Yuuki
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I get the nostalgia argument but it also has its limits. Relocations or ninja pg are game mechanics that are absent in NS2, it's not that it's not as good as in the past, it's not there anymore period.
In my nostalgic b… -
Seems very good! It looks more like NS2 than NS2 itself.
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They just need to inverse this:
100% invisible when running, 80% maybe when walking (transparent shimmer effect thing), fully visible when not moving.
And you get an interesting to play, buffed cloak. -
I saw a lot of laggy players indeed, but I didn't look at the tickrate.
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I saw a lot of skulks "over-ambushing" or doing bad ambushes. You never want to stand still and hope that a marine will not see you, you need to get on the move before the marine is visible and get in his face just as he pass by, and if the engageme…
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So, I played a couple of games.
- Skulk movement
I think the changes are pretty good, combat feels less chaotic. Maybe against shotguns it's a bit much though.
- Descent
The map looks great, but I have… -
It's Business Time: …
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Yeah listen to Necro, the cysts and powernodes suggestion are pretty good, and make your mod fun before anything. I don't want to play a mod that just tweaks a bit the numbers. Some other stuff:
- Remove armor healing from the armory to … -
Stop attacking every cysts and building every power-node on the map, just move to RT's or upgrade chambers and kill them.
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I don't think that's so different, tempest dragoon can kill infinite number of marines, a normal dragoon, not so much. There's huge difference between units effectiveness depending on who controls it. There also difference b… -
- Free buildings in a resource based strategy game ? At least cysts cost res in ns2 now, but they used to be energy based; it was very bad. Creep colony cost res.
- We had bonus and malus on infestation during the beta, it makes the bonus team… -
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NS2 works at constant supply, so army is mainly constituted of equipment (weapons, jetpacks and exo) on the marine side and lifeforms on the alien side. There's little tension between army and tech-economy because there's a special… -
The new trend in the industry is to release your game on piratebay, it's very efficient:
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http://seagaia.wordpress.com/2013/02… -
Rotating the camera is pretty much like rotating the model on the wall, so it's already done mainly. It would suffer from the same problems than model rotation though.
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So we started in atrium as marines, our team was pretty bad, we lost reactor and it got cloged up forever. On the right side aliens started to push flight control to expand there. It was clear that if we lost flight the game was over, so the plan of…
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At least you can play on LAN, so it's still better than sc2.
Good job with the bug report!
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Or just make sure aliens make noise when cloaked, but maybe that's too simple.
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Trivial is the sense that it doesn't require a lot of thoughts to justify, it's easy to argue for.
>So how does one balance that?
Skilled based movement mainly, but also stuff like glancing bites. -
Hugh also stated that the skulk vs marine balance was slightly (1.2) bent toward skulk. I'm not sure how the stats we're made, and they certainly hide skill scaling, but if this is correct it's also a fundamental issue imo (skulk vs vanilla marine b…
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The easiest solution is:
- Measure how the winrate depends on player count. You can just do a scatter plot. Perfect scaling would be a flat noisy line.
- Compensate any deviation from the flat line by changing a g… -
Bad design mainly. The housekeeping tasks are useful because they allow the ground team to feel connected with the commander and participate more directly to the RTS aspect of the game, on the marine side at least. They also allow new or casual play…
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I play once every two weeks to see how the game is going, and I always get bored for the same reason. I don't know if anybody made stats about how much time marines spent building/repairing stuff and shooting alien structures compared to fighting wi…
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People don't play aggregate of games, they play individual games. In particular they play at different player count and skill levels, so what really matters is the probability of winning given the player count and the skill level (… -
That would be awesome indeed!
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I think you got it a bit backward here, less air control would make the skulk harder to play and give it more depth. The main reason is that if you can't correct your trajectory instantly planning becomes relevant, you will have to plan your traject…
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One of the problem is the lack of all-in or risky strategies. Those were mainly "balanced" out during the beta, making the game very stable and linear.
The rarity of sneaky phase gates also make come-back much harder for marines compared… -
Personally when I was noticing I was too much above the server level I was trying to adapt, like doing welder kills, para-kill or other silly stuff so that the game stays fun for everybody. Adapting your level is not very hard, I'm sure everybody ca…
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I'm not sure about the temperature but the noise levels go through the roof with NS2.
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It seems the player count is stabilizing around 500 to 2000 players, the winter sales made a big increase but then the level quickly went down again. A free to play week-end would probably cause only a small temporary bump.
in Not Disappointed! *Cheer up now damn it* Comment by Yuuki February 2013