5 September 2014 - 23:42 CEST
What about making Grenades a free item? Once it is research you get 2 on spawn and have on way to get more. Using the armory you can mix and match which type of grenade as you please.
Regen: Instead of cutting regeneration during the combat timer, i would go for a 50% reduction of healing from Regeneration during this same interval.
This would put regen WORSE than vanilla regen, would it not? We would just revert to no one ever using regen, and carapace being used 100%. Watching matches now, I notice there is a time and place for regen and carapace, and all life forms seem to switch back and forth when it is necessary.
Simba says
Regen: Instead of cutting regeneration during the combat timer, i would go for a 50% reduction of healing from Regeneration during this same interval.
This would put regen WORSE than vanilla regen, would it not? We would just revert to no one ever using regen, and carapace being used 100%. Watching matches now, I notice there is a time and place for regen and carapace, and all life forms seem to switch back and forth when it is necessary.
thought that maybe my english isn't good, but i don't think you have understood what i wanted to say concerning that point.
atm, with regeneration's skill; you keep regenerating your HP except if you have received some damage. At this point, a "combat timer" start and you won't be regenerated the next 3sec.
Then, after 3sec, if you don't receive any damage you will start regenerating again.
My idea is to put a low regen (50% of initial regen) instead of nothing during this 3sec period. So it's not worse than vanilla.
It won't affect early game much, since aliens shouldn't be blindly trying to expand anyway, since they can't expect to hold it with no lerks. Aliens taking 1 natural and waiting for lerks is fairly standard. They can take 2 naturals if they do well early.
can we add a soft counter to hallucinations?
2a. Delete Guns of the "Exos". Maybe increase/decrease res, hp, damage and movement . Don't know exactly to what. Would need some testing.
2b. After a "Exo" gets killed, the player jumps out of the exo and have the equipment which he/she took before.
(This could be used to crush rooms with much whips etc as a damagetaker. Also, it can help to buy time for the marine e.g. at phasegates.)
After the discussion before about grenades I have this idea:
3. Delete "Grenades" from the armory. Let the Marine Commander researching it and dropable for him/her. The cost should be really high to prevent abusing.
(If you buy grenades its like a lottery. There are situation where they are pretty usefull and as much situation where they are a totally waste of res.)
Don’t really understand this being aware of surrounding ”argument”. Sounds are big part of ”surrounding”. If fact, sound data is by far more important than visual data when it comes spotting opponent almost in every competitive FPS ever made. Being aware of surrounding is as much about sounds than it’s about your visual data. That is exactly the reason why silent lerks are so annoying. Silence as game mechanic is problematic because it takes away skill. They are both in same category with cloak, they kill skill ambushing with artificial help. This is the same reason why we don’t see cloak or silence mechanics in competitive games.
Yes, ots. That is exactly my point. Order to skulk to get close to marine with current silent walk is already good ambushing , because it’s so slow you already have to be in good position. Lerk in other hand, didn’t even have to think positioning in order get close to marine. If melee vs. range game really have to use silence mechanic, it has to have drawpacks. Lerk didn’t have any drawpacks, that’s why it was fixed. I would have changed speed as well but I’m not the one who makes these changes.
Don't understand this argumentation at all. To which nature existing lifeform would you compare the fade with its blink ability? There is no lifeform on this planet which can this. So why compare with nature? Its a game more an competitive game...
I agree with the type of the sound. Its really aarkward. And I have the same opinion that the sound is a bit to loud. From a lifeform with the lowest sound to one with one of the highest sounds breaks totally the way of play the lerk.
Since the regen ability gets nerved im not sure, if the crag hive is the best starting... we will see...
Oh you mean the sound already in the vanilla game that just wasn't working correctly because it was using the 2d sound instead of the 3d sound?... You couldn't be talking about THAT sound, clearly the sound in use now was made from someone farting into a can....
If people want to have a serious discussion about the lerk glide sound, then do it. If you want to shit talk about it then by all means continue, but I suspect you wont get the answers you are looking for.
There are countless reasons WHY something needs to change with the lerk, since the ability to silently ambush has been a problem since the bite ROF was increased. Given NS2's engine and netcode it is reasonably easy to get in 2 bites before the marine has a chance at reacting.. We have seen these issues many times before in NS2, look at the shotguns current balance. NS1 didnt have a glide sound, but forced you to flap much more than NS2, effectively accomplishing the same thing. I had tried a variant of this as the first attempt, and can easily try that again. There are many other ways we can adjust the lerk to fix the problem of moving full speed silently, but if everyone is just going to stomp their feet and cry I dont think anything is going to change.
Oh you mean the sound already in the vanilla game that just wasn't working correctly because it was using the 2d sound instead of the 3d sound?... You couldn't be talking about THAT sound, clearly the sound in use now was made from someone farting into a can....
If people want to have a serious discussion about the lerk glide sound, then do it. If you want to shit talk about it then by all means continue, but I suspect you wont get the answers you are looking for.
There are countless reasons WHY something needs to change with the lerk, since the ability to silently ambush has been a problem since the bite ROF was increased. Given NS2's engine and netcode it is reasonably easy to get in 2 bites before the marine has a chance at reacting.. We have seen these issues many times before in NS2, look at the shotguns current balance. NS1 didnt have a glide sound, but forced you to flap much more than NS2, effectively accomplishing the same thing. I had tried a variant of this as the first attempt, and can easily try that again. There are many other ways we can adjust the lerk to fix the problem of moving full speed silently, but if everyone is just going to stomp their feet and cry I dont think anything is going to change.
I would say we don't want to lower the bite ROF, mainly because lowering it allows lerks to be hard countered by medpacks. If enough people show interest in it, I can take another shot at making the glide slowdown not.. suck.
Collisions for the lerk were intentionally made that way, previously you would stop dead when biting a marine as a lerk, and it actually made it a lot harder to kill a marine. The lerk should be rewarded for taking the risk to get in close for bites if he chooses, but it should actually REQUIRE taking a risk. With full speed silent gliding there is no risk, and if the marine happens to catch you right before you bite, you can just retreat.
I will take a shot at modifying glide to require more flapping, so that the passive glide sound can be removed.
Collisions for the lerk were intentionally made that way, previously you would stop dead when biting a marine as a lerk, and it actually made it a lot harder to kill a marine. The lerk should be rewarded for taking the risk to get in close for bites if he chooses, but it should actually REQUIRE taking a risk. With full speed silent gliding there is no risk, and if the marine happens to catch you right before you bite, you can just retreat.
I will take a shot at modifying glide to require more flapping, so that the passive glide sound can be removed. I think I have an idea for how to do it that wont make glide really bad.
Just to clarify given all the recent events:
Server side glide sound was removed for Lerks. As the Lerk however, you will still hear the glide sound as you would in vanilla. This is ONLY client side for the actual lerk player, no one else hears it.
Air friction will increase progressively for the Lerk when going over 7 speed and not having flapped within the last 1.25 seconds. At a maximum there is a 0.3 increase to air friction, the 'base' air friction for lerk being 0.1. If you are going under 7 speed there is no change in friction.
The same scaling applies to the glide acceleration from your viewangle - so when you are looking down you will also gain less acceleration.
I can go into further specifics about this if needed, and have a decent amount of granularity control over it currently. The average increase in air friction for most lerk players is probably close to 0.05, since half of the scalar decreases with the natural speed decay, while the other half is increasing with time between flaps.
This is a horrible change.
Lerk plays completely differently, yeah im whining, stop fucking with the lifeform so drastically.