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That looks to be a bug in vanilla caused by a railgun dealing friendly fire damage and killing an exo, which isn't something that is normally possible.
Current compmod version broke the buy icons.
The Boys
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How many iterations are you planning on doing? Iteration 3 is like what, the 4th or 5th "comp/balance" patch we've had?
It kinda just seems like we're cutting the game open and poking around its insides for shits and giggles at this point... and it's making scrims a pain in the ass. Constantly having to reschedule cause of bugs, or people getting dc'd and not allowed back in because the mod was updated, etc.
The buy icon bug was one that delayed a scrim (or maybe pug icr) for awhile the other day, Allegedly it was fixed, but it sounds like its back D:
The icons are broken in 268, and we have to wait for 269 to get them working properly... We tried to add proper HMG icons but something is messed up with the icon modding in 268. 269 is going to be next week and it should fix the problem. For now Dragon released a quick fix to use temporary HMG icons it looks like.
@ritual there is no more planned iterations, however there will always be updates to fix bugs or tweak small things. Apologies if one of them messed with your scrim schedule... we broke the icons and were trying to get it fixed, it was unintentional.
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It would be nice to have walking ability, cause almost every time after i finish sprinting i have to crouch to actually make sprinting animation stop, because it doesn't stop otherwise,
Also crouching can ruin aim, because there are situations when you wanna move without sound (or stop after sprinting), and you have to crouch and while crouching you can't shoot because there is some boxes or barriers in front of your face, or you wanna approach some vent while being able to see whats inside of it, but now you can't, you have either run to it making sound, or crouch without making any sound but also without line of sight on the inside of the vent. For example skylights/x vent on jambi.
Also walking speed can be slower then usual running but faster then crouching.
You can use CapsLock key to walk.
Please consider.
P.S. Also it would be nice to see something like sprint for skulks, cause its very hard to gain acceleration without walljumps as skulk sometimes :)
From my understanding adding a walk key would not be possible, really, You'd have to re-purpose one of the existing keybindings. You cannot add additional keybindings because the game is already at the limit of 31.
Best idea ever: replace sprint with walk
el'pheer
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Was there a discussion yesterday about the latest changes? Wasn't able to be online during the weekend to check about of this.
And heck, at the moment Eissfeldt's suggestion to replace sprint with walk seems tempting. :/
I guess what I post now is commonly known already but for those who did not notice:
Umbra causes crashes in compmod atm. Don't use it until it gets fixed (it crashes for marines aswell as for aliens).
Saw 6 people crashing yesterday because a lerk used umbra in hub
oh right it happened to me in pub once. ok not a compmod issue then. Then lets hope it's getting fixed in 269
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If you take everything out of context, then you can easily make the smallest of things seem like a giant problem. NS2 player counts are probably at their lowest levels ever, with easily a 3rd to half the average players when the S4 signups started. Consider that was also following the WC and the humble bundle sale which both brought a massive influx of players AND interest. It doesn't surprise me in the smallest amount that the team signups are significantly lower, and honestly I think that the comp mod (and now that many of the changes are part of vanilla) are some of the reasons why interest has been maintained. I have no doubt that there are people who disagree with some of the changes; it’s just simply not possible to please everyone. But I have not seen anyone who thinks that comp mod overall is hurting the size or commitment of the competitive scene. Honestly looking over the changes in R3 from vanilla, the only major change is the addition of the HMG... And considering much of the feedback on it has been that it’s not very useful, I fail to see how such an addition makes the comp/public learning curve significantly steeper.
In the end, it comes down to what the community wants. There is no point to us developing and furthering a mod which hurts the community, or doesn’t have a positive impact. If what you say is actually true, I seriously question why this has never been brought up before, especially with so many open channels for communication.
For anyone that may share an opinion with Swalk, I welcome you to come forward and discuss why you think comp mod negatively impacts the scene, and what changes (even if its all the changes) you think are the primary contributors. Nothing can change if the problems remain hidden and unknown. While I cannot guarantee that every post or every issue will trigger changes, it’s important to make the post regardless. Every post is read and many times yields a perspective on things that can and will help future changes.
Over.Extension
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I don't really want to step into this argument too much and also don't want to come across as too negative, but I'd like to throw in my support for at least some of what swalk said, in that it has so often felt like community feedback on the forums hasn't been strongly considered, with changes being made despite heavy opposition or reasoned dissent. Active discussion about balance and features is the sort of thing I'd normally be all over, and I was at the start, as I'm passionate about game design and have a lot of experience in it. However, when it feels so much like we're just along for the ride, it doesn't seem worth the effort. We have to work hard to convince the team of things and gather majority support (what does that look like, anyway, and why does a full majority have to be unhappy before it matters?), while we're told to have patience with changes and play with them for a long time before deciding we dislike them. I'm all for games having a centralized vision and not being designed by committee, but this is a game we're all invested in already and the mod was pitched to us for our approval and not the other way around. It's for reasons like these that my posts now are more about how things are run than the game design issues that I actually care about.
This isn't me saying we should revert a full revision, which seems like an unnecessarily all-or-nothing approach. I do think the bulk of the changes have been good, I appreciate that there are players willing to put forth the effort to improve the game and put up with the resulting criticism, and I like that the teamspeak meetings help to level the playing field a bit and enable people to be better heard. Unfortunately, those meetings feel like only a partial solution to a communication problem that I believe has plagued this project, and I feel like there's nothing I can do about changes I can't stand. I find it hard to be enthusiastic enough about what I expect to be a pointless discussion to actually put the necessary effort into it.
I don't feel like the... issue? needs to be this complex. If anyone has a specific suggestion (read: something other than a general complaint) please post them. With details.
