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Skulks have even less control in combat (ie chasing marines in melee range) in the balance mod.... It's just you can bhop around the map at 12-14 speed that makes skulk movement feel better. If you can wall jump at 12-14 speed, it's broken. But if y…
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My response was a bit harsh, I was forcefully responding to a few disagrees to whiii's statement. I'll try to lay out some background information
First, the patch dropped right before the tournament that gutted alien mo… -
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I'm amazed at these losers people who are disagreeing with an actual Saunamen player posting about on the semi final match. Because you guys know better than he does who should have won what.
Fact of the matter is, on t… -
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It seems intended to counteract the pres drain seen from requiring marines to buy welders.
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I am talking about this balance mod.
And I think you're confusing "skill progression" with overpowered movement mechanics. I.E. 14 speed skulk bhop and 15 speed easy blink.
The balance mod fade has a flatter skill curve than … -
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I never once spoke about NS1 fade because NS1 isn't an option we're being presented. I can only evaluate the options being presented and I stand by my assessment of ns2b's fade and blink movement.
I also stand by … -
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No, I do not think it is acceptable that fades are weak in pubs, but I am saying that revamping movement won't fix that. The fades are, almost by video game definition, going to be weak among lower skill players. It's an expensive … -
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The first half of this post is just completely wrong. As evidenced by competitive games, there is a huge difference between very good fades and your average fade. When fades play poorly, they get absolutely destroyed (a la 2 shot) … -
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It's fine to test these things. I'm not concerned about the movement making it into a test build as that is the perfect place for it. I just don't want to see it going live because I think it's a big step backward from what we alre… -
I wrote this in another forum, but it is relevant enough to repost here for the fade discussion in the last couple pages:
Shadowstep and Blink definitely overlap, but is that such a bad thing as to warrant an unproven rewrite? In v… -
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You misunderstood. Scrajm said "he won't be playing himself" in reference to it won't be arc vs arc. Blind's question to Scrajm was if "he thinks archaea will be a tougher opponent than exertus last time." Blind obviously misspoke,… -
Awesome games. Thanks for not posting spoilers in your updates!
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Please just remove the demo rec requirement as the system is a) not very accurate and b) won't even show anything but blatant aimbot cheating.
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Overall, this was a really good post.
I have to take exception to these potential fixes. When I read these, I get the feeling that these ideas would lead to increasing the power in the end game tech. I think that the en… -
It's really hard to allow for severe comebacks in a game like NS2 without trivializing victories.
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How?
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The game ISN'T over if you destroy a second CC. What if they traded that second CC for the alien's second hive? What if they destroyed all of the alien RTs when the second CC died? This entire idea of automatically ending games because the team woul…
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Not really considering nexzil (who I play with) mostly competes with the euros... I see the same things they do, though perhaps have differing opinions on it.
NA in general is definitely behind as there are only a handful of teams that e… -
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Yeah, I don't agree with that. I suppose that's why we differ so greatly on how medpacks should change. I feel like the game is built with medpacks in mind and that aliens have plenty of ability to kill marines with precise hits, e… -
I think reducing medpack healing to 40 instead of 50 is a more appropriate change.
Is the goal to lower medpack effectiveness in combat or to slow down the marine economy? -
I think those are good ideas and points to consider, Koruyo. Specifically the over time medpacks as an alternative to instant medpacks. This can discourage in combat spam, but still allow for affordable medpacks on low RTs.
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I'm alright with the IP change because 2 IPs is a big advantage over 1 and 20 tres is a reasonable price for that. I think the nanoshield change is a sidegrade as it will make marines nearly unkillable for those three seconds, but is much shorter. U…
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The new system is interesting... It feels like a weak bhop (w+a/d+turn mouse in direction of a/d that is pressed) that is used to maintain speed or slowly build speed. Wall-sphere-jumping is present and gives a large speed boost that can be maintain…
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I'm amazed you're defending this skill-free-system. You literally hold W and spacebar and go really fast. It's the dumbest thing I've seen put forth yet as an idea for a "skill-based" movement system. Not only that but it feels HOR… -
Oh yeah? That's good then. Now all we're left is a bastardized bhop retaining all the stupidity and none of the skill combined with a dash of awkwardness from the wall-jumping jump-with-jumpsphere-near-wall'ing.
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There's no skill involved at any point in this system. You gain speed through a skill-less action and you lose it as soon as you stop jumping, touch a wall, or hit any kind of slight elevation in the map. There isn't going to be an… -
The skulk skill-based movement system in this balance mod is REALLY BAD. You gain speed by simply jumping............. Just jump in a straight line a few times and you're up to 8 speed.. then up to 9 speed.. then 3 more and you're up to 10 speed. Se…
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I'd much rather see wall jumping made into a skillful bonus instead of air acceleration cranked up again. I feel some wiggle room for ground acceleration to promote more control if the skulk stays on the ground, but more evasiveness if the skulk lea…
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While I think glissy said it best in one of these threads, the base alien life form is not fun to play. The movement is clunky, the life form feels weak, a… -
your face is dumb
streaming nxzl vs exertus