Infection... make it a comm ability that drifters can apply before combat ^^ .. I'm sure there are all kinds of problems with it tho... just low helath a PG with 3 skulks.. let the lerk spike from behind and go in when you all die to the powersurge. let em run into a gasy death ^^ ... man.. that would be a dope scene for a show match, tho ^^
I like the balance changes so far.. It seems to be all about making all the available strategical options valid. Someone said there is no right and wrong way to do lifeform traits (for instance) anymore. More working strategys = better game
(still trying to make the Cat Pack - Axe rush work.. there is just not enuf monehh ^^)
You still drop them on the floor when you die. And if you want to keep them and drop them in an aggresive position it's at you own risk. If a skulk ambushes you outside your main while you have mines he should be rewarded. If you die while spamming them on the floor in an engagement or if you run across the whole map without placing them it's your fault.
Yes! This is the exact reason mines continue to drop on the ground. They are a defensive tool, and if you run off into dangerous areas and die, you have made a risk/reward decision and it didn't pay off.
Played few rounds last night, and i haven't had time or interest to check up on which patch did what. But i noticed a major difference in performance, particularly in combat situations i had zero "fps drops" and it was so much easier to play the game again. I asked my friend and he said the same thing.
Enjoying this patch so far, the new Hive abilities and the HMG are fun to use.
So far, there seems to be a lot of hate for the changes, saying Marines are OP. I find if the teams are both strong, then yes Marines will walk a win, but if Aliens can hold their own for long enough, then the end game can be quite exciting. Maybe once the new Hive abilities are explored and people see the benefits and the situations in when to use what, then the game will balance back out. Once people understand the "meta", as it were.
One thing I do think is important to balance the HMG is to increase the physical size of the clip. Currently, it's far too small for something that holds 100 bullets.
Maaaaaybe, something like the old Bren LMG from the original Call of Duty games, where it's large size actually obscures some of the screen? That'll help balance it too...
it's large size actually obscures some of the screen? That'll help balance it too...
Disagree with that, NS2+ already allows to hide viewmodels and anyway client-side mods that change the HMG look to prevent that "balancing" disadvantage would pop up pretty soon.
After playing this patch more I'm starting to fall into the "marines are op now" crowd...
Every game the aliens managed to win was either a quick base rush, or a painfully long time spent trying to break their turtle...
On the other hand marine wins came fairly easy it seemed, even when teams were majorly stacked on aliens (almost 1000 higher average hive skill) marines still won...
Onos are so hilariously weak against hmg that they can't push in as game enders.. A couple arcs and you completely and totally nullify any contamination/echoing to end the game... It's just painful.
Yeah bone shield is a heal now, but the hilariously long cooldown combined with the fact that you can't use it while moving, and even using 1/10th of it triggers the entire cooldown... Yeah. Onos barely seems worth the res anymore..
Hopefully there is some more alien love in the next patch because they need it.
Are we putting this game up as Early Access again? I mean since we are still adding features to the game. Maybe that advertising will get more players to join up. More TESTERS the better.
Exactly, git some proper iconic nostalgia in here nubs
Oooooh Hera ! *Sigh*
If anyone can set up a NS1 night make sure to announce in order to make a beer'crakers supply check
Good luck with that. Valve started updating half-life again and pretty much destroyed mod compatibility in regards to ns1. You have to go through a process to downgrade your Half-Life install to get NS running in any sort of proper manner.
If anyone wants to do it, the good folk at evolve.ns sorted out a handy guide plus the files you need in order to sort things out.
Exactly, git some proper iconic nostalgia in here nubs
Oooooh Hera ! *Sigh*
If anyone can set up a NS1 night make sure to announce in order to make a beer'crakers supply check
Good luck with that. Valve started updating half-life again and pretty much destroyed mod compatibility in regards to ns1. You have to go through a process to downgrade your Half-Life install to get NS running in any sort of proper manner.
If anyone wants to do it, the good folk at evolve.ns sorted out a handy guide plus the files you need in order to sort things out.
