<!--quoteo(post=1828353:date=Jan 29 2011, 05:34 AM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Jan 29 2011, 05:34 AM) <a href="index.php?act=findpost&pid=1828353"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I personally hate when I see 10 MACs idling outside the boundaries of the map, swoop down and build a Extractor in five seconds and then go outside the map again, but hey it's a freaking beta.<!--QuoteEnd--></div><!--QuoteEEnd-->
my argument isn't valid because its beta? read what you wrote, and see if what you said even means ANY sense at all. the whole point of beta testing, nailing issues before it goes final. I have two options of what should be done, either they are removed or abilities reduced, go ahead read it again.
everything i've just quoted is a problem, and further more macs are taking away CLASS ROLES from marines. I can quote myself again but you didn't seem to understand the problem, yes macs are useful i will not disagree here but they are doing too much. and I've said IF they are kept in the game, their abilities have to be reduced, to make them marines more useful than macs.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
edited January 2011
MACs don't have guns. Marines do. If you force Marines to do all the "work" then you're reducing the number of combat effective players. Imo, MACs are a good design decision. I'm not saying they don't have their problems, but I don't think they should be removed. The biggest thing MACs bring to the table is freeing up players to "get into the fight", which is a good thing. If a player doesn't want to go straight into combat, they don't have to. MACs provide the <b>option</b> for marines and commanders to do what they need and/or want to do.
<b>sweeeeeeeeeeeeeeeeeeeeeet</b> i hope it will work, but i guess it cost another fps ^^ ...or maybe they take it out because of peformence cost.
oh and Portable power packs Accepted
it would be good to prevent weapon spam if the rifle and pistol cost like 5 res. Or something like if weapon = rifle || pistol then return...idk i have no clue.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Prototype dynamic infestation gameplay [Started]<!--QuoteEnd--></div><!--QuoteEEnd--> Oh my GOD!!!! finally :D.... cant wait to see it :D
On rockdown, when i move between west wing and rine start i always keep earing sound coming from another location of the map (i think it is feeding back from around east wing/aliens start maybe).. sort of symmetry
<!--quoteo(post=1828395:date=Jan 29 2011, 12:14 PM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ Jan 29 2011, 12:14 PM) <a href="index.php?act=findpost&pid=1828395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->MACs don't have guns. Marines do. If you force Marines to do all the "work" then you're reducing the number of combat effective players. Imo, MACs are a good design decision. I'm not saying they don't have their problems, but I don't think they should be removed. The biggest thing MACs bring to the table is freeing up players to "get into the fight", which is a good thing. If a player doesn't want to go straight into combat, they don't have to. MACs provide the <b>option</b> for marines and commanders to do what they need and/or want to do.<!--QuoteEnd--></div><!--QuoteEEnd-->
this is the whole point, class roles!!! marines must do more than shoot those rifles. MACs are doing too much for marines, and after having certain number of them, they build/repair almost instantly - this is why we must either limit their abilities or remove them. But currently, they are doing far too much for marines. Commander should start telling his marines what each marine should be doing, not just everyone go fire your guns. One person should repair, other person covers. If something needs to be repaired, quickly drop welder, run to your task.
some ideas on how to limit mac:
1.only one mac can build/repair at the time (currently stacking macs to build, making it almost instantly) 2.macs can only work in areas where power nodes are active 3.macs can only repair selected objectives, not everything (bring back welder into the game) 4.armory should only restore health, not armory. (more reasons for welders) 5. commander starts with one mac, the more commander centers he holds the more macs he makes. (max macs should be 3-4 though) losing command centers, he loses ability to hold more macs
here are some ideas to reduce their usefulness, and bring back more marine activity around tasks another then shooting their rifles. Remember ns isn't about just shooting your rifle. More ideas are welcomed if you want to bring back class roles into the game as ns1 had.
<!--quoteo(post=1828521:date=Jan 29 2011, 11:11 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Jan 29 2011, 11:11 PM) <a href="index.php?act=findpost&pid=1828521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder if it was one of the 'top secret updates' for next week :P<!--QuoteEnd--></div><!--QuoteEEnd--> putting a top secret thing on a public visible tracker would be kind of contraproductive to secrey.. ;)
<!--quoteo(post=1828528:date=Jan 29 2011, 10:59 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jan 29 2011, 10:59 PM) <a href="index.php?act=findpost&pid=1828528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this is the whole point, class roles!!! marines must do more than shoot those rifles. MACs are doing too much for marines, and after having certain number of them, they build/repair almost instantly - this is why we must either limit their abilities or remove them. But currently, they are doing far too much for marines. Commander should start telling his marines what each marine should be doing, not just everyone go fire your guns. One person should repair, other person covers. If something needs to be repaired, quickly drop welder, run to your task.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why?
