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TheMostFrench posted:Like I was saying, no one is inclined to lose their rookie status - it only means they have played both sides and done a cumulative hour of commanding (that adds up to like 2-4 reasonable length matches), but if you wanted to lose it, that is my suggestion of how it could be implemented. Until a step by step in game tutorial is implemented which prompts the player how to do things (place a cyst here, wait for the infestation, now place a resource tower - marine equivalent here) there aren't going to be tons of people willing to try it without some kind of promotion style encouragement. This would only increase the amount of inexperienced people running to the com chair. Speaking of, I wish the commander name would be a different color if Com's a rookie. I don't usually have problems with rookies going commander as long as they ask/warn first (every now and then, when I really just want to play a game where we have a decent chance of winning), but I'll try to be a little more verbose in my requests and get a little less peeved at com if they're slow with dropping stuff.
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# ? Jan 29, 2013 06:19 |
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# ? Apr 28, 2024 20:10 |
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Honestly, rookie status should be self-managed. When you feel comfortable enough playing the game, uncheck the box.
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# ? Jan 29, 2013 06:26 |
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Suspicious posted:Honestly, rookie status should be self-managed. When you feel comfortable enough playing the game, uncheck the box. This. Why isn't it just left up to the player to decide when to turn it off?
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# ? Jan 29, 2013 06:29 |
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Isn't that the current system?
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# ? Jan 29, 2013 06:48 |
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AgentF posted:Isn't that the current system?
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# ? Jan 29, 2013 06:51 |
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AgentF posted:Isn't that the current system? Yes, but it auto turns off after 4 (I think) hours played.
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# ? Jan 29, 2013 06:51 |
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Bloodmobile posted:Gathers are alive and well in Europe but died in America around december. It's hard to be competitive in a game where matches end up as ties with aliens winning both rounds 99% of the time. Is this really how pro games go? Because that's a pretty definite answer on the whole issue of game balance if it's true.
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# ? Jan 29, 2013 06:58 |
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I've been playing for a short time now and I think the aliens need to have more emphasis on their commander. As a marine you need to not only maintain a high resource count, your commander has to chuck down buildings and do research to cover your early movement problems and unlock more powerful gear. The aliens just have to kill enough dudes to turn into a giant rear end in a top hat and stomp up your base. If the later evolutions had to be unlocked and vents had to be opened up by attacking it or getting cysts near them it would cut back on marines getting shredded early on, resulting in big aliens rushing in.
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# ? Jan 29, 2013 07:11 |
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Sire Oblivion posted:Is this really how pro games go? Because that's a pretty definite answer on the whole issue of game balance if it's true.
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# ? Jan 29, 2013 07:18 |
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I'm absolutely dreadful at this game. When I'm an alien, I get shot by marines all the time. When I'm a marine, it's worse; the aliens jump around at the speed of light and I can't hit poo poo. I'm not bad at other shooters, but something about the gunplay in this game just feels off to me. It's like there's no weight to the guns, or something. I'm also never satisfied with my mouse sensitivity no matter what I adjust it to. Is there something I'm doing drastically wrong?
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# ? Jan 29, 2013 07:22 |
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Anonymous Robot posted:I'm absolutely dreadful at this game. When I'm an alien, I get shot by marines all the time. When I'm a marine, it's worse; the aliens jump around at the speed of light and I can't hit poo poo. I'm not bad at other shooters, but something about the gunplay in this game just feels off to me. It's like there's no weight to the guns, or something. I'm also never satisfied with my mouse sensitivity no matter what I adjust it to. Alien? Always be jumping. (Jumpers are stupid hard to hit.) Marine? Always be strafing. (Strafe speed is higher than backpedal speed) Ask for advice. NS2 player are, in my experience, second only to SpyParty players in wanting to share intimate strategies. Buy a mic.
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# ? Jan 29, 2013 08:08 |
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Anonymous Robot posted:I'm absolutely dreadful at this game. When I'm an alien, I get shot by marines all the time. When I'm a marine, it's worse; the aliens jump around at the speed of light and I can't hit poo poo. I'm not bad at other shooters, but something about the gunplay in this game just feels off to me. It's like there's no weight to the guns, or something. I'm also never satisfied with my mouse sensitivity no matter what I adjust it to. Just stick with me, we will both die with honor. If you ain't good at murdering people, try repairing and running cover fire. I try to use my corpse to slow down enemies from the good players too.
