JAMESEARLJONOS
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That's neat.
If jp/shotguns and dual exos didn't get there first and do a much better job of it that is.
(First as in being added to the game first. Though it also applies to in-game time for shotguns.… -
Exo rushes work pretty well in pubs. You can get railgun exos by 6 minutes into the game with only 4 RTs - and you can have 10+ people (on larger servers) all get one.
That said, it works well to the same extent that any strat works when… -
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Marines don't have to spam jump. They just need to make one or two well timed jumps to give a high percentage chance of juking a skulk. Enough distance is put between the marine and skulk that the marine is guaranteed to win the e… -
The main problem with the shotgun is that it's too powerful against skulks. The shotgun needs to be at its current level of power to deal with lerks/fades in an adequate fashion, but the weapon just takes a complete dump on skulks. It's one of the m…
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Marines can easily outjuke skulks right now. The solution to that is not dumbing down the movement even more and nerfing marine movement options. The solution is getting rid of the brick skulk and not making skulk ground acceleration the joke that i…
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Lerk killing power is sort of misrepresented in an average pub. Mechanics like poison bite/spikes are disproportionately powerful when you have a marine comm who doesn't actively support marines fighting the lerk. A group of… -
Making camo useful is a terrible idea. It's one ability that firmly deserves to be useless. Camo being visible again when moving is probably the best change made in the recent patch.
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The problem with railguns is the opportunity cost. 50 res for a railgun exo, when 75 res gets you a much stronger dual minigun doesn't really make for a good purchase. The only real exception to that is if you do a fast railgun rush, in wher…
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I should note, that the real problem is that giving Marines armor upgrades at all is a pretty terrible balance problem. It causes weird things like skulks becoming obsolete, as well as Fade's going from super OP against armor 0, to an extremely long…
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I'm pretty sure focus could be tuned to have bonus damage against armor only to prevent rushing it. The order of operations would be
Bite --> Bite damage applied --> Bonus focus armor damage applied.
That would prevent … -
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lol.
Truly a fantastic theory of game balance. Except for the entire part where good marines can just crush your first harvesters and not die because skulks are beyond awful at combat right now.
At hi… -
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Can't maintain wall jumping speed now. And the ground acceleration for quick changes feels like moving through sludge. Good times.
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Strategies and tactics will include not using gorge tunnels because of the absurd cost, and generally dying before they could research them anyways due to broken skulk movement.
You're only going to see alien wins today… -
Can the subtitle of the cast be, "The Slaughter of the Cement Foot Skulks"?
Because that's what it's going to be. -
I feel sorry for comp players that have to endure this patch. The skulk movement is truly abysmal and completely terrible right now.
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The marine comm in that game was terrible. 20 second delay between asking for a medpack and getting one, resulting in that :[
On a serious note though, there's really not much in terms of servers to play on, and certain… -
wow.
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You realize good marines are constantly looking around/behind them right? Good marines rarely get caught unaware. The style of gameplay you're suggesting that skulks should use doesn't actually work against people who are f… -
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One problem with that. Good marines are very rarely taken unaware at any point. Doing things like hiding above doorways is a really good way to instantly die as a marine enters the room. And who gets flanked from behind? Seriously… -
You could do this variants pre-patch (but most marine commanders don't because they're morons who rush phase gates), but doing a 6 minute (5:50 usually) exo rush is easily doable. So long as your marine team is holding 4 RTs, you can run a train …
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Skulk movement feels awful now. Worst part is that it's a change that really doesn't effect average players at all, it just screws up the balance for higher end play. Bad players never used skulk movement options fully to begin with, but now good pl…
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The performance decreases in this patch are genuinely awful. Efforts spent on new graphical features seem ill placed when an i7 at 4.5ghz + struggles to maintain 60+ FPS (with everything on low) on certain maps late in the game.
I don't… -
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You aren't a good fade if you're going regen. It's really that simple. As it is, a top level shotgun marine can force a top level carapace fade back to heal in mere 1v1 situations - let alone the far more common scenario of … -
*I need to learn to be nice*
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We're talking about a trivial issue that'd take no more than an hour or two of dev time to implement effectively.
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Are you seriously arguing against adding in an extra setting that only helps new players? A setting that experienced players already change because they know about it?
I'm really confused as to why you would argue… -
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The point of this thread is simple. Changing gamma is legal (via system options). Most people are not aware of that, and generally don't go any further than the NS2 settings menu. Letting people change this in the settings menu … -
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Even with a BenQ gaming monitor, the need to bump up gamma high is a real one. The game is simply too dark to play otherwise. The default "darkness" of the game before turning off most of the extra effects + jacking up your gamma l… -
Go cara, build a quick second hive. Better in every imaginable way, and doesn't delay your team by wasting untold amounts of resources.
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I think it depends on the game and the stakes honestly.
VAC is horrible for protecting TF2 pubs from random griefing, because delayed bans don't have any effect on an F2P game that lets you play anywhere from day…