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The Ready Room => General => Topic started by: SwiftSpear on December 17, 2004, 05:20:10 AM

Title: Beta 6 changelog
Post by: SwiftSpear on December 17, 2004, 05:20:10 AM
New Announcement on NS page (http://www.naturalselection.com/): just incase you are curious

THE CHANGELOG!!! (http://www.naturalselection.com/v30b6-changelog.html) for those of you without the patience to go through 2 links...

Discuss!
Title: Beta 6 changelog
Post by: CorvusX on December 17, 2004, 06:05:07 AM
Onos should Xeno on death.


But yeah, those changes look awesome :lol:
Title: Beta 6 changelog
Post by: SwiftSpear on December 17, 2004, 06:22:25 AM
I specifically like the changes that are pushing towards the obliteration of the defence first always strategies... although we will see how that turns out in the end as 2% heal rate still isn't exactly monumental...
Title: Beta 6 changelog
Post by: Dubbilex on December 17, 2004, 06:33:55 AM
Wow.  This patch seems like it could fix a lot of things.  Primarily the new system for cloaking is exciting.  It'll actually make the upgrade like...useful.  

The polishing touches such as the new sounds/sprites (pretty handy that you'll see who joins what team on the HUD now) and the hitbox fixes are also gravy.

It's not often you'll read a changelog and actually be excited by a lot of things on it.  More often than not there's a single new feature with a whole lot of filler.  Thank god that's not so here.    <3
Title: Beta 6 changelog
Post by: lolfighter on December 17, 2004, 06:46:31 AM
Even for somebody who has never played 3.0, those changes look cool. And while 2% regen isn't stellar, you get it for free. It still means that any lifeform will regenerate in fifty seconds tops. You can still boost that rate with regen, healspray, DCs or hives. It's nice because it means that you don't have to worry about getting those little scratches and bruises healed. Makes carapace a little more worthwhile if you ask me.
Title: Beta 6 changelog
Post by: LowCrawler on December 17, 2004, 07:57:23 AM
bah, no more onos juggle.
Title: Beta 6 changelog
Post by: Crispy on December 17, 2004, 07:59:54 AM
I just wrote an essay on why I liked these changes and how I think they could affect the game. I hit preview. I like what I have...

...I hit 'back'.

The sound of a thousand silent voices wailing "Nooooooo" was then heard.

This post will now be edited...
Title: Beta 6 changelog
Post by: Decimator on December 17, 2004, 08:04:17 AM
Do what I do Crispy, ctrl-c everything you've written before clicking any buttons.
Title: Beta 6 changelog
Post by: SwiftSpear on December 17, 2004, 08:28:25 AM
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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...
Title: Beta 6 changelog
Post by: rad4Christ on December 17, 2004, 08:29:24 AM
My only question is at 30% visibility, do you show up on MT?
Title: Beta 6 changelog
Post by: SwiftSpear on December 17, 2004, 08:33:05 AM
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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.
Title: Beta 6 changelog
Post by: UKchaos on December 17, 2004, 09:01:47 AM
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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.
Title: Beta 6 changelog
Post by: fatty on December 17, 2004, 09:05:03 AM
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!
Title: Beta 6 changelog
Post by: SwiftSpear on December 17, 2004, 09:18:22 AM
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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.
Title: Beta 6 changelog
Post by: Legionnaired on December 17, 2004, 09:18:40 AM
/me huggles his constie icon.

Can't wait to play this new build, should even things up overall, and make commanding on LM even harder.
Title: Beta 6 changelog
Post by: rad4Christ on December 17, 2004, 10:24:39 AM
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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?
Title: Beta 6 changelog
Post by: Crispy on December 17, 2004, 10:37:52 AM
I'm impressed, very impressed. Here's what I think.

O Aliens have innate regeneration at a rate of 2% per second, this regeneration will always heal at least 1 point of health or armor and stacks with DC healing, but doesn't 'stack' with Regeneration.
In my opinion this is one of the best changes included in Beta 6. Proposed to many a yea in the NS.org I&S forums this will radically change Alien gameplay. All classes will be able to employ a less hit 'n' run style of attacking. Carapace will be chosen more often although this also makes Dxx less of a neccessity. Defending a Hive will be easier and being spawncamped made harder with innate regen (+DCs +Hiveheal?). Lerks can be more offensive and camp vents with Carapace instead of obligatory Regen. Lerks with Carapace will therefor be a more flexible unit, having the opportunity to gas/umbra from cover and make attack runs when the opportunity presents itself. End game scenarios will be easier for attacking Aliens and more difficult for attacking Marines.
Alien coverage will move to the centrefield as they are able to hold positions instead of having to make an obligitory run back to the Hive for health. Whereas NS previously revolved around an Alien team defending its Hive to grind down Marine resources until a suitable moment for a counter-attack, the gameplay will be opened up to allow offensive/defensive strategies to both teams.

