twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited August 2011
<!--quoteo(post=1868857:date=Aug 14 2011, 01:16 AM:name=SomeMiceDrinkingTea)--><div class='quotetop'>QUOTE (SomeMiceDrinkingTea @ Aug 14 2011, 01:16 AM) <a href="index.php?act=findpost&pid=1868857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't know there would be a Whip Hive, any idea on what the Shift Hive would do?<!--QuoteEnd--></div><!--QuoteEEnd--> Rumors say the Shift Hive instantly teleports itself to another location when attacked.
<!--coloro:#606060--><span style="color:#606060"><!--/coloro-->Or...<!--colorc--></span><!--/colorc--> <!--coloro:#212121--><span style="color:#212121"><!--/coloro-->it may provide faster energy regen. :P<!--colorc--></span><!--/colorc-->
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
from <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Shift" target="_blank">ns2 wiki</a>:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It has the ability to relocate alien structures.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ability that lets players jump to nearest structure (or hive) under attack (cooldown of a few seconds) Energize
Triggered ability that gives energy to nearby players and structures Echo
Targeted ability that lets Commander move a structure or drifter elsewhere on the map (even a hive or harvester).<!--QuoteEnd--></div><!--QuoteEEnd-->
those informations are quite old, i think relocating a whole hive would be a little bit too unbalanced. but moving structure (OCs, Whips, Crags?) to a hive under attack sounds reasonable and would be a cool game mechanic.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
If you use cheats and place a shift, the "energize" function works...sort of. It plays a sound and nearby objects have smoke coming off of them, so it's almost there.
Please put in catpacks. Everything works except it doesn't wear off yet, but that would greatly help the marines. And the marines need it, still losing about 65% of the time.
I really like the mechanics and the direction the game features are going in, but the engine really seems to still need lots of optimization. I know UW knows this, but sometimes the game is still right unplayable. Its beta, so I can live with it, but it feels like the aliens biggest advantage right now if that its sometimes nearly impossible to actually score hits with ranged weapons.
On a similar note - I think the weapons really need some kind of adjustment to how they "feel." They feel like toys now, or something. Especially the flame thrower and grenade launcher, can we expect better animation and feedback from these weapons eventually?
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
"Gameplay task EXPLOIT: Switching to Stab while blinking allows staying blinked, costing no energy, and can attack. has appeared with status Delivered"
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited August 2011
This one! Commander sees/hears enemy fx/sounds outside LOS Got rejected :( Probably getting fixed during today, can't wait for 185 >:)
<!--quoteo(post=1866955:date=Aug 6 2011, 03:37 PM:name=Frhoe)--><div class='quotetop'>QUOTE (Frhoe @ Aug 6 2011, 03:37 PM) <a href="index.php?act=findpost&pid=1866955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine Shotgun Alt attack, able to hit fades while in ethereal state.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1871266:date=Aug 26 2011, 09:14 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Aug 26 2011, 09:14 AM) <a href="index.php?act=findpost&pid=1871266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Gameplay task EXPLOIT: Switching to Stab while blinking allows staying blinked, costing no energy, and can attack. has appeared with status Delivered"
Could it be more informative?<!--QuoteEnd--></div><!--QuoteEEnd-->
Not till patch 185 comes out. They don't want that people use EXPLOITS so no one will explain you this, atleast not now.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo(post=1871294:date=Aug 26 2011, 01:15 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Aug 26 2011, 01:15 PM) <a href="index.php?act=findpost&pid=1871294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not till patch 185 comes out. They don't want that people use EXPLOITS so no one will explain you this, atleast not now.<!--QuoteEnd--></div><!--QuoteEEnd--> I don't think he's asking how to use the exploit, since its pretty clear how to do it on the progress page. Its more likely that its an outrage to posting how to do the exploit.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
These three are Rejected on the progress page: Get basic alien commander pheromones working (hive-sight like visuals) EXPLOIT - Drifter Pathing Commander sees/hears enemy fx/sounds outside LOS
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited August 2011
<!--quoteo(post=1872231:date=Aug 31 2011, 06:56 AM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Aug 31 2011, 06:56 AM) <a href="index.php?act=findpost&pid=1872231"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gameplay task: Packs not droppable on marines has appeared with status [Delivered]
