Vexta
- Posts
- 27
- Location
- United Kingdom of Great Britain and Northern Ireland
- Joined
- 16 March 2013
@Rantology: are you actually suggesting that auto picking up a welder is a bigger change than, say, changing how aliens upgrade anything/changing how much biomass and tres is needed?
With this mod, we've basically made the jump from pub to comp massive. If someone can learn all the tech/lifeform changes, I think they'll manage fine with auto picking stuff up.
Div2orDisband
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- 46
- Location
- Bruges, Belgium
- Joined
- 6 April 2013
+1 for full measure
You could put all of the QoL fixes in the beginning of the changelog, so people who read it for the first time will be impresssed before they even get to the balance changes. ^^
No I'm not suggesting that Revilo, I am just saying it will be 1 more change on top of a pile of already sizable changes- and an optional/QoL change that does not not aim to address a specific gameplay issue at that (essentially a "fluff" change).
Like I said, I'm not against making such a change at all. I would enjoy having that kind of thing in the mod. I'm just playing devil's advocate in this case to see if there is any other views on the subject... but it looks like most people here would also support QoL additions to the mod... so we'll see what we can do!
Are there any other suggestions or ideas for QoL gameplay changes?
I can look into making the player autopickup anything for empty weapon slots (which would qualify for everything king yo posted), this would be for NS2+, of course. It also makes sense for vanilla...
Edit: I still have to work out some minor stuff but this is what I made quickly:
www.youtube.com/watch?v=_dsAz3gp3eI
iMAGINE
- Posts
- 130
- Location
- Stockholm, Sweden
- Joined
- 7 May 2005
That's f-awesome Mendasp.
I don't suppose there's a way to allow you to pick your skulk upgrades while in the spawn queue as well? that's one other QoL change I've wanted for a long time :P
- Posts
- 57
- Location
- United States of America
- Joined
- 25 October 2009
Any chance of separating the drop weapon button and pickup button?
+use always worked well as a +pickup.
It's done, I'll publish this tomorrow as to not ruin officials today.
http://youtu.be/FAGhZ-puUks
It works the following way: If the slot is empty, it picks up the weapon. If the weapon you pick up belongs in slot 1, it autoselects on pickup, otherwise it doesn't switch.
Veering slightly off topic but did the ARC fix end up in the comp balance mod or ns2+? Having it (and similar) in ns2+ would really help my crusade to get ns2+ on some pub servers.
That ARC bug was specific to the compmod, so the fix is in compmod...
Shame ;p. Sorry I missed that detail.
- Posts
- 70
- Location
- France
- Joined
- 28 September 2005
Very nice mendasp. If you have a slotX item (let's say welder), and the same item under your feet, if you throw yours, wich one do you pick?
pubstars
- Posts
- 225
- Location
- Germany
- Joined
- 28 September 2009
good idea kingyo
can you change it to:
automatical refreshing welders if you walk over it (in case youa llready have a welder otherwise automatical pickup)
same for mines if these mines are equal or more then your mines. (if that dosnt work dont put the mine thing in)
- Posts
- 70
- Location
- France
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- 28 September 2005
Ok but this case does not happen in vanilla, because you can't pick up a welder if you already have one, hence my question.
After testing, it basically picks up the one closest to you, if both are pickable. Best way to be sure is to throw your current welder while looking up, so it picks up the other one before the one you threw hit the ground and becomes pickable.
- Posts
- 70
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- France
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- 28 September 2005
Btw can't you throw the ammo with the gun?
Vexta
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- 2
- Location
- United Kingdom of Great Britain and Northern Ireland
- Joined
- 5 February 2013
I'm a little confused at the Babbler nerf in the latest patch - it seems to counteract what this graph http://imgur.com/9yn6PfJ is saying 'Tech that is often unused for alien: Babblers'
Who is using babblers so much that they need to be nerfed so hard? I haven't played a competitive game in the last 2 months where babblers have been used once. Is this a prem/div1 thing?
BEAST INFECTION
- Posts
- 100
- Location
- United States of America
- Joined
- 24 November 2013
Just realized something.
Instead of raising the cost of whips, crags, shifts, etc. (pve). In terms of how much they cost in TRES, why the hell haven't we just raised the population count on them, therefore limiting how many you have. Population is already a feature in the game. So you really only have to change a few numbers.
I for one have no idea what would be the best numbers for this set up, but its part of the game and I don't think anyone has mentioned just lowering it to fix the issue of pve.
- Posts
- 18
- Location
- Canada
- Joined
- 30 September 2013
I think with the newest proposed changes it would be better to fit map balancing into the current game balance than to fit game balancing onto the maps. I would think that making sure that balancing the game would be harder if you were to balance for every map versus making sure each map is fair it is own way.
I would also think it would be more exciting to have map balancing since you can make certain strategies more powerful and weaker depending on the map versus just having the game play out the same, optimal way on each and every map.
Envy
- Posts
- 10
- Location
- Australia
- Joined
- 15 November 2012
And who will do all this map modification?