly. Balance should not be based on the fact that marine have mouse lag and can't aim.
I know exactly how you feel. I feel the same way. I also don't have any optimism that they're going to revert or "fix" the changes they made in some way, as the general response from people seems to be, "Deal with it or get out."
Yeaaaah, just read most of the comment on this thread and it's responses like you said "deal with it or get out". People seem to miss the fact that I actually love the game, it will be hard for me to just let it go and stop playing. And that I still hold some hope for fixes or maybe I can get adaped to the whole change it's just going to take time and patience. Well I will be trying my best.
Honestly, anyone who doesn't notice the skulk movement difference .. is well.. no polite way to say it... but is bad.
The animation/hitbox fix in conjunction with this movement nerf is making marines win far more. Everyone is getting FAR more skulk kills as a result and it is hurting early alien expansion badly.
Those marines who know the game really well, especially competitive players, are even more dominant in pubs.
I know the feeling. One game on tram two marine was in elevetor, me and another skulk was in an ambush, got one guy down but the other killed us. Another ran in soon to take him down, died, and another died. And finally the marine died getting occupied cutting down the cyst chain. Well, I can't speak if the players was bad and just rushed. And one harverster was killed over and over again, even if it was the harvester close to mainbase (thus skulks was around all the time), the whole senario was just sad
I know the feeling. One game on tram two marine was in elevetor, me and another skulk was in an ambush, got one guy down but the other killed us. Another ran in soon to take him down, died, and another died. And finally the marine died getting occupied cutting down the cyst chain. Well, I can't speak if the players was bad and just rushed. And one harverster was killed over and over again, even if it was the harvester close to mainbase (thus skulks was around all the time), the whole senario was just sad
That just sounds like bad players, rushing in one at a time against a skilled marine player. What's wrong with skulks currently can't really be expressed in the form of an anecdote, or even necessarily witnessed via spectator. You've just got to play skulk and experience being squashed at every opportunity, feeling wall jumps being totally ineffective, and moving like a freaking brick.
Nah, not really a bad player. I watched on the map as he actually got close, if he rushed right on he would have died, of course. In any case, I still hold on to what I said before that I feel like a gorge that can wallcllimb, which is not what a skulk is
As a skulk you are probably used to jump spamming to increase your speed. The current skulk is additionally slowed by any jumping or use of the strafe keys. The new way to skulk is hold "w" and steer with your mouse while avoiding jumping at all costs. Doing this along with ambushing will give you a better chance as a skulk.
Marines also need to be played differently. Save your run as a marine and if skulks get to close, switch to your axe and run away. You will run faster than the skulks so go until your sprint runs out then turn and fight, now having more distance between you and the skulk or you can keep running until you find another marine to help. Used this tactic last night and it works flawlessly until celerity is researched. If the skulks have celerity you can always throw down your guns and out run the skulks again
As a skulk you are probably used to jump spamming to increase your speed. The current skulk is additionally slowed by any jumping or use of the strafe keys. The new way to skulk is hold "w" and steer with your mouse while avoiding jumping at all costs. Doing this along with ambushing will give you a better chance as a skulk.
Marines also need to be played differently. Save your run as a marine and if skulks get to close, switch to your axe and run away. You will run faster than the skulks so go until your sprint runs out then turn and fight, now having more distance between you and the skulk or you can keep running until you find another marine to help. Used this tactic last night and it works flawlessly until celerity is researched. If the skulks have celerity you can always throw down your guns and out run the skulks again
Hahaha, me likes
Well, jumping around have been what a skulk should do before. With walljumping and all that. To just run (using walls etc), feels unatural to me, get the feeling in my stomach that I am a easier target. But if they changed all that.... well... have to start on square one again
Well, said I was not the best gamer on fps games. I suck even change weapons xD I am so bad as marine it's hilarious, but trying to learn!
Stills feels a bit weird that a creature with 4 legs is slower than a human being
Or play aliens and relish in fighting against almost insurmountable* odds. That's what marine players did the last patch. I perversely started to enjoy it.
People are calling this out as a guilt trip, because it is.
*for some level of surmountableness
No no no, you get yourself and about 5 friends to all go aliens. As soon as the match starts, F4. When the marines complain, tell them you just saved them 30 minutes of their lives as they were going to win anyway. Tell them "your welcome" for making their days more productive and log off solid in the knowledge that you helped someone accomplish something that day....