Weird... I still have NS and other mods running perfectly fine on GoldSrc. Or is this purely related to a fresh install of the mods, and having to run hazard course once for it to stick?
] version
Protocol version 48
Exe version 1.1.2.2/Stdio (valve)
Exe build: 13:14:12 Aug 29 2013 (6153)
Checking those issues, I probably haven't noticed them because... We don't play NS extensively anymore, I merely boot it up once and a while to look at stuff or just record things for nostalgia purposes. I'm just saying, if I remember anything from NS in terms of pure iconic status... It would be the HMG and it's sound/reloadcycle/model and the skulk bitecam
Yeah bone shield is a heal now, but the hilariously long cooldown combined with the fact that you can't use it while moving, and even using 1/10th of it triggers the entire cooldown... Yeah. Onos barely seems worth the res anymore..
I am planning on looking into the "using 1/10th of it" usability issue. There have been a lot of times where I am clicking in a panic trying to trigger the ability and end up wasting the heal and putting it back on cooldown. It definitely needs some more feedback and a usability tweak.
Yeah bone shield is a heal now, but the hilariously long cooldown combined with the fact that you can't use it while moving, and even using 1/10th of it triggers the entire cooldown... Yeah. Onos barely seems worth the res anymore..
I am planning on looking into the "using 1/10th of it" usability issue. There have been a lot of times where I am clicking in a panic trying to trigger the ability and end up wasting the heal and putting it back on cooldown. It definitely needs some more feedback and a usability tweak.
Why not just tie it back to energy like it was before? You'd basically be trading energy for health at that point, and lack of energy would act as a cooldown for the skill...
MephillesGermanyJoin Date: 2013-08-07Member: 186634Members, NS2 Map Tester, NS2 Community Developer
I actually think onos need to adapt that ther is a HMG and play accordingly. In competitive scene people needed a couple of weeks o figure out how to deal with HMGs and right now in pubs I don't feel like my lifeforms suffer under HMGs.
I actually think onos need to adapt that ther is a HMG and play accordingly. In competitive scene people needed a couple of weeks o figure out how to deal with HMGs and right now in pubs I don't feel like my lifeforms suffer under HMGs.
I don't think it's a matter of adapting... You run into a single HMG user and they can melt like 80% of your health in the blink of an eye.
One game I played last night had Marines turtling for almost an hour because Aliens couldn't end it. Every time we did a coordinated rush all of our Onos died in like 1/2 a second and we wiped... Without the ability to contaminate there's nothing Aliens can do... Not even Xenocide was doing anything (and actually a lot of people in that game were complaining about Xeno being nerfed into uselessness now... I didn't notice any Xeno nerf though)
Oh and speaking of contaminate... it is pretty stupid to give Aliens a game ending ability, then have it completely and totally rendered 100% useless by 1-2 arcs in the Marine base... If Aliens can get 3 hives and hold them long enough to get 9 biomass (and the res needed for contaiminate) they deserve to win...
If the bile from contaminate was seen as too OP (I don't see how) then we need something else to end games.. Like Onocide from the LuckyFkers enforced mod.
One thing that certainly separates the comp hmg from the pub hmg is the 5 second reload time. I don't know if the comp hmg's half damage to buildings made it to pub either.
But the reload times for certain was a way to deal with marines. It meant that rines had to co-ordinate their reload with someone else around to defend them; meanwhile the building damage nerf ensured that there had to be other guns on the field.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
After playing some matches in both pub and semi competitive (taw vs taw organised play), ive got stuff to say.
Sadly, at the moment balance seems far off.. very much in favor of aliens.. here is why.
To start I shall point out some small changes. Note that the earlier patches healthbar works both ways (alien and marine), and isnt a real problem with the recent changes. (Or rather, recent is much worse)
Lets start simple with the onos.
Boneshield now heals back up armour at a astonishing rate. A marine with lvl2 weapons will not really do that much damage in terms of outdamaging the new onos selfheal.
