Now You Have Done It.
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Join Date: 1970-01-01 Member:
<div class="IPBDescription">My 1.04 feelings</div> After playing for about 3 hours in a server with randomteam mod (you cant choose your team, its all random) i have come to a conclusion: Aliens arent overpowered anymore. Congratulations nsteam! But, aliens are patheticaly weak now. It now takes 3 skulk bites to kill a marine. (i tested, over and over and over) they have less armor, and marine seems to have slightly increseased speed (tested, but, not very sure of it yet. It seems a lot though.)
Now lets get down to numbers. An uncarapaced skulk dies in 10 lmg shots, which means 1s. I presume each skulk bite takes about 0.5 seconds or more. So, now skulks have less armor, does less damage, and you see that damn teeth animation that does nothing but trouble you. Its much easier for a marine to aim with the muzzle flash than a skulk with that teeth animation. This added with the "crazy jumping marine technique" makes any marine > any skulk now, even in ambushes, if both players have the same skill.
Another change, lerk flying speed is reduced. But jetpack marines arent. How can lerks run from jet/hmg marines now? Umbra doesnt help much now, and it didnt help much earlier. Another unnecessary change.
I dont know about 6v6 servers, because i consider it to be too small, therefore, i dont play in these. But in 10v10 servers and up, marines are definetely better than aliens. I hope you guys find a good solution for this in 1.1 . Maybe allow aliens to donate resources without going to the ready room? Or make aliens "flashlight" ability make the teeth animation a bit translucent?
Now lets get down to numbers. An uncarapaced skulk dies in 10 lmg shots, which means 1s. I presume each skulk bite takes about 0.5 seconds or more. So, now skulks have less armor, does less damage, and you see that damn teeth animation that does nothing but trouble you. Its much easier for a marine to aim with the muzzle flash than a skulk with that teeth animation. This added with the "crazy jumping marine technique" makes any marine > any skulk now, even in ambushes, if both players have the same skill.
Another change, lerk flying speed is reduced. But jetpack marines arent. How can lerks run from jet/hmg marines now? Umbra doesnt help much now, and it didnt help much earlier. Another unnecessary change.
I dont know about 6v6 servers, because i consider it to be too small, therefore, i dont play in these. But in 10v10 servers and up, marines are definetely better than aliens. I hope you guys find a good solution for this in 1.1 . Maybe allow aliens to donate resources without going to the ready room? Or make aliens "flashlight" ability make the teeth animation a bit translucent?
Comments
/me clutches head to keep from exploding
1.04 needs to be released soon so people can go back to playing instead of complaining.
/me clutches head to keep from exploding
1.04 needs to be released soon so people can go back to playing instead of complaining.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yessir. I am an idiot! 1.04 is out.
Woohooo
parTAY
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Welcome to the world of teching-up. Building an armslab instead of observatory and getting the first armor upgrade early (like, from about the one minute point) is a very popular 1.04 strategy. Of course, I consider it inferior to motion-tracking early, but ...
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Now lets get down to numbers. An uncarapaced skulk dies in 10 lmg shots, which means 1s. presume each skulk bite takes about 0.5 seconds or more.
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Skulks die in 9/12/13/19 shots now (lvl 0/1/2/3) carapace, instead of the 9/14/18/19 in 1.03. I don't quite see why this change was made, unless it was to make sensory first a possible competitor to defense first. Skulk bites takes 0.6 seconds each.
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I dont know about 6v6 servers, because i consider it to be too small, therefore, i dont play in these. But in 10v10 servers and up, marines are definetely better than aliens.
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Yes, it's well known that larger servers are very favorable to marines due to spawn rate and resource model. In 1.03, 6v6-9v9 is generally considered a playable size range. We'll have to see how the changes in 1.04 changes that range, but as the resource model hasn't been touched, it's a safe bet to say that servers 12v12 and up will have marine teams with a competent commander winning 90+% of the time.
This is the truth I saw it over and over tonight, what a shame.... not even worth playing alien now on servers with more than 10 peeps per team.
Alot of progress was made with the patch but it also introduced more problems.
I think I'll go back to my other games until 1.1 comes out, from talking to alot of players they are doing the same.
This changed things too much I think you are going to loose more players than you will gain.
ps.... ****= toes....
News to me... i can still rip it up down a hallway... the trick simply lies in not hitting things. Try hitting jump more than once... you get moving pretty quick.
It takes 2 bites to kill a marine. Your "testing over and over and over" either involved missing or biting marines with the first level armor upgrade. How do i know this?
1) I've killed marines with 2 bites.
2) The changelog lists *no* changes to either skulk bite damage or the functionality of marine armor.
The playstyle of NS has changed for 1.04. For those of us who played on the beta servers pretty frequently (and got to see these changes happening in slow motion) it seems quite playable at the moment. It's just everybody else changing their playstyle to come into accord with the changes that is going to make them complain about 1.04 for a while.
And I am usually the comm who has rushed out level 1 armour <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
btw which is better early in the game, armor or gun upgrades?
btw which is better early in the game, armor or gun upgrades?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think guns because they do more because they help <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> and <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> so your base is able to stand on its own better letting more marines leave thus improving the chance of winning the next fight.
With around 70-100fps you can stay airborne forever. Any lower and it won't charge fast enough to keep you up there.
Not quite, i have 99 fps(max you can have AFAIK) and cant stay airborne "forever"(if near enugh, if I tap jump).
However, I checked on my OWN listenserver yesterday, 1.03, and, well, 0 ping+99 fps= infinite fly. No fuel? Doesn't matter <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Aaaanddddd, if the server is larger than 9v9, you're not allowed to complain about marines winning too much. NS is balanced mostly for 6v6 up to 9v9, as was stated. Now ShutUpYourFace please.
Depending on my marines...but generall I would go armour 1 straight away. Making them take 3-4 chomps is crucial.
After that I get weapon 1 and weapon 2 - the gun upgrades are better than the armour after that.
Eventually get armour 2 - the extra is very nice for JPers - and when the endgame comes if I ever have more than 100 res I click the level 3s.