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Fallom
Sep 6, 2008



Limastock posted:

How well do you really think a team which has it's map position dictated by one person on the opposite team is going to do. The answer is 'not well'

Maybe not, but it's certainly something marine teams are forced to do a lot once the alien team starts fielding advanced lifeforms or has a gorge that's particularly good at blocking off a tech point.

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Roshnak
Jul 22, 2007


Bhodi posted:

But the difference that you aren't seeming to grasp is that generally, if the attacking skulks outnumber the marines by 1, they generally win. With pro players, this is very much not the case. You simply can't 'throw more skulks at it' like you can with normal marines because I've seen Garfu+1 take down 5 attacking skulks if he's getting medpack support. You simply can't fight those sorts of numbers.

Ok, let me ask you a question: What would be your solution to the problem of a highly skilled player being able to kill multiple less skilled players?

Limastock
Oct 28, 2004

i just want to be ur ~*friend*~


Fallom posted:

Maybe not, but it's certainly something marine teams are forced to do a lot once the alien team starts fielding advanced lifeforms or has a gorge that's particularly good at blocking off a tech point.


That is fair except for the fact that the gorge, hydras, or higher life forms all cost res and the marine usually has a free lmg or at worst a 20pres shotgun.

And regarding the gorge, that's 10 res plus 9 for hydras and 3 for babblers. Plus the time to set it all up while being practically defenseless.

Limastock
Oct 28, 2004

i just want to be ur ~*friend*~


Roshnak posted:

Ok, let me ask you a question: What would be your solution to the problem of a highly skilled player being able to kill multiple less skilled players?

You're asking logical questions but you're not understanding the severity or commoness of such a scenario.

I mean who knows maybe I just happen to play on the time of day when the pros come out or something.

Fallom
Sep 6, 2008



Roshnak posted:

Ok, let me ask you a question: What would be your solution to the problem of a highly skilled player being able to kill multiple less skilled players?

Coordination, which isn't always that easy to come by on pub servers but isn't that rare - especially if you're insistent enough over the mic.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.


About server size: this game and the maps were not designed for 12v12+ play. I've only played about 7 hours in the past 2 weeks because we haven't been finding scrims and because the only servers with people in them are 24+ players. Personally, as an experience player, I think the state that pubbing is in right now is complete poo poo. It is not fun for me at all, so much so that I don't really do it anymore.

People like the 24+ player servers because they see a lot of action... but the game isn't necessarily about that. There is a whole RTS meta game going on, you're not supposed to just run into wave after wave after wave of enemies. There is no strategy in those servers. I get pretty fed up when I try to play in those servers, which is why I don't do it anymore.

I think 10v10 is OK, which is why NS2Goons is set to that (I wish it was full more).



About the skill stuff: I don't know how you can really fix that. One thing that a lot of competitive players mention is the skulk is a terrible experience for a new player, they get completely decimated by a skilled marine. They took a huge nerf in acceleration and movement over the past few big patches to the detriment of the early game and player retention.

TheSpiritFox
Jan 4, 2009

I WILL EAT YOUR SOUL!


Roshnak posted:

This is NOT what I am advocating. I strongly believe that competitive games should be easy to get into and understand. I also don't think that games should limit a good player's effectiveness so that other people can feel better about not being as good as said player. I mean, yeah, it would suck to play just about any competitive game or sport if the other team had a professional player on it, and unfortunately NS2 doesn't have a community large enough to avoid running into really good players some of the time, but that doesn't mean the game should be rebalanced to make individual skill less important.


And this I just don't understand. One player can't control the entire map unless it's an especially low population game. Was the alien team also really bad? Did they have a new commander?

Let me tell you about all the times in pub games where I run past three skulks around a doorway and say "let's get em!" into the mic and fifteen seconds later I'm dead and they're still hanging out around the doorway.

You know, at like 3 minutes in.

Fallom
Sep 6, 2008



Garfu posted:

About the skill stuff: I don't know how you can really fix that. One thing that a lot of competitive players mention is the skulk is a terrible experience for a new player, they get completely decimated by a skilled marine. They took a huge nerf in acceleration and movement over the past few big patches to the detriment of the early game and player retention.

Yeah I dunno how they could change that either. How do you make it easier for people to play them starting out but not overpowered for the people who aren't?

Probably by adding a "tripping" mechanic that makes skulks stumble over their little feeties every once in a while.

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Volmarias
Dec 31, 2002

This could be too paranoid to be effective, but it's a thought.

...

See, stuff like that make me confident in my decision to convert a Jovian moon mine shaft into a survival bunker!

Fallom posted:

Yeah I dunno how they could change that either. How do you make it easier for people to play them starting out but not overpowered for the people who aren't?

Probably by adding a "tripping" mechanic that makes skulks stumble over their little feeties every once in a while.

Having spikes for feet can't be particularly easy to run with, I'm sure this happens more than you think

Roshnak posted:

Ok, let me ask you a question: What would be your solution to the problem of a highly skilled player being able to kill multiple less skilled players?

Make a single skilled player less important in the grand scheme of things. This is what the large player servers are (inelegantly) doing.

I can say that it's pretty infrequent that I run across players that are that good, but when I do it tends to be a show-stopper for the game, and may or may not kill the server outright since everyone leaves to have more fun elsewhere. You'll usually know these players when people start spouting off in team chat "is it just me or is <player> a little too good with his aim?" Which is the boogeyman that we all know an love; it's no more fun to play against cheaters than it is to play against people who are legitimately that much better than you are.

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