Emoo · Ibasa
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That's a bit of a problem even if everyone is playing carefully. Once aliens start losing lifeforms it really hurts, A3/W3 marines vs Skulks really hurts.
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Ugh so on a serious not being a troll note. Despite the fact that MM threads always seem to devolve into mess I do think someth…
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Yes I realize there's an element of people just being clueless or not wanting to play as a team, but I've seen teams really try and just be torn apart, no amount of tactics will help if 2 guys on the other team can take down your w… -
I got to agree with Wingflier. I don't have time to get good at this game, I've got work, family, housework and other games to spend time on. I want to be able to join a game of NS2 and get a decent ~20 minute round in where both teams put up a good…
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That A only covers the first part (strength not reaction time), and B says that muscle mass is tied to testosterone (typically more abundant in males) so whats stopping the TSF pumping everyone, females included, full of testostero… -
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[Citation needed]
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I dunno. If you can convince everyone to buy mines it's a pretty powerful tactic. Early game Skulks really struggle when there are loads of mines around.
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I've seen a suggestion before that the rifle smash is removed and then mouse 2 switches between your selected weapon and your axe (axe would no longer take up slot 3).
This gives aliens a slightly better chance in melee as marines either… -
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You realize the rifle and pistol are nearly pinpoint accurate anyway? If you want to slow your mouse speed get a decent mouse driver and add a key to change your sensitivity on the fly. -
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A should be solved by concede. If a team is slowly leaving because they've lost they're using the wrong button, tell them to concede (or if your teams grown up about it just be like "lol ok guys we've won lets just concede so we ca… -
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If they were smart they went and played with another player at their level, which is pretty much exactly what most people here are asking for. The game doesn't need easier mechanics, it needs better tutorials and less pros vs rooki… -
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Used to play with some guys who would actually do this. Lead to some of the damn best NS2 games I've had. -
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It wasn't totally inexplicable. They changed the prediction code for grenades and couldn't get it to work with whips hitting them back so removed whip hitting. Not sure why they felt it better to have the new code and no whip back … -
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Which in 250 is fairly often. 249 breaking turtles wasn't too bad, GLs cost more and it was rare that exos were still left. Even if they had armory walls up with out exos and with the stronger onos they could deal out enough damage… -
60 is hefty price all at once, especially early game! Also I've heard a lot of experienced players say how A1/W1 is pretty pointless and its better to go straight to either A2 or W2 (i.e A1->A2 then W1->W2 or vice versa).
Saying th… -
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I've seen games where alien teams have done coordinated attacks with 12 biomass, onos, bile, umbra and enzyme and not even managed to take down the armory wall blocking the door before they all die from GLs, FTs and exos. By the ti… -
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I'm sorry but this is not the be all and end all of this. I had a game yesterday (9v9) where we had 4 onos, 3 gorges, a lerk and a fade all attack the final marine base together with enzyme. We did this for over 30 minutes before w… -
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That's not a bad idea, would possibly want to take the 20 damage off the attack if it can block the Skulk though. -
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Except now that marines can build on it you don't have to wait. You can start building before you even kill the cysts.
Also when a marine area is cleared out the aliens can't build instantly, they have to cyst up to and… -
The game needs something. Every few matchs ends up as a complete roflstomp by one side. There's nothing to force people to try and balance the teams out so you end up with good players slowing joining up together until they completely unbalance a si…
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Was tried in beta. Was both really annoying to the Skulk and pretty powerful, keep in mind it only takes like 9-11 bullets to kill a Skulk, a Skulk stopped at close range for just a second is enough to kill it.
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It used to be a real pain losing an entire base because from a couple of gorges. Energize seemed really cheap first few times I saw it used but I think it shifts the focus of the attack off the power nodes and onto structures. Havi… -
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I don't see how this solves the too many fades problem? How does using a focus attack make you vulnerable? As I recall focus was more damage for lower attack speed. -
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Yeh
It's a combination of two problems. First that aliens tech is heavily tied to tech points whi… -
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I'm still getting to grips with the new shadow step (and given how it's often skipped is taking a while). Vortex as well seems to be really neglected, means the fade basically doesn't scale. Leap, spores, stomp, bile bomb all make … -
Regen is boring? Carapace is just a flat health upgrade same as biomass. If your gonna replace one kill carapace.
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Add in that late game marine tech turn them into an unstoppable death ball. Means winning as aliens is long and drawn out due to marine turtle but losing as aliens is a painful death dictated by how ever fast or slow the marines wa… -
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I like that marines keep tech at 1 base, the possibility of comebacks is good. What I don't like is how they don't need any other tech points to tech up and how aliens both need tech points to tech up and to keep that tech. It's on… -
I feel there's two problems in regards to skill and balance.
First the skill differences between players, the lack of any matchmaking or team balance means unbalanced games are fairly frequent. A new player against even an average player…