Alien Comms? Are you for real?

PoNeHPoNeH Join Date: 2006-12-01 Member: 58801Members, NS2 Playtester, NS2 Map Tester
Am I the only one here that completely disagrees with this new ability to command on aliens? I thought that was the biggest feature of NS1 was the ability to have completely different styles of teamwork within the same game. Kept the game fresh and unique.

I'm already resistant to the new MAC building system for marines but I think I can get accustomed to that. Now drifters for aliens? That's just lame.

Gorges are pretty much useless now.

PS - Please, please, please remove the ability to have multiple commanders on Marines (don't know if it's possible for aliens). That's just retarded IMHO. There should be only one person giving orders at a time. Especially when it comes to military activities.
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Comments

  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    edited November 2010
    Get with the times. This is years old.

    Alien Commander will not be removed. This is final.

    You just sound like an obvious troll. A laundry list of NS2 changes from NS1; designed to incite as many tempers as possible. Can we not flame each other over this obvious troll?

    The topics are dead or have their own topics to be discussed. This is just a pointless flame topic waiting to happen.

    For gorges building stuff:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111621" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111621</a>
  • [R8]DJBourgeoisie[R8]DJBourgeoisie Join Date: 2007-09-05 Member: 62176Members
    <!--quoteo(post=1809875:date=Nov 24 2010, 06:08 PM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Nov 24 2010, 06:08 PM) <a href="index.php?act=findpost&pid=1809875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You just sound like an obvious troll.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think he is trolling, just stating his personal opinion, calm down...
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    yeah, I would remove alien commander and give the building part back to the gorge,
    but I don't think there is any hope, that they'll change this ...
  • GrapeVineGrapeVine Join Date: 2006-12-01 Member: 58803Members
    The change from NS1 is indeed huge and it's hard to tell how it's gonna play out with multiple commanders in the final release. Also Gorge does seem kind of less useful than the other lifeforms, because all his abilities can be done by the alien commander.

    Need healing? drop a Crag. Need offense chambers? drop a Whip. Need ranged damage? go Lerk.

    Dunno if they are going to implement Web to NS2 but nevertheless gorges are better off being skulks.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited November 2010
    Do you guys really think gorges wont get any other abilitys than they have atm? (like WEBS)

    Useless woot? Mobile Healer + IMBA Hydras + missing abilitys... in no way gorges will be useless.

    PLZ ppl, just think before you talk.

    PS: A Whip without hydras is an easy kill, a whip with hydras is a challenge.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    <!--quoteo(post=1809885:date=Nov 24 2010, 02:29 PM:name=[R8]DJBourgeoisie)--><div class='quotetop'>QUOTE ([R8]DJBourgeoisie @ Nov 24 2010, 02:29 PM) <a href="index.php?act=findpost&pid=1809885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    I don't think he is trolling, just stating his personal opinion, calm down...<!--QuoteEnd--></div><!--QuoteEEnd-->
    There's been a lot of threads sounding just like this resulting in 20 page flame wars where the original poster mysteriously says nothing after starting the topic. The likelihood of a real NS1/NS2 fan missing Alien Commanders is really low, so I thought trolling might be a >25% chance.

    NS2 forums used to be easy to troll. Just overreacting because being wrong and making <i>myself</i> look like an idiot is better than being right, everyone flaming each other, mods having to lock a thread, and a troll giggling underneath a bridge.
  • PoNeHPoNeH Join Date: 2006-12-01 Member: 58801Members, NS2 Playtester, NS2 Map Tester
    edited November 2010
    <!--quoteo(post=1809875:date=Nov 24 2010, 07:08 PM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Nov 24 2010, 07:08 PM) <a href="index.php?act=findpost&pid=1809875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Get with the times. This is years old.

    Alien Commander will not be removed. This is final.

    You just sound like an obvious troll. A laundry list of NS2 changes from NS1; designed to incite as many tempers as possible. Can we not flame each other over this obvious troll?

    The topics are dead or have their own topics to be discussed. This is just a pointless flame topic waiting to happen.

    For gorges building stuff:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111621" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111621</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't give a crap if this is 20 years old; it is my opinion and this is the place to express your opinions.

    Maybe if more people expressed their likes and dislikes, the devs will do something about it. They have been very receptive to people's opinions thus far.

