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Dyz posted:As a marine comm is it better to recycle PGs so you only have 3 or 4? If you do this you dont end up with 1in every area and your team teleporting 5 times before they get where they need to go. Absolutely. You want 1 in base, 1 in a centralized location, 1 forward. Maybe 1 more depending on the map, but no more, really. And if you have the one in your expansion, maybe you don't need the central one. Again, depends on the map.
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# ? Jan 14, 2013 21:13 |
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# ? May 29, 2024 06:23 |
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Dyz posted:As a marine comm is it better to recycle PGs so you only have 3 or 4? If you do this you dont end up with 1in every area and your team teleporting 5 times before they get where they need to go. Yes. The best part of the Voogru servers in NS1 was the phase gate menu where using the PG instead brought up a menu and let you select which one to phase to. I miss that. Instead you have some wacky order that you'll phase to, and it's impossible to change without recycling and rebuilding them.
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# ? Jan 14, 2013 21:18 |
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Stele007 posted:Yes. The best part of the Voogru servers in NS1 was the phase gate menu where using the PG instead brought up a menu and let you select which one to phase to. I miss that. Instead you have some wacky order that you'll phase to, and it's impossible to change without recycling and rebuilding them. I think it just phases you to the location closest to you. In a later patch, I would like to see phasegates re-worked. The combination of having to walk through them, and the netcode of the game leads to situations like sometimes walking through a phasegate only to not have it phase you anywhere.
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# ? Jan 14, 2013 21:20 |
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Stele007 posted:Instead you have some wacky order that you'll phase to, and it's impossible to change without recycling and rebuilding them. Isn't the phase order based on the order of construction? Which certainly is the wrong order in most cases.. as marines will typically want to be going to the newest one.
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# ? Jan 14, 2013 21:21 |
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Stele007 posted:Yes. The best part of the Voogru servers in NS1 was the phase gate menu where using the PG instead brought up a menu and let you select which one to phase to. I miss that. Instead you have some wacky order that you'll phase to, and it's impossible to change without recycling and rebuilding them. Really wish they'd implement that, I hate having to be the one to yell at the commander that it takes us ages to get to the important places if he has a phase gate to every res node on map. Nothing the aliens like more than responding marines to come one at a time every 10 seconds as a result of trying to figure out which metal corridor room they're in on map after phasing.
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# ? Jan 14, 2013 21:21 |
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While we're talking about convenience, the game really needs a button to "auto select upgrades from previous life" so I can one button evolve after death. I almost always choose the same upgrades every time, and it's a bunch of extra clicks if it's late game and I'm still playing skulk.
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# ? Jan 14, 2013 21:23 |
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xzzy posted:While we're talking about convenience, the game really needs a button to "auto select upgrades from previous life" so I can one button evolve after death. I almost always choose the same upgrades every time, and it's a bunch of extra clicks if it's late game and I'm still playing skulk. Yeah, this has been requested for awhile now. I could have sworn it was one of the top requests in their google request/bug tracker thing.
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# ? Jan 14, 2013 21:24 |
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There is very little in gaming less fun--on either side--than a cowardly marine team with GLs, jetpacks and three exos just sitting outside the hive camping it forever. Please Just Win The Game, thank you. Thank.
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# ? Jan 14, 2013 21:34 |
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Dave Mustard posted:Really wish they'd implement that, I hate having to be the one to yell at the commander that it takes us ages to get to the important places if he has a phase gate to every res node on map. Nothing the aliens like more than responding marines to come one at a time every 10 seconds as a result of trying to figure out which metal corridor room they're in on map after phasing. Actually, this would be terrible, precisely for that reason. Beacon and phase gates already give great mobility.
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# ? Jan 14, 2013 22:02 |
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xzzy posted:Isn't the phase order based on the order of construction? I believe so; there should just be Phase Gate selection when you walk into it and press the according number button. Easy as poo poo.
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# ? Jan 14, 2013 23:55 |
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I think I would rather see the ability for marine commander to change to destination for each gate individually. Having to manually choose which place to warp to sounds like it would end up killing the flow of the game. I could be wrong though.
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# ? Jan 15, 2013 00:07 |
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wolfman101 posted:I think I would rather see the ability for marine commander to change to destination for each gate individually. Having to manually choose which place to warp to sounds like it would end up killing the flow of the game. I could be wrong though. I think this is a viable solution. If you have more than two phasegates, the commander should be able to set one as the primary. This will give comms one more way to help control his players.
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# ? Jan 15, 2013 00:13 |
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wolfman101 posted:Having to manually choose which place to warp to sounds like it would end up killing the flow of the game. I could be wrong though. If anything it would just make things quicker for Marines to respond. You walk into a Phase, a menu pops up: 1. Sub-Access 2. Data Core 3. Flight Control 4. Crossroads Press the key and there you go. Someone already mentioned Voogru doing it for his servers and working well, so it should be applicable here as well.
