BALANCE DISCUSSION!

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Comments

  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Posts: 4,745 Advanced user
    Mephilles wrote: »
    Isn't the balancing for skill a mechanic issue, on how easy it is to execute for example? Also I will honestly say I have no idea how well the tech paths are balanced in between each other in vanilla ns2. I can say that compmod is basically reduced to one valid techpath (with minor variations), especially for marines.

    You could make balancing for skill a non-issue by reducing the skill curve drastically via mechanics. I am not sure everyone, including myself, is on board with that.

    I am of the opinion that the validity of techpaths is incredibly limited. NS2 is filled with these non-choices whether most of the player base realizes it or not. The tech path options are incredibly limited in their effectiveness. A1/W1 arms lab start is the go to because it is so generally effective, while other options are not. Marines are incredibly limited in their tech paths. Aliens have a little more flexibility, but still have very few effective tech paths.

    I would think comp, maybe without compmod, has more tech path options because they have the teamwork to actually capitalize on another tech path.
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
    IeptBarakat.trixX.NousWanderertwiliteblue
  • HandschuhHandschuh Join Date: 2005-03-08 Member: 44338Members, NS2 Playtester, NS2 Community Developer Posts: 387 Advanced user
    edited April 2017
    Currently is a2 before w1 also very viable since you have higher chances surviving against fades with a2 than with a1/w1.. especially if you're a bit behind
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Posts: 4,745 Advanced user
    Handschuh wrote: »
    Currently is a2 before w1 also very viable since you have higher chances surviving against fades with a2 than with a1/w1.. especially if you're a bit behind

    I agree. What I meant was starting with arms lab, as opposed to other tech paths.
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester Posts: 955 Advanced user
    PGs first or Robo first is a very rare sight
    return to zero
    Nordiccoolitictwiliteblue
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