RabidWeasel
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"Tree tubes" sounds pretty stupid out of context, though. At least canopy is fairly poetic in a way. "Forest" would have been a pretty cool name.
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Feels hideously clunky but it is surprisingly effective at times, the energy cost is insane though and it's almost impossible to hit a decent jetpacker with it. It does make getting picks with aura feel really good but I also feel like I'd be doing …
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Got used to the new hopping and you're basically invincible if you use vortex properly but it's just not as much fun, it feels so so much more clunky and mechanical. At least the lerk is pretty buffed now but it's going to take me forever to re-lear…
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I gained ~10fps but the stuttering varies between annoying-but-I-can-deal-with-it and gamebreaking.
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I really don't like the voice work but the model is good. Kind of what I was expecting, but I was perhaps hoping to be a little surprised.
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When you first implemented the rifle and the shotgun was still having a lot of major changes playtested I was kind of hoping that the shotgun would move into more of an early game role (i.e. a cheaper, weaker version of the current… -
Nerfing fade base HP slightly and buffing biomass HP scaling in general sounds like a pretty good idea to me. Weaker early fades but stronger skulk / lerk / onos after the earlygame sounds like the kind of balance shift that is needed. Might actuall…
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Pretty sure that they will have fixed weird movement code stuff such as looking down making you blink faster and buttjumping.
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I'd like to see the TF2 treatment for the GL, that is shots which don't hit anything and detonate on a timer deal less damage. Currently one of the scariest things as a fade is knowing that there's randomly spammed undetonated grenades around which …
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Looking down while blinking for a huge amount of extra speed was deemed to be buggy, undesirable behaviour which is probably what you're noticing re: fading. -
Went from being early lerk almost every game (hated skulking pre-250) to skulk or fade and never lerking. All the marine toys are fun to use at different times but I have a weak spot for railgun exo even though it's not really a cost effective choic…
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I would argue that there's a difference between the kind of keyboard inputs/movements required for good strafe jumping vs. wanting to always have +duck applied when you're using blink.
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Yeah tram messes with my ability to navigate, I'm fine until I have to use one of the smaller corridors that link the central tramway to some of the side rooms such as ore or the bit that comes out next to logistics. Plus I still think that vent int…
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Ironic that you mention TS since that mod went from being really great and fundamentally pretty well balanced (in the sense that every gun was op as hell) to being kind of bad because of a change in developer direction (he wanted t… -
+1 for the classic horny dog pant
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The only way focus could be balanced is if it had some skillbased implementation such as having to charge it up for a while before the attack reaches full strength, draining energy the whole time (so that you can't just charge indefinitely) but that…
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I've noticed a distinct lack of will for low pres skulks to go gorge when aliens are winning. As soon as the marines are down to their last tech point and 2 or 3 extractors there's no more need for skulks on the table at all and gorges are essential…
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This is a legitimate complaint, having to release and press jump again adds basically nothing to the game. The fact that for optimal play you want to always crouch while blinking doesn't help either. -
You can still strafe jump for a minor additional speed boost but it's not like it was in earlier balance mod builds where strafe jumping could make you go quite fast quite quickly.
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It's your duck key.
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I think the idea behind them not scaling is so that they eventually get broadly replaced by 3/3 exos, but are strong enough that if you tech for them specifically they can be effective. Right now that tech is probably a bit too cheap and fast.
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Alien comm has to spend more than 10% of the game in the hive I guess. -
The scorpian that hovars without flapping of its generation.
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You literally just stated why that had to change, having an energy free semileap on demand just from touching a wall was op as hell. The entire point of the new system is that you can go fast but you need to move somewhat predictably to do so.
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Yeah I think it went from 7% to 5%. It's not exactly amazing right now but if you get crag first for beefier skulks then you're gonna pick regen on all your higher lifeforms because it's better than nothing. -
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It also appears to be a fictional species. -
I hope the voice acting is good! I will use whichever skin sounds the coolest
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This thread is screaming "alien UI needs a speedometer". Pretty hard to tell if you're doing the right thing when the only feedback you get is "slow, fast, really fast".
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Maybe they just really like wooden shoes and the game already has clogs.
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The problem is that the marines basically get their side of the "work in a group" aspect for free because they all spawn in the same place the aliens want to attack and shooting at onos/gorges trying to kill the power node is fun.<…