Bacillus

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Bacillus
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  • When it comes to naming conventions and such, it's also nice to remember that on European servers you usually have the majority of people speaking English as their 2nd language at best. The cacophony of accents and mispronounced words can be confusi…
  • The doors have always been a bit spooky for aliens because they're so reliant on hit and run stuff. However, even from strictly pessimistic viewpoint I think there still could be all kinds of slower interactions that manipulate the map paths and suc…
  • (Quote) I think weldables are a really cool idea in terms of providing the potential of a RTS-like decision to bring a welder and take time welding while also putting it into a really cool context that could easily fit into the screenplay of Alie…
  • Heh, reading this discussion reminded me that I always wanted to have tram carts with buildings on them. Imagine a commander having a turret factory/Obs/NS2 vehicle shifting around a tram network depending on where it's mostly needed. Also neat for…
  • (Quote)
    A lot of the stuff was fine as a side-dish. Veil has elevator near pipeline, Origin has some too. Tanith has the smaller pool at double res and so on. I don't think those were really the most important things in the game, but gave …
  • (Quote)
    I don't know if it counts as unnecessary communication, but I remember in NS1 commander being able to call alien HPs to the team added some much needed interaction between marines and commander. As commander I could call "Onos red…
  • Since this is here anyway, does anyone have a grasp of how efficient Vulkan is with the CPU? At least the initial claim was that it utilizes cores well and takes away quite a bit of CPU overhead in general. Seems like a pretty cool thing for CPU hea…
  • (Quote) I know you said you don't want to speculate, but I think one pretty reasonable explanation is that you get to build the prototype lab only if you're doing well. The advanced armory timing is dragged down by a big quantity of slower tech g…
  • (Quote) I don't want to be the killjoy, but be very careful with the prizes. In newcomer tournaments there are players with various FPS experience and possibly varied amount of NS2 understanding too. Nobody should feel like they're dragging the t…
  • Is it possible to browse the match information and recognize matches where marines gathered significant amount of resources compared to aliens, but still lost? Some kind of rule like that could help understand the effect of base rushes.
  • Just keep the changes subtle and you should be alright. The big issue with a lot of implementations is that there simply is way too much acceleration. In most cases you want just a bit.
  • (Quote)
    I think this sums up most of it.

    I'd like to think games like Quake and NS type games are where mouse accell is most useful. You're often quickly spinning around the whole 360 sector for various reasons and some people …
  • I think I recall two different scenarios:
    (Quote)
  • (Quote)
    I'm not sure if someone can come up with a smart implementation that actually gets used, but contextual waypoints could be huge for newbies. Rather than "Go to waypoint" commander could set waypoints like "Destroy alien infestation…
  • (Quote) As with quite a few things early on in NS2, there was a poor implementation and then the whole idea was abandoned rather than the implementation improved. I've got no clue whether it's the solution here, but I'd like to think it's doable …
  • (Quote)
    I'm not sure if I particularly even dislike it that much. It just makes the game quite a bit harder for a new player, which is kind of counterintuitive to what the whole thing is about.

    If I was an active comp player, I…
  • (Quote)
    I don't think aliens really need more ranged abilities to conquer open space. It's more about having movement options that allow aliens to accelerate and move efficiently in open areas as much as possible. Better options to use the…
  • This is a pretty long detour for marine learning curve and maybe too much work, but could the skulk movement and early game approach be changed somehow?

    If you look at the differences between NS1 Veil and NS2 Veil, the NS1 version looks …
  • I think most multiplayer online games still have the misconception that people who frag a lot are some kind of human-computer hybrid with insane hand-eye coordination and time warping reflexes fueled by gallons of energy drink. In reality the snapp…
  • (Quote)
    Out of curiosity, do you have any more specific stats?

    I'd love to see winrates on various game lengths, maps, playercounts and possibly skill levels if possible. The overall winrate is such a general thingy that it eas…
  • (Quote) Yeah, I wasn't particularly trying to defend one way or the other with lighting and atmospheric stuff. What I was trying to do was to understand how the dark scifi atmosphere fits together with the needs of mechanically consistent and tra…
  • (Quote) Has there been any exploration on how consistent the darkness is on modern systems? Back in NS1 different hardware, screens and gamma settings made any kind of darkness impossible to balance properly. With some configs you could see easil…
  • How acceptable would you find the alternative where for example crosshair colour indicates a rough estimate of target's HP? Let's say some parts of crosshair go from green to red as the target's health goes down. If you're not hitting any identifiab…
  • Any idea of how balanced the game is on lower skill levels? Is it possible to have worthwile games consistently? My gut feeling is that the power level swings can be pretty wild with the comination of 6v6 and inexperienced players.
  • (Quote) When buried, a thread doesn't get locked, but it stops getting refreshed on the forum's thread listing. As a result it falls away from the front page, no matter how relevant and frequent the discussion is.

    It becomes a ninja b…
  • Is it fair to expect sneaky stuff like ninja burying threads also stopping as the new guidelines are enforced? It should be very obvious why moderation needs transparency and yet at least the burying has been happening for years now and seems to occ…
  • This is completely out of any recent gameplay experience or such, but could the power surge work somehow like this:
      * Applies an electric charge to a building, and the building remains charged for a short while (20 seconds for example to r…
  • Is there some particular reason why pain sounds aren't sufficient? Most games do very decent without having to display the actual HP bars. NS has wilder HP ranges, but I still find it a bit weird if the HP bars are actually necessary.

    Al…
  • (Quote)
    I think certain movement stuff affects map design too. For example NS1 Veil is very clean whereas NS2 veil needed all kinds of additional boxes and such all over the place. At least part of it has to do with walljump requiring a st…
  • (Quote)
    Yeah. I was mostly thinking that it might be the way to set up makeshift guidance whenever there's an opportunity rather than trying to establish some kind of regular streaming culture. Mostly I feel it could be a useful tool if pe…