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# ? Jan 29, 2013 11:02 |
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Guesticles posted:Speaking of, I wish the commander name would be a different color if Com's a rookie. Psalmanazar posted:and vents had to be opened up by attacking it or getting cysts near them it would cut back on marines getting shredded early on, resulting in big aliens rushing in. StoicRomance posted:Marine? Always be strafing. (Strafe speed is higher than backpedal speed) *It appears this is the first time in my life I've ever had to type the word "nozzle" because for a moment I had absolutely no idea how to spell it. Seriously, look at it, how is that a real word Splicer fucked around with this message at 11:11 on Jan 29, 2013 |
# ? Jan 29, 2013 11:04 |
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Psalmanazar posted:I've been playing for a short time now and I think the aliens need to have more emphasis on their commander. As a marine you need to not only maintain a high resource count, your commander has to chuck down buildings and do research to cover your early movement problems and unlock more powerful gear. The aliens just have to kill enough dudes to turn into a giant rear end in a top hat and stomp up your base. If the later evolutions had to be unlocked and vents had to be opened up by attacking it or getting cysts near them it would cut back on marines getting shredded early on, resulting in big aliens rushing in. Yeah pretty much. For all the poo poo Marines have to do, Skulks just don't have a care in the world really. If they die whatever they respawn throw on celerity if they have to and get back to where you died within 20 seconds. Marines die they have to haul rear end down a series of 90 degree angles and always stay alert because there's just a million ways for the Aliens to ambush you, and this isn't taking Cloak into consideration. Early Game (like, within the first few minutes) as a Marine is the most frustrating poo poo in the world because you need to be aggressive otherwise you won't get map control and you will lose, but you also have to be on the defensive because they will rush and you might not be able to get back in time and you will lose but if you are too defensive then the whole map control issue comes up again and arrrgggghhhh. One more thing I hate how vulnerable Marine RT's are and I hate how Aliens seem to need less RT's then Marines do. As a Marine Commander I can't do poo poo without at least 4 RTs, and meanwhile Aliens win games on 4 RT's.
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# ? Jan 29, 2013 11:08 |
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Orange Crush Rush posted:Yeah pretty much. For all the poo poo Marines have to do, Skulks just don't have a care in the world really. If they die whatever they respawn throw on celerity if they have to and get back to where you died within 20 seconds. Marines die they have to haul rear end down a series of 90 degree angles and always stay alert because there's just a million ways for the Aliens to ambush you, and this isn't taking Cloak into consideration. Basically make every Marine a TF2 Engineer.
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# ? Jan 29, 2013 11:13 |
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Splicer posted:More and more I'm beginning to lean towards the idea of giving every marine a turret. The big problem with turrets is that they're tres that could be spent on something more useful. If turrets were pres based it would make them so much better. That could be really interesting to see in action. Make turrets a research item at Robotics that allows marines to either spawn with or purchase a single deployable turret that requires no batteries. It would give turrets more flexibility in terms of how they're used, and act as an added bit of security for both offensive and defensive marines. Then again, I would also love to see hand grenades make a comeback in one form or another.
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# ? Jan 29, 2013 11:27 |
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Mines are pres turrets. Adding actual turrets as pres items would be the most retarded thing they could possibly do.
Bloodmobile fucked around with this message at 11:42 on Jan 29, 2013 |
# ? Jan 29, 2013 11:34 |
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Splicer posted:By vents do you mean resource nozzles* or tech points? If the former, you do have to cyst up to resource nozzles to build on them. If the latter, it used to be like that but it made it incredibly easy to lock down Aliens to one hive. Also, given how long they take to build, dropping an early hive without either static or mobile defences and/or a gorge to speedbuild it will kind of bone you. No man he means vents. The things that are orange on the map and marines can't get to some without jetpacks. He wants to take away these hiding spots/shortcuts early game so that neither team has an innately faster way to go across the map early in the match, while also preventing aliens from hiding in places where they straight up can't be shot for at least a couple minutes.
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# ? Jan 29, 2013 11:53 |
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MC2552John posted:No man he means vents. The things that are orange on the map and marines can't get to some without jetpacks. He wants to take away these hiding spots/shortcuts early game so that neither team has an innately faster way to go across the map early in the match, while also preventing aliens from hiding in places where they straight up can't be shot for at least a couple minutes. Bloodmobile posted:Mines are pres turrets. Adding actual turrets as pres items would be the most retarded thing they could possibly do. Not saying you're wrong, just saying you're lazy.
