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Mid game and large server egg problems

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The movement at this very moment, this patch, is very balanced. I think the entire game is very balanced, except for a few issues that I will get to. Development team should keep experimenting with ideas in sewlek's mod, but to change up basic movement is unwarranted. Its been tweaked every patch since 239, (whether they said anything about it in the changelog or not), and its at a good point, fine and tuned. If I were the dev team, I would concentrate on a few little things and not huge things to shake up a very good foundation. Once that is done, add ons and features can be added, but shaking up foundations like movement mechanics is unwarranted, as it is pretty good atm.

Different build orders. Of course marines are going to have a pretty set pattern of what to do, but aliens have three choices to make. Crag is a pretty strong choice and standard on anything but 24 player servers. Forcing shift to make eggs on large servers is a game flaw not a player skill flaw. Egg spawning rate and egg start amount need to scale with player count.
-bigger egg count at map start for aliens according to how many alien players are on team, calculated at map start
-increase egg spawn rate for every player on aliens. A check can be made every spawn wave; decrease egg spawning time for every additional player on aliens.
-celerity not working in combat was unwarranted, but its ok (comp play adrenaline is the go to 2nd hive trait)

Camouflage needs to be reworked in two ways. The first player model of deactivation is opaque and green, when it could just be a normal skulk model. The threshold for deactivation is too sensitive, in instances like when you fall off a very small ledge.

Lerk tracers cause too much visual clutter and should be taken out. This might be THE most important issue of all, and here are the reasons why.
1. Tracers prevent tracking
-tracers were implemented to give away their position, but ironically if the lerk is moving tracers reveal their general position and obscure their true position
2. Tracers force visual clutter and negates a marine's aiming
-Why not let the players use aim against aim? not allowing an even playing field needs to be warranted
3. Not being able track a lerk effectively causes more team resource damage than before tracers from increased med pack drops
4. Lerks come out before the MOST important hive, the 2nd hive, and decreasing marine's effectiveness vs lerks at the MOST pivotal stage in the game isn't good
*the 2nd hive is the most important because you can get leap and blink. A fade without blink is a lot easier to kill and blink increases fade effectiveness exponentially, same for skulk.
5. It negates the use of perching, the lerk's shift key ability. Every class uses their shift key except lerk
-I CANNOT imagine the devs envisioning lerks not perching and shooting and being awesome. They made perching a shift key ability! This was a change probably implemented to appease a lot of rookie complaints.

Adding tracers on to rookie mode server could be a route to go. Tracers might seem like a small factor, but it adds up to a very big factor when you consider everything stated. Once the earlier stages are balanced, you will have a very strong base to which you can add on any change you want in the late game, with very minimal consequence.

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