Question On 3.0
SDJason
Join Date: 2003-05-29 Member: 16841Members
<div class="IPBDescription">NOT release date, something else</div> ok... im patiently awaiting 3.0 like everyone else, however i do not have playtesting abilities
I believe the main purpose of playtesting is to "balance the game"
After reading the changelog and seeing that spikes was removed, i began to wonder, since at hive 2, the only projectile weapons the aliens now have include Spore (wont damage buildings) and healspray, and SPIT
Now i have two things that if i was a playtester i would try from marines side seeing this. Since i cant i would like to ask if anyone else has tried them, and ascertained if it is too powerful.
1. Elec RT rush, this probably wouldnt be any more powerful than in 2.01, however with the loss of spikes its worth a shot, since now the aliens REQUIRE teamwork to get an RT DOWN in almost all cases (or an o chamber)
2. This is my main question.... with the loss of spikes, the aliens have less ways to take out jetpackers. Actually im seeing it become a problem in 2.01 now, 3-4 jetpackers can come into a hive, and i literally see 3 lerks, 1 fade, and 6+ skulks madly hopping, sporing, spiking but to no avail, since with proper medspam these guys are invulnerable in larger hives (Ventilation, Refinery, Viaduct) Even O-Chambers dont hit accurately on jetpackers any more. SO has anyone in playtesting tried the old JP rush from 1.04??
IM asking not because im speaking of what i dont know, but because i realize im speaking from what i dont know, however i HAVE read the changelog, and im just asking to see what this type of strat would do, and if it has been extensively tested to ascertain if it is adequately counterable, and, if not for someone to try it, since from my point of view (even in 2.01) with adequate medspam(accurate medspam really) 3-4 JP=GG aliens, even if the WHOLE (11+) alien team is in the hive, since other than spore (which is disguistingly easy to counter with medspam, the aliens have no hope in the large hive rooms.
So just a question for anyone playtesting...
~Jason
I believe the main purpose of playtesting is to "balance the game"
After reading the changelog and seeing that spikes was removed, i began to wonder, since at hive 2, the only projectile weapons the aliens now have include Spore (wont damage buildings) and healspray, and SPIT
Now i have two things that if i was a playtester i would try from marines side seeing this. Since i cant i would like to ask if anyone else has tried them, and ascertained if it is too powerful.
1. Elec RT rush, this probably wouldnt be any more powerful than in 2.01, however with the loss of spikes its worth a shot, since now the aliens REQUIRE teamwork to get an RT DOWN in almost all cases (or an o chamber)
2. This is my main question.... with the loss of spikes, the aliens have less ways to take out jetpackers. Actually im seeing it become a problem in 2.01 now, 3-4 jetpackers can come into a hive, and i literally see 3 lerks, 1 fade, and 6+ skulks madly hopping, sporing, spiking but to no avail, since with proper medspam these guys are invulnerable in larger hives (Ventilation, Refinery, Viaduct) Even O-Chambers dont hit accurately on jetpackers any more. SO has anyone in playtesting tried the old JP rush from 1.04??
IM asking not because im speaking of what i dont know, but because i realize im speaking from what i dont know, however i HAVE read the changelog, and im just asking to see what this type of strat would do, and if it has been extensively tested to ascertain if it is adequately counterable, and, if not for someone to try it, since from my point of view (even in 2.01) with adequate medspam(accurate medspam really) 3-4 JP=GG aliens, even if the WHOLE (11+) alien team is in the hive, since other than spore (which is disguistingly easy to counter with medspam, the aliens have no hope in the large hive rooms.
So just a question for anyone playtesting...
~Jason
Comments
The loss of spikes has probably helped the aliens a lot more than hurt
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I am no PT, but i bet thats true simply because now here won't be any more
moron spiking resnodes for about 5 minutes.
Spiking resnodes is a huge waste of manpower. If you want to kill nodes save for fade
or put some ocs. Has the benefit that the new restower is defended.
Or just save the res and do it as regenskulk.
!!!!!!!!!!!!!!!!!!!!!!!1111111
<img src='http://s87365188.onlinehome.us/images/hardfunnypics/6thsensestupidpeople.jpg' border='0' alt='user posted image'>
Thats the biggest imbalance in NS. Nothing can take out a HA train. Nothing. (if you dont have übah|33t teamplay and the marines sux :/ )
Uh what? what exactly did they change about heavies that made them so much stronger? In 2.0 heavy trains were taken out by fades/stomping onos. I would imagine it'd be much much easier in 3.0 now that umbra is fixed...
- RD