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# ? Jan 29, 2013 13:00 |
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Splicer posted:Thank you for your insightful commentary. Would you care to elaborate or do you feel this truth-bomb stands up on its own? Mines are annoying enough in the early game. Having half the marines getting mines and half getting turrets and having turrets covered in mines everywhere would make dedicated alien players uninstall before entering midgame.
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# ? Jan 29, 2013 13:02 |
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Bloodmobile posted:Mines are annoying enough in the early game. Having half the marines getting mines and half getting turrets and having turrets covered in mines everywhere would make dedicated alien players uninstall before entering midgame. e: Please note that I am speaking as someone who strongly prefers Alien play.
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# ? Jan 29, 2013 13:12 |
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Splicer posted:Ok, now assume we're talking about one turret per marine, as described, as opposed to infinite pres-based turret spam which would, yes, be retarded. In a pub of 20 players, that would still mean you could have 6-7 turrets with mines on them, which is more than enough to cover pretty much every key location in any map.
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# ? Jan 29, 2013 13:19 |
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Bloodmobile posted:In a pub of 20 players, that would still mean you could have 6-7 turrets with mines on them, which is more than enough to cover pretty much every key location in any map. e: Assuming that Turrets have a research cost then the Commander is making a choice between mines and turrets early game. Given how much you seem to hate mines, I think you'd appreciate less early-game mines. Splicer fucked around with this message at 13:43 on Jan 29, 2013 |
# ? Jan 29, 2013 13:39 |
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I can't believe anyone really gets upset over mines. They're a one-time expensive defense option for marines structures. They're utterly ineffective against 4/5 lifeforms or a skulk with carapace. Or even a careful skulk. A vanilla skulk that creeps up to the edge of a mine's blast radius will set it off without being killed. Then a marines is out 15 pres for absolutely no reason. I'm also pretty sure that if you're patient you can parasite it 10~ times and explode it.
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# ? Jan 29, 2013 14:43 |
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YOURFRIEND posted:I can't believe anyone really gets upset over mines. They're a one-time expensive defense option for marines structures. They're utterly ineffective against 4/5 lifeforms or a skulk with carapace. Or even a careful skulk. A vanilla skulk that creeps up to the edge of a mine's blast radius will set it off without being killed. Then a marines is out 15 pres for absolutely no reason. I'm also pretty sure that if you're patient you can parasite it 10~ times and explode it. They're an early game item. They become useless after early game. They are damned effective in early game unless you place them like an idiot. Sure, you can try to safely detonate or parasite one mine that some dumbass placed right next to an RT or just in the middle of a room, but that's not gonna help much when every marine has placed 3 of them, covering the entirety of the marine base and every vent entrance.
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# ? Jan 29, 2013 15:12 |
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Bloodmobile posted:They're an early game item. They become useless after early game. They are damned effective in early game unless you place them like an idiot. Sure, you can try to safely detonate or parasite one mine that some dumbass placed right next to an RT or just in the middle of a room, but that's not gonna help much when every marine has placed 3 of them, covering the entirety of the marine base and every vent entrance. I do not understand your hate for mines. They force skulks to play more cautiously but they're not this weird trump card you seem to think they are. And I say this as a proud, card carrying suicide skulk. Splicer fucked around with this message at 15:49 on Jan 29, 2013 |
# ? Jan 29, 2013 15:46 |
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Carpets of mines is really dumb because of the way they chain reaction.. it's an enormous waste of pres. But other than that, marines really should be placing them everywhere they can in the first few minutes of a game. I think the only reason you don't see more of them is because half the team is SAVING FOR EXO. If that behavior could be broken, there'd be a lot more skulks getting gibbed in remote corners of maps.
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# ? Jan 29, 2013 16:32 |
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I loving love mines so much when I am marine. I tend to play aliens too much, but maybe that just means I know how a skulk will move through a room? Don't just pile them all on top of each other. Place them on walls, most preferably next to a pipe or crate, or just past a doorway threshold so they don't see it before it is too late. Think like a skulk. If you see a good place that a skulk would ambush from, place a mine to counteract that angle of attack.