O Alien upgrades cost 0 resources.
O Gestating to skulk costs 0 resources.

When this was initially suggested in I&S I was totally against it (the former), and although I was still sceptical when I saw it on the changelog, I'm looking forward to seeing how it works. A wonderful solution to the problems: "Alien RTs are too expensive and difficult to hold in the early game". Now Gorge can drop an RT and defend it in the early game and this also promotes tempgorging for res in every moment of the following stages of the game. This will also open up the class system at an earlier stage and allow players to use the Lerk (bearing in mind the improvements it has undergone), Fade and Onos sooner and with greater frequency. Everything about these changes serve to improve the early game and make it less likely that a round will be decided in the first minutes of the game as we will see RT-derived resources being a tighter race.

O Sieges no longer damage friendly players.
O Siege now does 330 Damage.

My views on this are in another thread.

O Players using Cloaking upgrade will no longer be fully visible at any time unless attacking.
O Players moving faster than walking pace will gradually become more visible the faster they move, but only to a max visibility of 30%.
O Turrets will not fire at aliens with less than 10% visibility.

Cloaking will become a more viable choice for SC upgrade and SCs a more viable preference as the first/second chamber. The 'gamma-hax' controversy will continue to have an undesired effect on the NS community.

O Parasite now takes precedence over Scent of Fear image (allows players to see that their Parasite hit when using SOF to help teammates track enemies).
O Parasite now has a different icon based on if the target was a player or a structure.
O Marines near Sensory chambers show up as if detected by Scent of Fear.

Improved SCs, innate regen... SDM, anyone? Sensories will allow a network of cloaked (see cloaking improvements) territory that will show up any incoming enemies. SCs will be placed imaginatively in safe or hidden locations to create early warning posts for Marine movement towards the Hives (RTs, key locations etc.). First-chamber Sensories could become an effective strategy for a speedy Alien expansion.

O Turrets now prioritize players over structures.
O Offense Chambers now priorities players over structures.


O Shotgun range begins to fall off at 500 units, and is then reduced by 1% for every 2 further units, resulting in 0 damage after 700 units, to stop shotgun sniping.
O Acid rocket now does double damage to armor.
O Bile Bomb's range has been increased by 15%.

Shotguns will be less effective against static defenses and at chasing down fleeing Aliens (and as a 'keeper' in Combat mode). Acid Rockets will be worth their points in Combat mode, and more frequently used. In Classic mode 3-Hive Fades will play a greater role in preventing a Marine comeback.

O Gave each Alien a unique landing sound.
O Updated Jetpack sound.
O Reverted LMG firing sound back to sound from beta 4.

One word: Thankyou!

O Updated Pistol reload sounds.
O Updated LMG clip out and clip in sounds.
O Updated welder idle sound to be more obvious when not welding anything.
O Replaced raindrop sprites.
O Updated med-pack model.

Anticipation +  o_O
Title: Beta 6 changelog
Post by: A Boojum Snark on December 17, 2004, 11:01:59 AM
I think my favorite thing about the regen will be I can take carapace on my permagorge and not have to worry as much about those random falls and such.

As much as they are strengthening the sensory chamber, I don't see SDM being that great, Crispy. You really need movement as first or second because without that teleportation it is much harder to defend hives.
Title: Beta 6 changelog
Post by: Crispy on December 17, 2004, 11:08:59 AM
Yeah but my point was that you can eliminate incoming enemies by seeing them earlier and taking them out before they get to the Hive. Ninja PGs will be harder with SCs telling you that there's a 'rine in your Hive room or in a siege room.
Title: Beta 6 changelog
Post by: TheAdj on December 17, 2004, 11:36:59 AM
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.
Title: Beta 6 changelog
Post by: Crispy on December 17, 2004, 12:21:09 PM
Any more truth in what I said oh oracle of PTness?
Title: Beta 6 changelog
Post by: Reasa on December 17, 2004, 12:46:23 PM
I can't help but think this is going to make aliens with SC's first just a bit overpowered, but we'll see how it plays out. *pets conste icon*

Also while I do like the idea of 2% auto-regen, I can't help but think it's going to make an already hard to kill fade that much harder to kill, not to mention the removal "shotgun sniping".
Title: Beta 6 changelog
Post by: SwiftSpear on December 17, 2004, 01:37:19 PM
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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?
Title: Beta 6 changelog
Post by: Diablus on December 17, 2004, 01:39:53 PM
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.