HURAAYYYYY!!!! ... finally med spam possible !!!<!--QuoteEnd--></div><!--QuoteEEnd--> No, they still need to adress that you have to bring the assist menu up again when dropping medpacks. It should be easy to hit your marines with a medpack or two really fast. And I think that if medpacks were in the middle of the commanders mouse cursor this would make it much easier. Right now they are a bit northwest of the mouse cursor. :P
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited September 2011
<!--quoteo(post=1872465:date=Sep 1 2011, 09:01 AM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Sep 1 2011, 09:01 AM) <a href="index.php?act=findpost&pid=1872465"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm menu is not a problem ... use keyboard :)
but that mouse cursor offsets are bug? or intentions?<!--QuoteEnd--></div><!--QuoteEEnd--> The <b>menu</b> is a <b>problem</b>. I use hotkeys on the keyboard. When you drop medpacks very fast, the Assist menu closes. And you have to bring it up again by pressing 'e'. This requires you to click three buttons each time you drop a single medpack, instead of two. Let me give you examples: E - S - Mouse1 instead of: S - Mouse1 Okay I've done some more testing on it. And it's <b>related to the CC being selected when you click on the ground</b>. <b>Clicking on the ground(at nothing) should do; nothing</b>. Not bring down your menu because you miss-clicked mouse1. This will help the useage of medpacks alot in combat situations. For next patch, pretty please? :P
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Add icons for pickup-able weapons and packs on the ground<!--QuoteEnd--></div><!--QuoteEEnd--> Med- and ammopacks should still have auto pickup. They cost the commander resources, and it's important that a marine don't have to press 'e' twice to pick up two medpacks. Medpacks would be nearly useless in a hectic fight. They should be easy to pick up, and not be confused with weapons on the ground. Hologram notifications for weapon/ammo/meds would look awesome on the HUD.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
I'd like the press e for using medpacks and ammo.
If you're semi hurt (84hp) and don't have 100% ammo. You auto pickup and potentially rob someone else of their needed supplies. And if you want someone else to pick them up you have to sway around them or wait for someone to use them before moving on.
Also if you pick up their weapon, will it include their remaining clips? Would be cool if you could extract ammo from a fallen marine if you have the same gun as he had. Like a similar indicator to picking up weapons, but using it to take the remaining ammo.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited September 2011
<!--quoteo(post=1872789:date=Sep 2 2011, 10:33 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Sep 2 2011, 10:33 PM) <a href="index.php?act=findpost&pid=1872789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like the press e for using medpacks and ammo.
If you're semi hurt (84hp) and don't have 100% ammo. You auto pickup and potentially rob someone else of their needed supplies. And if you want someone else to pick them up you have to sway around them or wait for someone to use them before moving on.
Also if you pick up their weapon, will it include their remaining clips? Would be cool if you could extract ammo from a fallen marine if you have the same gun as he had. Like a similar indicator to picking up weapons, but using it to take the remaining ammo.<!--QuoteEnd--></div><!--QuoteEEnd--> This doesnt change the fact that all marines survivability in combat will fall, and a good commander won't be able to save the not so great players. If your teammate also needs more hp then the commander should drop another medpack for him as well. Although when I think about it, ammo could be picked up on 'e'. Just not medpacks.
--------------------------------------------------------------------------------------------------------- Ability for dead aliens to choose their egg to spawn from has appeared with status Delivered Remove freelook when dead transitioned from Unstarted to Delivered Spawning is confusing/jarring transitioned from Unstarted to Delivered Go UWE!
Also, the commander needs to be able to see the health ring of players and structures at all times. Health ring should be split in two, health and armor. This way its much easier for the commander to see when the marines needs a medpack. Health ring can be green/yellow/red, armor ring could be blue.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited September 2011
I noticed a while ago that the quantity of Med/Ammo Packs spawned is based on the number of entities selected. While it may be a useful feature, it can create a spike in the work load for both the client and the server, if a large number of Marines were selected. I hope this issue can be investigated. Thanks!