    Me, myself, and I feel that alien comm and multiple comms are lame and detract from the value of gameplay. Both sides are too alike: Comms, drifters/MACs, etc. What made the game fun was the disparity in style of gameplay between each side. This made for competitive play a lot more strategic. Basically, it diminishes teamwork as the importance of each player has decreased with the fact that drifters and MACs can do your job for the most part.
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    <!--quoteo(post=1809871:date=Nov 24 2010, 12:02 PM:name=PoNeH)--><div class='quotetop'>QUOTE (PoNeH @ Nov 24 2010, 12:02 PM) <a href="index.php?act=findpost&pid=1809871"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Am I the only one here that completely disagrees with this new ability to command on aliens? I thought that was the biggest feature of NS1 was the ability to have completely different styles of teamwork within the same game. Kept the game fresh and unique.

    I'm already resistant to the new MAC building system for marines but I think I can get accustomed to that. Now drifters for aliens? That's just lame.

    Gorges are pretty much useless now.

    PS - Please, please, please remove the ability to have multiple commanders on Marines (don't know if it's possible for aliens). That's just retarded IMHO. There should be only one person giving orders at a time. Especially when it comes to military activities.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You aren't the only one who despises the new way of things, but as yourbonesakin has said, things are pretty much final. If you want NS2 to be NS1 + better graphics + improvements then understand that it isn't what most of the outspoken part of the community want and we'll have to wait for an NS1 mod of some sort. And the devs are making a game that they, for the most part, want.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    i actually like the ns2 commander very much. it also plays quite different than the marine commander.

    Having multiple commanders is fine too, i see no problem there.
  • PoNeHPoNeH Join Date: 2006-12-01 Member: 58801Members, NS2 Playtester, NS2 Map Tester
    <!--quoteo(post=1809901:date=Nov 24 2010, 08:02 PM:name=Dalin Seivewright)--><div class='quotetop'>QUOTE (Dalin Seivewright @ Nov 24 2010, 08:02 PM) <a href="index.php?act=findpost&pid=1809901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You aren't the only one who despises the new way of things, but as yourbonesakin has said, things are pretty much final. If you want NS2 to be NS1 + better graphics + improvements then understand that it isn't what most of the outspoken part of the community want and we'll have to wait for an NS1 mod of some sort. And the devs are making a game that they, for the most part, want.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Your signature describes the new system to a tee. The devs should at least allow for a new gameplay option; much like Combat was added to NS1, the NS1-style should be added to NS2. Wouldn't be hard since all the elements are already there. Would just need a code change.

    Basically, we need a mod for NS2. :)
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    If there was a poll I'd vote no to both alien comms and multiple marine comms. I'd also like to see MAC's turned into simple builder/welder bots and have the comm drop ghost buildings like in NS1. But I guess this isn't a poll and people don't seem to be willing to discuss so I wonder why I'm even posting this...
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    Eh. I'm pretty sure alien commanders is as far as the increased symmetry will go. The game is much more balanced because of this (remember marines coming back on 2 RTs when Aliens had the rest of the map? And Aliens couldn't turtle ever? NS2 fixes that) and is much more easily balanced because the variable of different resource models is eliminated. Eliminating variables is always good when you want to solve a multivariable equation for "Is this game balanced? Yes/No?".

    Just wait. NS2 will be fun. NS2 is going to have a metric ###### ton more features than NS1 did. Yeah, the asymmetry has been reduced in this one case, but both sides are getting soooo much new content that teams'll end up playing out MORE different than in NS1.

    Marines get transponder (this is way big. I'm waiting for the forums to <i>explode</i> when this hits the public). Replicate. Power Grid. Mobile ###### siege cannons (AWESOME!). Weapon addons. Exoskeletons get double miniguns.

    Alien commanders get a version of SC2 Chronoboost (called "Growth" in build 157?). Alien FPS players get <i>individualized upgrades for each unit</i> so a team could go for their "Skulk rush" build and research Frenzy + other stuff or their "Gorge rush" build and research Bacteria (starting to sound like a proper RTS to me, eh?). Dynamic Infestation. Every Alien ability has an alt-fire (double the abilities if we still have 4 ability slots, this is huuuuge).

    More damage types.

    We just got out of Alpha last week and I'm just now running out of new asymmetry increasing features.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited November 2010
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The devs <u>should at least allow</u> for a new gameplay option... yada yada ...Basically, we need a mod for NS2....<!--QuoteEnd--></div><!--QuoteEEnd-->

    <img src="http://mypetjawa.mu.nu/archives/picard-facepalm.jpg" border="0" class="linked-image" />

    I love ppl that know nothing, but still complain... (NS2 is easy mod-able + provides the tools for it)

    PS: Ontopic: People still dont see the bigger picture, i'm sad.
  • capheadcaphead Join Date: 2005-01-06 Member: 33030Members
    wish i read about this before i pre ordered....
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited November 2010
    @caphead
    You can't change the habits of a lifetime. Why even try it... if you can just deny it. Right?