Hahaha, that would be something to try out
Careful with that. or else whenever the Marines/Aliens side start getting win stats imbalance the other side will automatically leave and no one will ever play NS2, resulting in UWE going bankrupt and leaving the game industry.
I believe UWE want to hear everyones opinion, how would they be able to try and better the game if they not read about what we think?
You might not care, well that is fine.
@Kattcattis - We read allmost all the posts, or atleast give em a quick glance
But i have to say. Like any content patch in any other game, people will allways try out the new things. It will take days or even weeks for the "puplic meta" to settle.
And giving up on the game after only 1 day, is rather silly if you ask me. =((
When I played my first game on new patch I noticed a difference right after my first marine engagement. I don't know if it's speed, but my skulk used to be really good and now it sucks balls. But maybe I just have to get used to the new mechanics
Know the feeling. Just a bit happy that some people feel the same. When I used skulk I was good too, and now it feels slower and more clunky. I read on the forum and got a bit irritated about them changing the skulk speed And a girl like me can express myself very aggressive when I get mad. Trying to accept the changes in my mind at the moment. Good luck with the game otherwise
Hey,
i was one of the guys you played against (remembering the nick because you stayed in Nano as a gorge for some time).
First off: My personal Opinion differs strongly from yours. The game feels very well balanced as it is now, for example the railgun exos are just a perfect Addition, but now onward to your PoV:
Me and 2 others Guys played 10 games in Total today, 5 as aliens, 5 as Marines. For me, the earlygame feels the same as always. But why is this so? Well, with the new patch you have to play Skulks as intended to be effective, and this strongly includes Walljumps. If you kept Walljumping before , you won't feel any difference at all.
If i recall it correctly, nearly all skulls stayed on the ground most of the Time, and thankfully you can't be successful with it anymore. Allthough, none of our Players had a "godlike aiming", we where doing ok but nothing compared to what i've seen on twitch.tv ^^ (Fana Tane Pain Train ) And like i said, after a marine Round we played aliens and so on, and the Main difference as a skulk that i personally felt is that you cant catch up with a moving marine when you try to sneak up behind him.
And to add a personal note: Never say a patch "sucks" allready the day after it's impementation. Give it a try, give it a chance. Try to learn from other players directly, or check out a skulk PoV vid on youtube. For example, most of the Things that im doing as a Commander know had been used on streams of Comp / Gatherer Games (fast Upgrade mines or carapace for example), and are nearly unknown on puplic servers.
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
edited March 2013
Skimmed through the thread, and have already made a few edits; I expect to make a few more before long, as soon as I figure out the best way to excise the offending content without overly-disrupting the conversation.
But a gentle reminder. Insulting other forum members is NOT ACCEPTABLE. Remain polite (or at least civil) at all times while posting on the NS forums, regardless of the nature of the content to which you are responding.
Personally, I have to agree with Kattcattis somewhat; there is a certain degree of 'new toy' going on, but even so, with the hit-reg changes and speed alterations working in conjunction, I'm seeing a HEAVY bias toward the Marine side at the moment. I'm taking a break from play for a week or two to let people settle down. We'll see after that; I'm sure that if the balance is particularly off (as it seems to be at the moment), a hotfix will be released within a month or so to mitigate the issue.
No no no, you get yourself and about 5 friends to all go aliens. As soon as the match starts, F4. When the marines complain, tell them you just saved them 30 minutes of their lives as they were going to win anyway. Tell them "your welcome" for making their days more productive and log off solid in the knowledge that you helped someone accomplish something that day....
This actually happened to me yesterday. I assume they just wanted a new map.
I'm glad people can't bounce around like morons holding spacebar mouse1 and picking up kills while bouncing from floor to wall to object to wall to touching 0.112312mm of wall and jumping again and gaining speed the entire time. I haven't noticed an increase to win percentage at all for marines in AusNS, unless marines are stacked aliens inevitably explode in lifeforms around 9-12 minutes and crush marines.
Only thing they should change now is increase ground acceleration and a slight increase to wall jump.
edit: Ironhorse has said in another thread the loss of speed when aliens touch floor is a bug and is unintended.
Comments
See ya. Be polite. -Talesin I have had no problem adapting to the new patch. The game is still pretty balanced despite what you think.. I've played about 10 games on both marines and aliens and neither side is over powered or nerfed.. learn to play please. And I say that with sincerity - learn to play all units properly and you will have fun again, I promise.