<!--quoteo(post=1872791:date=Sep 2 2011, 03:58 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Sep 2 2011, 03:58 PM) <a href="index.php?act=findpost&pid=1872791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This doesnt change the fact that all marines survivability in combat will fall, and a good commander won't be able to save the not so great players. If your teammate also needs more hp then the commander should drop another medpack for him as well.<!--QuoteEnd--></div><!--QuoteEEnd--> You have a good point. I think Med Packs could be improved by directly supplied to selected Marines (like in Schimmel's Prototype mod), rather than forcing them to "hunt" for Med Packs at a critical moment.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited September 2011
<!--quoteo(post=1872843:date=Sep 3 2011, 03:42 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Sep 3 2011, 03:42 AM) <a href="index.php?act=findpost&pid=1872843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have a good point. I think Med Packs could be improved by directly supplied to selected Marines (like in Schimmel's Prototype mod), rather than forcing them to "hunt" for Med Packs at a critical moment.<!--QuoteEnd--></div><!--QuoteEEnd--> I don't think this will be nessesary once the next patch gets out, and medpacks can be dropped on the marines. A good commander just drops them on the marines, that way they don't have to chase anything. :) I also think it would be too OP, as you would never miss with a medpack. Failure should be an option with these instant heals. :P
<!--quoteo(post=1872843:date=Sep 3 2011, 04:42 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Sep 3 2011, 04:42 AM) <a href="index.php?act=findpost&pid=1872843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have a good point. I think Med Packs could be improved by directly supplied to selected Marines (like in Schimmel's Prototype mod), rather than forcing them to "hunt" for Med Packs at a critical moment.<!--QuoteEnd--></div><!--QuoteEEnd--> This is a bit iffy. I do agree that the NS1 styled med dropping is kind of clunky compared to general RTS elements and looks silly on some occassions, but it's also pretty vital to have challenges in commaning. So far most of the challenges have become less interesting for the commander from NS1, which wasn't the most challenging thing in the first place.
If the commander weapon drop options are limited, the res model limits my res distribution, the map control is more stale and even the medpacking gets gimped, I don't know what keeps me commanding.
Certainly there is some new found depth in the new features, but I'm seriously worried that there's nothing that would make me command more than occassionally. There better be some phenomenal commander spell and MAC micro possibilities that I could see myself doing that regularly for a clan for example.
Challenges in commanding should be more sophisticated then trying to drop a med/ammo pack on a Marine. This is supposed to be an intelligent RTS/FPS shooter.
Supporting Marines with a clearer and more extensive squad, direction, plan should be key. Considering how unorganised public play has always been in NS, and how vital it is, it surprises me that this is not at the top of their list.
<!--quoteo(post=1873355:date=Sep 6 2011, 09:08 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Sep 6 2011, 09:08 PM) <a href="index.php?act=findpost&pid=1873355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Challenges in commanding should be more sophisticated then trying to drop a med/ammo pack on a Marine. This is supposed to be an intelligent RTS/FPS shooter.<!--QuoteEnd--></div><!--QuoteEEnd--> I wouldn't mind if that happened, but at this point it seems like a total utopia. FPS/RTS simply doesn't have much chance to be sophisticated and intelligent in that calculated sense - especially not if the design focuses as much in protecting individual field player fun as NS2 does. At that point I'm more than willing to take any challenge I can get, let it be twichy and reactionary stuff as long as it's tied to some decisionmaking.
I think there should be a thread for this at some point. Right now there are way too many unanswered questions floating around when it comes to commanding. Let's not derail this thread much more at least.
Is there any way of having some kind of 'street team' group? And game fiction. It would work out great if there could be a discussion group for people who want to support and expierience the sci-fi reality that is NS(1/2)!! Have you/ are you making any animation vidz for even advertising purposes (not just avid fan-based stuff!)?
** Also, Is there any plan to renew the sounds. Naturally, as a beta player myself, I would be most willing to give feedback on things like voices and (perhaps) more importantly, Kharaa commands.
