DragonMech
Nov 8 2004, 12:08 AM
I think one of the most common complaints I hear in NS:C is "OMG n00bspammer with n00b gun!!1!!" or "WTH Xeno is overpowered!11!11!" I think this is due to the fact that these weapons have rather large areas of effect. Combine this with the small - often, downright tiny - areas in many co_ maps and you get a weapon that cannot be dodged or avoided. I think many complaints against these weapons would be addressed by severely reducing the areas that they affect.
I would suggest that the area of each be cut to one half of it's current size (damage would remain unaffected!) but the ammount each would be reduced needs to be tested.
monopolowa
Nov 8 2004, 01:13 AM
I dont see this happening, because CO is supposed to train you for NS, so if you change xeno/gl in CO, you do it for NS too...that's just how it's going to be
On the other hand, there's a plugin for limiting the number of gls in combat, maybe a gl limit should be considered for all CO games
Haze
Nov 8 2004, 02:01 AM
Since when it is supposed to train you? Its another gameplay mode that can be used to become familer with what does what, but it also has its own quirks and curves that need to be navigated and leaned on its own. CO isnt a training tool, but another play style, and needs to be balanced accordingly. Although classic should always be put before it, in my opinion.
monopolowa
Nov 8 2004, 03:44 AM
| QUOTE (Ha.ze @ Nov 7 2004, 09:01 PM) |
| Its another gameplay mode that can be used to become familar with what does what |
exactly. You'll notice that ALL the attacks and skills have the same values in CO as in NS...the devs want it that way. simple as that. So if you want to propose a balance change in combat, it'd affect ns classic as well. No point in arguing, that's just how it is.
DragonMech
Nov 8 2004, 03:50 AM
Devour was changed for combat. Why not Xeno and GL?
WarningForever
Nov 8 2004, 03:57 AM
Xeno and the Gl are two weapons which aren't changed majorly by affecting their blast radiuses
They're both "Aim at a general area full of enemies and hope the attack hits one" weapons. Not much skill involved.
SmoodCroozn
Nov 8 2004, 06:07 AM
I suggested this in the thread which a vet stated to remove certain hive 3 weapons...
Limiting blast radius WILL make the weapon need more skill to use.
Think of it this way, before, in a crowd, you would have to get in the middle to be effective, si?
Now, you have to decide where the majority of the marines will be and position yourself in the best possible arrangement for maximum effeciency.
This means it will be HARDER to get the best results with a smaller xeno/gl, proving it will take more skill with a smaller radius.
BulletHead
Nov 8 2004, 09:19 PM
I just want to see the "xenocide pushes you thru the air at 100000 MPH THRU walls and floors" bug fixed 0o'
monopolowa
Nov 8 2004, 10:06 PM
| QUOTE (Dragon_Mech @ Nov 7 2004, 10:50 PM) |
| Devour was changed for combat. Why not Xeno and GL? |
how was devour changed? i dont notice any difference...
WarningForever
Nov 9 2004, 12:01 AM
| QUOTE (sithlord1234 @ Nov 8 2004, 05:06 PM) |
| how was devour changed? i dont notice any difference... |
You sir, are very imperceptive
*Cough*Devour time*cough*
DragonMech
Nov 9 2004, 12:18 AM
| QUOTE (sithlord1234 @ Nov 8 2004, 04:06 PM) |
| how was devour changed? i dont notice any difference... |
The time it takes to be devoured in combat is less then 10 seconds - it's 30 in an NS map.
the_x5
Nov 9 2004, 12:23 AM
sithlord1234 = pwned self
Besides, no offense but your arguements are old and weak, Imao!
I think I have an idea for a #5 top suggestion in my signature...
~edit~
*vote yes* to reducing blast AoE in Combat only, NS stays the same or gets increased
-or-
*vote yes* to complete deletion of Combat
*request priority of this topic*
monopolowa
Nov 9 2004, 12:59 AM
| QUOTE (Dragon_Mech @ Nov 8 2004, 07:18 PM) |
| QUOTE (sithlord1234 @ Nov 8 2004, 04:06 PM) | | how was devour changed? i dont notice any difference... |
The time it takes to be devoured in combat is less then 10 seconds - it's 30 in an NS map.
|
oh...duh...my bad
*hides in a corner*
Align
Nov 9 2004, 12:29 PM
*Vote yes* for complete banination of x5 due to narrowmindedness.
I've always CO and Ns to have different values, so both could be balanced... at the same time. It's always been one or the other. And I don't mean balanced "marine wins vs alien wins", I mean balanced weapons and lifeforms.
Faskalia
Nov 9 2004, 01:04 PM
| QUOTE (x5 @ Nov 9 2004, 02:23 AM) |
*vote yes* to complete deletion of Combat |
[Feel free to delete this]
Just close your eyes and open your mouth.
*Me takes out a stick of butter and forces it down x5s throat. Then i am picking him up and start shaking him, till he creames himself*
[Feel free to delete this_END]
OK stupid talk aside:
Why do you want to delete co?
Dont you enjoy beeing able to play as an onos or fade once in a while, witheout having to really care about what your teammates do? I like co, cause even with only 15 minutes of free time i can have alot of fun and i dont need to instruct other players at:
Why it is no good to place OC directly in the hive room.
Why ppl are supposed to ask before dropping SC.
Why they cant always reevolve to fade once they died.
Why they cant choose any advanced weapons by themself.
Why i wont supply a single rine with 6 ammopacks at once.
Compared to CO NS has just too many frustrating moments. And even when my team looses, cause no one went gorge (including me) i had usually much fun.
In NS it is just plain frustrating that i am sometimes the only one that goes gorge and then places an rt. Then waits for another 15 res........ In the end my team blames me for not placing a hive while the only thing they did was res ###### and going fade, just to die to the next 3 rines they met. CO guarantees always for fun matches on nearly every server, while good NS matches require me to check my favorites and force me to look at every single one in order to check wheter the NS lovers are there or not.
So please dont take my pacifier away. It is just too much fun to suck on.
Legat
Nov 9 2004, 01:16 PM
| QUOTE |
I've always CO and Ns to have different values, so both could be balanced... at the same time. It's always been one or the other. And I don't mean balanced "marine wins vs alien wins", I mean balanced weapons and lifeforms. |
I kind of understand Flayras intention in balancing both with equal values. It makes sense. However, combat should be a resemblance of Classic, not vice versa.
So if combat should solve its purpose of a training mod for those newcommers who want to play classic but find it too difficult (besides entertaining those who wanna play TFC with aliens), then the values must be equal.
Also, the gameplay must be as equal as possible. For example, It was imho a very good descision to make Aliens respawn as skulks. It was extremely harmful for classic gameplay before the change, as newbies hoarded their res (in best interest for the team!) to evolve as quickly as possible, then died and wondered why they don't respawn as Fade.
I would do the same for marines. Not because it slows them down after respawn, but purely out of principle.
All classic balance issues furtermore must be balanced in classic, not in combat. Like the increased armor values with aditional hives. Great idea and working.
I would suggest an experience penalty for dying. In classic, death is punished by a loss of ressources, both for marines and for aliens. In combat, the worst thing with dying is that the one who killed you might gain a level.
However if you loose experience for every death (no levels, just the current xp on the current level) people would start to play more carefull.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.