    We should rename it to Natural Selection 2010, and sell a new version every year. Damn i wonder how NS 2011 will be... (oh i already know...)
  • PaiSandPaiSand Join Date: 2005-01-07 Member: 33487Members
    edited November 2010
    NS2 is not, by any means, a better looking NS1.
    So the changes.

    So far I have enjoyed several times being alien comm, supporting my team, as well as gorge, supporting my team.
    For me the alien comm is one of the best things NS2 have. If you want to change that back to NS1 gameplay, make a mod for it.

    By the way, both sides have multiple commanders. As at some point the game moves so fast that this gives you an advantage, so 2 or 3 comms can work together to protect a base/marines or to do a massive attack. Sneak your constructor and build support structures so your team can survive longer and perhaps win.

    Last night I was alien comm, my team was ready to attack marine base, so I sent drifters to build crags and whips to give them support. As I have sent 5 drifters and my team was already attacking, marines only killed 1 drifter, 2 crags, 2 whips, then I sent 4 more, 1 more crag and 3 whips. Marines doom day...

    What I don't understand is why they didn't build a second IP on the second base. On the next round I have gone marine comm and did that, so when aliens massively attacked we were safe. At that time I already researched GL and FT, so the rest of the game was a little quickly, back and forward, but last for 5 more minutes.

    Resuming, the new gameplay is perfect.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    Yes, I am for real.
  • DaxedDaxed Join Date: 2008-03-19 Member: 63905Members
    I agree that having an alien comm diminishes the uniqueness of the marine comm and makes the game a bit more bland. I do support multiple marine comms though, because that sort of sets us up for a future 20vs20 server or something where you have a main comm and sub-commanders.

    Also I know that they've spent time on alien comm, etc and it's not likely to get removed.

    However they should change it so that it's very different from the marine side. For example: Any gorge can just walk up to a crag/whip and select upgrade/abilities for it. And if you press E on the hive.... you <b>BECOME</b> a drifter and move out to either scout or turn into some structure (at which point you re-appear at the hive as your old form).
  • PoNeHPoNeH Join Date: 2006-12-01 Member: 58801Members, NS2 Playtester, NS2 Map Tester
    edited November 2010
    <!--quoteo(post=1809920:date=Nov 24 2010, 08:22 PM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Nov 24 2010, 08:22 PM) <a href="index.php?act=findpost&pid=1809920"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Eh. I'm pretty sure alien commanders is as far as the increased symmetry will go. The game is much more balanced because of this (remember marines coming back on 2 RTs when Aliens had the rest of the map? And Aliens couldn't turtle ever? NS2 fixes that) and is much more easily balanced because the variable of different resource models is eliminated. Eliminating variables is always good when you want to solve a multivariable equation for "Is this game balanced? Yes/No?".

    Just wait. NS2 will be fun. NS2 is going to have a metric ###### ton more features than NS1 did. Yeah, the asymmetry has been reduced in this one case, but both sides are getting soooo much new content that teams'll end up playing out MORE different than in NS1.

    Marines get transponder (this is way big. I'm waiting for the forums to <i>explode</i> when this hits the public). Replicate. Power Grid. Mobile ###### siege cannons (AWESOME!). Weapon addons. Exoskeletons get double miniguns.

    Alien commanders get a version of SC2 Chronoboost (called "Growth" in build 157?). Alien FPS players get <i>individualized upgrades for each unit</i> so a team could go for their "Skulk rush" build and research Frenzy + other stuff or their "Gorge rush" build and research Bacteria (starting to sound like a proper RTS to me, eh?). Dynamic Infestation. Every Alien ability has an alt-fire (double the abilities if we still have 4 ability slots, this is huuuuge).

    More damage types.

    We just got out of Alpha last week and I'm just now running out of new asymmetry increasing features.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Don't tell me that the alien comm idea was implemented merely due to balancing issues because that is a crock. You can easily tweak hitpoints, armor, res flow to balance a game... no matter how unique each team is. Most RTS games work this way.

    As far as multiple commanders go, I guess there isn't any need to stop it since nobody really cares about the commander now anyways. He just builds his things independently while the team is doing their thing. Where is the teamwork?

    One thing that I also dislike is that the comm doesn't drop the weapons, JPs, HAs, etc. anymore. I remember having to earn my shotty. That made me feel good and kept me coming back.

