-
01-08-2007, 03:36 PM #16
Re: 3.2b2
I'm also glad to see gorge spit activates 'the enemy approaches'. Seems like a natural change, but since only the gorge can do it, it reinforces his role of hive guardian.
-
01-08-2007, 06:24 PM #17
-
01-08-2007, 07:41 PM #18
Re: 3.2b2
No. VERY shortly, from my understanding of goings-on in IRC.

NS Game Officer. TF2 Admin. BF2 Admin / Scripter. PM with issues.
Tempus: Pokerface is nailing it right on the head. Everyone who is arguing against him is simply arguing against reality.
<anmuzi> it is not permitted to have privacy or anonymity
<LazyEye> yeah when I play on TG the server digs though my trash
Arm yourself with knowledge: TG NS TF2 BF2
-
01-08-2007, 08:25 PM #19
Re: 3.2b2
Aaaaand it's out. Check the front page (TG or NS, take your pic).
|TG-Irr|TychoCelchuuu

-
01-08-2007, 11:02 PM #20
Re: 3.2b2
Does no one else see the significance of reduced marine rt hp?
-
01-09-2007, 12:57 AM #21
Re: 3.2b2
Makes it easier and faster for a skulk to take it down i'd assume, giving the aliens that more slight advantage for map control
-
01-09-2007, 01:51 AM #22
Re: 3.2b2
I totally see the significance, and think its completely necessary . . . partly because of the practically coverless new hitboxes on rts, but mostly because of the minimap alerts that send every rine that knows how to press "c" toward the rt as soon as you start chomping (which is a big difference from waiting until the comm notices, then tells someone, then they actually go check it out). i think its pretty safe to say (i have a lot of rt-munching and saving experience) that 14 bites may be barely sufficient to counter the rt buffs marines got in b1. heck, ive landed at least 10 extra bites many a time just by hiding behind the hitbox and dodging the few pistol shots that could hit. and those arent counting the times that i was able to outright kill the marine because he ran up to the rt to get a good shot. It may not be as apparent on tg, but in the grand scheme of pubbing the rt change is absolutely necessary.
and fwiw there are still quite a few bites left after you run out of adren . . . 3 bars at least i think.
-
01-09-2007, 04:27 AM #23
Re: 3.2b2
the difference is astounding. heres my main observation:
beta 1 was a huge nerf to aliens. we all know it, we all complained about it. however, we adapted to the nerf and brought it back to a point where aliens were winning about 50/50 again. then comes beta 2.
in beta 2, aliens got back 90% of what they lost in beta 1. so the major upswing to that is that since aliens are used to now playing hardball 100% of the time, they roll over marines who have become used to playing half-sloppy and waiting on JPs to be done. As always, this will re-balance itself after people have been playing for a while, but its easily one of the better balance patches we've seen yet.
bottom line is this: aliens have been given the ability to better protect themselves with DC. onos is still a lightweight, but a stronger lightweight not to be just rolled over anymore. either team can cause mass damage to the other team with well organized strikes.
in essence, this should very much be a TG welcomed beta. the major point here is that we now HAVE to use strategy to outwit the other team. misdirection and precision strikes are the new mojo as marines have fast/cheap tech and aliens have stronger lifeforms with quicker reflexes. i've been browsing around some of the other 3.2 servers and darkilla's infamous "chess with guns" quote is becoming more true by the minute. each piece of the map has to be monitored at all times and if one team strikes one place, the other team has to counterattack or they're going down in flames.
i'm thoroughly pleased with the adjustments and map tweaks as i've seen them. time for us all to start enjoying NS again, finally.
also, to comment on beowulf's rt comments: in beta 1 and previous releases, a non-adren skulk who started biting with full energy would drop an rt to exactly 25% health (by the bars) before his bite slowed down at 0 energy. the new rt HP's drop that to half of what it was, meaning a slow biting skulk will only take an extra 16 seconds to kill an rt at energy 0 vice 32 seconds as of beta 1.
|TG-6th|Ferris Bueller
-
01-09-2007, 02:22 PM #24
Re: 3.2b2
Does the onos hp boost mean that regen and redemp both are more effective now??
-
01-09-2007, 03:16 PM #25
Re: 3.2b2
And Carapace. All 3 DC upgrades gained a substantial boost from this.
-
01-18-2007, 08:05 PM #26
Re: 3.2b2
One DC is now significantly more powerful than it was before. It went from healing an OC or SC 10 per tick, to 20 with b1 and now 40 with b2. Put it in a room like the cargo outside of fusion hive where (I think) it can also reach the RT too in the setup I posted in the strategy forums and that 10 res investment is doing the work of 40 pre beta res. 8 DCs in a pile will no longer be seemingly invincible to light weapons, but little tricks like shooting the DCs to keep the hive from getting healed don't work now.
I like the idea of having DCs spread out like we do with SCs. This update reduces the initial res requirement to have an effective DC presence in an area and will make strategic DC placement in vents or around the map a more reasonable choice for res use.
I love DCs.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)



Reply With Quote




Bookmarks