Just think, with the 0 res upgrades, almost every single skulk you will ever encounter will be upgraded. You will hardly ever fight an un-upgraded skulk again. That's really going to change things.
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I was used to it from playing combat, it was the playing AS an unupgraded skulk that that I found hard to get used to... I mean for a free character 2-6 res was never really worth it when you were saving for a gorge and RT or a higher lifeform, expecially when you died so fast even with upgrades. Some great changes here.
[edit] turrets and OC's no longer prioritize structures... Mixed blessing, no more gorge OC superiority runs... but on the other hand CC spamming becomes alot harder...
My only question is at 30% visibility, do you show up on MT?
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You don't ever show up on MT when not moving and always when moving, don't you? hence the term motion tracking
The only reason it is so usefull for SC counter is that motion tracking screws over a cloak skulk or focus skulk when they are trying to pic a good ambush spot.
Just think, with the 0 res upgrades, almost every single skulk you will ever encounter will be upgraded. You will hardly ever fight an un-upgraded skulk again. That's really going to change things.
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I dunno, the evolution time is a bit of turn-off if your just a skulk.
oh my those changes look like sex, maybe this will drag me away from WoW
free skulk upgrades is basically boosting movement chambers first. yay!
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On this server it is making movement first godly.
rad4Christ,Dec 17 2004, 09:29 AM]My only question is at 30% visibility, do you show up on MT?
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You don't ever show up on MT when not moving and always when moving, don't you? hence the term motion tracking
The only reason it is so usefull for SC counter is that motion tracking screws over a cloak skulk or focus skulk when they are trying to pic a good ambush spot.
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Actually, you can cloak walk without showing on MT. My question is if you are running with cloaking, and 30% visible, does MT still track you?
SMD will end up being the default order, and MSD will happen almost as often. Sensory is ridiculously powerful, it took a while to make it not overpowered so much so that aliens were unstoppable with it.
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I don't know, sensory is still restricted to fairly defenceive hit and run style tactics, it probably won't give the 2nd hive fade boost that most games still rely on and that only really defence provides effectively.
When are they going to cap the damn vertical lerk speed?
This changelog is the best changelog I have seen since 2.0
The free upgrades make it awesome as well, Whenever i played on aliens I NEVER upgraded as a skulk because it was such a waste of res.
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Too true. I would ocationally upgrade as skulk, but it was usually only beacause it was endgame and there was no possible way we could die anyways. I just wanted the practice... I'm always gonna be upgrading now. Cara Celeb for the win!
SMD will end up being the default order, and MSD will happen almost as often. Sensory is ridiculously powerful, it took a while to make it not overpowered so much so that aliens were unstoppable with it.
Whats the point though? The chambers are on equal footing in B5, this changelog just throws DCs into the trashcan and aliens into easymode.
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The chambers were not in 'equal footing' for B5. Sure you could get away with an alternitive chamber go once in a while, but if you crunched the numbers it would become pretty apparent that the only viable go in a predictable setting was DMS, with the slight exeption that MDS could be made to work under proper circumstances and FF.
SMD will end up being the default order, and MSD will happen almost as often. Sensory is ridiculously powerful, it took a while to make it not overpowered so much so that aliens were unstoppable with it.
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I don't know, sensory is still restricted to fairly defenceive hit and run style tactics, it probably won't give the 2nd hive fade boost that most games still rely on and that only really defence provides effectively.
When are they going to cap the damn vertical lerk speed?
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Aliens are hit and run period regardless of the chamber. Sensory in b6 is actually the most offensive chamber set because of the incredible damage focus and cloaking give. Focus hive2 fades are probably the most powerful alien weapon behind a focus hive3 fade, so I don't what you're talking about when you say it won't give it a boost. Nothing stops a Focus fade besides killing it, nothing besides HA even slows it down. Combine leap focus skulks and you have some problems.
Can't say much about the cap, let's just say things are happening.
3PRA are in, just having some bug issues (sup shotty sounds). They should be in b6 barring any serious complications.
Also note that any chamber set is workable in beta5 if the alien team usesmore cunning than brute force, problem is not enough people get that and just try to kill every marine they see.
The obs decloaks everything in range and shows it on the map/minimap. Motion tracking reveals aliens moving at full speed, but not aliens walking. Turrets work the same way, shooting full speed aliens but not walkers. Motion tracking does not reveal aliens that are fully cloaked (walking or sitting still).
One thing I'm most looking forward to is the new cloak system. Right now, one wrong move - such as side-stepping and moving forward - and you're uncloaked. With this system, you can quickly correct your small mistake.
I'm wondering, though, how will you know your level of... cloakiness? Maybe a meter or something?
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hmm thats an excellent question...
and ill say it once more.
BAH no more knife juggle teh oni.
And thats why I'm asking, whats the boost for? Its already an amazingly powerful chamber, as is MC. Free upgrades seems sensible and fun, but 2% regen per tick, the 30% visibility at any speed, siegenerf and SoF-effect for SC is a bit over the top unless marines start shooting deathrays out their eyes.
Haha X-S-Z I told you there will be alot of these Marine Lovers.
Now to explain "why".
