Emoo · Ibasa
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I raised that in a separate thread. It was pointed out that it would be annoying to be on the receiving end of a nerf but less so for everyone else to be buffed. (Also half damage is a HUGE nerf, we're talking numbers like 95% here… -
I like the idea of handicaps. I don't like the idea of them automatically changing throughout the game, seems too volatile and open to abuse. I would fully support an admin tool to give players handicaps. I don't know what the admin tools are like a…
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Maybe an admin mod? If you feel someones causing issue on the server by being too good, you throw on a handicap that takes a percentage off their damage. Give a notification "You are playing with 90% damage handicap". Yes it could … -
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Even on a rookie server anyone is allowed on, I'm not saying all good players need to be segregated. But it is exactly this elitist attitude that scares off new players. In a perfect world we'd have ranked match making. Until then … -
In an ideal world yes. The issue that gets brought up whenever match making is raised is that of player population size. NS2 probably doesn't have enough players to do good match making.
Having an optional system side-by-side with the current … -
(Quote) How do you even fit 60 players in an NS2 map? And 90! 90 is like 10 players per room (5 TP + 4 RT standard size)!
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You have to accept that if one member of the team is going 2:1KD or higher they are a massive effect on the balance of that round. Having one person be so important isn't really fun for either team, and at the end of the day we're … -
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This often brings a lot of conflict on the forums but it's true. I've seen servers empty out after 1 or 2 guys have destroyed the other team. If your too good for a server you either need to tone down your play or leave. Having som… -
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Possibly the trick here is to do what Blizzard do. SC2 supports 1v1 and team games (2v2, 3v3, 4v4 and FFA), but Blizzard say that they do not balance around anything but 1v1. If you want to ignore that and play 4v4 fine go ahead, b… -
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I'm torn on this. On one hand I agree that 0 spread would be OK, rewards skill and keeps marines ranged advantage. On the other hand I feel it would lessen the role of the pistol. Damage falloff on the LMG would probably by the bes… -
Well I was playing Quake and Hexen when I was 8. Played the first NS online when it first came out, was only 12 then. Most people thought I was a girl (yay high pitch pre-puberty voice), I guess this was a time where girls were more common than kids…
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What's the state of the Lerk and Fade right now? (I'd go find out myself but it's proving tricky to get on BT servers)
I ask this because in classic they seem to be in an odd position of the Lerk having a much higher sk… -
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I used to play with a group that would flood fill a server every night to the point we were waiting for strangers to leave so they could join.
And given that I haven't seen them play nearly as much (like my steam used to be c… -
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It's ok. All you grumps who are going to flee as soon as balance hits live will be replaced by those of us currently finding classic a bit stale and eagerly waiting for BT.
I'm sure BT is gonna have teething problems. I… -
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Or give someway for aliens to spend res to scale like marines (just don't call it an evolution chamber :P) so that by end game Onos are much tougher than when they first come out making it easier to break the turtle.
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I feel the speed is actually ok, it's acceleration that's the issue. -
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Clearly you don't put your mines on the ceiling. The smile on my face when an ex-lerk screams at me for that
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:P
In terms of ability to win I think its ok. Possibly a little unforgiving to marines because of the power node mechanic. But in terms of ability to have fun while losing it's horribly unforgiving, especially for the a… -
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Hmm. You want comebacks to be possible to some extent, slippery slopes aren't fun for the losing team. Saying that yes I do think tech points should be important, losing one shouldn't just be shrugged off. -
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And I'll say it again... I feel this lack of alien scaling is the reason for a lot of issues in the game. As soon as aliens scale in some way you can tweak the base stats of their lifeforms so they aren't so powerful early game but… -
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Except losing as marines can be fun, a lot of people like playing out a last stand as marines every few games. Making it less painful will just mean people won't be so pissed off and rage at losing (again, especially for aliens. I'… -
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And in those RTS games with concede the game ends there. No "HAW HAW ME GONNA TRASH YOUR BASE NOW" crap. Concede needs to work the same way in this game, if a teams concede it's because they're done playing, end the game.… -
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Remove tech point scaling. Aliens especially are gimped big time once there pushed down to 1 hive.
Tech points need to give a bonus but they need to be decoupled from ALL technology (including khammander egg drops, chamber se… -
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Oh you and all your crypto hints! -
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Really!? I assumed it was hitscan?
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Yes. I think its the crosshair. I'm not actually sure what part of the line is supposed to be over the marine to get a hit. -
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This is my point, if my team is getting decimated I have a few choices.
1) Keep playing, keep getting decimated. Oh how much fun!
2) Concede the game. Game ends, we lose ok well done other team, lets play again.
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Sometimes. Some games are conceded when they could of still won, but it would of been stupidly hard to actually pull it off and too stressful to organize with a load of scrubs. I've concede a few games where if I was with some regu… -
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It's easy enough to hide without camo, yes it makes it easier but it's not worth sacrificing carapace or adrenaline for. My build order is ALWAYS carapace->2nd hive->leap->adrenaline->bile bomb->blink->3rd hive-&g… -
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This is not a solution. Random doesn't change the problems you've just described. Like I said for small servers that extra marine doesn't make a big difference, the issue is that new Skulks are less effective. Forcing random won't …