wb_spank
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ZEROibis, you should not rely on anyone to fix this, as it was already noted the original devs have abandoned this. UWE has no vested interest to resolve this, they did not make this mod, why would they accept responsibility for this?
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What is the win/loss ratio? With devour out, I am afraid it is now unbalanced.
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There is a bug, i am not sure how to repro it, but i was just in a game where there was 4 dual mini exos
Please fix tier 2 abilities for aliens. -
Please re investigate devour range to be reduced.
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also, does anyone notice when using the female marines, using the taunt key does not activate other abilities like EMP or Ink?
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this is not related to the combat mod, but with the changes to jetpacks, you can no longer use the JP in tight tunnels as JP activates at the height of the jump.
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skulk leap does not work
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NM, looks like flamethrower was changed to drain energy.
This may be a balance concern, several JP with FT with EMP can effectively shutdown aliens. -
flamethrowers need to be revisited. it is draining energy, instead of reducing regen rate. flamethrower + emp will shutdown any alien.
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also it looks like EMP needs to be revisited.
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whats the ratios of wins/losses?
Right now it is really apparent fades are still too powerful. Since nades/flamethrower was nerfed, can the levels be reverted back to its original value? -
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WIN!
So can you also add something for Overtime if possible? -
is it possible to make a tooltip for new players on how to use the menu to buy upgrades with their new points? And some description on what overtime means? just for the new influx of players that are coming. trying to reduce the amount of frustratio…
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again what was the original damage for flamethrowers? can we please review flamethrower damage, it is been nerfed to the ground.
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I don't think you guys can do it, but similar to TF2 Pyros, it would be fun to add an airblast to flamethrowers. Can nerf the damage; more suited to support....?
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Thanks for the explanation, it really does shed light on why the nerf was necessary.
As for the flamethrower damage, could some detail on what the original value was and how much actual reduction was applied? -
So first, I want to applaud your hard work and dedication for keeping this mod alive! Combat in NS1 was the sole reason for me to stick around for so long.
Now that aliens have been fixed, there have been some nerfs to marines that may n…