Title: Beta 6 changelog
Post by: SwiftSpear on December 17, 2004, 01:47:44 PM
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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!
Title: Beta 6 changelog
Post by: breakfastsausages on December 17, 2004, 02:46:57 PM
wow I love like all of those changes except for one, and the rest are so great I already forgot which one I don't like.

sensory will be pretty hot if you have a very smart team, well placed chambers will me scent of fear, cloaking, AND focus, for every alien.

It seems like movements are still going to be a little left out in the cold though, they should improve the teleporting behavior and come up with a passive ability which is more useful than free adrenaline. (or perhaps nerf some of the aliens energy capacity so the free adrenaline is as relevant as healing or cloak).

On the subject of every skulk having upgrades:  Thats how it used to be, and imo thats how it should be.  Although it seems like maybe marines will need a little something extra to compensate.  On the other hand it will be interesting to see where the chips fall with the hitbox changes.

In the current version being fully cloaked protects you from motion tracking even if you are moving.
Title: Beta 6 changelog
Post by: JohnTheGarbageman on December 17, 2004, 03:08:30 PM
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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.
Title: Beta 6 changelog
Post by: SwiftSpear on December 17, 2004, 03:26:24 PM
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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.
Title: Beta 6 changelog
Post by: JohnTheGarbageman on December 17, 2004, 05:02:24 PM
What numbers do you want to crunch? I could post 800 megabytes worth (zipped) of  MC/SC match demos, or I could try to convince you that there is nothing MC can't do better that DC can, or that sensory is easily powerful enough to make a round a cakewalk to win.

The defense chamber in B5 is the least attractive, but needs the least cooperation between teammates. Both Movement and Sensory easily overpower Defense, especially in a coordinated 6v6 setting. Outside of scrims/matches DCs are the most popular because of their simplicity, but that doesn't mean anything needs changing about them.


Title: Beta 6 changelog
Post by: Necrosis on December 17, 2004, 06:35:33 PM
Ok, I'll throw my hat in here..

Upgrades now costing zero = fun! Especially with the zero cost for skulking - hopefully it'll encourage a bit more gorging.

Sensory looking good for being a first chamber choice in normal games, as opposed to something for your skill stacked games.

As a modder I'm not as happy as I should be with the hitbox fix, means I have to smarten up my customs a bit in order to make them match a bit more - if its going to be accurate enough to allow shooting through legs then I need to make sure my models match!


Have they fixed the hoover jetpack noise? Seems so.


I like the look of this patch, its certainly a shakeup on B5.
Title: Beta 6 changelog
Post by: tankefugl (in a tent) on December 17, 2004, 07:12:36 PM
They forgot to add

O Added more fun

to the changelog. It's true.
Title: Beta 6 changelog
Post by: X-S-Z on December 17, 2004, 07:22:46 PM
Throw in third-person animations and I'll be a happy boy :D
Title: Beta 6 changelog
Post by: BobTheJanitor on December 17, 2004, 08:18:10 PM
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Throw in third-person animations and I'll be a happy boy :D
Those have been a bit gimpy... bugs still being worked out of 'em. Everything else has proven pretty fun in PTs. Once you've tried out free upgrades and free skulking, going back to B5 style is a real pain. Of course some of the changes are pretty drastic and there's no way we could ever PT them enough to be sure. The SC changes are obviously pretty wild. But, people have been unhappy with DMS since the dawn of time, so at least this proves that the devs are doing all they can to kill it.

No doubt the forums will be back up around the time B6 is finalized and you'll all have a chance to scream your opinions as much as you want.  ;)
Title: Beta 6 changelog
Post by: Malevolent on December 17, 2004, 08:25:41 PM
Ahh, I like all of these changes.

Bob: So 3rd person reload animations won't be in b6?
Title: Beta 6 changelog
Post by: TheAdj on December 17, 2004, 11:17:06 PM
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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).
Title: Beta 6 changelog
Post by: duherman on December 18, 2004, 12:36:37 AM
The changelog looks good!
Title: Beta 6 changelog
Post by: JohnTheGarbageman on December 18, 2004, 03:57:13 AM
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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.