In short, trapping just got void. Forget about communicating onos positions, low onos health and positioning for trap. If it throws up a boneshield, its solid vs any solo trapping marine. Personally, I find this a change for the worst.. but granted thats my opinion.
Now lets roll more into fact with the recent alien commander changes.. oh boy.
On the surface it looks like some general Quality Of Life improvements and fun. No more endless raging at the team for never holding any expension cysting. No decysting your harvesters by a lone marine. Easier planning of myst.
And lets not forget, who needs scouts with the new improved Rupture v3.
Sadly all the changes combined prove a quite powerful and overwhelming tool in the hands of a experienced commander. Lets work the HowTo down.
Start by mysting the area you want. If marines notice is irrelevant. It may even be beneficial. Remember you sort of need a active cyst chain close by for maximum efficience.
Start spamming cysts, not in a chain, but more in a semi random patern. The goal is to put more cysts down then 1 to 2 marines can reasonably decyst. No worries, this takes less then you imagine.
Replace any cysts which are killed of. Remember you need enough cysts to always be able to replace them while at least one is still maturing. Note this is also a indicator of how many marines are there. 2 can barely keep up, if you cant keep going its 3+ marines. Gratz, you occupied half their team already. By your self.
Keep myst up, no worries.. it wont take long anymore. Myst adds maturity, and cysts dont die anymore if the chain is broken.. They just lose maturity. (See where this is going?)
A small patch of infestation made it, now its time to make this snowball. Make sure you dont lose your minimum amount of cysts and start spamming rupture. Not only will you now have parasited all close by, it semi blinds them... and the most important part.. Many MANY players find mechanics like rupture DEEPLY annoying. This frustration will build up the more often they get a rupture to the face.
You DID park that drifter close to your echo shift in hive right? No worries, you wont need drifter abilities anymore. Shove that res in this.
Keep rupture up. Combine with alien team if possible.
PG? you have infestation.. bonewall it. It slows marines down while phasing in and is equally annoying.
Keep rupture to the face up. Trap marines with bonewall, rupture them again. Frustrated marines make mistakes, and perhaps better.. may willingly leave the area to go do something more fun.
Your team IS crushing either this point or something else on the map right?
Repeat as often as possible.
Combine this with your new ability to keep alive what you got and you will have enough resflow to seriously demotivate your opponent, while slowing them down tremendously on their forward PG.
GG incoming.
I would like to say that the recent activity of the Dev team begs the question, why? ....... Just why? ............ We had balance and players and you traded in 300 vets that seeded the game for newcomers for 12 rookies and 80 or so people that said they like the changes but never play the game or just talk about picking it back up but never do......
The game balance is broken beyond belief. Marines are over powered early game and late game aliens are too over powered........ Why ? Just Why? You had a solid game that had some engine problems and you focus on returning the game play to an alpha build state.........
Here is a great idea. Stop breaking the game. Revert it to a playable state again. Fix the hit reg issues. Add a ping attenuation system to prevent people from dying around two separate corners where everyone can see it.. Add comprehensive anti Cheat protection to eliminate the most common bots of the game to inspire confidence in rookies that no one is complete BS.
Add selectable cross hairs like every game has. Add selectable alien visions. Make sure some options work for color blind people! Red Green color blind is very common and your game does nothing to address this.....
Change the system requirements to require a 1ms response time monitor or better. After aim to please came out 5ms monitors became unplayable even though they are the most common monitors in use be average gamers playing a $15 game.... They find it unplayable, criticize it for what they do not understand and leave but first say bad ideas are good ones adding fuel to the fire.
A great way to make it more simple for rookies is to not confuse them with lots of new confusing alien upgrades that no one knows how to use yet! Veterans have to relearn the game then just to teach the rookies how to play with the new system which will undoubtedly just change again dramatically with some other obscene "shake up"..........
The game is straight forward... Marines are not underpowered in 2.94 or before. Marines need to understand not to overextend and hold some points as a group until appropriate upgrades are researched first... When this takes place, marines almost always eventually win regardless of alien skills. Good commanding is crucial and yet, rookies come in and do not understand the game and criticize it saying unbalanced changes will fix a problem that does not exist..The rookies do not have leadership and when they do, they just refuse to listen and whine they lost because other people learned how to play and they have not yet....