I understand the viewpoints both of you have, Swalk and Fiskbit. But I do not understand what you are asking to be done about it or even what the exact issues you seem to be upset about are. Your concerns are valid but they lack specifics and more importantly, they lack proposed solutions.
Example:
NO: Compmod is killing ns2 because no one listens to feedback.
YES: I think the situation could be improved if X change was made and Y person did this differently. Here's why this is better than the current method.
Also if you have something more you want to discuss in more detail you are free to hit up any member of the balance team via steam or PMs.
Maybe you should seek to obtain a representative feedback from each division to begin with.
I'm not very involved in this kind of threads because i'm not fluent in english and i don't believe the CompMod team is looking for feedback in other languages (but I might be wrong on this one), but when we discussed about CompMod with my fellow friends, we felt that the last modificiations brought balance to the Premier's div and Divison 1, we've played countless games this summer in Div3/Div4 and some in Div2 level and 70% of the time, Alien teams win.
Regarding previous changes, I personally think that the nerf of "silent" lerk is totally unnecessary. Then, i would have preferred that you increase the lerk armor with carapace instead of reducing lerk base armor by 5.
Regen: Instead of cutting regeneration during the combat timer, i would go for a 50% reduction of healing from Regeneration during this same interval.
Muccous shoud give more shield (like 15% to 20% maybe?) atm it's a very light shield considering its cost.
Reduce Marine sprint by .25 speed modification is a little too much considering how fast dropped weapons (on the ground) disppear. Maybe should you increase the weapon lasting delay on the ground by 3-4sec.
I think you should reduce the Flamethrower research cost to 5.
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I think balance is in the best place it's ever been at the moment.
I love how shade hive is viable, and starts are not 100% crag hive. I think if we can come up with 1 SMALL change that can give shift hive some more utility so we see it sometimes as first hive...
I love how everyone has difference preferences over cara, regen, silence, aura, or camoflauge. I always get different answers for what people use, and everyone has good reasons for using them.
I love how gorges are useful, and how khammanders can be useful as well.
I love how flashed life forms don't mean GG.
I love the phases of the game, mostly determined by the life form spawn times. I love how aliens can be confined to one hive, but still win the game.
The one negative thing, is that I feel alien side is much more forgiving than marine side. Losing a life form isn't nearly as game shattering as it used to be. Marines leaving a lane open can end the game. Marines losing a key phase gate location can end the game for many reasons: opening up lanes for res to die, aliens IMMEDIATELY take said location and lame it up.
Marines have to do a lot of things right, and almost nothing wrong to keep up with the aliens in a lot of situations. Aliens get a lot more chances to get things right, or try again to win.
One change I (dreadfully) admit could help the situation is reduce the alien team's ability to expand in such a fast pace, in so many directions at once during the mid/late-game. Make it take longer for cysts to grow, and maybe lower cyst HP a TINY bit, and or make cysts that are starving, die faster.
Example (mid/late game): Think tram: marines lose Hub, aliens cyst it and lame it and make it a nightmare for marines before they can respawn, regroup, and try again to take it back. But marines to take any room "owned by aliens"? Marines must win 1 engagement where they much invest 2-3 marines (leaving res lanes open), then if they win the engagement, must decyst it, remove lame, and face a 2nd or even 3rd engagement from a complete alien team before they can get the room, OR have the aliens counter with a base or PG hit, so the territory they gain is cancelled out by territory they lost.
It's much faster for aliens to engage, win, and take control of a room than for marines to do the same against aliens.
There are times when I am alien khammander and I can carry my team too much with aggressive cysting. Any lane left alone for 15 seconds by the marines will be lamed by me. Feathermonster does the same thing. Sure, a lane left alone should be punished, but it needs to take a little longer.
TL:DR - marines are slow, marines are careful. Give them more time to make plays. Increase growth time for cysts, so it takes longer for aliens to expand.
WASD
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@simba I'm a bit against that change since early game marines can already destroy alien expansion. What about a more endgame oriented change to marines?
I don't mean to repeat myself, but some grenade changes could really solve a versatile set of issues. Maybe decrease the time it takes for nerve gas to start up and extend the time that cluster grenades disable buildings. That would allow marine retakes to be much easier into something like an umbra onos on tram. Single nerve gas grenade on door to push lifeforms away, then open into the room with pulse and cluster grenades to lower the options of the aliens. Also, maybe have reduced research time on catpacks and grenades based on how deep in the game is.
Bias towards aliens, as their champion.
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Regarding communication, things recently have been much less organized than I would hope, but there also is a distinct lack of both support and invested parties. Quite honestly, Rantology alone is responsible for keeping things running as smoothly as they have been. Ideally there would be multiple ways for ideas to be submitted, and discussions could be had without bias or egos. But I think we all know how this works to an extent, and there are certain bad aspects of this that go along with the good. If you have specific suggestions on how to improve this, I am all ears. I cannot speak for anyone else, but I could see a system where things could be presented anonymously to (hopefully) encourage more careful consideration and to temper responses.
Beyond that, I think we want to be careful with alien buffs, especially with how the gameplay works at lower divisions. Aliens have an exaggerated skill:power curve compared to marines, but there are still areas where they lack good options. The trick is to find changes that help reduce the bloat in the middle, where aliens and marines are most imbalance in terms of skill:power that don’t impact the other ends of the scale. This is one of the more difficult aspects of balancing a game like NS2, and is something that we need all the feedback we can get on.
I have an idea on cysts, but I think it’s too late now to make any changes to the mod for the season this big. My idea would have cysts take longer to build (and potentially have less HP) the further they are from a hive. This could allow for potentially even slightly faster initial expansion for aliens, but could help curb the reckless mass expand late game.
For grenades, they are currently something that sees limited use. They could certainly be improved; however we need to avoid making them spamable which can be tricky for AOE denial weapons like gas grenades.