3.0f
semipsychotic
Join Date: 2003-07-09 Member: 18061Members
<div class="IPBDescription">questions.</div> I'm not here to flame any of the decisions by the dev team and Flayra that were implimented in the new 3.0 build. I'm not even a playtester myself. That's why I'm asking about a few of the things in the changelog. I'll cut to the chase now:
1) NS_Veil questions first. I'm not worried about these changes, I'm just curious.
>The changelog posted says "new corridor new double node." Does that mean "new corridor TO double node"? If so, where does the corridor lead?
>Where's north loop?
2) Hand grenades. The changelog says that grenades now explode on contact. Does that mean that they explode just on contact with aliens or on contact with anything (walls, floor, etc.)?
3) You knew this was coming. The onos now costs 75 res. Sounds OK, but don't we want the Onos to be more powerful at a larger expense? Or are you guys making it more powerful (than 2.0 onos) at a lesser expense? Right now, the non-playtesting public can't tell how much of an impact the HP changes have because we don't know how much the hitbox changes hurt the onos. I just want to keep tabs on how powerful the onos is.
4) Last question: The weird recycling with the arms lab was fixed; does that have anything to do with the weird armory bug where you can't drop any weaponry?
Thanks for your time!
1) NS_Veil questions first. I'm not worried about these changes, I'm just curious.
>The changelog posted says "new corridor new double node." Does that mean "new corridor TO double node"? If so, where does the corridor lead?
>Where's north loop?
2) Hand grenades. The changelog says that grenades now explode on contact. Does that mean that they explode just on contact with aliens or on contact with anything (walls, floor, etc.)?
3) You knew this was coming. The onos now costs 75 res. Sounds OK, but don't we want the Onos to be more powerful at a larger expense? Or are you guys making it more powerful (than 2.0 onos) at a lesser expense? Right now, the non-playtesting public can't tell how much of an impact the HP changes have because we don't know how much the hitbox changes hurt the onos. I just want to keep tabs on how powerful the onos is.
4) Last question: The weird recycling with the arms lab was fixed; does that have anything to do with the weird armory bug where you can't drop any weaponry?
Thanks for your time!
Comments
They only explode on contact if they hit an alien or an alien stucture.
Max
Northloop is not on any of the overviews I have. It must be a change.
I didn't notice any other changes (corridor to double res?) other than the lack of marine spawn vents, though.
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Fades are back to 50 res. Still only a 25 res difference.
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Anyone who has never played a fps can hit the onos. The new hitbox is the same size as the onos model so it is like shooting the broadside of a barn.
Since onos is now 75 res, does that mean that the res cap for aliens is/will be 75? I don't see why you'd want to go above 75, since it's the most expensive thing for aliens (except if overflow is still in 3.0; I guess earlier overflow would be an additional balancing factor the devs want to save after they've sorted the onos itself out).
With the cost decrease, aliens have a strong midgame now. I can't decide if they're good at endgame now, since the grenade launcher is bugged (won't work) and redemption gives the alien a split-second of invulnerability (so redemption onos are pretty powerful). Fade is useless as ever. I don't really like the latest lerk flight tweaks, but I can live with it. Hand grenades are getting more useful.
Since onos is now 75 res, does that mean that the res cap for aliens is/will be 75? I don't see why you'd want to go above 75, since it's the most expensive thing for aliens (except if overflow is still in 3.0; I guess earlier overflow would be an additional balancing factor the devs want to save after they've sorted the onos itself out). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agree.
There is no reason for aliens to have more than 75res if Onos cost is 75......
But you'll only be able to store 25 more res...that's not much. You could only become a gorge with 25 res, right?
When have fades ever been useless and in what way?
Useless <i>only</i> when going toe-to-toe with a pack of shotgunners, and when in the hands of the unskilled.
You can't imagine the ridiculously huge difference it makes... 1 HMGer can kill an onos with half a clip...
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Unfortunately, the majority of situations where fades die. And fairly commonly I see both.
EDIT: incase my point wasnt clear: the fade is damn good, maybe too good, in the hands of those who are good at it. But it is 100% useless for those who aren't good at it(while mediocre players can do fairly well as any other species. Not the fade...) - - - although I suppose the new lerk will also be like this.
I know that the hitbox for the onos is easy to hit with every bullet in a LMG clip, but I didn't know how much of a difference it was from before (you really can't tell how many bullets hit the onos with the old hitbox, because the blood spawned by the hitbox, inside the onos). I also didn't know how much that translated into HPs.
If Revenge isn't exaggerating, then question number three has been answered for me.
As a side note, I've always been a pretty good fade unless I'm trying to carry the entire team. I do it like a skulk would: cloaking if possible, silence or adrenaline, waiting in that dark corner that you don't know existed (a salute to the mappers for making so many of those!), ready to blink in, cut one down, and blink out. If I'm trying to carry the team, it probably means that the marines are marching on the hive and I'm trying to stall them. Then, I pack adrenaline and/or carapace (depending on hive count, of course), and I make sure people know that I'm not coming back.
If you like hit and run fading, you might wanna try focus instead of cloaking in 3.0. You hit much more slowly, but double damage per swipe is crazy, and when you hit and run, it's usually better to run after 1 hit than 2 anyway. Hopefully fades will get a bit tougher by release, since they do currently die to a lot less than a "pack" of shotguns. How about 2 with decent aim firing twice, regardless of the fade players skill? At least that's been my experience in 3.0. I'm sure they'll get it worked out soon enough though.
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uh, you are SOOOOOO wrong. An early fade can be DEVESTATING as long as he is good. Its just that a fade sucks in the hands of a newbie, though.
Well, there's good and bad sides to it. Like I said, a smaller res cap would mean more chance of overflow - this is good for gorges, who struggle for res unless aliens have taken most of the map. Why would I wait for 100 res before going fade? Chances are you wait until you got 50, you ask the team if it's okay for you to fade, then you do so. I've never sat on res, as it could be put to better use taking down the marines. Otherwise, chances are they'll reach HA, which is generally fatal.
The hitbox changes/fixes have unfortunetly had the negative effect of completely unbalancing the game. The onos and fade (especially) remain extremely weak and you make a very good point on having the onos as a powerful but expensive unit, I for one hope that gets changed.
Well, there's good and bad sides to it. Like I said, a smaller res cap would mean more chance of overflow - this is good for gorges, who struggle for res unless aliens have taken most of the map. Why would I wait for 100 res before going fade? Chances are you wait until you got 50, you ask the team if it's okay for you to fade, then you do so. I've never sat on res, as it could be put to better use taking down the marines. Otherwise, chances are they'll reach HA, which is generally fatal. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
75 res onos does not justify bringing the cap down to 75. In 1.0 the onos cost 80 and the cap was different at each hive stage. The cap was brought to the universal 100 to thwart the overflow problem. Overflow was taken out for some reason (2.0) and now being brought back for good reason (3.0).
*will remain quiet from here on*