GaussWaffle
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Nickname: GaussWaffle, GW, GaussAwful
Age: 25
Skill: Mid-High
Lifeforms in order of best: Fade, Gorge, Onos,................................, SWS, Lerk
Area: USA (Arizona)
Language: English… -
I went on a week vacation and arrived to further terrible pings. I believe this is an ISP issue.
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Using this guide (http://portforward.com/english/routers/port_forwarding/MediaLink/MWN-WAPR300N/SlingBox.htm) to completion, I c…
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I'll look at how to do that
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Yes, the lag appears in other Steam games atm
How would I go about fixing this? -
Do not use VSync in any form, and manually turn off mouse acceleration via your windows options and your mouse firmware if you can.
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Arsenic Marine- Due to prevalence of Frontiersmen getting eaten by Onos over and over, the scientists of the TSA developed a DNA-alteration tool to help combat the Onos problem. With just a small shot in the arm, your Frontiersmen can today become w…
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Nope, still awful sorry
Onos devour is a pretty unfun ability in its current form. It balances the game, but is just largely unfun for the opposing party. I propose a cooldown to be associated with it -
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Ok, here's how regen is in vanilla
For reference, 1 tick refers to the span of time for which an aliens natural regenerates (not with regeneration)
Lerk w/o regen: 3 hp per 1 tick
Lerk /w regen: 6 hp p… -
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They want to keep stuff like regen values at vanilla if possible. I agree regen is lackluster on Fade and Onos (and lerk), but remember it is a big advantage to have both carapace and regen...so it's not the biggest deal in the wor… -
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I would start with 25% and work up to 50% if it felt too underpowered
You must keep in mind that in the current model, a flame + EMP + a little energy use by a fade = a fade with either no useable energy amounts or a fa… -
Another option would be to keep EMP in its current state and add a small 25% reduction of energy regen rate for 3 seconds...that might be enough
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My suggestion: remove EMP can completely rework how flamethrowers affect alien lifeform energy
IMO, on a per stack (of flame, not DOT damage) basis for flamethrowers, they should do the following to each lifeform:
Skulk: 5% r… -
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Not a bad idea, expand on it and post your idea. Keep in mind they want changes that give the least amount of work for the coders, as they're quite busy.
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Range and a possible cooldown have been discussed, but are not likely to be changed soon
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There've been discussions to lower fade HP via biomass, and to possibly buff shotgun damage slightly. If both suggestions go through then the fade will die in 2 shots + 3 pellets vs. lvl 3 shotties. Which is a lot better than the c… -
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Fades are designed to be poor vs. buildings. They are killers, not building killers.
Onos are actually not too far off right now. If anything, devour needs to be nerfed in some fashion. They serve the purpose of being a… -
b250 introduced a shotgun that took a 18% damage nerf, but a 25% attack speed buff. The end result is a weapon with a 7% increase in DPS. lvl 3 shotguns in this format deal 221 damage with all pellets. lvl 13 carapace fades have 350 hp and 100 armor…
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The EMP reduction was my suggestion, and derived from the change in adrenaline and how it functions. In previous builds adrenaline was just 2x more base energy to work with, and same regen rate. For the purposes of EMP, this meant … -
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You're a fine player, I just love making fun of Brazil for no reason other than to say BRBRBR whenever I die to a CiB in Combat Mode Relaunch Comment by GaussWaffle July 2013 -
Kind of dislike walking into e-penis comments, but first off I'd like to say that pat is indeed a solid alien player. His fading in the previous patch was almost as good as Tocz. Definitely better than the vast majority of the competitive player bas…
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