If each alien has an individual spawn timer does that mean they spawn the moment a new egg is created?
Can marines no longer egg lock the aliens?
An alien will spawn after a set time if an egg is available - otherwise they queue up for the next one. When a new egg is created I think there's a brief delay before it will spawn something, so if the marines are attentive they can still egglock. It's difficult though because the hive can now actively create eggs like a Shift could before.
Alien comm time seems to have shifted from laying down cyst chains to positioning drifters. I think it's more work overall but it seems manageable.
Comming on marines is a bit more interesting now; I get a robotics way earlier than I normally do and put a MAC in each base on on every exo. Also sometimes just move them with a push to make sure everyone's armor is good.
Overall the patch seems pretty good and has certainly shaken up the game. It does seem that really long last stands happen more often now since you can get jetpacks and exos with just one CC. Before you could kill all but one marine base, kill their jetpacks/exos and then stomp them. Now you have to drain them of all resources before that can happen.
Also anyone else notice that now you can immediately jump if you hold space before hitting a wall or the ground! This makes hopping around as a skulk just more fun to do.
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So I've been in a few matches now where there will be someone getting a fade as soon as they can and then going on an absurd kill streak of like 80 or something.
Is this due to the marine team just lacking the right upgrades to defend against a fade or what? Even when 6 of us put all our ammo into a single fade, they just zip in the room... get a kill, and zip out, repeat. I get that they can have regeneration, but it seems stupidly quick for them to be able to pop back in the room a few seconds later and no matter how many bullets they get hit by they don't die.
A good fade will never die until they do something stupid. I recommend buying some shotguns, a few blasts of that will drop them quicker than they realize they are being hit. It also isn't necessarily the HP regen evolution, but they are likely just doing a laps from their hive to wherever they are hitting you at.
Stay together and focus fire. And don't forget, you can still damage them whilst they're shifting.
Also, jetpacks are a HUGE help when dealing with them. Honestly, I feel like I'm far happier with a jetpack and a flamethrower than I am with an exosuit.
You can't ever force a Fade to die - if he's playing carefully, he will always be able to escape. You have to keep pursuing objectives and make him come to you. Needless to say, you should stay in a group, with welders and shotguns. Fades are pretty powerless to fight against serious firepower.
They do trigger, so mines can help if you're standing near them while you fight - you're not going to kill one with a mine trap in the doorway though. Turrets are also a big deterrent, but I don't recommend that because they're very expensive and usually when turrets show up it's a sign that marines have lost all their offensive momentum and are just dragging it out at that point.
Yep this is basically a preview patch for Reinforced, they threw in a bunch of stuff that's "officially" part of the Friday update to make sure nothing breaks. Of course in true UWE fashion there's no changelog until then.
NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
That contributor stuff looks kinda neat.
$75k and you get to have UWE spend 5 days making a game for you? That's pretty sweet, I wonder who's gonna be the rich goose that goes for it.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
Played three hours last night. Had a lot of fun! I was on a heavy rookie server though (I haven't played since April so I figured I needed it to catch up).
I didn't get to see a lot of the new things or really take in the strategic implications due to the aforementioned rookie battle style, but I at least liked what I saw on the surface. Grenades seem fun (though I haven't used them myself yet), and I like how you don't have to research advanced guns anymore (except shotguns?). Alien changes are substantial, so I only scratched at those. The extra high costs for adding upgrades to alien forms is pretty neat -- would you like your onos at 60, 68, 76, or 84 resources? Sensory changes are boss, too, and I love the new alien nightvision.
Also the performance enhancements are win. 90 FPS at high settings? Yes please.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Got to meet Hugh and Wasabi at the PAX booth. I commanded a few games on the show floor. Had not played in Biodome or gotten a handle on all the new stuff yet so it was surreal discovering new things in the expo hall.
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Let me know if they work for you.
funny to see fades and exos get weakened considering early opinions of them
Can marines no longer egg lock the aliens?
http://store.steampowered.com/news/10984/
Holy moly. Change all the things.
An alien will spawn after a set time if an egg is available - otherwise they queue up for the next one. When a new egg is created I think there's a brief delay before it will spawn something, so if the marines are attentive they can still egglock. It's difficult though because the hive can now actively create eggs like a Shift could before.
Comming on marines is a bit more interesting now; I get a robotics way earlier than I normally do and put a MAC in each base on on every exo. Also sometimes just move them with a push to make sure everyone's armor is good.
Overall the patch seems pretty good and has certainly shaken up the game. It does seem that really long last stands happen more often now since you can get jetpacks and exos with just one CC. Before you could kill all but one marine base, kill their jetpacks/exos and then stomp them. Now you have to drain them of all resources before that can happen.
Also anyone else notice that now you can immediately jump if you hold space before hitting a wall or the ground! This makes hopping around as a skulk just more fun to do.
Is this due to the marine team just lacking the right upgrades to defend against a fade or what? Even when 6 of us put all our ammo into a single fade, they just zip in the room... get a kill, and zip out, repeat. I get that they can have regeneration, but it seems stupidly quick for them to be able to pop back in the room a few seconds later and no matter how many bullets they get hit by they don't die.
¯\_(ツ)_/¯
Also, jetpacks are a HUGE help when dealing with them. Honestly, I feel like I'm far happier with a jetpack and a flamethrower than I am with an exosuit.
¯\_(ツ)_/¯
On Friday we'll get the Reinforcement patch which will give us the Biodome map, female marines, and maybe stuff we haven't heard about yet.
http://www.naturalselection2.com/reinforced/
$75k and you get to have UWE spend 5 days making a game for you? That's pretty sweet, I wonder who's gonna be the rich goose that goes for it.
Warframe/Steam: NFyt
I didn't get to see a lot of the new things or really take in the strategic implications due to the aforementioned rookie battle style, but I at least liked what I saw on the surface. Grenades seem fun (though I haven't used them myself yet), and I like how you don't have to research advanced guns anymore (except shotguns?). Alien changes are substantial, so I only scratched at those. The extra high costs for adding upgrades to alien forms is pretty neat -- would you like your onos at 60, 68, 76, or 84 resources? Sensory changes are boss, too, and I love the new alien nightvision.
Also the performance enhancements are win. 90 FPS at high settings? Yes please.
guess I won't be playing