Super Tackel's Build 250
It's Super Effective!
Join Date: 2012-08-28 Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
Join Date: 2012-08-28 Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow

Comments
I liked how you mentioned current trends with regards to other companies, but at the same time feel you may have been a bit heavy handed
Portions of the video where you offer deeper insight into what the changes might mean for gameplay were easily my favorite
People still need to really play it though to understand the impact of such a wide-spread patch, but having someone speak aloud the changes might queue in someone about something they might of otherwised missed
All in all I'd say the video was well worth your time to produce
You should make one for movement when you get it nailed down (you didnt seem to quite have it as skulk in that video), you have a good way of explaining things in a clear way.
UWE should have tried a bit harder with explaining, in something like a video, of the changes the patch came with.
Like me I don't read the changelog. I hear the changes from Ns2 friends. I find it easier to understand when people explain
We (the community) would have to get more attention to this initiative to make it happen.
Cheers, thanks for the support
ISE
I know you wanted to focus on the bigger picture, but two small things that weren't mentioned that I feel are huge /impactful :
1) flamethrower disables all structure abilities, from whip to crag etc.. Giving it a very important role (much more than direct damage)
2) not only do exos have horizontal thrust, but are faster overall, have less armor and their weapon damage now scales with weapon upgrades
You also said the only way for cysts to grow faster is for gorges to build them, but drifters can too.
Good job!!
*edit - one small detail: is it possible to make drifters actually look towards their building-target? It just looks weird now, like it's building air :P
For those interested in providing constructive feedback on future beta test changes they should stroll over to the thread. It isn't just competitive players feedback that is important and many pub stars (I myself being one) have contributed to great effect.
Thread:
http://forums.unknownworlds.com/discussion/128755/sewlek-s-beta-test-mod
Updated beta test changelog:
http://steamcommunity.com/sharedfiles/filedetails/?id=130391092
Cysts can only be built once their "parent" cyst is fully grown. So if you place three fresh cysts, and send a drifter to the furthest one from the hive, it will only start building once the other two are built first. Maybe that was the reason?
- You have a longer respawn time if you get killed from suicides, environment or rejoining, not a shorter. It's supposed to be a penalty so you don't suicide to quickly replenish your armor.
- ARCs themselves are not cheaper, I think. They are produced faster and the upgrade to the ARC Factory is researched faster as well.
- Not sure if it's just a thing Sewlek changed again in the Beta Test mod, but last time I checked I had to research Advanced Weapons in the Advanced Armory instead of getting FT + GL for free with the AA research.
- Gorge Tunnels used to be able to be echoed for a while in BT, but Sewlek probably deemed it OP at one point in the end or thought that the Khammander should not be able to mess that way with player-constructed structures or shortcut the path that a Gorge needed to take to get a tunnel to a remote location. It also allowed the Khammander to establish a reinforcement connection out of nowhere too quickly. (Plus I actually managed to use the tunnel entrance itself as transport mechanism by sending aliens in, echoing it away and have the pop out at the new destination)
- Shadowstep is the researchable upgrade because it adds quite some survivability to the Fade. Blink makes you move in a somewhat predictable pattern; the new Shadowstep got buffed by being a nearly instant move for dodging marine fire and also works in vertical direction now. Blink provides the movement around the map and gets you close to the marine while Shadowstep is geared towards combat survivability.
But I don't want a bigger impact in me; that sounds uncomfortable.