Biomass
nsguy
Join Date: 2010-01-03 Member: 69869Members Posts: 238

Make it a mod? I hate it with a passion and much prefer the previous alien gameplay, but now can't play it.
For the sake of us who enjoyed the previous builds of NS2, please turn this biomass thing into a mod.
For the sake of us who enjoyed the previous builds of NS2, please turn this biomass thing into a mod.
Comments
Problem?
How come?
It was so restricted and made the alien game depend too much on getting the 2nd hive before they could even start getting anything interesting strategywise
If you couldn't get a second hive then it was over for you and that still is the case, but it's not as though it wouldn't have been possible to make upgrades available from the first hive...
I don't care if you like the system or not, just curious why you think it worsens the game.
The one where aliens didn't scale in HP at all and Skulks just became cannonfodder for any marine with W3 in the lategame?
Tech Path of Hive actually upgrades the Hive itself
Give Gorges telepathic control over their Bait Ball for Overlord-style commanding of Babblers
And please allow to turn rooms into emergency-lit or dark versions if infestations grows over an unbuilt or damaged power node socket.
Because I think it is overcomplicating the upgrade system and because it has removed some of the fun strategies that made aliens fun to command and which made commanding against the aliens fun, such as sneaky shifts that allowed for surpise attacks. Also, these structures (shift, etc.) now double as both structures for attacking and defending, and for upgrading abilites; taking on too many roles.
If the aliens needed more HP (which I don't think they needed) then they could have simply added a new upgrade structure which does so. This would have easily fit in with the usual RTS approach to upgrades.
A) Ask a modder to create a mod of what you want to see
This is the best implementation i've seen yet.
Those fun strategies still exist as well, @nsguy , you can echo with shift, rupture anywhere on infestation, drifter abilities like shade hive: hallucinate, shift hive: storm cloud/movement speed, crag hive: mucous membrane/heals armor , decide whether you wish to support the field players by increasing strength of upgrades or researching evolutions, or going for a stronger overall HP, or simply team expansion.
There's now more options and more fun strategies than before.. you just gotta discover them all now
I do agree regarding the evolutions being tied to structures though, to force their usage... but after you get over the unintuitive aspect of it, you find its actually helpful to drop that structure anyways 9 times out of 10.
When you feel you need to be rude or angry about a game, just read these links and remember what role you are playing:
http://en.wikipedia.org/wiki/Online_disinhibition_effect
http://www.eldergame.com/2008/06/taming-the-forum-tiger/
I think he means the shitft spawning eggs. Which is the main thing i miss, too. Commanding became way more boring just because of this little change. I don't know how other people commanded before, but spawning eggs at stategic locations was awesome.
I like 90% of the other changes in 250 though.
You can still echo eggs to strategic locations.
The only sort of reasons you gave so far are:
"Because I think it is overcomplicating the upgrade system and because it has removed some of the fun strategies that made aliens fun to command and which made commanding against the aliens fun, such as sneaky shifts that allowed for surpise attacks. Also, these structures (shift, etc.) now double as both structures for attacking and defending, and for upgrading abilites; taking on too many roles.
&
If the aliens needed more HP (which I don't think they needed) then they could have simply added a new upgrade structure which does so. This would have easily fit in with the usual RTS approach to upgrades. "
* This new build has far far far more depth and strategies then the previous build. You can echo eggs in at a slightly higher cost if you include the hive egg spawn.
* you can use any structure like a crag/shift/shade on any hive.
* drifters are a mobile support thing with there abilities now.
* earlier upgrades for your aliens on 1 hive allows for diverse play.
* the 3 chambers for all upgrades we have in this build allows more diversity. Also making regen/celer work in combat adds to this change. Aura is almost op.
* They did add a new upgrade for health. Its called biomass, the very thing you dislike. That it also enabled other stuff isnt a problem.
While i would love less on those structures and more on the hive in terms of upgrades, its a far cry to say it doubles to much. Unlike shells, its not a problem to lose after unlock as far as I know.
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Is your issue with the drifter the lack of cloaking? I've seen that mentioned a lot. Causes Aliens to pretty much be constantly scouting because drifters don't really make great scout posts anymore.
Biomass seems ok to me, I've got a few issues with it but they're minor.
A) The health scaling overlaps with carapace too much for my liking, but this is more a flaw of carapace than biomass.
C) Numbers MIGHT need tweaking, but just have to play it out and see how things are used.
Gorge health biomass 2: 162/75
Gorge health biomass 3: 164/75
Am I doing something wrong? o_o Is it really that tiny?
Unintuitive is a strong keyword. Let's hope players will get over that point of unintuition.
It seems to be really important to hide a cache of structures away so they don't get sniped. I keep seeing that happening in games I play. You lose abilities and upgrades that can't just be re-built with ease like an ArmsLab.
I've been really digging 250 though, just the khaam changes have me a bit perplexed.
3 extra biomass costs 80 res (hive 40 res + 2 * 20 res upgrade) Fade gets 30 extra hp and Onos 150 ( + 10 and + 50 per level). Thats nearly the same amount of carapace. One more biomass-up and it IS even. Biomass just sucks for gorge and Lerk ( only +2 hp per biomass level WTF?!). For Skulks its ok (+4 hp per level)
As a side effect aliens mid-game is ridiculously predictable. . .
Since egg lock is out pretty well every marine strat I've seen so far is to shutdown aliens during mid-game when they have no cards in their hand
But now... uh oh, gotta get so much biomass, it just doesn't worth it.
do echoed eggs get spawn priority?
or at least make it so i can suicide a building more easily, or up the damn walk speed. oh, wait, i can echo it can't i? still, i don't like the building limits. no such limit on marine side.