Ingeniouse

Boy_WonderBoy_Wonder Join Date: 2002-11-11 Member: 8226Members
edited August 2003 in NS General Discussion
<div class="IPBDescription">I like 2.0</div> I just have to say this update was made very well.

The Onos no longer mean game over.

Commanders no longer have to suffer/worry about all their defences being eaten away by the fade's ranged attack (unless 3rd hive is up but usually HA by then).

Sensory chamber has gone from the least used to one of the most used.

Skulks are no longer invincible but have to stay in packs.

Gorges are no longer only 2 or 1 to a team. Also they are very good in some combat situations.

Lerks are about the same but a little more stealthy.

Games last real long and we are unsure of when game over is (dunno about you but i liked epic battles that last for long periods of time).

The only thing i would say that i would think that would need improving (dont flame just my opinion not stating anything):

1. Gorge's bile bombs arent really suited for gorges... most of the time gorges are in harms way: They need to be far away from the turrets range so it doesnt hit them. Usually gorges have to either be on a ledge to hit them and not be hit by them or be at the corner of the wall and hopefully the turrets wont see them. Most of the time the defences have phase gates and the marines go and kill the gorge if they see what hes doing. Really only time i see gorge use bile bomb is when melee dont want to touch electric recource caps or electric tf. The gorges should have like plague type bile bomb... they shoot once hit what they need to hit. I mean the plague doesnt have to last forever or do a lot of dmg but at least the gorges can gan respect that they helped toward the destruction of some defences. If commanders give welds to marines the marines can "weld off" the plague.

2.Pheremones have no real point to them... if you have sense fear you will know where hte guy is by just barely dmging him or by your team mates and most marines are at least injured once, pheremones are so close to where the marines are you might as well listen to where the marines are. I think the pheremones should be replaced with like night vision of some sort... kinda like how the marines and the base was all lighted up, but everything is in night vision.

Comments

  • ClintClint Join Date: 2003-08-03 Member: 18816Members
    Nothing needs to be changed, just tweaked in my opinion.
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    Gorge BB is fine. Me and my clanmate totaly wasted Biodome in a matter of seconds. They had locked it down with PG, TF, Ts, RTs and everything. Turrets can only take like 4 BBs and PGs drop quickly. If you are having problems getting close just have another gorge right on your **** healing you constantly. It's great fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Adding to scent of fears superiority, it shows ALL marines, not just wounded ones!
    And bile bomb is definately a support weapon, not a 1 man base destruction weapon.
  • halcoberry_houndhalcoberry_hound Join Date: 2003-07-20 Member: 18309Members, Constellation, Reinforced - Shadow
    well i know they are coming out with a patch to fix the problem of the redeming onos when it is digesting but i have to say even without digesting if the ono simply doesnt digest i belive the effectiveness of a redeming ono is to good. they will simply not digest, kill 2/3 marines the redem and the death of an onus will not change
  • TheGlowTheGlow Join Date: 2002-11-22 Member: 9650Members
    Yea man, marines dont need to be hurt for scent to work.
    Hence everyones using it.
    if not, I think sensory would be an equal choice with the others, unlike now how everyone goes first with that.
    A real shame because now I never get to use movement upgrades unless 3rd hive <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
  • XentorXentor Join Date: 2002-11-03 Member: 5877Members
    Given the right vantage point, bile bomb can be absolutely devastating... I've taken down entire turret farms with it, using silence and cloaking whenever a marine phased in... It's given to the gorge to balance this power with some vulnerability...

    As for Scent of Fear... Yes, it shows ALL marines, not just damaged ones. This was changed from 1.04... And yeah, I think the general consensus is that pheremones is next to useless compared to SoF.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I just have to say this update was made very well. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, I really can't argue with that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Boy_WonderBoy_Wonder Join Date: 2002-11-11 Member: 8226Members
    edited August 2003
    Hmm bile bomb was never as effective as you guys mention...

    I just got back from playing a game where the commander was at least putting down 40 turrets per lock down... which made me very angry because if i got in view of it at least once half my hp would be gone... I know what most of you people will say, " If they have that many turrets then you must be doing something wrong.." But we werent in fact we had 2 hives and we had 6 recource caps... its the fact that the marines had 1 hive locked down along with the 2 recource towers and everything was so well guarded that we couldnt touch them... so we waited untill they had pretty much all their marines HA and we were doomed...