Yes, I will always try to adapt with the new patches. Never been great with games but I at least want to try and be good I'll change my mindset into "goodbye for today", but tomorrow is a new day!
Either way if I find a game that upsets me like this I tend to stop playing but hover around the forums to see if any changes are made to get me back in the game.
I hope they eventually find a way to make it more fun and keep it balanced.
Thing is that it's become harder to wall jump, And as I've always been jumping on walls, I'm having a hard time adjusting towards the new "Wall-jumping"
Traveling in packs helps too.
I mostly attack as a hit-and-run skulk, trying to do everything to make the marine upgrades slower. If I see my team doing a good defend or push somewhere, I might run to another side of the map, harrassing their extractors or what I can find to hurt them economicaly
Know the feeling. Just a bit happy that some people feel the same. When I used skulk I was good too, and now it feels slower and more clunky. I read on the forum and got a bit irritated about them changing the skulk speed And a girl like me can express myself very aggressive when I get mad. Trying to accept the changes in my mind at the moment. Good luck with the game otherwise
Skulk as a quadrupede without upgrade should be faster than any marine who's bipede BTW !!! Could you (devs) please read a book about biological mechanics ? What gain from having 4 legs, 6 for insects, things like that. It doesn't even look serious now.
The first game i did: marines killed 3 hives and we rebuild it. On way or another they still loose if games last too long. On the other hand as alien, you get hammered (every lock possible) or "from bad to worst scenario" from begining until end. Fun ? I wouldn't go so far.
1 - FPS drop like never before. Scratch that : slide show! You cross a marine, 2 FPS, gameover. And it is not about pushing graphics. Reducing resolution = same. Optimized??? i beg to differ. Wall jump? celerity doesn't help anymore.
2 - Marines tend to have an "easy shot" at everything (not only because of lag but also FPS drop, damage, maybe). It's like bullets fly, skulk guts redecorating the walls, not even a scratch. It's like Bloodshed hua hoo
3 - Lerk. Weird behavior after biting. Like you're stuck on the ground, waiting for the take off because of bad weather.
4 - This modification is frankly one of the worst i've seen. This DLC is announced like it is supposed to be a better thing for gorges. It is not! Far from it. Bile bomb is nerfed. A gorge have to get really close to the target in order to make damages. If it is a marine base you have to die for "not killing anything at all". The gorge is no more a threat nor skulks. It can only support, maybe. What's left ? RTs... skulk will do that during all the game because they just can't kill in a 1on1 anymore.
So it's gonna be rats killing the stuff while marines sentry it. Fight... not really. Same kind of problem that brought up electricity in NS1.
Going further : is a marine need a gun anymore ? Yes because more of the alien will wait for lerk or fade. Which is another proof of the imbalance gap and a true set back. Game will rely on fade (like NS1) again.
5 - Blabbers : kind of useless. These are supposed to be practically "un-aimable at" as they are so tiny and jumping all around. I've seen a marine get rid of it so fast that i had to ask myself if it was an aimboter. Which is another problem. Using it on mines and turets ? Bile bomb has about the same range as the bait. A lerk can take out mines.
6 - Tunnel is a trade for not being able to spawn at the hive we choose. The vagina gate for Alien. Considering it's a trade, what about being able to choose the upgrade (cele/cara etc.) before spawning, and being able to select the hive (if more than one).
7 - Marine are more confident in rushing a hive like fast PG. It just ruin many games. Here is a tip: Ppl like to get in the game, this needs a little time. A game wrapped up in 2 minutes is just a waste of time.
8 - Playing Carapace 1st will not save the day (nor shade/silence/camo). It's gonna look like fortifying positions all other the place. Like the one with 3 hives destroyed/rebuild. Heavy guns met heavy resistance as new hives did have a "line up" of crags.
9 - It take more time to finish when alien is on top. Even with bad marines.
10 - Alerts on things attacked are just useless now. You hear the alarm, you get out the hive instantly, the upgrade is gone. what the h...? Shifters... hmmm it supposed to be played by ppl...
There is something really wrong in the code (FPS drop). It can't be only in graphics. And now something is really wrong about balance. Many other issues are still not solved. In fact some are added now. Just make the game playable as the code should run smoothly. Balance should not be based on the fact that marine have mouse lag and can't aim.
