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Deck says
Other people believe when you nerf something enough, you should just take it out of the game like focus.
Imagine if LoL or Dota went with this ideology. "Oh that champion needs a nerf. *SNIP SNIP* -> trashcan." Same goes with almost any other competitive game. I can't recall any big esports game completely removing something from the game, because it was unbalanced. At most they nerfed it hard, and then started to buff it slightly, step by step. They however had a huge datapool to get results from, which allows them, what could be classified "careful guessing"
Its not a great way to think, and hurts games and further development, for a extreemely shortsighted boost, which never actually has any severe impact.
"It is wisdom to recognize necessity, when all other courses have been weighed, despite as folly it may appear to those who cling to false hope" - J.R.R. Tolkien
nazi hunter izO
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just remove it to be closer to the vanilla gameplay.
everything at once tbh
http://i.imgur.com/hr1ud2u.png
nazi hunter izO
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Ixian says
when cysts had tons of HP. Now that they dont, they just die too fast, and it is one of the most boring things to do as a comm. Its easy anyway to clear the cysts now that its only 180 HP
Cysts haven't had tons of HP in ages. Why would you change anyhting about that now? You're just totally biased towards cysts because of reasons.
Do you, the winner of prem div under the old comp mod, really dare say that elements of old comp mod are bad?
http://i.imgur.com/hr1ud2u.png
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Right now we dont need a comp mod in the degree that it is being taken too. Later, once the scene is more lively again, we could diffenetly look into a more changing metagame, to make sure that the game doesn't become stale, which was the idea from comp mod at the very beginning. That just cannot be done, as the scene needs players atm.
"At its very core, we would simply like games to be played, in the hopes that this fosters tangible and meaningful relationships among its participants." UWE has the mantra: "Unite the world through play". I dont see how that differs from each other, keats :)
"It is wisdom to recognize necessity, when all other courses have been weighed, despite as folly it may appear to those who cling to false hope" - J.R.R. Tolkien
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Is it really so hard for pubbers to learn and adapt to these minor tweaks? That's a central assumption of Ixian's main argument, but it's not obvious to me. I've never heard a new-to-comp player complaining about those darn cysts, or whatever. And having only recently made that transition myself, I can say that this wasn't an obstacle for me.
Of course, there should be *some* generic bias in favor of vanilla. We shouldn't make changes for the sake of making changes. But if there's a good argument establishing that a change improves balance/fun, then I think that's enough to overcome the bias.
Team Awesome
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We have discussed items Ixian has brought up. So far, seems like multiple people agree that rupture change in comp mod probably can be reverted back. Doesn't seem like there is much sense in the change from vanilla. I think it was mostly a fear that a parasiting rupture would be too strong early in the game. Based on everything we have seen, doesn't seem like that would be the case. This will probably be reverted back.
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ryssk says
but when you've got developers with 0 competitive experience, spewing out things like recharge onos armor with boneshield?
Rantology was a part of titus, who won several championships in this very scene. Ghoul was a proffesional cs 1.6 player for nFaculty - he even got his old teammates to play against Archeia, having his own team practice for an hour or two. They then played against Archeia, with the result 1|1 - both marine wins. McGlaspie was a national UT champion.
Several of the developers have more competitive experience than many players in this competitive scene. Why boneshield happened like the way it did, I haven't the faintest fucking clue. When I asked, they wouldn't give me the exact reason, but suffice to say, that these three developers who all have won money playing games, were outnumbered. But that is just guessing as I never was given an exact reason.
I have never said we dont need comp mod. Even the quote you point to only says, that I dislike the degree it currently alters the game, when considering the points I have put up.
"It is wisdom to recognize necessity, when all other courses have been weighed, despite as folly it may appear to those who cling to false hope" - J.R.R. Tolkien
Snoofed
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ixian is a uwe spy, dont believe his lies.
direction of this game is quickly going south. yall need some inspiration, or else anyone who previously thought this game was fun and balanced will quickly find new things to play
soon we'll have buncha fools runnin comp mod and this whole thread will be pointless.
try 2 hire ppl based on merit deck, not status
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Ryssk i would love to discuss this with you, but you seem to only read half of what I write. I never said that we should play without comp mod. This is like the 4th or 5th time I repeat this statement. If you are unable to read, and comprehend, I cannot find a reason to have any discussion with you, despite me actually wanting to.
I'm as much a fan of UWE, as i am of you guys.
"It is wisdom to recognize necessity, when all other courses have been weighed, despite as folly it may appear to those who cling to false hope" - J.R.R. Tolkien
I won a spindle of blank CDs at the big day in lan in 2003, let me know if you want some tips
Team Awesome
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Update to Comp Mod:
Catpack duration changed to 8 seconds from 12 seconds
Snoofed
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I don't even understand what you're trying to accomplish
Snoofed
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lets mmake a gather comp mod then a Real comp mod
Team Awesome
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We will discuss the catpacks. Due to fear of them being op'd at the highest level for next season, we are considering changing the catpacks back to the way they were (duration and res).
This is probably the safest route to go with catpacks. Looks like we will leave the jp pres and drop jp res where it's currently at. This keeps the slight nerf to marine pres (increase jp res needed) which helps balance the rounds where the marines have tons of pres. I also saw that in div 1 last season.
Thoughts? If people would like to share their thoughts on how the catpacks are playing, this would be a good time for that as well.
Team Awesome
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Cat packs have been reverted. Changed back to 3 res, 12 second duration.
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If you are still up for experimentation changing the research cost of cats from 15 to 10 might be worth trying. 3 res for a single catpack is a fair price, 2 is most probably OP. I find the research a bit difficult to squeeze in however at 15 res, which IMO is the biggest reason why we don't see them more often. (The same change could be tried with nanoshield btw. also research time on those things is faaar too long)
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Ideally you would make nanoshield and catpacks having both the same worth researching.
REFORMED
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doesn't matter what changes you make, CanMercForFinals will win either way.
Team Awesome
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Update to Comp Mod:
Change to Power Surge:
- works with a powered robo
- 3 tres cost to use
- no research time
- doesn't hurt or change aliens around a powered surge.
Tadpole Farmers
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Posting this while I remember, can talk more about it later.
There is a big problem with hitboxes right now: they are honestly too big on the skulk + lerk.
It seems you reverted the fade one but left it pub like on those 2?
UWE doesnt really balance the game around people who can aim, otherwise they would never have changed those.
You balance a game around (potentially) it's best "performance" ie: good framerate, minimum latency.
On lan I can honestly tell you marines were allready massively overpowered.
So rines are OP and it comes down (in part) to something people talked about a long time ago: the SG is just too fucking good in this game.
Right now when SG pop up they have an insane snowballing effect on the game, you literally can't crush a group of marines with skulks and lerks, or it takes a far too big commitment from the alien team: 5 aliens, every drifter abilities, higher lifeforms tanking in shots etc... and even then because of the hitboxes what happens 90% of the time is 1 lmg being able to mitigate lerks involvement and 1 SG destroying 4 skulks because it's so easy to hit them.
Strategically speaking we would always try too SG push the 2nd hive before it built up sometimes winning the fight sometimes losing it, but right now it just doesn't make sense not to try to push it since this kind of push is massiveley in the marines's favor.
I agree that shotgun is too strong currently. How to deal with that (reverting hitboxes or nerfing shotgun) is a thing I leave to the hands of the compmod council