Now that new hyped games are being released like "over watch" you will have fewer people hanging on to NS2 as most see the game as dead and the devs as mentally unstable because of their recent highly questionable choices. You are killing a game you claim to love. The Steam charts do not lie. This is driving away the last few people who will play it.
Having to constantly undo all of these changes to make the game playable is tedious for modders whom are trying to preserve the game in a balanced state. We want the game to live as much as you claim to but your Dev teams actions tell a very different story. You are driving us all away and it is working all too well... I plan to try and hold on and keep the game alive as long as possible because this is an addictive game that only comes along once in a decade. It has given us so much already. I would appreciate the Devs more if they stopped making it so hard to keep people playing and focused on actual problems with the engine, user options, tutorials, and system requirements not being properly listed in regards to gaming or E-sport monitors being required.
I actually think onos need to adapt that ther is a HMG and play accordingly. In competitive scene people needed a couple of weeks o figure out how to deal with HMGs and right now in pubs I don't feel like my lifeforms suffer under HMGs.
I don't think it's a matter of adapting... You run into a single HMG user and they can melt like 80% of your health in the blink of an eye.
One game I played last night had Marines turtling for almost an hour because Aliens couldn't end it. Every time we did a coordinated rush all of our Onos died in like 1/2 a second and we wiped... Without the ability to contaminate there's nothing Aliens can do... Not even Xenocide was doing anything (and actually a lot of people in that game were complaining about Xeno being nerfed into uselessness now... I didn't notice any Xeno nerf though)
Oh and speaking of contaminate... it is pretty stupid to give Aliens a game ending ability, then have it completely and totally rendered 100% useless by 1-2 arcs in the Marine base... If Aliens can get 3 hives and hold them long enough to get 9 biomass (and the res needed for contaiminate) they deserve to win...
If the bile from contaminate was seen as too OP (I don't see how) then we need something else to end games.. Like Onocide from the LuckyFkers enforced mod.
I too would love onoscide being default for turtle breakers but the Devs have already claimed that was game breaking despite people playing there for years happily and evenly...... We are just finishing up the total reversion to the 2.94 version Enforced mod which focuses on balancing the game again and simplifying it for rookies without unbalanced exploits like HP bars and the ability to contaminate bile and destroy an entire team and force them back in base the moment they get exos...Contaminate was abused and it is highly effective against 5 arcs....Each contamination manages at least 1 bile bomb of damage each time before arcs can kill them which slowly destroys everything and there is no coming back from it...No back and forth struggle.No chance at redemption based on skill..... Just a shotty substitute to playing with coordination.
Turtle breakers are my specialty as an alien com... I once echoed 25 Gorge eggs to Topographical on Veil. I had my team spawn there as gorges when they died. We had only two lerks using umbra and 4 onos stomping and bone shielding for the gorges. Then I had my team spam bile at marines with onos helping bone shield each time while I echoed in a "craig and shift conga line" to keep the onos and gorges alive longer which took real strategy and team work because of how fast the arcs killed them and not an over powered abusive alien contaminate ability..........
This game is all about strategy and skill.....Most Coms seem to forget the strategy part late game when it comes to breaking turtles or coming back from them..... It is strategy based... The most common problem with Marines is that they grow impatient and loose their third tech point rather than waiting for the resources to accumulate long enough for arcs to do the heavy lifting for them and easily win.. Aliens were always stronger late game so marines have to be smarter late game.
That contamination was bad once it was exploited... Could have easily won if not for that which was sad.... Very game breaking still Mofo. Either way, I wont play the new unbalance version. I will only play LF Enforced 2.94....We have it nearly 100% fixed since the recent updates.
I would like to say that the recent activity of the Dev team begs the question, why? ....... Just why? ............ We had balance and players and you traded in 300 vets that seeded the game for newcomers for 12 rookies and 80 or so people that said they like the changes but never play the game or just talk about picking it back up but never do......