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# ? Jan 15, 2013 01:59 |
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Dave Mustard posted:Really wish they'd implement that, I hate having to be the one to yell at the commander that it takes us ages to get to the important places if he has a phase gate to every res node on map. Nothing the aliens like more than responding marines to come one at a time every 10 seconds as a result of trying to figure out which metal corridor room they're in on map after phasing. If you could travel from any phase gate to any other instantly you could spam them to every single corner of the map. The way it is now is good unless your comm doesn't get the hint when his marines are taking forever to get from point A to point B.
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# ? Jan 15, 2013 05:25 |
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Sire Oblivion posted:If anything it would just make things quicker for Marines to respond. You walk into a Phase, a menu pops up: If you don't pick in a few seconds, it sends you to the closest one
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# ? Jan 15, 2013 05:32 |
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On the topic of phase gates, please put them facing the most relevant points of interest (other than the phase gate itself); marines are always a tad disoriented after going through one, so ideally they can figure things out quickly since they'll phase through with their guns pointing at the enemy attack path/other buildings in the base.
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# ? Jan 15, 2013 06:58 |
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ShadowHawk posted:On the topic of phase gates, please put them facing the most relevant points of interest (other than the phase gate itself); marines are always a tad disoriented after going through one, so ideally they can figure things out quickly since they'll phase through with their guns pointing at the enemy attack path/other buildings in the base. On a similar note, I really wish they would fix the way you spawn from Infantry Portals. You seemingly spawn in at random orientation each and every loving time.
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# ? Jan 15, 2013 07:00 |
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chocolateTHUNDER posted:On a similar note, I really wish they would fix the way you spawn from Infantry Portals. You seemingly spawn in at random orientation each and every loving time. At least then you have 7 seconds to reorient yourself. Commanders not considering their team's movements at all when they place stuff is pretty annoying. I can't count the number of times we've had phase gates facing a wall. Incidentally, is there a way of telling which way a phase gate is facing on inspection? Skulking it'd be nice to know which side to attack to hit people in the back as they come through.
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# ? Jan 15, 2013 07:09 |
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Koramei posted:At least then you have 7 seconds to reorient yourself. You would think that, but the game doesn't care which way you're screen is pointing when you actually spawn in. So you really don't have 7 seconds to orient yourself. Just won a game with a marine team on summit who's comm had no mic.
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# ? Jan 15, 2013 07:56 |
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AxeManiac posted:If you don't pick in a few seconds, it sends you to the closest one Exactly, I can't imagine this would be hard to implement either.
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# ? Jan 15, 2013 08:13 |
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chocolateTHUNDER posted:You would think that, but the game doesn't care which way you're screen is pointing when you actually spawn in. So you really don't have 7 seconds to orient yourself. Oh you're totally right that is really strange, it's not like it would be hard to fix either My only problem with the phase gates having a menu is that it'll take away the satisfaction of having an incredibly orderly marine team, since everybody'll now have to be a few seconds apart. But I suppose that's basically the case 99% of the time anyway.
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# ? Jan 15, 2013 09:20 |
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ShadowHawk posted:On the topic of phase gates, please put them facing the most relevant points of interest (other than the phase gate itself); marines are always a tad disoriented after going through one, so ideally they can figure things out quickly since they'll phase through with their guns pointing at the enemy attack path/other buildings in the base. Koramei posted:Incidentally, is there a way of telling which way a phase gate is facing on inspection? Skulking it'd be nice to know which side to attack to hit people in the back as they come through. Phase gates are pretty poorly coded right now to the point where you have no idea which side you will come out or which direction you'll even be facing, which can either be the way you went in or direct opposite. There's an arc displayed for the commander when he drops the phase gate but this seems to have zero relevancy. There's some form of sane coding involved and it isn't completely random but if you go back through the phase gate the same way you came in it appears to mess the whole thing up. The only thing guaranteed is that it'll go in order from first built to last built.
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# ? Jan 15, 2013 14:37 |
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That's not true at all, the comm can set an exit direction for the gate and it's the same every time you go through it.
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# ? Jan 15, 2013 14:53 |
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Koramei posted:At least then you have 7 seconds to reorient yourself. Commanders not considering their team's movements at all when they place stuff is pretty annoying. I can't count the number of times we've had phase gates facing a wall. A couple days ago my comm built a phase right next to a wall so that every marine who phased through got stuck in the wall
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# ? Jan 15, 2013 15:11 |
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Garfu posted:That's not true at all, the comm can set an exit direction for the gate and it's the same every time you go through it. I just played around with it for over an hour on a private server. The exit direction (arc) has no relevancy. edit- actually it seems like the exit direction sets the way you'll be facing which can flip you around if you go in backwards. It doesn't determine which side you exit on though. Cyks fucked around with this message at 15:51 on Jan 15, 2013 |
# ? Jan 15, 2013 15:43 |
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Cyks posted:I just played around with it for over an hour on a private server. The exit direction (arc) has no relevancy. I always assumed it was front->front, so I put the front of the gate facing the infantry portals, and the front of the exit gate facing the corridor where aliens come from. If it's front->front, you'll go in the gate and come out facing the corridor. If it's front->back, you'll come out facing the wall. If I can get this straight, I think I might put all my phase gates against the wall, since it gives skulks less room to maneuver around and dodge.