    PS - Don't try to justify the need for these horrible new NS2 features with a specific scenario. I can write a freaking Bible with much more interesting NS1 scenarios. It doesn't prove anything...
  • extolloextollo Ping Blip Join Date: 2010-07-16 Member: 72457Members
    <!--quoteo(post=1809967:date=Nov 24 2010, 04:17 PM:name=PoNeH)--><div class='quotetop'>QUOTE (PoNeH @ Nov 24 2010, 04:17 PM) <a href="index.php?act=findpost&pid=1809967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't tell me that the alien comm idea was implemented merely due to balancing issues because that is a crock. You can easily tweak hitpoints, armor, res flow to balance a game... no matter how unique each team is. Most RTS games work this way.

    As far as multiple commanders go, I guess there isn't any need to stop it since nobody really cares about the commander now anyways. He just builds his things independently while the team is doing their thing. Where is the teamwork?

    One thing that I also dislike is that the comm doesn't drop the weapons, JPs, HAs, etc. anymore. I remember having to earn my shotty. That made me feel good and kept me coming back.

    PS - Don't try to justify the need for these horrible new NS2 features with a specific scenario. I can write a freaking Bible with much more interesting NS1 scenarios. It doesn't prove anything...<!--QuoteEnd--></div><!--QuoteEEnd-->

    NS1 servers are still available - if that is what you prefer.

    The devs always intended to make something different. i think flayra used 30-40% diff as the target. New game concepts are *new*. It wasnt for balance. more uniformity is supposed to make it easier for a new player to figure out what is going on - but that remains to be seen.

    I'm not ready to bash the new stuff until it it tried in a feature complete game. It may turn out that some of it is untuneable & will have to be pulled, but the concepts need to be tested in the game the devs envisioned first.
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    edited November 2010
    I am not fully for it, I to would rather the gorges having full reign of building, but then again I am not opposed to it. It's one of those things I can take or leave, doesn't matter much either way but if I had a choice I'd go gorges but this will not change.

    I mean no matter how perfect they make the alien commander, for me it was about the uniqueness, the way it was handled has never been done before and worked out great, I am all about both sides being COMPLETELY opposite in every possible way in any game with multiple races and no alien commander was a huge testament to this game style that I love.

    "NS1 servers are still available - if that is what you prefer."

    This is by far the most asinine, consistent, and trendy reply I keep seeing on this site that NEEDS TO END. Does the NS1 servers have whips? DI? Improved grapics? Flame Throwers? GL ATTACHMENTS? Proper Fade Blink? Skulk Frenzy? ExoSkeleton? etc. etc. No.. no it doesn't.

    The sheer amount of ignorance astounds me, you do realize he is talking about ONE aspect of the game he disagrees with right? And that NS2 is made up of MULTIPLE improvements and changes from NS1.
  • PaiSandPaiSand Join Date: 2005-01-07 Member: 33487Members
    Yes, as all of them (UWE) likes to say, NS2 is all what they wanted to be NS1 but couldn't (engine limitations).
    I do really like and enjoy all the new gameplay.
  • weezlweezl Join Date: 2008-07-04 Member: 64557Members, Reinforced - Shadow
    tldr, except what OP writes... and i honestly agree for most part.
    BUT
    since the various alien structures have tons of abilities, there is no other way than having an alien commander using them in the most sneaky and insidious way.
    this will make going up against alien territory, for marines, really unpredictable!

    i think a good idea would be
    -removing drifters
    -exactly like marine buildings in NS1: commander places a "ghost structure" that gorges then have to build
    -maybe it can be build-able by itself on infestation, but very slow (gorges can help)
    -gorges can also build everything, wherever, but with own res

    this way, commander is kept as "the mastermind (hivemind)" controlling abilities
    gorges keep their roles from NS1
    this ADDS asymmetry now that marines build through MACs (which i have to admit are kinda logical for a technological race)
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members
    I was hard against alien com at the start, but after playing it for a few rounds I think it will work well. Now my second fav alien char after fade.

    Moreover it supports the new builder system which is very cool. Gorges versus macs would be silly.

    Recommend alien comming for a few games and seeing how you go.
  • extolloextollo Ping Blip Join Date: 2010-07-16 Member: 72457Members
    <!--quoteo(post=1809984:date=Nov 24 2010, 04:52 PM:name=TheGivingTree)--><div class='quotetop'>QUOTE (TheGivingTree @ Nov 24 2010, 04:52 PM) <a href="index.php?act=findpost&pid=1809984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is by far the most asinine, consistent, and trendy reply I keep seeing on this site that NEEDS TO END. Does the NS1 servers have whips? DI? Improved grapics? Flame Throwers? GL ATTACHMENTS? Proper Fade Blink? Skulk Frenzy? ExoSkeleton? etc. etc. No.. no it doesn't.

