nazi hunter izO
- Posts
- 368
- Location
- Paderborn, Germany
- Joined
- 20 October 2013
just remove it to be closer to the vanilla gameplay.
everything at once tbh
http://i.imgur.com/hr1ud2u.png
- Posts
- 110
- Location
- Denmark
- Joined
- 17 March 2014
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
- Posts
- 46
- Location
- United States of America
- Joined
- 27 November 2015
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
- Posts
- 306
- Location
- United States of America
- Joined
- 17 July 2014
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.
Snoofed
- Posts
- 227
- Location
- Zimbabwe
- Joined
- 29 March 2010
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
- Posts
- 110
- Location
- Denmark
- Joined
- 17 March 2014
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
- Posts
- 306
- Location
- United States of America
- Joined
- 17 July 2014
Update to Comp Mod:
Catpack duration changed to 8 seconds from 12 seconds
Snoofed
- Posts
- 101
- Location
- United States of America
- Joined
- 28 October 2006
I don't even understand what you're trying to accomplish
Snoofed
- Posts
- 227
- Location
- Zimbabwe
- Joined
- 29 March 2010
lets mmake a gather comp mod then a Real comp mod
Team Awesome
- Posts
- 306
- Location
- United States of America
- Joined
- 17 July 2014
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
- Posts
- 306
- Location
- United States of America
- Joined
- 17 July 2014
Cat packs have been reverted. Changed back to 3 res, 12 second duration.
- Posts
- 25
- Location
- Austria
- Joined
- 22 June 2014
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)
- Posts
- 115
- Location
- Germany
- Joined
- 27 January 2016
Ideally you would make nanoshield and catpacks having both the same worth researching.
REFORMED
- Posts
- 141
- Location
- no., Iceland
- Joined
- 17 January 2013
doesn't matter what changes you make, CanMercForFinals will win either way.
Team Awesome
- Posts
- 306
- Location
- United States of America
- Joined
- 17 July 2014
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.
- Posts
- 126
- Location
- Versailles, France
- Joined
- 17 February 2011
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