Do they have something big planned or has progress seriously slowed?
All i've seen are mostly bug fixes and minor stuff for months now, i would just like to see more visible improvements and content at this stage of development, i mean the game was at a good level of performance up until recently, would be nice to see something new.
<!--quoteo(post=1873355:date=Sep 6 2011, 04:08 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Sep 6 2011, 04:08 PM) <a href="index.php?act=findpost&pid=1873355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Challenges in commanding should be more sophisticated then trying to drop a med/ammo pack on a Marine. This is supposed to be an intelligent RTS/FPS shooter.
Supporting Marines with a clearer and more extensive squad, direction, plan should be key. Considering how unorganised public play has always been in NS, and how vital it is, it surprises me that this is not at the top of their list.<!--QuoteEnd--></div><!--QuoteEEnd-->
The recent design log talks about tackling the issue of better squad dynamics. I don't know what they're going to do but I do think it would be nice if commanders could drop a mini ammo reservoir or heal marines with an AoE drop of nanites but that could have balance issues. Or maybe a medpack reservoir. Like make the medpack and ammo drops cost a bit more and drop a pack of ammunition or health that the marines can go back to for X amount of ammo or health refills. That way, you still maintain commander's role in micro but reduce med and ammo spamming while still giving marines on the ground a sense of chasing after health and ammo which increases tension/intensity in combat. Seems better to me than estimating how much health or ammo a squad might need and spamming meds and ammo.
And yeah, like Bacillus said there should be a thread for this, if there already isn't.
Allowing a commander to automatically drop med packs on marines would make marines invincible with smart commanding. Maybe a marine can only pick up 2 med packs every 1 seconds or so?
Hey aliens lose their leap, bilebomb and fade when a hive is killed. It's only fair if marine's lose their flamethrower and nade spammer if the advanced armory gets eaten..
Comments
Rumors say the Shift Hive instantly teleports itself to another location when attacked.
<!--coloro:#606060--><span style="color:#606060"><!--/coloro-->Or...<!--colorc--></span><!--/colorc--> <!--coloro:#212121--><span style="color:#212121"><!--/coloro-->it may provide faster energy regen. :P<!--colorc--></span><!--/colorc-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It has the ability to relocate alien structures.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Recall
Ability that lets players jump to nearest structure (or hive) under attack (cooldown of a few seconds)
Energize
Triggered ability that gives energy to nearby players and structures
Echo
Targeted ability that lets Commander move a structure or drifter elsewhere on the map (even a hive or harvester).<!--QuoteEnd--></div><!--QuoteEEnd-->
those informations are quite old, i think relocating a whole hive would be a little bit too unbalanced. but moving structure (OCs, Whips, Crags?) to a hive under attack sounds reasonable and would be a cool game mechanic.
Please put in catpacks. Everything works except it doesn't wear off yet, but that would greatly help the marines. And the marines need it, still losing about 65% of the time.
On a similar note - I think the weapons really need some kind of adjustment to how they "feel." They feel like toys now, or something. Especially the flame thrower and grenade launcher, can we expect better animation and feedback from these weapons eventually?
Could it be more informative?
Commander sees/hears enemy fx/sounds outside LOS
Got rejected :( Probably getting fixed during today, can't wait for 185 >:)
<!--quoteo(post=1866955:date=Aug 6 2011, 03:37 PM:name=Frhoe)--><div class='quotetop'>QUOTE (Frhoe @ Aug 6 2011, 03:37 PM) <a href="index.php?act=findpost&pid=1866955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine Shotgun Alt attack, able to hit fades while in ethereal state.<!--QuoteEnd--></div><!--QuoteEEnd-->
Railguns?
Could it be more informative?<!--QuoteEnd--></div><!--QuoteEEnd-->
Not till patch 185 comes out.
They don't want that people use EXPLOITS so no one will explain you this, atleast not now.
They don't want that people use EXPLOITS so no one will explain you this, atleast not now.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think he's asking how to use the exploit, since its pretty clear how to do it on the progress page.
