GORGEous says
I find camo and turrets really frustrating. Let's remove them too.
B1 says
Babblers have never been enjoyable to play against, kind of like the pve spam that prevents "skill" - whereas a skulk can just rush straight in with babblers, tank for his teammates and the rest can come in to clear the room.
The sentiment was the same as B1 but here we go. Essay time!
It's just so shitty that something like the balance mod that was supposed to change a few numbers here and there to help aliens a little on their way has turned into "Lets make this work because I want to see it in the game".
Instead of having a vision on what parts of the game aliens/marines are bound to be slightly better/worse at and just tweak numbers to make sure that neither side can stomp or has an "I win" button at any time in the game, we're getting "oh this was a cool feature and it's never used" and "this could be a good mechanic, lets MAKE A NEW ABILITY". This balance mod RAPIDLY spiralled out of control. We're on a slippery slope where everyday I look for new changes. First few patches I thought was pretty cool by tweaking some upgrade costs and pres to help aliens on economy and reduce lifeform punishments. Then I started getting worried by the idea of 10 babblers per egg, hydra cost decreased, gorge tunnel cost. Where is the reduction in PvE??? (13tres crag/shade/shift/whip hasn't really changed much).
For example, babblers are essentially an outright HP boost which could (POTENTIALLY) require something like 24 bullets to kill (Assuming no natural or assisted regeneration). The only thing this does for skill and fun is lower it because the skulk can now be 20IQ points lower and be a bit more rambo. Does this make aliens stronger? Yes. Is it fun and skillful and PvP? Mmmm there are arguments to say yes you need a gorge and you still need to land bites, but come on it's more skill floor raising.
Same thing for stuff like umbra. It's pretty boring to have a damage reduction ability. At least make it crop duster so the lerk needs to dive in. Then maybe you could make spores ranged and introduce that skill back into the game, just give it a cooldown/massive energy use so you can't spam small rooms like oxygenation or something. But for the love of God if you take this spore suggestion seriously, then make spores clearer to see through as marines. It's like a fucking smoke grenade that's stupidly frustrating to just spray through.
I played a very little amount of ns1 and not in a competitive manner and I was so young I can't even remember it that well. I don't know how fades worked in comparison to ns2 and consequently I don't know the impact of metabolise or acid rocket, but acid rocket sounds to be more fun and skill based than just blinking and metabolising at the top of the ceiling whilst you have a bit of regen and maybe a mucous drifter on you. Yet you chose to implement a skill that isn't difficult to use for the effects it gives. WTF is the point of this balance mod again? You've lost me.
If you're trying to fix skulk early game, why??. If you're trying to fix alien early game, there are other ways which don't make players think "OH here we go, I've lost this engagement before anyone's even taken damage." I've tried to talk to a few people about increasing the marine RT build time and I think only GORGEOUS has actually replied saying he agrees. Increased marine RT build time should help alien res biting vs recappers, AND should help some problems of the relentless wave after wave of marines which are impossible to clear if they pick 2-3 skulks each time consistently. DOES THIS LOWER SKILL LVLS? No, it just makes it strategically a bit harder for marines and gives aliens a little more of a break to recover from ping ponging to defend. Maybe welders could increase RT build time so you could use a fast armory drop and this has it's tradeoffs in terms of upgrade delay and pres. Admittedly it is more boring for marines to spend more time building but at least then you could make crags/whips more expensive because the alien RTs wouldn't be CONSTANTLY under attack. You could then also increase alien RT cost to stop RT spam and harvesters being so forgiving for trading.
You see how that paragraph looks at changing things which don't raise skill floor? Engagements and strategy should be the skills you're looking at balancing in a manner that skill also needs to be taken into account to win the game. Getting babblers or getting umbra isn't really strategy or skillful, it's just something you can do to minimise the impact of any mistakes (and hence the lower skilled players)you make. Upgrade costs and build times affect the game in terms of pace which is the biggest problem imo for marines rather than the efficacy of skulks/lerks/fades. Now we can discuss THESE sort of changes to really pick out any flaws and fine tune it to make this a game less about needing PvE and hating it, and more about skill.
GET A VISION FOR WHAT YOU WANT THE GAME TO BE.
Marines upper hand untill lerks (but not stupid pressure pressure pressure and killing 2-3 skulks quicker than they can respawn and defend next pressure).
Aliens upper hand untill 2-1 shotguns.
Marines upper hand untill fades.
3-3 vs onos or WHATEVER is equal and is determined by lifeform picks or crushing engagements by aliens.
All of these scenarios should be heavily influenced by skill as well, so although marines have upper hand in early game, if skulks play nicely, they can swing the tide of the game. This means that the balance needs to be FINE TUNED so that one team has only a SLIGHT upper hand at each stage of the game just because it's difficult to get perfect balance in asymmetrical game until both teams have absolutely full tech. But because it's only a SLIGHT upper hand, SKILLFUL play can turn the balance.
This is the type of "vision" that needs to be had. Draw out a graph if you need to so you always have that goal in line. Have Y axis as "effectiveness" and X axis as "time" and try and keep the ALIEN and MARINE trend line as close to each other as possible. AND PUBLISH IT SO EVERYONE KNOWS AT WHAT POINT WHICH SIDE IS SUPPOSED TO BE SLIGHTLY STRONGER OR WEAKER SO EVERYONE CAN PROPERLY CONTRIBUTE TO THE FEEDBACK OF THE BALANCE ISSUES. I don't care if my vision is different or bad or not thought through, it was an example of how this mod should be run.
DON'T RAISE SKILL FLOOR.
Weps/armor upgrades are needed to keep pace with lifeforms (still need to aim to kill, skill)
Res biting slows down marine tech (skill)
Babblers/umbra (raise skill floor to make it easier, not more skillful).
Crag/whip (Raises skill floor for alien strategy to lower mistakes leading to marine pressure because it buys time for aliens to defend, not more skillful).
You know those games where when you reload and if you time it right you get a super fast reload speed, and if you get it wrong it slows down. That's a skillful mechanic. I mention it here because I want to introduce the idea of raising the skill ceiling which might need to be done for aliens if you're trying to fix alien early game. I don't have any ideas at the moment to change aliens to fix alien early game, only the marine RT build time. But perhaps this is the type of mechanic we need (LIKE BUTTJUMPING ANYONE?)
GET RID OF PvE.
Topic done to death, pretty sure it was one of the major points of what the balance mod was made for, and so far it's failed.
Now final note. I know I'm involved in the NS2 slack balance chat but it's been so difficult to read changes, play changes, and then evaluate them properly because of the speed at which they go through. While this sounds incredibly conceited, I don't believe that I am so much stupider that I'm way behind on everyone else's thinking involved in the balance chat and that you guys can think/play/evaluate/implement all these changes knowing the most you can know and think that these are all good for the game. It feels like you're rushing through these changes and getting ahead of yourself instead of thinking about these things properly. Rantology asked me to be the cynical person behind the changes and these are my thoughts. Flame away if you think I'm tarnishing your work because I'm being a petulant little child, I can take it. I do feel though that the mod is moving too quickly and in the wrong direction and everything seriously needs to stop and the principle behind the mod rethought THOROUGHLY.
Fuck; the majority of the established changes might need to be reversed making this season (more of) a joke. But I want to remind people that that is the risk we took by trying a competitive mod and that is the cost we all have to live with. But IMO, it's better we do a U-turn now and fix it before the summer tournaments and definitely before the next season than be unhappy with the results forever more and keep tinkering forever more.