The game balance is broken beyond belief. Marines are over powered early game and late game aliens are too over powered........ Why ? Just Why? You had a solid game that had some engine problems and you focus on returning the game play to an alpha build state.........
Why, because it will allow us to hit build 300 next week!
The weight system has been in since forever. I remember when pistols had weight, and people would drop their pistols so that they could run faster. Why do you think the flamethrower has always moved so slow? Weight. The effects have just been increased.
The weight system has been in since forever. I remember when pistols had weight, and people would drop their pistols so that they could run faster. Why do you think the flamethrower has always moved so slow? Weight. The effects have just been increased.
Thats besides the point, they are now more noticeable and punishing as ever.
After the update, I have to say I dislike alien vision, because I don't see a damn thing in dark. It's pitch black with an occasional thin white line. It does not help me to navigate in the room. I'm basically as blind as marine are, only they have a flash light and I don't. Please make sure aliens see reasonably well even in completely dark areas, or when the power node is torn down. The current vision is ... very poor.
is he actually talking about Huze's Minimal? cuz I'd STRONGLY disagree and say it's a HUGE advantage to see the dark areas without the downside of beeing completley blind... Huze's is the best there is, imo... It's also a NS2+ standart... If it's not Huze's you're talking about check it, man... Huze's minimal AV
is he actually talking about Huze's Minimal? cuz I'd STRONGLY disagree and say it's a HUGE advantage to see the dark areas without the downside of beeing completley blind... Huze's is the best there is, imo... It's also a NS2+ standart... If it's not Huze's you're talking about check it, man... Huze's minimal AV
Yes, I guess I am. It's the default mode now, and if I switch to Huze's Minimal, it looks the same. It might be good for pro-players who know the rooms by heart. And I'm not saying players should not have an option to select it. But for noobs like me, I'd appreciate something in which I can see dark rooms more clearly, by default.
Also, can I somehow switch to the old vision mode? I can't seem to find it in NS2+ options.
Comments
I like the balance changes so far.. It seems to be all about making all the available strategical options valid. Someone said there is no right and wrong way to do lifeform traits (for instance) anymore. More working strategys = better game
(still trying to make the Cat Pack - Axe rush work.. there is just not enuf monehh ^^)
Keep up the good work and continue your changes.
So far, there seems to be a lot of hate for the changes, saying Marines are OP. I find if the teams are both strong, then yes Marines will walk a win, but if Aliens can hold their own for long enough, then the end game can be quite exciting. Maybe once the new Hive abilities are explored and people see the benefits and the situations in when to use what, then the game will balance back out. Once people understand the "meta", as it were.
One thing I do think is important to balance the HMG is to increase the physical size of the clip. Currently, it's far too small for something that holds 100 bullets.
Maaaaaybe, something like the old Bren LMG from the original Call of Duty games, where it's large size actually obscures some of the screen? That'll help balance it too...
Every game the aliens managed to win was either a quick base rush, or a painfully long time spent trying to break their turtle...
On the other hand marine wins came fairly easy it seemed, even when teams were majorly stacked on aliens (almost 1000 higher average hive skill) marines still won...
Onos are so hilariously weak against hmg that they can't push in as game enders.. A couple arcs and you completely and totally nullify any contamination/echoing to end the game... It's just painful.
Yeah bone shield is a heal now, but the hilariously long cooldown combined with the fact that you can't use it while moving, and even using 1/10th of it triggers the entire cooldown... Yeah. Onos barely seems worth the res anymore..
Hopefully there is some more alien love in the next patch because they need it.
Good luck with that. Valve started updating half-life again and pretty much destroyed mod compatibility in regards to ns1. You have to go through a process to downgrade your Half-Life install to get NS running in any sort of proper manner.
If anyone wants to do it, the good folk at evolve.ns sorted out a handy guide plus the files you need in order to sort things out.
http://gather.evolvens.com/
Weird... I still have NS and other mods running perfectly fine on GoldSrc. Or is this purely related to a fresh install of the mods, and having to run hazard course once for it to stick?