Its more likely that its an outrage to posting how to do the exploit.
Seems like there are several "rejected" items on the list. Something tells me there won't be a patch today.
overworked
fade
lerk
observatory
and commander placement
gogo uwe :)
Get basic alien commander pheromones working (hive-sight like visuals)
EXPLOIT - Drifter Pathing
Commander sees/hears enemy fx/sounds outside LOS
Did they get fixed for the patch? :)
-> less swipe energy cost makes flametrowers kind of useless btw;
-> because I have much more energy left for blinking out of combat after swiping the hell out of some marines.
MACs and ARCs need to be able to be repaired by other MACs
Can't wait for 186!
Packs not droppable on marines has appeared with status [Delivered]
HURAAYYYYY!!!! ... finally med spam possible !!!
Packs not droppable on marines has appeared with status [Delivered]
HURAAYYYYY!!!! ... finally med spam possible !!!<!--QuoteEnd--></div><!--QuoteEEnd-->
No, they still need to adress that you have to bring the assist menu up again when dropping medpacks. It should be easy to hit your marines with a medpack or two really fast. And I think that if medpacks were in the middle of the commanders mouse cursor this would make it much easier. Right now they are a bit northwest of the mouse cursor. :P
but that mouse cursor offsets are bug? or intentions?
but that mouse cursor offsets are bug? or intentions?<!--QuoteEnd--></div><!--QuoteEEnd-->
The <b>menu</b> is a <b>problem</b>.
I use hotkeys on the keyboard.
When you drop medpacks very fast, the Assist menu closes. And you have to bring it up again by pressing 'e'.
This requires you to click three buttons each time you drop a single medpack, instead of two.
Let me give you examples:
E - S - Mouse1
instead of:
S - Mouse1
Okay I've done some more testing on it. And it's <b>related to the CC being selected when you click on the ground</b>.
<b>Clicking on the ground(at nothing) should do; nothing</b>. Not bring down your menu because you miss-clicked mouse1.
This will help the useage of medpacks alot in combat situations.
For next patch, pretty please? :P
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Add icons for pickup-able weapons and packs on the ground<!--QuoteEnd--></div><!--QuoteEEnd-->
Med- and ammopacks should still have auto pickup.
They cost the commander resources, and it's important that a marine don't have to press 'e' twice to pick up two medpacks. Medpacks would be nearly useless in a hectic fight.
They should be easy to pick up, and not be confused with weapons on the ground.
Hologram notifications for weapon/ammo/meds would look awesome on the HUD.
If you're semi hurt (84hp) and don't have 100% ammo. You auto pickup and potentially rob someone else of their needed supplies. And if you want someone else to pick them up you have to sway around them or wait for someone to use them before moving on.
Also if you pick up their weapon, will it include their remaining clips? Would be cool if you could extract ammo from a fallen marine if you have the same gun as he had. Like a similar indicator to picking up weapons, but using it to take the remaining ammo.
If you're semi hurt (84hp) and don't have 100% ammo. You auto pickup and potentially rob someone else of their needed supplies. And if you want someone else to pick them up you have to sway around them or wait for someone to use them before moving on.
Also if you pick up their weapon, will it include their remaining clips? Would be cool if you could extract ammo from a fallen marine if you have the same gun as he had. Like a similar indicator to picking up weapons, but using it to take the remaining ammo.<!--QuoteEnd--></div><!--QuoteEEnd-->
This doesnt change the fact that all marines survivability in combat will fall, and a good commander won't be able to save the not so great players.
If your teammate also needs more hp then the commander should drop another medpack for him as well.
Although when I think about it, ammo could be picked up on 'e'. Just not medpacks.
---------------------------------------------------------------------------------------------------------
Ability for dead aliens to choose their egg to spawn from has appeared with status Delivered
Remove freelook when dead transitioned from Unstarted to Delivered
Spawning is confusing/jarring transitioned from Unstarted to Delivered
Go UWE!
---------------------------------------------------------------------------------------------------------
Also, the commander needs to be able to see the health ring of players and structures at all times.