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.
Title: Beta 6 changelog
Post by: Athena on December 18, 2004, 04:36:54 AM
lolz phantom shotties :(

well.. balance stuff is still being worked out, and we'll have a much larger feedback pool once b6 is opened to constis.  I imagine the information wouldn't have been made public without there being some reasonable belief that balance will be evened out. ^^
Title: Beta 6 changelog
Post by: Clashen on December 18, 2004, 07:09:29 AM
w00t, MC as first chamber is even better now.
Now, we'll pwn.
Title: Beta 6 changelog
Post by: Diablus on December 18, 2004, 07:54:37 AM
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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






Title: Beta 6 changelog
Post by: Decimator on December 18, 2004, 08:31:53 AM
Well, even if it is overpowered, it just might be the thing to break dms.  It is so ingrained in people's minds that it may take overpowered sensories to break it.
Title: Beta 6 changelog
Post by: Necrosis on December 18, 2004, 11:22:28 AM
Yeah tbh I think the shake up alone will make more people EXPERIMENT with SC first strats.

It'll be interesting to see more variations on chamber order, as opposed to something mundane like x-MC-y over and over.
Title: Beta 6 changelog
Post by: TheAdj on December 18, 2004, 12:08:42 PM
Free ups make all the chambers viable for skulks to use, unlike b5 to where it's a double edged sword (and whoever asked gestation time on ups is a bit lower, not sure the exact time but I want to say 3 seconds).  John I understand the concern and I think initially marines will get ownerized, but I think after a month or two they'll adapt and start to do fine (or if there is an obvious concern it'll be addressed with a marine buff, probably on the Obs if I have my way with it).  That's why open consti testing will happen, I plan to contribute as much as possible to it and see how it works out.  If you're not a consti I highly suggest saving up 20 bucks and paypal'ing it to Charlie, it really does literally pay the bills most of the time, and you'll get to have your ass handed to you by yours truly in the consti beta :p
Title: Beta 6 changelog
Post by: BobTheJanitor on December 18, 2004, 03:36:07 PM
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and you'll get to have your ass handed to you by yours truly in the consti beta :p
Once they finish coding in the 'auto-ban Adj when he goes lerk' that I've been pushing for, I'm sure we'll be fine.  :D

To all the nay-sayers: just try it out for a while before you decide the game is broken. MC and SC first still have their weaknesses. (sup 2nd hive lockdown?) And getting an obs up in an important area overrides any SCs that might be hiding there. And if you have just two marines, one ping is enough to uncloak the aliens while you build. 30% cloaked is still quite visible, and once you put one bullet in them they become fully visible.

And the free upgrades just make things feel so much more interesting. It finally fixes the old problem of marines having to research once and then getting upgrades forever, whereas aliens have to keep wasting res to reup with each spawn. There's never a reason not to upgrade except when you've got marines standing in the hive. It adds a new level of fun on both sides.

The PT time has been limited, but it's getting back into full swing finally. I look forward to b6 fun on LM, hopefully it's not too far off.
Title: Beta 6 changelog
Post by: TheAdj on December 18, 2004, 04:11:20 PM
Aye, puzl said he was adding that feature in build13 bob.
Title: Beta 6 changelog
Post by: 2_of_8 on December 19, 2004, 01:23:47 PM
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?
Title: Beta 6 changelog
Post by: LowCrawler on December 19, 2004, 01:27:03 PM
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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.
Title: Beta 6 changelog
Post by: EmperorPenguin on December 19, 2004, 11:27:45 PM
I'm certainly anticipating this new release, and it does look like things are going to change a great deal.  I'm really looking forward to all the new strategies that will come out of B6, and what new preferences appear on the server.

It looks like sens will be more popular, but I'm hoping that there won't be a dominant pattern, like the current MDS.  I know that sometimes we change this, but really only to mix things up it seems.  I hope that instead of one concrete order we actually see some versatility, at least in chamber strategy.
Title: Beta 6 changelog
Post by: SwiftSpear on December 20, 2004, 11:56:34 PM
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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.
Title: Beta 6 changelog
Post by: Kodiac on December 23, 2004, 01:51:55 PM
Sweet!

Hours of fun!!!

Suitably Excited statement!!

ARR!