    The sheer amount of ignorance astounds me, you do realize he is talking about ONE aspect of the game he disagrees with right? And that NS2 is made up of MULTIPLE improvements and changes from NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    sorry. i have 6 posts here & you have 500. i didnt realize i was being trendy. Also, I didn't intend to get you upset. :facepalm:

    It is a CORE difference from NS1 that is being debated. The game is supposed to be different & in theory easier to play with shorter matches. The devs opted for more uniformity in a number of ways. Hey, I love NS1 too, I'm just sayin it is too early to say the new fundamental diffs won't work in the long run.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1809967:date=Nov 24 2010, 05:17 PM:name=PoNeH)--><div class='quotetop'>QUOTE (PoNeH @ Nov 24 2010, 05:17 PM) <a href="index.php?act=findpost&pid=1809967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't tell me that the alien comm idea was implemented merely due to balancing issues because that is a crock. You can easily tweak hitpoints, armor, res flow to balance a game... no matter how unique each team is. Most RTS games work this way.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Guess what? Most RTS games have a commander figure for each side, no matter how things are balanced. :x

    (sorry, I had to)
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    Honestly I would prefer if gorges could drop hives and RT's, mainly because it's easy to imagine a scenario where marines blocked off some corridors with a turret farm and drifters are insta-killed, so aliens could never expand. Same reason is why i'm in favor of ghost buildings.
  • cmc5788cmc5788 Join Date: 2009-10-06 Member: 68959Members
    <!--quoteo(post=1810007:date=Nov 24 2010, 05:17 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Nov 24 2010, 05:17 PM) <a href="index.php?act=findpost&pid=1810007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly I would prefer if gorges could drop hives and RT's, mainly because it's easy to imagine a scenario where marines blocked off some corridors with a turret farm and drifters are insta-killed, so aliens could never expand. Same reason is why i'm in favor of ghost buildings.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think there's anything wrong with this, as long as hallways filled with turrets have obvious counters. I'm thinking a skulk or two goes around behind them and disables the power node. No more turrets.
  • DarkomicronDarkomicron Join Date: 2010-11-24 Member: 75256Members
    edited November 2010
    This is actually the reason I made an account... To discuss this =)
    So here goes:

    I think it's not a BAD feature, the Alien Commander, but a less enjoyable one... I loved the differences between the Marines and Kaharaa in NS1. Marines had commanders... Aliens had to expand with hives... Now it's all getting closer and closer. Aliens get commanders. The Marines get to expand...

    I think it's a better idea to keep the two teams apart like they were in NS1. The alien commander allows more team play with Aliens, but simultaneously kills the whole idea I had behind the Aliens. Aliens were a more solo team, you had to work together (gorges healing fades, bile bombs, lerks with umbra) but you could sneak around alone as a skulk and play individually. You can morph into a gorge, make a resource tower, put an OC at its side morph back to skulk and find some marines to chew. This was great! You got to decide what you wanted to do.

    The marines were the total opposite. You had to move in squads, a lone marine often not very useful. The commander had to guide them, give them their weapons, research the upgrades, make that forward outpost etc. This gave a nice feeling to playing Marines, very team-based. I loved the heavy trains. A small group of marines marching through the hallways on their way to the main hive... Meanwhile, all the Kaharaa are frantically trying to stop them, lerks throwing umbra, fades blinking in and out...

    With the new system as it is in NS2, I feel like the teams aren't all that different anymore.. Sure, the gorge can put a hydra down, but it's not that impressive. Sure, a skulk can go solo, but he has to defend the Drifters that will make resource towers. He has to follow all the orders of the commander to properly play the game. The same goes for the marines, but now they also have to expand... just like the Kaharaa. They don't have to build an outpost at a hive to deny the Aliens their tech... They need it to tech themselves...


    tl;dr: I think the meaning of both teams changed drastically due to the new developments. As I haven't played the final version of the game yet, I can't give you a definitive opinion. But I sure think it's a shame for a great deal of the uniqueness of each team is gone (in my opinion).
  • FluffyMFluffyM Join Date: 2010-11-20 Member: 75064Members
    <!--quoteo(post=1809967:date=Nov 24 2010, 10:17 PM:name=PoNeH)--><div class='quotetop'>QUOTE (PoNeH @ Nov 24 2010, 10:17 PM) <a href="index.php?act=findpost&pid=1809967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Where is the teamwork?<!--QuoteEnd--></div><!--QuoteEEnd-->
    "There's no teamwork in beta on pubs with randoms".

    DOI
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