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Yeah, I agree. You could have preferred lifeforms in grey, and then when they've decided which one they're going to play, they can click on them so they get coloured in. If marines go fast sentries I tend to skip lerk and fade, unl… -
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that's a brilliant idea -
The FF is such a noob weapon that I don't want to see it buffed. It's kind of like the GL in that sense (although due to the range and around-the-focking-corner-insta-lerk-gib the latter is better) - there is a lot less skill variation.
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em, if you land the stab you now move 50% faster for 3 seconds. I donno. I only use stab to do damage to structures, really...
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Do new people get flash warnings? For example, you're a lerk and you go down to 100-ish hp and it flashes up "GO BACK TO THE HIVE/CRAG/GORGE AND HEAL". Something like that?
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Yes, I agree. Before (and this is probably in around 2013), when you played the game these tutorials with Hugh's voiceover would play. I think something like this would be better. To be honest, I usually don't play tutorials either… -
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Similar issue I've noticed. Don't know the underlying cause. Either way I prefer the numbers to the bar, although it's a minor issue to me. -
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So it's not working then? Do we know how many people use the tutorial? I imagine a steam achievement for using it for five minutes would be a good indicator (maybe there is something similar already implemented).
I wond… -
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What sort of tools? Less experienced players don't even flank, let alone ambush. I don't know what the tutorial tips are like but the first one as skulk should be "DON'T FIGHT A MARINE HEAD ON (in general)" -
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Also, isn't silence not on the shift hive in compmod? (not sure) -
Yeah I mean, a lot of alien games don't even reach onos stage, and if you increase the pres cost I fear scrubs will just think, "man if it's that expensive it MUST be amazing", so I'm not sure that would do much. People need a greater incentive to p…
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Unfortunately there is such a mechanical skill discrepancy between the Onos and the Lerk/Fade that it really puts off scrubs. I know people who have played this game for ages and they will go skulk, gorge and onos, but rarely the o… -
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The loss of the arms lab makes a huge difference. No one's advocating that the arms lab itself - as opposed to, say, A3/W3 - be linked to a second CC, but if you fight ten marines with 30 armour as opposed to with 90 armour a… -
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It's quite annoying when the alien commander spams contamination and so you need to stay in base to get things fixed (this is before a turtle scenario). I would not like to see it removed, however, because it is useful for br… -
Wired v Wireless? I heard they're pretty close now, in terms of reliability. I'd like a wireless one because my wire always gets caught on something.
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Though I voted that they're too loud, I think they're only slightly too loud and that the hearing range is probably more of an issue. Maybe the sound should have more of a drop off with distance.
edit: this is a minor issue, although I d… -
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Assuming late harvesters means harvesters beyond a high number, n (for .e.g above 4)
Could be totally wrong though >.<
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What is the metric by which game quality is judged? Of course, something does not have to be fun to be worthwhile, but surely how much fun you have in the game is a large factor reflective of the game's quality?
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But the alien commander doesn't need to spam meds and ammo to help engagements. The alien commander may spam an ability, but this is less essential and less costly in those big engagements that normally have to occur to get back ma… -
Maybe it's the rating out of five stars.
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I was thinking that. A 'field commander', as it's often said. I've never seen a comm use this tool, although I do not deny its existence. It seems like something that would be very useful to a field commander, as they'll often have… -
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Yeah I think hand grenades are very underused. I'd like to see one that obscures alien view; like a smoke grenade but cooler.
It would also be cool if cat packs could be upgraded lategame into something more useful. Or,… -
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Yeah that's a good point. -
That is pretty cool. I don't know if I would rely on a commander being that good though, so it might be worth allowing field players to do it too.
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@Nordic How does wonitor define a desperate base rush win by the aliens?
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Perhaps allow hydras to be upgradeable later on? The problem with this is that it is so difficult for marines to comeback, relative to aliens.
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Played with a comm who was relatively new, so he wasn't quick on the meds and ammo at all. Decided to pick up an exo and wreak havoc, dropping out to weld it myself (slow process). I think without that option the round would have been lost.
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Agree with 2 and 2 (sic) but I am less sure about 1.*snip* No need for name calling. -IH (Quote)
Yeah and a lot of the time it's a shat on the back.(Quote)
Great post and thanks for being candid. I don't know if it's much help but I've felt that it's quite easy for aliens (late game, once they've got their tech) to shove lots of pvp in an area. This greatly dissuades scrubs from movin…