] version
Protocol version 48
Exe version 1.1.2.2/Stdio (valve)
Exe build: 13:14:12 Aug 29 2013 (6153)
Checking those issues, I probably haven't noticed them because... We don't play NS extensively anymore, I merely boot it up once and a while to look at stuff or just record things for nostalgia purposes. I'm just saying, if I remember anything from NS in terms of pure iconic status... It would be the HMG and it's sound/reloadcycle/model and the skulk bitecam
Why not just tie it back to energy like it was before? You'd basically be trading energy for health at that point, and lack of energy would act as a cooldown for the skill...
I don't think it's a matter of adapting... You run into a single HMG user and they can melt like 80% of your health in the blink of an eye.
One game I played last night had Marines turtling for almost an hour because Aliens couldn't end it. Every time we did a coordinated rush all of our Onos died in like 1/2 a second and we wiped... Without the ability to contaminate there's nothing Aliens can do... Not even Xenocide was doing anything (and actually a lot of people in that game were complaining about Xeno being nerfed into uselessness now... I didn't notice any Xeno nerf though)
Oh and speaking of contaminate... it is pretty stupid to give Aliens a game ending ability, then have it completely and totally rendered 100% useless by 1-2 arcs in the Marine base... If Aliens can get 3 hives and hold them long enough to get 9 biomass (and the res needed for contaiminate) they deserve to win...
If the bile from contaminate was seen as too OP (I don't see how) then we need something else to end games.. Like Onocide from the LuckyFkers enforced mod.
But the reload times for certain was a way to deal with marines. It meant that rines had to co-ordinate their reload with someone else around to defend them; meanwhile the building damage nerf ensured that there had to be other guns on the field.
It died. Was a nasty suprise when I tried to kill an RT.
Sadly, at the moment balance seems far off.. very much in favor of aliens.. here is why.
To start I shall point out some small changes. Note that the earlier patches healthbar works both ways (alien and marine), and isnt a real problem with the recent changes. (Or rather, recent is much worse)
Lets start simple with the onos.
Boneshield now heals back up armour at a astonishing rate. A marine with lvl2 weapons will not really do that much damage in terms of outdamaging the new onos selfheal.
In short, trapping just got void. Forget about communicating onos positions, low onos health and positioning for trap. If it throws up a boneshield, its solid vs any solo trapping marine.
Personally, I find this a change for the worst.. but granted thats my opinion.
Now lets roll more into fact with the recent alien commander changes.. oh boy.
On the surface it looks like some general Quality Of Life improvements and fun. No more endless raging at the team for never holding any expension cysting. No decysting your harvesters by a lone marine. Easier planning of myst.
And lets not forget, who needs scouts with the new improved Rupture v3.
Sadly all the changes combined prove a quite powerful and overwhelming tool in the hands of a experienced commander. Lets work the HowTo down.
Combine this with your new ability to keep alive what you got and you will have enough resflow to seriously demotivate your opponent, while slowing them down tremendously on their forward PG.
GG incoming.
Imagine if both marines and aliens had perfect 100% accuracy. Marines would win every round.
This game is balanced around average players. The only way to balance for higher skill levels would be to add a handicap to the high skilled players.
Feel free to leave some disagrees, ty.
The game balance is broken beyond belief. Marines are over powered early game and late game aliens are too over powered........ Why ? Just Why? You had a solid game that had some engine problems and you focus on returning the game play to an alpha build state.........
Here is a great idea. Stop breaking the game. Revert it to a playable state again. Fix the hit reg issues. Add a ping attenuation system to prevent people from dying around two separate corners where everyone can see it.. Add comprehensive anti Cheat protection to eliminate the most common bots of the game to inspire confidence in rookies that no one is complete BS.
Add selectable cross hairs like every game has. Add selectable alien visions. Make sure some options work for color blind people! Red Green color blind is very common and your game does nothing to address this.....