Seriously, these changes will be..........interesting.... to play with.   Maybe somebody will let me get ym sens first........
Title: Beta 6 changelog
Post by: Nikon on December 23, 2004, 03:34:09 PM
the field obs just became MORE important.
Title: Beta 6 changelog
Post by: JohnTheGarbageman on December 23, 2004, 11:43:59 PM
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Quote
Quote
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.
Title: Beta 6 changelog
Post by: Mr.Ben on December 24, 2004, 04:07:30 AM
To be honest I think we (PTs) should of actually tested the larger gameplay changes in a proper classic enviroment rather than playing combat for hours. What small amount of PTing we did was on a 10v10 server where everyone lagged spiked to hell and aliens won every round till we stacked teams up the wazoo.

Contary to popular belief but NS was already balanced pretty well and only a few changes were needed to balance it out entirely. A SMALL boost to sensory and a SMALL buff to the skulk. What we have in beta 6 is a MASSIVE buff. I dread playing marines in a competitive enviroment.

Lets think about it, you adjust your strat slightly to allow for chambers to be dropped at the very start and by 1:30 you have EVERY skulk, EVERY life running around with carapace, silence, cloaking or whatever. Now these upgrades are already very effective if employed correctly but now they're free. Skulks recieving this sort of early boost is going to lead to a lot more early kills and obviously more RFK going skulks way. So what does this mean? It means earliar fades, earliar hive, earliar lerk.

The sensory changes are still massively overpowering and i know in the EU testing they never lost a round apart from when me, ebnar, wltrs and a few other EU clanners were stacked on one team. These few wins were then used as justification for the changes not being unbalanced. Now a skulk bunnyhopping, depending on the marine can be an easy thing to deal with or a nightmare. 30% visibility may sound a lot but that means you're 70% invisible and frankly i don't relish the idea of having the best players in the EU charging at me when i can barely see them.

The other big change, innate regen does rock though and the bug fixes are all sweet.
Title: Beta 6 changelog
Post by: JohnTheGarbageman on December 24, 2004, 06:23:33 AM
Innate regen is in itself okay, but the DC hasn't been an interesting chamber since god knows when anyway. I'd prefer an extra percent or so on Gorge heal together with the infamous "focus healspray" - that way we would skirt boosting the most powerful chamber, the MC.

And why in the world the 30% visibility thing would be necessary I don't know - cloaking is already a mighty nasty upgrade. It might even work okay earlygame, but in a midgame scenario with MC/SC its just another in a long, long string of 2 Hive advantages, along with double the spawn, teleportation, leap, bilebomb, umbra, metabolise, stomp and the armor bonus.

The only really dramatic imbalance is midgame marine balance - they're fairly pathetic, and there is about one strategy with a high rate of success, thats prototeching it up. They're already spending big to do that, together with fielding HMGs and welders, a phasegate, siege equipment and medpacks (until the appropriate prototech is available, meds cost quite a tad). Now lets have sieges do no splashdamage, and make them instantly only half as effective - sounds like a winner to me.


@Ben:
Wait, the PTs played combat and thought the aliens needed boosting? Wowzers good sirs, thats just an impressive failure of reasoning.
Title: Beta 6 changelog
Post by: holy_devil on December 24, 2004, 10:26:20 AM
does the new cloak upgrade counter mt while moving now? sorry if someone said that but i probably overlooked it if they did D:

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?
Title: Beta 6 changelog
Post by: Malevolent on December 24, 2004, 10:38:27 AM
JohnTheGarbageman is right about the aliens in combat. They win most of the time, if only because of the time limit (at its default). If you have one gorge with web, a skulk or two with xeno ,and a fade, you win. And if you have an onos, well that will just speed up the win (and none of these are hard to get).
Title: Beta 6 changelog
Post by: 2_of_8 on December 24, 2004, 10:55:54 AM
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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.
Title: Beta 6 changelog
Post by: a civilian on December 24, 2004, 06:07:45 PM
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.
Title: Beta 6 changelog
Post by: BobTheJanitor on December 24, 2004, 06:51:46 PM
30% is pretty visible. And once you know they have cloakers, you start really watching for it. I still tend to think it might be a bit off, but that's what wide scale testing is for. Most of the PT input on SC changes (just increase the radius of chamber range cloaking and make it nearly impossible to accidentally uncloak as long as walk is held) was shot down. So now we have what we have. If it ruins the game, post long threads with tons of replies on the forums (whenever they come back up) and something will probably happen.
Title: Beta 6 changelog
Post by: SwiftSpear on December 27, 2004, 04:45:13 AM
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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%
Title: Beta 6 changelog
Post by: TheAdj on December 27, 2004, 10:04:31 AM
If you can imagine a ghost skulk, that's what it looks like.  I've never had a problem seeing cloakers moving for the most part, that shimmer is how almost all cloaked things appear.  In starcraft you often had to find innovative ways of killing cloaked objects, so in NS it's not quite as difficult.  Half the battle is KNOWING there are cloaked aliens, spotting them is usually pretty straight forward if you have your vis settings correct (Read: You can actually see and it's not too dark or too bright) and know what you're looking for.  Often it's near impossible to notice a cloaker in time to react if you don't know they're around.
Title: Beta 6 changelog
Post by: lolfighter on December 28, 2004, 06:49:14 AM
Cloaking in NS should be approached like walking around wearing a cardboard box in Metal Gear: You move (walk) when the rines are looking away, then stand still when they turn around. Remember, the closer you are, the bigger you appear on their screen, and the easier it is to spot you if you're not completely invisible. When standing still, you are completely invisible if I'm not mistaken. If you're still far away, it may be safe to move even if in full sight of the enemy, but don't come crying to me if it gets you killed.

