NousWanderer
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(Quote) As a temporary measure, fine, but I think this is a strong argument for giving the status UI icons their own toggle setting at some point in the nearish future. NS2 is a lot more enjoyable with a simpler HUD.
As of writing thi… -
(Quote) I think that's still the goal, but the original information has been scrubbed and the idea is currently represented via this low-detail card on the roadmap: https://t…
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re: the perceived issue w/ the player slot population vs. the spectator population---
You get bad results when you have bad systems. Stop having bad systems.
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Apologies for not honoring the format. I vote "other". This is what I'd like to see:
When Joining Full Servers:
When attempting to join a full server, I should be added to a position-sorted queue for that server. I wan… -
Latest version of the idea after many discussions on Discord:
Concept:
Forward-facing dash attack (AOE damage in cone and/or bar in front of fade)
Features:
- Forward-facing speedy "dash"
- Ether… -
My proposal accounts for your respective preferences.
Want to knock the marine back? Don't stop charging before you run into them.
Want to ensure that you don't knock the marine back? Let go of charge earlier and make use of … -
Current Charge + Knockback Functionality:
-Upside: Current onos charge knockback range has general defensive utility in that the knockback is sufficient to clear a path for the onos to escape.
-Upside: Current onos charge knockbac… -
Are per team skills being added alongside an adjustment to the vanilla shuffle algorithm? Or the shine algorithm? I'm curious about how they're going to be used for balancing rounds.
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(Quote) I think so, assuming it's deployed more or less in the way I described.
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There was a comment on the trello card after the public PT which suggested it was an option, so I was just looking for confirmation. -
Lots of good changes here - interested to see how it plays out.
Are the lerk gliding sounds occluded by geometry? Will someone hear me gliding if they're directly opposite from me on the other side of a wall, or only after I round the co… -
That's fine. Any stream footage selected for use in a trailer like the one I've described would be edited into the final cut in an effective way or discarded outright if it doesn't work. When I bring that option up, I simply mean that it's probably …
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(Quote) Just to be clear: although it's meant to aid player "progression", the system I've outlined is distinct from progression systems which use things like badges, experience levels, end-of-round stats, awards, and other unlockables to reward …
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(Quote) Thanks for the reply.
Queues: As I'm envisioning it, the only time there would be a queue would be when every available slot on all tier servers are taken (that is to say: the tier servers that correspond with your parti… -
(Quote) Easily one of the worst vent entrances/exits in any official map.
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It's imperfect because it could possibly be confusing (the mode has no resources!), but what if it just used the harvester + extractor models to start. If that's not good, then perhaps someone could devise a geometrically simple model for the mode. …
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(Quote) Awesome. Yeah, they should still require a link to *a* node but they wouldn't necessarily offer any further link benefit. So there would be a time/effort risk/reward for attempting to take and hold them. See nodes #4 and #7 in Dria above …
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Good thoughts!
(Quote) This could be cool - maybe tie it in some way to the link structure of the map? In Onslaught there were nodes that didn't provide a link benefit (i.e. they weren't needed to establish a path to the enemy team's power co… -
(Quote) I understand the concern, but a few points to consider:
1.
This would be a different game mode, just using combat's leveling mechanics. Similar but fundamentally different.
2.
Teams can alre… -
I've been thinking about this a little bit. Will it be possible for the basic combat leveling/upgrading model to be applied to slightly different game modes? The worst part of combat has been, generally speaking, the objective: killing the hive or c…
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I spectated for awhile this evening. The rounds were interesting and I'm still of the opinion that the tunnel buildspeed nerf and the removal of silence were positive for the game. But now that aliens have to do a bit more work to earn and solidify …
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(Quote) Sneaking (shift walking) is already faster than it once was and is more than enough to position and reposition for successful ambushes when out of marine line of sight, especially with celerity and when combined with walljumps or leaps. O…
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The tunnel, lerk, silence, and (probably to a lesser degree) focus changes have had a positive impact on pub play.
All stages of the game feel better than they did previously--lategame especially. I'm seeing fewer lerks early on (meaning… -
(Quote) Looking good! Any updates since then?
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You might get some hate but it'd be unwarranted. There have been many lengthy discussions about tunnels on Discord. We should really have a new thread for discussing why the current tunnel dynamic is such a huge drag on the game. -
Do we really need to make it harder for marines to push hives effectively given what everyone already knows about how typical pub experiences go? This would be a significant buff to alien defensive efficacy.
Promote the 'evolve last upgr… -
It's pretty simple. You insert the spectator system into your mouth and then you pull the trigger and wind up in purgatory forever.
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(Quote) This is true of any ability adjacent to another ability that's selected via an input control as highly variable as mouse scroll wheels are (e.g., some have detents, others don't; some glide, others don't; some overtrack, others don't, etc…
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Now we're cooking with fire.
UWE: when you do your big rebrand marketing push, please consult the community for ideas first. They do it better.