Fiskbit

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Fiskbit
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  • @Golden: They both alert players to the exact same thing: timers they have limited control over have expired and they are now able to buy things. They're both similarly out…
  • @Mendasp: Would reusing the research notification be time-consuming? Your point is a good one; I understand that development time is limited and appreciate that time-consu…
  • My team missed lerk timing again by 4 personal res, and lifeform notifications would've solved this. There's very little reasoned opposition to this, and with the commander out of the hive more, it's even harder for them to act as a watchdog. We've …
  • That's certainly a valid concern, but I think ARCs are similarly counter-intuitive; when I started, it took me a while to realize that they only damage structures, and I actually am still a little confused by whether they target things like cysts. M…
  • I see lots of issues with the grenade launcher. Grenades are hard to dodge and move unpredictably, they deal large damage over an area, they're difficult to use in an intentional way, and they scale in ways that are frustrating to play against. In l…
  • (Quote)
    They're the top players because they're good at playing the game; they can shoot well and they understand positioning, strategy, and how to counter their opponents. However, being at the top doesn't mean they know how to make
  • Golden: That's true, but you also don't get any indication when the lights will come on, so you're still stuck there waiting. That said, I think a lot of people don't know they're tied, since you can start repairing the node before the lights actual…
  • @Zefram, everything you said about the decisions aliens make when players can afford lifeforms applies for marines, as well. When shotgun, HMG, mine, or jetpack research co…
  • Zefram: Research notifications are the effectively the same as the lifeform notifications I'm suggesting, and like with the lifeforms, knowing when research comes out does change how you play and you 'should' have an internal clock estimating when r…
  • Zefram: Making critical information easy to notice is generally a good goal and doesn't amount to dumbing things down. By that same logic, there's no need to show when research has completed because research progress can be easily tracked on the tec…
  • Alright, I've got 4 suggestions. If any of these are outside the scope of NS2+ and I should be suggesting them for the vanilla game, let me know and I'll post them elsewhere.

    1. A timer on destroyed power nodes indicating how long you mu…
  • When jetpacks were 10 PRes, the game was under the old PRes system before the 20% deflation, so they actually cost more like 8.3 in today's money. The problem with that was that they were an obvious purchase and you didn't have to worry about playin…
  • What benefit does that provide over tapping jump, which gives you a jump that's at least as fast and high? If it's functionally worse, that's a problem, but it being different isn't really a useful complaint given all the benefits it provides.
  • I'm baffled by the complaints in this thread because they don't seem to reflect reality. When you jump with the new jetpack, you simultaneously jump and jet, which is why it feels so responsive and fast. When you're out of fuel, you still jum…
  • As a competitive player, I have very mixed feelings about the Comp Mod changes. The mod contains a lot of improvements, and it's nice that things like cross spawns and TRes adjustments have been brought to vanilla, features that have a lot of play t…
  • F0rdPrefect/SantaClaws: With the new jetpack, you both jump and jetpack boost at the same time, so even if you don't have any fuel, you'll still get your jump. Aside from fuel returning more slowly, this change should be a strict improvement.
  • So the clog thing is 'not really a bug', but can it be marked as one? It absolutely feels like one, and it's very unpleasant. Clogs feel more like a hindrance now than something useful.
  • Came to post about the phase gate lines, which I just discovered and really appreciate. Unfortunately, I can't find a setting for it that I really like. The animation is fast enough for it to be pretty distracting, so a setting to control the animat…
  • No one would be able to legally use the engine code if it leaked and it's not immediately clear to me how it could be used in an adversarial way. That said, I do recognize that as a very real possibility, so sure.
  • If UWE devs are too busy to fix an engine bug, I'm a bit surprised the generous NS2 volunteer devs aren't given engine access to be able to locate and fix issues like these. This is one of those quality of life issues that irritates a large percenta…
  • I think you're wrong here. I couldn't even find the clog in that third picture.
  • The effective HP of an armor 1 marine is 200 (100 + 50*2), so without changing the way onos damage affects armor or changing the amount of armor at armor 1, I'm pretty sure you can't make armorless and armor 1 marines both take 2 hits.
  • The new jetpack feels fantastic to use - definitely the best of any so far. However, I'm a little worried that it encourages hops, which you can use to move quickly throughout the map with effectively no fuel loss because you regain most of the spen…
  • I'm liking those improvements and looking forward to trying them out!
  • Fades rely on walking when their energy runs out, like marines apparently rely on jumping when their fuel runs out. Thanks for contributing.

    EDIT: To reply to your edit, this is about being allowed to jump. Fades have to manage energy to…
  • Dragon: Currently, jumping is possible with the jetpack when out of fuel, unless this has changed since yesterday. The fade comparison doesn't seem particularly apt because fades are allowed to walk regardless of how much energy they have. A marine …
  • (Quote)
    A better response would include your opinion on why eliminating jumping when wearing a jetpack that's not out of fuel is good game design and an improvement to the game. You seem to be approaching these changes as though the old be…
  • Five consecutive hits when a marine is dodging and using props isn't necessarily an easy task, and if you add to that a catpack, that's really terrifying.


    I was playing with the balance mod today and didn't like that you can't jump…
  • I'll echo what ball2hi (3yebex) said at the end there. I'm finding posts such as Gibs' and many of Locklear's to be counter to the goal of obtaining feedback and discussion. It's disrespectful and stifles conversation. This mod is supposed to be imp…
  • (Quote)
    If people want an extra hit from the onos, they should consider welding instead of just mindlessly shooting. If doing a fraction of a second of welding isn't worthwhile for the second hit, then I question why it's worthwhile in gen…