Seriously why? The aliens don't do any of that, if you want to do that you can go commander.
it would be nice if marines only can wear them, if the macs can use and transport the portable pp...its totaly imba. anyway did i understand the<a href="http://www.youtube.com/watch?v=uxR0Rtnwzx0&feature=player_embedded" target="_blank"> 162 beta video</a> right, will the flamethrower take energy instead of health later?
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
<!--quoteo(post=1828606:date=Jan 30 2011, 01:46 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Jan 30 2011, 01:46 PM) <a href="index.php?act=findpost&pid=1828606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it would be nice if marines only can wear them, if the macs can use and transport the portable pp...its totaly imba. anyway did i understand the<a href="http://www.youtube.com/watch?v=uxR0Rtnwzx0&feature=player_embedded" target="_blank"> 162 beta video</a> right, will the flamethrower take energy instead of health later?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm pretty sure it already does. The damage was reduced. It is still very hard as a skulk to kill a flamethrower, but so is it to kil a fade as a unupgraded marine. A part the fact that you can fire trough the walls and you get blinded slightly too much, it works quite ok i think
Flamethrower is nice against lerk, others can be beaten quickly by shotgun. But lerk good at flight or hidden lerk is hard to kill currently.
There is a little bug in the armory menu, you can't use key 1 to 5 to quickly buy weapon. You can't also use "escape key" to exit the menu. In aliens all is working nice on the evolve menu.
Also got a problem with com interface, i am using an azerty keyboard and the shortcuts are organized for a qwerty one. Is there a way to set an option to choose if we want azerty style or qwerty one ?
<!--quoteo(post=1828528:date=Jan 29 2011, 11:59 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jan 29 2011, 11:59 PM) <a href="index.php?act=findpost&pid=1828528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Commander should start telling his marines what each marine should be doing, not just everyone go fire your guns. One person should repair, other person covers. If something needs to be repaired, quickly drop welder, run to your task. [...]
your rifle. More ideas are welcomed if you want to bring back class roles into the game as ns1 had.<!--QuoteEnd--></div><!--QuoteEEnd-->
Your lack of imagination is regrettable .....
You should post your +1 in the "I want NS1 with better graphics"-thread.
just play NS1 then, luns. MACs are a great new addition. Marines are already more effective than MACs at building. Maybe they will add welders, maybe not but IMO they don't need to. Since MACs have no means to defend themselves the game got a new layer of strategy: Destroy MACs to prevent marines from taking back an area/ escorting and protecting MACs as they repair power-nodes. Also, MACs are perfect to build sentries etc while you order your marines to do an early push. more strategies=more depth=bigger target-audience=bigger playerbase= A MORE SUCCESSFUL GAME
if you can't understand what I'm even saying please read it again. I have enough imagination to understand MACs have to be limited to certain number, and tasks to allow marines to do what they suppose to.
If you can't see that, wait awhile. Same people go around saying fade's blink is fine, i swear. Can't you understand marines must do more than fire their rifles. class roles is such an important part of the ns1, and it should be part of ns2. Just because you want new technology do not sacrifice ns1 ground work, its important we keep what ns1 was about.
all I'm saying we must LIMIT how MACs work, set some rules what they can do, and cannot do. set some limits to give marines more to do another then fire their rifles, you get this? for example bring back welders into the game, so repairing isn't depended on macs, for example macs can only build one at the same since stacking 5 or more building becomes almost instant. limit how many macs we should have, so you cannot spam-able bots. limit what they can repair/build etc
Tried fade and the teleport stuff seems partialy broken.
Lots of time, the teleport keep blocked just in front of me (i just see the fade legs on the top of the screen) and it teleports me just in front of me.. 1m done ! Haven't got this bug in build 161 where blink worked fine even when you are walking.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
Alien movement need quite a bit more work overall. Skulks fall off the wall too easily atm, Gorges can move as fast as Skulks by jumping, Lerks flight is rather clumsy and unintuitive, Fade Blink misses the mark quite often. Those are only the main problems that need fixing.
Let's hope the devs see those as important issues after the game performance issues are fixed.
<!--quoteo(post=1828822:date=Jan 31 2011, 01:17 PM:name=Dank McShwagger)--><div class='quotetop'>QUOTE (Dank McShwagger @ Jan 31 2011, 01:17 PM) <a href="index.php?act=findpost&pid=1828822"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->a video PLEASE! would love to see this stuff in action.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dang, was hoping to get in first XD
But yeah, DI gameplay incoming! Woohoo! Can't wait till 163
Comments
my argument isn't valid because its beta? read what you wrote, and see if what you said even means ANY sense at all. the whole point of beta testing, nailing issues before it goes final. I have two options of what should be done, either they are removed or abilities reduced, go ahead read it again.
everything i've just quoted is a problem, and further more macs are taking away CLASS ROLES from marines. I can quote myself again but you didn't seem to understand the problem, yes macs are useful i will not disagree here but they are doing too much. and I've said IF they are kept in the game, their abilities have to be reduced, to make them marines more useful than macs.