Health ring should be split in two, health and armor.
This way its much easier for the commander to see when the marines needs a medpack.
Health ring can be green/yellow/red, armor ring could be blue.
<!--quoteo(post=1872791:date=Sep 2 2011, 03:58 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Sep 2 2011, 03:58 PM) <a href="index.php?act=findpost&pid=1872791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This doesnt change the fact that all marines survivability in combat will fall, and a good commander won't be able to save the not so great players.
If your teammate also needs more hp then the commander should drop another medpack for him as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
You have a good point. I think Med Packs could be improved by directly supplied to selected Marines (like in Schimmel's Prototype mod), rather than forcing them to "hunt" for Med Packs at a critical moment.
I don't think this will be nessesary once the next patch gets out, and medpacks can be dropped on the marines. A good commander just drops them on the marines, that way they don't have to chase anything. :)
I also think it would be too OP, as you would never miss with a medpack. Failure should be an option with these instant heals. :P
This is a bit iffy. I do agree that the NS1 styled med dropping is kind of clunky compared to general RTS elements and looks silly on some occassions, but it's also pretty vital to have challenges in commaning. So far most of the challenges have become less interesting for the commander from NS1, which wasn't the most challenging thing in the first place.
If the commander weapon drop options are limited, the res model limits my res distribution, the map control is more stale and even the medpacking gets gimped, I don't know what keeps me commanding.
Certainly there is some new found depth in the new features, but I'm seriously worried that there's nothing that would make me command more than occassionally. There better be some phenomenal commander spell and MAC micro possibilities that I could see myself doing that regularly for a clan for example.
<img src="http://farm4.static.flickr.com/3055/2765541278_a18fe5606a.jpg" border="0" class="linked-image" />
Supporting Marines with a clearer and more extensive squad, direction, plan should be key. Considering how unorganised public play has always been in NS, and how vital it is, it surprises me that this is not at the top of their list.
I wouldn't mind if that happened, but at this point it seems like a total utopia. FPS/RTS simply doesn't have much chance to be sophisticated and intelligent in that calculated sense - especially not if the design focuses as much in protecting individual field player fun as NS2 does. At that point I'm more than willing to take any challenge I can get, let it be twichy and reactionary stuff as long as it's tied to some decisionmaking.
I think there should be a thread for this at some point. Right now there are way too many unanswered questions floating around when it comes to commanding. Let's not derail this thread much more at least.
And game fiction. It would work out great if there could be a discussion group for people who want to support and expierience the sci-fi reality that is NS(1/2)!!
Have you/ are you making any animation vidz for even advertising purposes (not just avid fan-based stuff!)?
**
Also, Is there any plan to renew the sounds. Naturally, as a beta player myself, I would be most willing to give feedback on things like voices and (perhaps) more importantly, Kharaa commands.
All i've seen are mostly bug fixes and minor stuff for months now, i would just like to see more visible improvements and content at this stage of development, i mean the game was at a good level of performance up until recently, would be nice to see something new.
<img src="http://farm4.static.flickr.com/3055/2765541278_a18fe5606a.jpg" border="0" class="linked-image" />
Supporting Marines with a clearer and more extensive squad, direction, plan should be key. Considering how unorganised public play has always been in NS, and how vital it is, it surprises me that this is not at the top of their list.<!--QuoteEnd--></div><!--QuoteEEnd-->
The recent design log talks about tackling the issue of better squad dynamics. I don't know what they're going to do but I do think it would be nice if commanders could drop a mini ammo reservoir or heal marines with an AoE drop of nanites but that could have balance issues. Or maybe a medpack reservoir.
Like make the medpack and ammo drops cost a bit more and drop a pack of ammunition or health that the marines can go back to for X amount of ammo or health refills.
That way, you still maintain commander's role in micro but reduce med and ammo spamming while still giving marines on the ground a sense of chasing after health and ammo which increases tension/intensity in combat.
Seems better to me than estimating how much health or ammo a squad might need and spamming meds and ammo.
And yeah, like Bacillus said there should be a thread for this, if there already isn't.