Change the system requirements to require a 1ms response time monitor or better. After aim to please came out 5ms monitors became unplayable even though they are the most common monitors in use be average gamers playing a $15 game.... They find it unplayable, criticize it for what they do not understand and leave but first say bad ideas are good ones adding fuel to the fire.
A great way to make it more simple for rookies is to not confuse them with lots of new confusing alien upgrades that no one knows how to use yet! Veterans have to relearn the game then just to teach the rookies how to play with the new system which will undoubtedly just change again dramatically with some other obscene "shake up"..........
The game is straight forward... Marines are not underpowered in 2.94 or before. Marines need to understand not to overextend and hold some points as a group until appropriate upgrades are researched first... When this takes place, marines almost always eventually win regardless of alien skills. Good commanding is crucial and yet, rookies come in and do not understand the game and criticize it saying unbalanced changes will fix a problem that does not exist..The rookies do not have leadership and when they do, they just refuse to listen and whine they lost because other people learned how to play and they have not yet....
Now that new hyped games are being released like "over watch" you will have fewer people hanging on to NS2 as most see the game as dead and the devs as mentally unstable because of their recent highly questionable choices. You are killing a game you claim to love. The Steam charts do not lie. This is driving away the last few people who will play it.
Having to constantly undo all of these changes to make the game playable is tedious for modders whom are trying to preserve the game in a balanced state. We want the game to live as much as you claim to but your Dev teams actions tell a very different story. You are driving us all away and it is working all too well... I plan to try and hold on and keep the game alive as long as possible because this is an addictive game that only comes along once in a decade. It has given us so much already. I would appreciate the Devs more if they stopped making it so hard to keep people playing and focused on actual problems with the engine, user options, tutorials, and system requirements not being properly listed in regards to gaming or E-sport monitors being required.
I too would love onoscide being default for turtle breakers but the Devs have already claimed that was game breaking despite people playing there for years happily and evenly...... We are just finishing up the total reversion to the 2.94 version Enforced mod which focuses on balancing the game again and simplifying it for rookies without unbalanced exploits like HP bars and the ability to contaminate bile and destroy an entire team and force them back in base the moment they get exos...Contaminate was abused and it is highly effective against 5 arcs....Each contamination manages at least 1 bile bomb of damage each time before arcs can kill them which slowly destroys everything and there is no coming back from it...No back and forth struggle.No chance at redemption based on skill..... Just a shotty substitute to playing with coordination.
Turtle breakers are my specialty as an alien com... I once echoed 25 Gorge eggs to Topographical on Veil. I had my team spawn there as gorges when they died. We had only two lerks using umbra and 4 onos stomping and bone shielding for the gorges. Then I had my team spam bile at marines with onos helping bone shield each time while I echoed in a "craig and shift conga line" to keep the onos and gorges alive longer which took real strategy and team work because of how fast the arcs killed them and not an over powered abusive alien contaminate ability..........
This game is all about strategy and skill.....Most Coms seem to forget the strategy part late game when it comes to breaking turtles or coming back from them..... It is strategy based... The most common problem with Marines is that they grow impatient and loose their third tech point rather than waiting for the resources to accumulate long enough for arcs to do the heavy lifting for them and easily win.. Aliens were always stronger late game so marines have to be smarter late game.
That contamination was bad once it was exploited... Could have easily won if not for that which was sad.... Very game breaking still Mofo. Either way, I wont play the new unbalance version. I will only play LF Enforced 2.94....We have it nearly 100% fixed since the recent updates.
Why, because it will allow us to hit build 300 next week!
It's such a pretty number isn't it
Thats besides the point, they are now more noticeable and punishing as ever.
Yes, I guess I am. It's the default mode now, and if I switch to Huze's Minimal, it looks the same. It might be good for pro-players who know the rooms by heart. And I'm not saying players should not have an option to select it. But for noobs like me, I'd appreciate something in which I can see dark rooms more clearly, by default.
Also, can I somehow switch to the old vision mode? I can't seem to find it in NS2+ options.