remi · remedy [blu.knight]
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You guys should open another thread to discuss the pres one, if one doesn't already exist.
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(Quote) Fixed, sorry!

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@devel Can you explain more what you mean by those abilities? I haven't played a lot of MOBAs, so I don't know how those change/avoid the "retreat focused" … -
(Quote) I don't understand these arguments, or rather, they don't sway me. If it makes the game feel easier / more fun why would we revert it? This change did raise the skill floor for marines, but rather than reverting to bring the balance back …
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(Quote) It's funny, I was just talking to rantology about this yesterday, and she is going to be doing some tweaks to the vanilla crosshairs which do include better hit feedback like you are suggesting.
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This is something we would like to do in the future. No promises on timing, but the current system is less than ideal.
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This is something I absolutely disagree with, and is a very dangerous line of thinking. It is important for players to have a stable game experience from rookie to vet, across a multitude of servers. -
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I'm sorry you feel that way. I am reading all the feedback in this thread. Just because I'm not responding doesn't mean it's not being heard. -
(Quote) I do think some more tweaks would be good, especially for the bar colors to make them a bit more readable, and maybe to give a different timing for when aliens attack since their attack speed is so much slower than marines. When I was pla…
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I'm not sure. The name is not at all official, but the idea is that whatever name we pick, it would be based off of the Chinese yuan, given the backstory of the TSF.
According to in Please just stop giving me steam items Comment by remi May 2016 -
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That is what a large, paid, QA team might be for (but even then, QA is more for bug finding than for balance testing), as well as nightly company-wide playtests at a large studio. Instead, we have a fully volunteer PT team and a ve… -
I know for many these collectables may still seem useless, but we have already made and are making further changes to this system based on the feedback we have heard and our initial design.
Implemented- You no longer get not…
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(Quote) I like this idea as well. It takes away a bit of the fun from the commander using it, and reclasses the ability to be more of a delaying tactic rather than a hard counter. Some sort of capacitor charging sound, leading up to the overcharg…
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(Quote) Another neat idea, if it turns out to be too OP as is. I think currently it is 50 each, not split.
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Also, everyone, keep in mind we are patching weekly and can also make balance changes via the extensions even mo… -
(Quote) Yup, this feedback has been heard and is being considered.
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(Quote) Yeah, this is what I was struggling with when doing this feature. Using red is really the worst option for red-green colorblindness. I tried making them fuschia, since that would be a lot more readable, but I was afraid I might get lynche…
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(Quote) Yes, this is how it is intended to work. The health bar disappears pretty quickly if you're not dealing damage, and disappears even faster if your target ducks behind cover.
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Added one more item to the changelog which I had forgotten (and which many of you may not notice depending on your NS2+ settings): (Quote)
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Ah yes, I forgot to mention this in the patch notes. I should add that. -
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I would agree in general that RNG is bad, but for a commander area-of-effect based ability, I feel like it might "fit". There's already a lot of a gambling with the khammander abilities as is since you often need to trigger them bl… -
(Quote) The default was just changed for new players, for everyone else damage numbers will be set to whatever it was set to previously. They aren't "supposed to be off", they will just start out that way. Your point about damage feedback at dist…
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(Quote) Neat ideas. I think having it be a % chance to parasite with the % being based on if you get blinded by it and proximity to it could be good, if we find the ability as is is too OP. It could make ground marines feel it is more "fair" sinc…
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Those are some good ideas, @Bacillus.
One of the main objectives with the health bar change was to make the game more accessible to new players. A new player … -
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The function to "mark" an enemy gets called on the client during the predicted hit for hitscan weapons (so that it feels responsive). The server-side blood function short-circuits that prediction if you have the option enabled, so … -
I already posted this in 297 thread, but it seems relevant to post here as well:
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There is an incompatibility with the enemy health bars and the NS2+ option for server-side blood hits.
If you have server-side blood enabled you won't see health bars for any hitscan weapons. -
With build 297, dissolve timing has been lengthened to 2.25 seconds instead of 1.5, to give time for the ragdolls to go flying into walls / to give you more time to register you have killed them.
in For the love of the Gorge Mother increase the delay before corpse dissolve Comment by remi May 2016 -
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Yes, but with the eject delay that used to be in, it was a very bad idea.... and you used to eject with 0 fuel instead of 25.