First off Marines have it as easy as it can get in b5. You will, repeat WILL kill at least 2-5 skulks before you die. Your shotguns own everything and cost a mere 10 res. You lack teamwork in some games yet still dominate the field unless Aliens use a helluv alot of teamwork which doesn't make much sense at all.
the 2% regen is to encourage other chambers besides DC's. the Sensory "boost" is for encouraging SC first.
Now you Marines will have something else comming your way when you expect to go and start "0Wnz0R1nG" Skulks, NS is going to become more of a "fun" game rather than a "Hey Pa, gimme dat shotty and we can g0 huntin' skulks n Gorgies YEEE HAWWW"
Every build since 2.1 has benefitted the Marines all the way. Now it's time for the Aliens to shine and stand a chance in most PUB games >:D
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I agree with you compleatly, NS has been biased against skulks for a while now. But to say NS has been biased against aliens is a slight, fades carry the alien team, not skulks. I love these modifications, but I think at some point the general alien buffs need to come with some kind of nerf to the high skill fade.
And thats why I'm asking, whats the boost for? Its already an amazingly powerful chamber, as is MC. Free upgrades seems sensible and fun, but 2% regen per tick, the 30% visibility at any speed, siegenerf and SoF-effect for SC is a bit over the top unless marines start shooting deathrays out their eyes.
Haha X-S-Z I told you there will be alot of these Marine Lovers.
Now to explain "why".
First off Marines have it as easy as it can get in b5. You will, repeat WILL kill at least 2-5 skulks before you die. Your shotguns own everything and cost a mere 10 res. You lack teamwork in some games yet still dominate the field unless Aliens use a helluv alot of teamwork which doesn't make much sense at all.
the 2% regen is to encourage other chambers besides DC's. the Sensory "boost" is for encouraging SC first.
Now you Marines will have something else comming your way when you expect to go and start "0Wnz0R1nG" Skulks, NS is going to become more of a "fun" game rather than a "Hey Pa, gimme dat shotty and we can g0 huntin' skulks n Gorgies YEEE HAWWW"
Every build since 2.1 has benefitted the Marines all the way. Now it's time for the Aliens to shine and stand a chance in most PUB games >:D
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I agree with you compleatly, NS has been biased against skulks for a while now. But to say NS has been biased against aliens is a slight, fades carry the alien team, not skulks. I love these modifications, but I think at some point the general alien buffs need to come with some kind of nerf to the high skill fade.
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Only DC skulks do really suck to a significant degree, and they still only fight a slight uphill battle for between 2 and 6 minutes (depending on wether you get earlylerks, fades and/or lose nodes in under 90 seconds). Nobody is forcing people to use the weakest chamber, thats their choice to make.
Complaining that the alternatives to defense chambers required "too much teamwork" is the worst argument I've seen to date. One of the cornerstones of NS gameplay is team-reliance anyway - sure thats one of the reasons its tough to run an NS pub, but switching the problem over from one side to another isn't going to be much of a drastic improvement. However competitive balance is fairly nice right now, if not a tad alien-biased especially towards midgame (and half these boosts are powerful midgame boosts as well).
And nerfing the Fade - he is already not a very powerful singular unit. His main roles are to create confusion and finish off stragglers or spored targets - in cases where the opposition is worth their salt. If there are no Skulks around to create confusion, and/or Lerks to create an opening for the Fade, he's worthless. This goes hand in hand with the same complaint though, that you could say it requires too much teamwork and aim to survive fades with ease - but the bit of NS that is enjoyable is these instances of "too much" teamwork, and not those of predetermined hardcounter balance (OLO NO PING SENSORY PWNS JOO, FUN++).
But I'm crazy anyway, and my team only sports a 6:1 alien-favoring tiestreak.
also i want to be clear on this, you're 30% visible even while running? like, you'll play the footsteps and still be mostly invisible?
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I certainly hope not, because then, SC will be the most important chamber (not that that's a bad thing), and Marines will have no way of fighting, except to place obs at every corner or place 50 obs in base to continually scan every area.
Cloaking is dangerous, and only has one problem - it sometimes decloaks when moving sideways, or doing small jumps off little bumps in the wall or something.
I haven't played beta 6, but I doubt 30% visibility would be all that difficult to see. Current cloaking is 5% visibility, and it can usually be seen if you're paying attention.
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It's pretty friggin hard to catch a cloaked walker at 5%, but if they are moving at any decent speed (in sensory range) they eat lead nearly every time. I can only imagine how visable a full speed running skulk would be even at 30%
The moment I see someone coming into marine start alone I'll be hopping out with my handy HMG and shredding whatever it is (minus an onos). Any commander worth their salt will stop you from building even 1 OC, either by himself or with help. As for the turrets in the hive, I do believe if they get turrets up in the hive you're pretty much screwed anyways, the likelihood of recovering at that point is pretty low. I don't see how it would throw off balance as compared to rewarding marines for exploiting the stupidity of the alien team, which is how most marines teams win nowadays anyways, not on skill but on the blatant stupidity of the alien teams.
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If that be the case, I'll be sure to abuse it as much as possible with the release of B6.
My beloved OC kamakazi just got several times better >:D