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In ~300 hours of pub (yeh yeh) I've seen no/late phase tech win maybe 2 or 3 times. I've no doubt early arms lab build can work too, but probably requires a bit more communication with the team.
I stick to the tried and tested method.
I think the 2 or 3 tech point maps would hurt aliens. If marines got the 2nd tech point, you'd F4 or concede if you didn't take it back very fast. Even 1 hive aliens vs 1 CC marines would heavily favour marines. The can still get W3 A3, shot guns et…Many thanks for the fix.
Hitting skulks with AR is now satisfyingly challenging. I miss quite a few cause I was never that greater shot, but when I hit them it's fair game at least, not like in 240 where even a poor shot like me could go 12-0 …I'd like it if both teams were unable to leave their starting techpoint room at all during commander selection. We don't need a mini game before the proper game. We already have secret ready rooms for that.Arguments about win rate aside, turning the skulk in to a brick was just a crappy way of achieving "balance". Also if you look at competitive balance, it's definitely swung in favour of marines.
In build 239 the vanilla skulk vs vanilla …That was just a schematic I whipped up when I was bored at work. Obviously you wouldn't make a techpoint arc-able from another techpoint, or perfectly straight hallways either. I had been considering having a go at mapping, but I think work/study co…I like veil (as long as its not a >16 slot fustercluck), I'd like to see another 4 techpoint map someday. Especially if it has a double res node somewhere.There I was thinking it was a deliberate buff to keep mines more relevant mid to late game. Is the trip range been increased too or am I imagining that due to my brick skulk?I wouldn't want marines to become slower, just make skulks faster again. It used to be that even a sprinting marine with no weapons could be caught up to with a vanilla skulk by wall jumping. I doubt that is the case now since any time your skulk…Well one thing is for sure, changing concede availability to the ten minute mark has made mass F4 a thing again. It really should go back to 6 minutes or even 5.I kept thinking my mouse or R key were broken!
I guess I'll just considered it bad luck when it happens.What was needed was the hit reg to work whilst keeping the 239 skulk movement feel.
Not the double nerf that we got to the skulk.
They should have left the skulk alone until they ironed out the bug rather than releasing a patch t…I'd like it if after selecting entities with ctrl and number that when these entities came under attack they have a fairly obvious and unique audible warning to the commander at least. I often don't notice them flashing off to the side there. Some…From what I've seen experienced players are stacking marine to rack up easy kills on ground running skulks. Even on rookie friendly servers.
Even in servers with quite a few rookies in each team I don't think the alien experience will k…Whilst ns2 stats might be showing a closer to balanced win rate for each team. Achieving it via the means of the skulk wall jump bug is a horrible way of doing it.
No one wants to have a kill ratio of 1:5 or worse, but that is often …One solution to stacking that I have seen work well was when the server admin randomized the teams at the start of each round. More servers need this imo. Also a vote random option would also be great if no admin was on. The only downside is someti…Do we have an ETA for when this bug will be fixed? Playing as skulk is so painful now.(Quote)
Sorry what? Do you play a different game that is like NS2 but isn't? Silence is/was always miles better for fades and lerks! It's probably negated somewhat with the stupid lerk tracers now, but for Fade's it's still as good as ever…I like refinery and I think it plays fairly well still. The random spawns have made it lot's more interesting too.
I have not spent enough time in Descent to judge yet. But it's a big map with a lot of detail. I'm sure a lot of hard work…levelling / ranking no no no!
Female marines and marines of other races? Yeh sure. But lower priority than other things one would hope.All marines have jet packs with 20% more fuel? omg good luck playing as onos! You'll get run down every time.Yeh it's pretty annoying as skulk I must say. Wish it would be put back the old way. I've rarely seen a single skulk get away with much vs a command chair.1. adding more content in the form of maps. I have not checked out the mapping forum for a while but there must be a few more that are getting closer to completion?
2. Balance. (but give this patch a week or 2 first eh?)
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Glad to hear it's a bug, as it least that way it's likely to be fixed rather than debated right?I just spent nearly the whole of today playing and growing my ass. I'm starting to think the nerf to skulk movement went a bit too far. Playing against marines who can aim is downright painful. (as in the ones who could fairly well shut down skulks …(Quote)
I'll only F4 if they get camo instead of silence, or if they get both, and I see on the map the entire team creeping around super slowly.
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Seemed that a lot of people who haven't played much in the last 2 months came back to NS2 yesterday. They weren't rookies, but they were not too much more advanced than them either. At one point myself and another skulk took out 6 …So much whinging here! Overall this is a good patch. As others have said its a bit early to judge balance changes. I played about 6 hours yesterday, and it was close to 50% win rate anyway. A lot of games people just wanted to try new stuff so th…I don't like the change at all. The lerk did not need to be hit with the nerf bat.I hope that they enable green names in both teams when in ready room. It will make it easier to distribute rookies / veterans more evenly.