    Even if there was a gorge healing me i could not possible stand the shots from the turrets even if htey had 2 gorges near me... they had seiges near all their lock downs and they had HA and normal marines which were phasing in and out of ALL the phase gates.. If they have a good commander usually you will always see a marine pop out of the phase gate once you attack their defences... its plain not fair. Even if i try and play it stealth/safe i will do guerilla warfare by shooting the turret farms and then go and cloak but usually what happends is the HA armors will weld them up.... and they had motion tracking so even if i was cloaked they could tell where i last was so they would spam HMG bullets near the spot they last saw me.

    P.S. I shot like 5 bile bombs in the middle of the turret farms and none of them were destroyed.... =(

    I honestly have not seen bile bomb work effectively or help toward the big "W".
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    2.0 is like SO close to perfect... Just that little bit of numbers tweaking, maybe a switch on the res for kills dealie, and voila, it'll be perfect!
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    Pretty sure damage for BB decreases outward from the main spot it hits. May take 6 indirect shots.

    Turret farms can be a problem that not even the most determined alien team can stop. I have found many games where aliens capture like 6 resource nodes, marines only have 2, but they can match us for tech levels all the time. They do this by simply building up mass defences, then letting the spawning marines help defend them and save up res until they can get 6 HA+HMG and shotties. Sending this out against level 2 aliens means they will probably take another node at least.
  • Boy_WonderBoy_Wonder Join Date: 2002-11-11 Member: 8226Members
    The thing is though they eliminated fade's 2nd hive acid and 3rd hive bile bombs so commanders wouldnt have to worry about the range attacks of fades and when the marines chase after the fades, the fades just blink off "I RESPECT THIS" it got really annoying!

    However now its nearly impossible to get rid of farms... unless unguarded but usually commanders send their marines through the phase gates... also if you try to destroy the turret factory and the phase gates it not only takes 6 or more but usually the tf and the phase gates are build in the middle of the turret farm so you have to navigate your attack while you are getting shot while marines weld it and shoot at you! ITS LAME!

    Why is it when marines get HA and seiges its end game REAL FAST and assured... but when aliens have 3 hives and 4 onos it takes about an hour to take out the marines? ITS BECAUSE TURRET FARMS!
  • halcoberry_houndhalcoberry_hound Join Date: 2003-07-20 Member: 18309Members, Constellation, Reinforced - Shadow
    The simple solution to the problem of turret farms would be to simply create a cap on the number of turrets that can be created in one area as has been done with the number of offence turrets for a particular area for the exact same reason, the aliens would all gorge and spamm oc turrets every where making it basicaly impossible for the marines to move any where. Unfortunately there is no limit on the number of turrets that can be built in a particular area as a result the command is able to spamm turrets to hold a area. comming a few games myself, i have to admit turret spamming is made viable by the fact that if u DO spam enough turrets it basicaly imposible for anything to destroy them.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--halcoberry hound+Aug 7 2003, 01:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (halcoberry hound @ Aug 7 2003, 01:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->as has been done with the number of offence turrets for a particular area for the exact same reason, the aliens would all gorge and spamm oc turrets every where making it basicaly impossible for the marines to move any where.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    However, unlike the aliens, the marines can very easily defeat that.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    <!--QuoteBegin--a civilian+Aug 7 2003, 01:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Aug 7 2003, 01:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--halcoberry hound+Aug 7 2003, 01:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (halcoberry hound @ Aug 7 2003, 01:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->as has been done with the number of offence turrets for a particular area for the exact same reason, the aliens would all gorge and spamm oc turrets every where making it basicaly impossible for the marines to move any where.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    However, unlike the aliens, the marines can very easily defeat that. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Drop a GL. Boom. End of spam.

    Or, more easily accesible earlier in game, get siege, boom. end of spam.

    Then begins a different kind of spam, either GL spam or turret farms......your choice.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->halcoberry hound Posted on Aug 5 2003, 07:32 PM
    --------------------------------------------------------------------------------
    they will simply not digest, kill 2/3 marines the redem and the death of an onus will not change<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Damaging the marine a bit before an Onos redempts doesnt help anything. It only takes a couple clicks for the Comm to drop a healthpack and you've got a fresh marine.
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    The effectiveness of bile bombs depends very much on the design of their base. When they decide to build their base below the vent in the bottom hive of Veil, it's very effective. When they pick a good spot, the gorge has to expose himself to enemy fire for some time before getting in range.
    In 1.04 I often lobbed bile with the fade by jumping forward while firing, that gave a nice boost to the bomb. Now, that doesn't seem to really help, the range is still short.
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