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Balance Test Input/Suggestions on the changelog

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Alright, so I'm going to pretty much copy the entire changelog here and everything I agree with, don't agree with, and suggestions etc etc and want everyone to discuss the points and all that stuff.
Experimental:
-?? alien structures auto build rate is reduced by 70%, drifters speed up build time to normal rate
-?? reduced gorge cost to 5 (down from 10)

I think this is a major change to game progression, and am not entirely sure if I think having structures build that much slower is a good thing. Every single alien is pretty important on the field, and taking one off early game for building may be a pretty big issue. I don't mind the trade-off between making a drifter help build a structure quicker compared to having it scout the map for enemies/supporting team mates with abilities. Reduced gorge cost seems fine in making it more easy to quickly swap to, use for what you need to, then swap back to skulk or another life form without setting yourself too far behind.

Resource System:
- team resources when no RT active (counts as 0.5 active RTs)
- increased starting team resources to 70
- increased resource tower costs to 12
- removed "no res while dead" rule
- reduced personal resource income per RT from 0.125 to 0.1

Getting minor res for no RTs seems fine,
increased team starting res helps change up early game strats
increased resource tower is the obvious, doesn't seem to be an issue after dozens of hours in BT
No res while dead removed seems great, keep it
Reducing pres but you still receive it when dead makes sense, agree with pretty much everything here
General:
-? disabled gradual melee attacks
- added additional 6 second respawn time when rejoining a team, suiciding or when killed by a death trigger
- movement code rewritten

I'm going to assume gradual melee attacks is glancing bites - 100% agree with this change, it removes a lot of accidental biting from skulks just spamming bite and running near you and landing low-mid damage bites, now from experience it seems that only bites directly on the marine count, and do full impact

Makes sense, you could go to RR then rejoin immediately, now movement code let me get into that

I personally believe skulk should require wall jumping for speed gaining but strafing should be a big requirement in it, it's just another skilled based movement mechanic and something I believe this game needs badly; making it too simple or making it simple and having it nerfed (how it feels right now as of 5/21/2013 due to air friction) just doesn't feel good, and having it too simple doesn't feel good either. Being rewarding for proper wall jumps and A/D strafe with mouse movement feels like the way to go. For those who can't do it, honestly sorry I don't think an entire function should be eased down just because you have trouble learning it.

Making it give you high speeds for properly executing it seems perfect, I'd also like the -jump spam- aspect of it to be removed, I'm not asking for perfect timed jumps though those are awful and promote scrollwheel use/macro use, just keep it jump when you feel like you've landed if that's possible but not to the point where you can just keep mashing spacebar if that's NOT possible, then leave the spacebar mashing. I think perfect timed jumps is too much and literally promotes cheating, as of now people can macro and it won't make a difference compared to someone just using their jump key.

Marines feel fine, onos feels too slow even with celerity; I seriously think onos needs a speed rework with celerity because as of now you can go adren or celerity and noticed nearly no difference what so ever.

Lerk while trying to attempt to make it more of a support player, I don't think speed nerfs were the way to go. If anything add a more global swoosh sound when a lerk is gliding, however make it quiet to the client itself so that they can know they're making the noise but not loud enough to disturb them from other important sounds. This should solve the so few flaps issue, making the lerk slow ultimately forces him to keep distance and not be aggressive, however this can be debated; I just don't like that getting close to a marine can mean death from a level 0 lmg

Fade can be debated, both the vanilla fade and BT fade are good. Vanilla fade requires more skill to master in my opinion, while BT fade raises the skill floor and ceiling at the same time, so a newbie can have an easier time with the fade; while an experienced player can have a lot to do with the fade itself. Removing double jump feels weird, but it seems to play fine without it
Anti Spam:
- resource towers and command structures will now block re-creation for 5 seconds after destruction (enemy team is allowed to drop something)
-? crag, shade, shift are now moveable
- added supply limit for specific units, 100 supply per captured tech point
-? MACs can no longer weld each other
- MACs and Drifters are no longer able to attack
- multiple MACs are no longer able to weld the same target
- crags no longer stack their healing with each other and can heal a maximum of 3 targets at once
- shift energize no longer stacks

I'm not sure about the resource tower, makes sense I guess but if the com wants to attempt to block a structure and blow x amount of res from the other com then they should be able to.. besides if say aliens were there and the com dropped a RT they'd blow 10x res, but I guess they could keep doing it to deny an alien structure but still they'd be losing x amount of res doing so.. debatable

Crag/shade/shift moving is great
Supply limit is fine, more supplies per tech point gives another reason for more tech points
Macs not welding each other obviously makes sense, keep
macs/drifters not being able to attack makes sense, however macs can currently follow aliens and I think that should be removed
not weld the same target, meh; makes sense but a limit, like 2-3 per exo or what not
I'd rather have crags stack, they heal too slow and force retreat to hive or a gorge requirement
Shift not stacking makes sense, they recharge fast enough

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