Things they should remove early on.

bp
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2 August 2010 - 10:57 CEST
#1
* marine sprint
* being able to buy weapons at armory
* grenade launcher upgrade for LMG (GL is no more a single weapon)
* flamethrower

casual anyone?
SaperioN
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2 August 2010 - 11:01 CEST
#2
you mean....better remove all renewals :=)

ns 1 with updated graphic is all the game needs ^^

/watch?v=AdIEdlXh56k&list=PL2FADE314840E610B&index=14
gobot
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2 August 2010 - 13:05 CEST
#3
granade launcher attached to lmg -> good idea. Because now u dont have a weapon u use once per game and then it´s wasted. The GL in ns 1 was just useful in certain situations. The only thing they have to do is balance the gl a bit. At the moment it´s pretty imba :D

Why not flamethrower? As long as the dmg is balanced it works. E.g. more damage against structures , little dmg against fades , onos and gorges etc. Oh and only HAS should be able to carry it , in order to not burn themselves or sth :)

just play alien swarm. Flamethrower is the best way to kill those nasty aliens muhaha :)
pyro
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2 August 2010 - 16:25 CEST
#4
flamethrower, wtf ?
Yes, yes gobot, we all get that you are bad at ns, stop proving this again and again.
<3
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2 August 2010 - 16:33 CEST
#5
Sprint is lulz should be removed and replaced

I too preferred comm dropping weapons

Dunno about gl yet,

flamerthrower is cool, I think its only function is to remove infestation anyways.
jiriki
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2 August 2010 - 18:17 CEST
#6
I like GL, it's much nicer to be not almost useless against fades. Besides, I reckon they had to save money and be minimalistic about everything thus its an addon. As long as they balance the cost, it'll be fine. And the explosion / sounds for the GL are awesome. Balance-wise we can't really tell anything until the reg is fixed. Maybe they should also make the projectile fly slower and make it do proper team/self damage.

Buying guns is a bad direction imo. but doesn't really affect competitive games because commander can tell people what to get. I just see it causing comm-ache on public when everyone's using all the plasma for sgs or whatever. Drifters is kind of a same thing, not the best direction but will do. The idea behind drifters and macs, according to Flayra on interview is that players don't have to waste time building stuff. While choosing where to build and when to build is a tactical decision that adds a bit of depth to the game, I can understand their reasoning. Now these decisions are done by the commander.

Since gorge doesn't build anything I think they should change the spit to bile so it can be an useful support lifeform. Spamming static defenses (ocs) is not what makes a good strategy game.

I don't really care about the sprint. It can be there or not. As long as sprinting makes marines more vulnerable to damage when bitten, then you can use it tactically to do quick rushes etc when you bet that aliens aren't nearby.

Lack of bunnyhop, lerk spikes and flightmodel (which is not done) are the bigger no-nos on my list. Coding them in with LUA isn't that hard tho. I don't think we have to mod NS2 that much to make it competitive but getting modelers to implement eg. lerk bite will be an issue.

I can't really comment on the gameplay until wee see the tech tree, all the lifeforms and upgrades as a whole.
Get to the spaceship!
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2 August 2010 - 19:55 CEST
#7
drop 5 flamethrowers rush hive
sublime
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2 August 2010 - 22:01 CEST
#8
The problem with removing marine building and allowing them to buy their own weapons is that there are now 2 games going on with little to no contact between marines and commander except for meds and ammo.


btw bp - Herzlichen glückwunsch zum geburtstag und alles gute!
Bacillus
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2 August 2010 - 23:35 CEST
#9
As usual, quite a few little details bother me a bit. I'd like to think they've aknowledges these while making the plan though, so I guess they've got some solutions sketched out too.

--

I think the marines buying their guns could actually hurt the competetive play a bit. Right now you've got a clear leader and unified res pool. When you need SG, HMG and Welder, the comm drops them. All happens in less than 2 seconds if necessary.

Now, without the commander dropping it, you're going to have to coordinate so that people have the res at the right moment, you get the right amount of right guns and so on. I hope stuff like that doesn't reduce the amount of spontantenous strategies and adaptation on the field. Further on, I think mixteams and all kinds of gather activity might run into pretty bad disorganisation if there isn't one player acting as the overall res manager.