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# ? Jan 29, 2013 16:32 |
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Splicer posted:...what the hell? I have never encountered this bizarre carpet of mines you seem to be describing. Is this even a valid strategy? Wouldn't this be a massive waste of pres? Mines are for placing in doorways, vents, and around likely routes of attack to important structures. And hurling down in combat for hilarious kills. I don't hate mines, I meant "effective" when I said "annoying." Everyone getting mines is a pretty common sight in comp games since you won't be needing any pres until they get lerks and you get shotguns. Pubs could probably benefit from it even more but people don't understand that they don't need to save pres early game to get shotguns later. Bloodmobile fucked around with this message at 17:04 on Jan 29, 2013 |
# ? Jan 29, 2013 16:58 |
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YOURFRIEND posted:I can't believe anyone really gets upset over mines. They're a one-time expensive defense option for marines structures. They're utterly ineffective against 4/5 lifeforms or a skulk with carapace. Or even a careful skulk. A vanilla skulk that creeps up to the edge of a mine's blast radius will set it off without being killed. Then a marines is out 15 pres for absolutely no reason. I'm also pretty sure that if you're patient you can parasite it 10~ times and explode it.
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# ? Jan 29, 2013 17:24 |
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TychoCelchuuu posted:If I can make a skulk sit and parasite a mine 10 times or force every skulk that attacks a marine base to creep up slowly then I've gotten my money's worth from the mines.
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# ? Jan 29, 2013 17:30 |
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What do you guys think about making the turrets omnidirectional again? Considering they currently seem to be completely ineffective I don't think it would be an overpowering thing. They'd still be very killable, but it'd be enough of a buff that resource nodes would no longer be completely indefensible. And welding doors and vents sounds amazing, why isn't that in the game.
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# ? Jan 29, 2013 19:15 |
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Koramei posted:What do you guys think about making the turrets omnidirectional again? Considering they currently seem to be completely ineffective I don't think it would be an overpowering thing. They'd still be very killable, but it'd be enough of a buff that resource nodes would no longer be completely indefensible. And welding doors and vents sounds amazing, why isn't that in the game. I like directional turrets, but given the fact that 2 bile bombs can take down a battery, I think its a pretty fair compromise. I also like the Pres turrets idea. I wish I could buy pres ARCs and a personal pres MAC when I'm exo. Bloodmobile posted:In a pub of 20 players, that would still mean you could have 6-7 turrets with mines on them, which is more than enough to cover pretty much every key location in any map. You could make the exact same argument for gorges. 19 res gets you 3 hydras and 10 clogs; 2-3 gorges can completely shut down an entrance until GLs or ARCs show up.
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# ? Jan 29, 2013 19:59 |
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I beta'd this, but went a long time with only a netbook. So I'm still an inconsistent little nublet, but it's obvious this game blends RTS and FPS really well! I don't think marines are underpowered like I've heard some people say. I just think that the marines' strategies take a little more experience to pull off, but they seem to be even more effective than aliens'. Basically, the marines should use EXOs in the back instead of the front, covering them carefully. Since EXOs are immune to flame/grenades, sometimes they can be almost impossible to kill. Throw some mines in the vents and odd places. Set up turret coverage, have the team hunker down, and steamroll an alien base. I only think marines are at a disadvantage when nubs & pubbies dilute their concentration and resources. When conservative marines have decent aim, alien life expectancy is a matter of seconds. REALLY difficult to build momentum for that OMNOMNOMageddon.
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# ? Jan 29, 2013 20:04 |
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Koramei posted:And welding doors and vents sounds amazing, why isn't that in the game.
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# ? Jan 29, 2013 20:15 |
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Another video of the next build went up: https://www.youtube.com/watch?v=McXFU1Hn2kI Only new things I saw was the change so that both teams need two commanders before the game starts, a change to shotgun spread they talked about, and a line on the map that connects phase gates.
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# ? Jan 29, 2013 20:15 |
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xzzy posted:a change to shotgun spread they talked about It looks like the spread is a little wider, so shooting at targets further away hits with less pellets, meaning less damage.
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# ? Jan 29, 2013 20:43 |
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whiskas posted:It looks like the spread is a little wider, so shooting at targets further away hits with less pellets, meaning less damage. But spamming a shot down a hallway has an improved chance of pegging a cloaked alien. Saving a life by wasting a couple rounds seems like a good trade to me.
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# ? Jan 29, 2013 20:48 |
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xzzy posted:I think the only reason you don't see more of them is because half the team is SAVING FOR EXO. If that behavior could be broken, there'd be a lot more skulks getting gibbed in remote corners of maps. I really hate this. As marine comm in late game, I spend half my excess res in jetpacks because otherwise no one will buy them since they're all saving for exo. Without JPs, they couldn't chase down those early onos, which snowballs into many onos, then we'd lose the game.
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# ? Jan 29, 2013 21:56 |
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# ? Apr 28, 2024 20:10 |
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xzzy posted:Only new things I saw was the change so that both teams need two commanders before the game starts
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# ? Jan 29, 2013 21:59 |