Basically, what gets a cloaker killed is growing overconfident. If you are not 100% cloaked, you CAN be seen. At 5% it's hard, but far from impossible, much further than you'd like. It's almost as if fate has a sense of irony: If you believe you cannot be seen, you WILL be seen.

Cloaking is a mighty upgrade if used right, but it's NOT flawless or almighty. Not overestimating its usefulness will allow you to utilise it to its best.
Title: Beta 6 changelog
Post by: rad4Christ on December 28, 2004, 07:00:44 AM
I think one counter that should be possibly discussed and PT'd is a simple one, either decrease energy needed for ping to say, 20 energy per ping, or have the energy replenish faster, about 1 every 2 seconds. Not both mind you, but either or. Then, ping is a bit more useful, and can be used more often.

That way SC can still be a powerful choice, but amrines don't need 4 OBS in base to counter.


My 2 cents...
Title: Beta 6 changelog
Post by: lolfighter on December 28, 2004, 07:31:24 AM
Hmm... But if the rines can largely negate the advantage given by SCs with only, say, two observatories, while the aliens have to spread half a dozen SCs around the map for them to be truly effective, isn't that a bit harsh?

According to Niteowl's manual, an observatory is 20 res. And we all know that rines generally get more bang for their resources because their resources are pooled, as opposed to the aliens, where they're spread out. If SCs become too cheap to counter, don't we risk that they become useless once again?
Title: Beta 6 changelog
Post by: Mr.Ben on December 28, 2004, 07:45:13 AM
That change would make sieging even easier and you'd probably never have to sight the hive.
Title: Beta 6 changelog
Post by: a civilian on December 28, 2004, 07:43:36 PM
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When standing still, you are completely invisible if I'm not mistaken.
You are still 5% visible when not moving, but it's much more difficult to spot the faint distortion of a cloaked alien when it isn't moving.
Title: Beta 6 changelog
Post by: SwiftSpear on December 30, 2004, 01:51:53 AM
I was playing today and I encountered what I'm pretty sure is going to be a major issue with B6.  Playing NS_metal on a fairly small game I took the oppertunity to spam OCs in marine start while the marines were off shotty rushing a some hive (I was trying to force a beacon) and managed to get 8 down and several half built (half built so that they would all start attacking as close to the same time as possible).  Now in beta 5 with the OC's prioritizing the structures the spawning marines were able to slowly but surely kill them off one by one, dispite the damage they did; I did however get away with at least five kills out of the rush.  In beta 6 all turrets will prioritize players over structures.  So if a rine team manages to get up a TF and some turrets in a building hive, or a gorge decides to lame up MS those things are going to seriously fry any spawning players be they skulk or marine... essentially these things now spawncamp by thier nature alone!

I know the reason it was implimented was to prevent the lameness of CC blocking defence groups, but that is far easier to prevent from an administrative level then spawncamping.  I forsee this next version seriously laming up lunixmonster's no spawncamping rule at very least, that is if it doesn't just cause the new beta to flop altogether...

Thus my cry to playtesters, lame turrets and OC's at every possible oppertunity, either prove me wrong or get this problem fixed before the B6 release is final!
Title: Beta 6 changelog
Post by: TheAdj on December 30, 2004, 02:38:42 AM
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.
Title: Beta 6 changelog
Post by: SwiftSpear on December 30, 2004, 05:14:00 AM
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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
Title: Beta 6 changelog
Post by: lolfighter on December 30, 2004, 06:17:32 AM
I suggest spawnprotection against turrets only. OCs near the IP/turrets near the hive are not a necessity, so this won't cripple anything, except of course Swiftspear's OC kami.