I'm also slightly concerned that there will be pretty blunt weapon waves. With the individual res you could have 3-4 people hitting a critical res count simultaneously. At that point it easily turns into a sg rush like situation where the team can't variate enough between the weapon loadouts. Think about aliens that weren't forced to uneven the res peaks with chambers, RTs and hives. You'd have something like 2 lerks and 3 fades entering the game in two big timings. That's what I fear with marine guns.

--

As for MACs, I hope they can find a balance where the bots actually serve as a support option for marine groups, not as any kind of obligatory builders. Just like you bring a welder for your marines nowadays, in NS2 adding a 5-10 res bot for a group of 3 would be a situational decision. Against organised alien pressure it certainly doesn't hurt to have marines on their guns instead of building and welding each other. I don't know if that fits into their plans of supporting bigger public games though.

--

I'm still a bit worried about how the sprint works as a key movement factor. It's a forward only ability. I hope the marine play doesn't turn out to be passive or overly tracking oriented because you can no longer reposition yourself properly and the mouse movement has no other tasks than tracking the target. The sprint itself isn't bad though, but I think depending too much on it might cause problems.

--

The new GL seems nice, at least I could see it being a bit similar as the present handnades, just with more individual flexiblity. Bring one GL with your group and you've got some extra teamwork dynamic avaible.

--

The belly slide is OK, I guess. I just don't know how such map dependand feature is going to work as the main movement trick. A lot depends on the mappers, I hope it doesn't force them to rethink the plan too much with all the ramp placement fuzz. I also hope that gorge doesn't get stripped from powerful situational abilities like bbomb.

--

I could probably come up with a dozen more somewhat annoying sounding scenarios, but I think I'll wait and see what they are actually planning to do with the game before I really start complaining.
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3 August 2010 - 21:57 CEST
#10
Flamethrower
Leap (make it an upgrade)
Sprint

#archaea @ irc.quakenet.org

gobot
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4 August 2010 - 01:02 CEST
#11
leap makes sense since aliens cant bhop anymore and why should a marine not be able to run... it´s human :D
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4 August 2010 - 01:18 CEST
#12
FUCK REALISM
Fana
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4 August 2010 - 01:54 CEST
#13
Leap ruins the early game lmg vs. skulk gameplay we know and love from NS1. Sprint is a pointless, skilless feature.

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SaperioN
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4 August 2010 - 07:54 CEST
#14
Right fana rush marines without leap and bhop ... gj !
just hiding behind walls wont make sence the whole time.

/watch?v=AdIEdlXh56k&list=PL2FADE314840E610B&index=14
dugi
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4 August 2010 - 08:03 CEST
#15
Your english is what doesn't make sense.
;D
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4 August 2010 - 13:41 CEST
#16
Reintroduce bhop for skulks just like they said they would!?
dugi
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4 August 2010 - 14:05 CEST
#17
I don't know about you guys, but I can bunnyhop as a gorge. I'll try with the skulk but I'm not joking.
;D
dugi
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#18
Epic double post. Nice forums jiriki.
;D
sublime
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4 August 2010 - 15:07 CEST
#19
Are you actually gaining any speed? I doubt it
NecRos_aka_Orgad
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4 August 2010 - 17:41 CEST
#20
yeah i heard you have the same air control just without the acceleration.

and for the sprint,idk if it will be completly skill-less, depends on the way they implement it. wont be as good as ns1 bh though thats for sure.


the thing that bugs me the most though, is the weapon buying of marines. the entire commander aspect of ns1 is ruined by this stupid decision, and it just turns NS into a long CS round with melee enemies.
Fana
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4 August 2010 - 18:08 CEST
#21
Air control is in, but it needs a lot of tweaking. Probably won't be touched for a long time -- not before the game breaking stuff is fixed at least.

It's sprint. You hold a button and you run faster for a short amount of time. Of course there's some minor skill to it, like when and how to use it, but it isn't skillful because there's no real player control over how your run. You just hold the button. It doesn't really add anything to the game either.

Buying guns yourself has a lot going for it, primarily: public will be slightly less shit. Not saying it's a good change, but it could be.

#archaea @ irc.quakenet.org

pyro
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4 August 2010 - 18:29 CEST
#22
I thought skulks will be able to bhop ;[
sprint is just bullshit, same as the weapon drop system.
Also i'd like to see lerk bite instead of gassing from the vent whole game.

gg
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4 August 2010 - 21:23 CEST
#23
KING_YO 2 OUT FALL 2009
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4 August 2010 - 21:48 CEST
#24
spore_yo 2 kthx
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