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# ? Jan 15, 2013 16:53 |
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I would never put them against a wall. When I play marine I want as much space around the PG as I can get. Reason one being that I seem to pop out depending on which side of the entrance portal I used, and reason two being when I have to make multiple hops, it's easier to clear the gate so I can turn around and hop back in. On some maps there are spots where a PG can be placed that will get marines stuck.. they clip into a wall and can't move. Or jerk commanders that mush a PG right next to the armory, meaning I'll get sucked through the portal when trying to reload. I understand the value of making PG's hard to attack but in a tense fight I think I'd much rather risk vulnerability to improve usability.
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# ? Jan 15, 2013 17:05 |
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xzzy posted:reason two being when I have to make multiple hops, it's easier to clear the gate so I can turn around and hop back in. Also if ya phase and just sit there, you'll auto phase again after a second or so. I usually do that and hold C so I can look for my arrow to keep my orientation of where I am and what direction I'm facing. Unless dem alien doggies are on one of our gates - then I jump, spaz out, and start shooting as soon as I go through until I get the right one.
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# ? Jan 15, 2013 17:20 |
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teh_Broseph posted:Also if ya phase and just sit there, you'll auto phase again after a second or so. I usually do that and hold C so I can look for my arrow to keep my orientation of where I am and what direction I'm facing. Unless dem alien doggies are on one of our gates - then I jump, spaz out, and start shooting as soon as I go through until I get the right one. That I didn't know. I always try to move a little bit to try and trigger another teleportation.. which doesn't work. So I figure it won't work until I run away a little bit to reset the trigger, and run back through.
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# ? Jan 15, 2013 17:23 |
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The best thing about being late to an exo train is walking across half the map in your exo, only to have the train kill 2 hives and win before you do anything. jp marine for life.
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# ? Jan 15, 2013 19:46 |
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Does anyone know the actual damage formula for bile bomb? I know that at the very least it has a different amount for players/exos than listed in the wiki (it might be right for structures, not sure). Also I'm pretty sure how close to the center of the hit the object is determines damage, and aliens block the damage splash just like marines and bullets.
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# ? Jan 15, 2013 20:47 |
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xzzy posted:I would never put them against a wall. Putting the Phase against a wall lowers the angles of attack Aliens can come at. Also, putting one in the corner, flanked by 2 Sentries, makes it nearly impossible for a Skulk to just sit there and take it out. The biggest issue is Marines getting stuck, which has happened to me before.
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# ? Jan 15, 2013 21:35 |
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Yeah, I get the defensive advantage of putting them on the wall. I just fall in the camp where it's more important to make sure they're useful for marines. Wasting time trying to navigate the commander's maze at the same time he's begging me to get somewhere and stop an alien rush just makes me want to F4.
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# ? Jan 15, 2013 21:45 |
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Phasegates in The Gap, Crevice or Cave sometimes have other issues with placement.
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# ? Jan 15, 2013 22:01 |
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Guesticles posted:Phasegates in The Gap, Crevice or Cave sometimes have other issues with placement. I've personally never seen this happen, but just imagining it is making me laugh
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# ? Jan 15, 2013 22:03 |
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chocolateTHUNDER posted:I've personally never seen this happen, but just imagining it is making me laugh Happened to me once in The Gap, and happened on my team once in Cave but com fixed it before I phased. The best part of the one in the Gap was it was the "back" of the phase gate, so it was only about 50% of the time.
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# ? Jan 15, 2013 22:07 |
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Guesticles posted:Phasegates in The Gap, Crevice or Cave sometimes have other issues with placement.
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# ? Jan 16, 2013 00:03 |
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A note to whomever runs the knife the hippo server. When we enabled random teams, anyone going to the ready room gets put onto the alien team, no matter what the team numbers are. Queue 5 second rounds as people constantly unbalance the teams. It is rather amusing, but completely broken.
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# ? Jan 16, 2013 00:34 |
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I've been playing a ton of lerk lately and I'm getting pretty decent at it, but I have a few questions. Is there an increase in flight speed with celerity? If there is I'm having trouble noticing it and I think I'd be better off taking adrenaline later in the game when that's available. What's a decent late game lerk strat? In the early game I am a terror to marines while I swoop at them firing spikes while I close in to bite them for a kill. But this doesn't hold up as well for me in the late game. Late game I tend to find myself playing hit and run on RTs, power nodes, and sentry batteries and not doing a whole lot of marine killing. Should I just keep doing this and supporting pushes with gas and umbra?
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# ? Jan 16, 2013 00:40 |
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# ? May 29, 2024 06:23 |
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Wildtortilla posted:I've been playing a ton of lerk lately and I'm getting pretty decent at it, but I have a few questions. Yes there is an increase in flight speed when you have celerity, but keep in mind celerity doesn't work when you're in combat, so the minute you get hit you lose your speed advantage. For this reason I've started to take adrenaline instead, because it showed allows you to completely shower a whole room with spores and allows you enough energy to fly away also.
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# ? Jan 16, 2013 00:51 |