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Rapporter et problem med oversettelse
Otherwise, this also has completely my observation too (and I'm usually just playing with one other player). Recent patches broke so many things.
- Aliens require map control for ALL of terrain, hives and resource nodes without being given anything much to establish it. Not even manned Gorge clog walls work against just 1-2 marines anymore, given that there is no way to repel grenades anymore. If marines don't ignore cysts but attack every building in sight, life is hell for the aliens and their commander.
In fact, it is mainly the marines that have some useful map area control/cleaning tools with PGs and arcs and Flamers / GLs and such.
- Aliens have terribly slow skulks now (skilled movement some patches ago was easily +30% faster than you can get with skilled movement using leap now - making you much less of a bullet sponge on attacks). People's performance however got better so marines can now aim even better than when it was more balanced.
- Various maps were edited to have far more long, straight lines of fire with no cover. Few bypasses -if any- exist on most of these, so many fully guard a RT and everything behind it.
- Regeneration is useless. It does not heal fast enough out of combat especially.
- Aliens have even worse options with regard to tech progression now than they used to, whereas marines became completely flexible in their choices.
- Every lifeform but the fade is woefully weak, and getting to Fade is very late.
- Bilebomb has worse range and much worse damage at range.
- Marine commander has additional OP skills like powering a phase gate after a power node is down.
- Organized groups of marines have grenades for even more AoE.
- GL and Flamer are stronger. They complete the package of Shotty / Pistol who always were already too strong in the hand of people who can aim.
- JP is a little better, Exo much better.
- No more egg spawning on shifts, all eggs predictably spawn in hive location. This makes egg lock & overwhelming a location for the marines easier and, getting aliens to another location on map harder for the alien commander. No, shifting them in is not nearly the same, and I don't mean that just on the first hive.
Unfortunately, I have little hope of the NS2 team fixing these by now. A lot of people on the NS2 forums seem to think Aliens are (too) strong and that this is all just personal preference. But they're disadvantaged from ~4-6 players per team onwards and it only gets much worse with more players...
Practically, it doesn't always end up mattering, in the bad sense. The people who aim well don't typically even have to move to kill 2 approaching skulks if they're located at the end of one of the longer corridors or other places that have a long approach. They'd also typically kill 1 skulk on usual not particularly defensive engagement distances.
Even if they're free, they're not competitive with PG by virtue of being slower to move through, and requiring one player each to spend PRES on going Gorge - delaying the only really worthy upgrade (fade) by quite a lot.
The same Gorge player also needs to replace the tunnel exit if it gets destroyed, or confusion will ensue and another player is probably down 15 pres and delayed in going Fade.
And lastly, many players spend more time than is good when every ms counts orienting themselves, finding the right gorge tunnel entrance for the desired exit. (Might not be quite as much of a problem for veteran games, though.)
No, they already were extremely strong. Aliens could not afford whips everywhere, much less defend them everywhere. You could kill whips with shotty / pistols / lmg. Never mind that you could oversaturate whips with GLs and bomb them.
IMO, actually none of them are easy prey in the hands of reasonably skilled, situation-aware marine players even when they're solo. Many of are utterly devastating when said marine players also have a JP, which they already can use to very great effect with just an LMG / pistol.
Maybe slightly costlier prequisites for ARC (so they have the tendency to come out only when there might already be some Fades and/or Onos in typical games, provided some people saved up). And un-nerfing bilebomb's range + a little less loss of damage at range.
249 and before, actually. Yea, I've been unhappy with slow speeds since then, and it became less and less comfortable with performance fixes enabling people to aim better.
What can I say...? I think it's very bad.
You only heal fast enough then or with a hive, but at that point it's near useless. The point of picking it in the past was that if you won a fight, you didn't HAVE to go back and heal. Now, it does no longer fulfil that purpose. You'd better pick cara so you survive a few extra shots.
Yup. Lerks always were weak against good players. A marine can kill a lerk faster than a lerk a marines, provided the marine hits well. Horray for pistol/lmg being default! Never mind when they get close with JP / shotty or flamers (I abstain on the usefulness of GLs vs lerks, I had no known good lerk of refernce anymore).
And Gorges don't have as much range on their most important skill anymore, bilebomb, neither do they have the strong splash effect. Certainly, inattentive teams still can get base rushed by gorge trains or such, but when they're better, they'll not really even loose an exo anymore now.
Apart from that, the average aiming skill also went up, and the usefulness of clog walls and whips behind which a Gorge could retreat went down, making Gorges overall less survivable.
... yes it does decay with range. Massively so. Try it.
Requiring an alive drifter, which is an attention hog and resource sink when aliens often get overwhelmed. You'll not have one in some of the best places where a small group of 1-2 skulks is currently doing damage. And last time I checked, it was +125% attack speed, but only for 2 seconds. Almost no khammander could do something else and be back in time to re-activate the skill.
Either way, I find the options less than comparable overall. And I have serious reservations about suitability for non-competitive games.
... or just because active skills do get underused, sure. But it'd be pretty OP if it was used.
Solo they can't be used to great effect, but watch a clan with 2-4 people use them systematically... it's just one more thing that can only be used very well against but not really by casual players.
They're too powerful, regardless.
Better than they were, and still good. Yea, in the vast majority of situations, I'd prefer an ARC or JP, too. But they always were good on base / corridor defense duty, "holding down the fort" while the team is out on attack, forcing 3+ lesser lifeforms to attack to succeed.
An Onos take a fairly ridiculous amount of support to even stay alive once the first brave JP'ers are out, and/or if marines actually try to flank and run behind the Onos while shooting it, rather than being afraid and letting it (and maybe supporting Gorges) escape. An Ono's Bone shield is okay in just a few locations and it's almost always not where the enemy buildings are. And other pretty big flaws. Basically, Onos are not so useful now.
Well, long response. I'm already a bit physically tired, and from how I understand it, your game experience was probably very different. We may not find agreement, and I'll leave for now.