Yeaaaah, just read most of the comment on this thread and it's responses like you said "deal with it or get out". People seem to miss the fact that I actually love the game, it will be hard for me to just let it go and stop playing. And that I still hold some hope for fixes or maybe I can get adaped to the whole change it's just going to take time and patience. Well I will be trying my best.
The animation/hitbox fix in conjunction with this movement nerf is making marines win far more. Everyone is getting FAR more skulk kills as a result and it is hurting early alien expansion badly.
Those marines who know the game really well, especially competitive players, are even more dominant in pubs.
That just sounds like bad players, rushing in one at a time against a skilled marine player. What's wrong with skulks currently can't really be expressed in the form of an anecdote, or even necessarily witnessed via spectator. You've just got to play skulk and experience being squashed at every opportunity, feeling wall jumps being totally ineffective, and moving like a freaking brick.
Marines also need to be played differently. Save your run as a marine and if skulks get to close, switch to your axe and run away. You will run faster than the skulks so go until your sprint runs out then turn and fight, now having more distance between you and the skulk or you can keep running until you find another marine to help. Used this tactic last night and it works flawlessly until celerity is researched. If the skulks have celerity you can always throw down your guns and out run the skulks again
Hahaha, me likes
Well, jumping around have been what a skulk should do before. With walljumping and all that. To just run (using walls etc), feels unatural to me, get the feeling in my stomach that I am a easier target. But if they changed all that.... well... have to start on square one again
Well, said I was not the best gamer on fps games. I suck even change weapons xD I am so bad as marine it's hilarious, but trying to learn!
Stills feels a bit weird that a creature with 4 legs is slower than a human being
That's the thing. Marines shouldn't be outrunning skulks, period. Speed and stealth are their only advantages, and they've just taken one away.
No! I'm gonna stack it in my pocket
Careful with that. or else whenever the Marines/Aliens side start getting win stats imbalance the other side will automatically leave and no one will ever play NS2, resulting in UWE going bankrupt and leaving the game industry.
But i have to say. Like any content patch in any other game, people will allways try out the new things. It will take days or even weeks for the "puplic meta" to settle.
And giving up on the game after only 1 day, is rather silly if you ask me. =((
Hey,
i was one of the guys you played against (remembering the nick because you stayed in Nano as a gorge for some time).
First off: My personal Opinion differs strongly from yours. The game feels very well balanced as it is now, for example the railgun exos are just a perfect Addition, but now onward to your PoV:
Me and 2 others Guys played 10 games in Total today, 5 as aliens, 5 as Marines. For me, the earlygame feels the same as always. But why is this so? Well, with the new patch you have to play Skulks as intended to be effective, and this strongly includes Walljumps. If you kept Walljumping before , you won't feel any difference at all.
If i recall it correctly, nearly all skulls stayed on the ground most of the Time, and thankfully you can't be successful with it anymore. Allthough, none of our Players had a "godlike aiming", we where doing ok but nothing compared to what i've seen on twitch.tv ^^ (Fana Tane Pain Train ) And like i said, after a marine Round we played aliens and so on, and the Main difference as a skulk that i personally felt is that you cant catch up with a moving marine when you try to sneak up behind him.
And to add a personal note: Never say a patch "sucks" allready the day after it's impementation. Give it a try, give it a chance. Try to learn from other players directly, or check out a skulk PoV vid on youtube. For example, most of the Things that im doing as a Commander know had been used on streams of Comp / Gatherer Games (fast Upgrade mines or carapace for example), and are nearly unknown on puplic servers.
-> German english, Typos all inclusive :O
But a gentle reminder. Insulting other forum members is NOT ACCEPTABLE. Remain polite (or at least civil) at all times while posting on the NS forums, regardless of the nature of the content to which you are responding.
Personally, I have to agree with Kattcattis somewhat; there is a certain degree of 'new toy' going on, but even so, with the hit-reg changes and speed alterations working in conjunction, I'm seeing a HEAVY bias toward the Marine side at the moment. I'm taking a break from play for a week or two to let people settle down. We'll see after that; I'm sure that if the balance is particularly off (as it seems to be at the moment), a hotfix will be released within a month or so to mitigate the issue.
This actually happened to me yesterday. I assume they just wanted a new map.
Only thing they should change now is increase ground acceleration and a slight increase to wall jump.
edit: Ironhorse has said in another thread the loss of speed when aliens touch floor is a bug and is unintended.