<a href="http://www.youtube.com/watch?v=P3ALwKeSEYs" target="_blank">http://www.youtube.com/watch?v=P3ALwKeSEYs</a>
i hope it will work, but i guess it cost another fps ^^
...or maybe they take it out because of peformence cost.
oh and
Portable power packs Accepted
it would be good to prevent weapon spam if the rifle and pistol cost like 5 res.
Or something like if weapon = rifle || pistol
then return...idk i have no clue.
<a href="http://www.youtube.com/watch?v=y8Kyi0WNg40" target="_blank">http://www.youtube.com/watch?v=y8Kyi0WNg40</a>
Oh my GOD!!!! finally :D.... cant wait to see it :D
<a href="http://dagobah.net/flash/house_boombox.swf" target="_blank">http://dagobah.net/flash/house_boombox.swf</a>
this is the whole point, class roles!!! marines must do more than shoot those rifles. MACs are doing too much for marines, and after having certain number of them, they build/repair almost instantly - this is why we must either limit their abilities or remove them. But currently, they are doing far too much for marines. Commander should start telling his marines what each marine should be doing, not just everyone go fire your guns. One person should repair, other person covers. If something needs to be repaired, quickly drop welder, run to your task.
some ideas on how to limit mac:
1.only one mac can build/repair at the time (currently stacking macs to build, making it almost instantly)
2.macs can only work in areas where power nodes are active
3.macs can only repair selected objectives, not everything (bring back welder into the game)
4.armory should only restore health, not armory. (more reasons for welders)
5. commander starts with one mac, the more commander centers he holds the more macs he makes. (max macs should be 3-4 though) losing command centers, he loses ability to hold more macs
here are some ideas to reduce their usefulness, and bring back more marine activity around tasks another then shooting their rifles. Remember ns isn't about just shooting your rifle. More ideas are welcomed if you want to bring back class roles into the game as ns1 had.
putting a top secret thing on a public visible tracker would be kind of contraproductive to secrey.. ;)
Why?
Seriously why? The aliens don't do any of that, if you want to do that you can go commander.
anyway did i understand the<a href="http://www.youtube.com/watch?v=uxR0Rtnwzx0&feature=player_embedded" target="_blank"> 162 beta video</a> right, will the flamethrower take energy instead of health later?
anyway did i understand the<a href="http://www.youtube.com/watch?v=uxR0Rtnwzx0&feature=player_embedded" target="_blank"> 162 beta video</a> right, will the flamethrower take energy instead of health later?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm pretty sure it already does. The damage was reduced. It is still very hard as a skulk to kill a flamethrower, but so is it to kil a fade as a unupgraded marine. A part the fact that you can fire trough the walls and you get blinded slightly too much, it works quite ok i think
There is a little bug in the armory menu, you can't use key 1 to 5 to quickly buy weapon. You can't also use "escape key" to exit the menu.
In aliens all is working nice on the evolve menu.
Is there a way to set an option to choose if we want azerty style or qwerty one ?
[...]
your rifle. More ideas are welcomed if you want to bring back class roles into the game as ns1 had.<!--QuoteEnd--></div><!--QuoteEEnd-->
Your lack of imagination is regrettable .....
You should post your +1 in the "I want NS1 with better graphics"-thread.
MACs are a great new addition. Marines are already more effective than MACs at building. Maybe they will add welders, maybe not but IMO they don't need to. Since MACs have no means to defend themselves the game got a new layer of strategy: Destroy MACs to prevent marines from taking back an area/ escorting and protecting MACs as they repair power-nodes. Also, MACs are perfect to build sentries etc while you order your marines to do an early push.
more strategies=more depth=bigger target-audience=bigger playerbase= A MORE SUCCESSFUL GAME
If you can't see that, wait awhile. Same people go around saying fade's blink is fine, i swear. Can't you understand marines must do more than fire their rifles. class roles is such an important part of the ns1, and it should be part of ns2. Just because you want new technology do not sacrifice ns1 ground work, its important we keep what ns1 was about.
all I'm saying we must LIMIT how MACs work, set some rules what they can do, and cannot do. set some limits to give marines more to do another then fire their rifles, you get this? for example bring back welders into the game, so repairing isn't depended on macs, for example macs can only build one at the same since stacking 5 or more building becomes almost instant. limit how many macs we should have, so you cannot spam-able bots. limit what they can repair/build etc
Lots of time, the teleport keep blocked just in front of me (i just see the fade legs on the top of the screen) and it teleports me just in front of me.. 1m done !
Haven't got this bug in build 161 where blink worked fine even when you are walking.
Normal ???
Problem must be in relation to the new collision stuff.
just aim higher as quick and dirty fix - i guess it will be fixed again soon.
Let's hope the devs see those as important issues after the game performance issues are fixed.
a video PLEASE! would love to see this stuff in action.
Dang, was hoping to get in first XD
But yeah, DI gameplay incoming! Woohoo! Can't wait till 163