I know it doesn't move as well, but the gameplay is way more NS-ish, you really feel like you're fighting for territory there and I can't wait for DI gameplay to limit placement of alien buildings and unlock doors (although I don't understand the idea of placing both expansions on west side). I'm only playing on Rockdown when I have no other choice and I can tell right away it is not designed with NS gameplay in mind (small crammed rooms, short travel time from alien main to marine main, uninspired power node on middle hive location etc).
PlasmaJoin Date: 2003-04-26Member: 15855Members, Constellation, Squad Five Blue
<!--quoteo(post=1817942:date=Dec 21 2010, 04:41 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Dec 21 2010, 04:41 PM) <a href="index.php?act=findpost&pid=1817942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please give non-commanders minimaps too - it's hopeless trying to coordinate a team when they always reply 'where is that' - 'where is the res node' etc.<!--QuoteEnd--></div><!--QuoteEEnd--> I beg you all to read this thread <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112031" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=112031</a> to improve on the teamplay aspect, in addition to a player mini-map, the suggested changes in the thread would rock.
I'm all for slow backpedaling. Skulks have to close the distance between their target just to attack, and marines shouldn't be able to negate all that hard work by sprinting in any direction they want.
Just played my first 160, came out with a 16-6 on aliens.. we were kicking ass, rines had gren and FT, and there was S.F.A they could do to stop us.. of course then i crashed out so couldn't see the end result, but i came away from the game thinking it was a hell of a step up from 159. Hit reg and server performance seems to have increased exponentially, well done guys, keep up the good work :D
<!--quoteo(post=1817984:date=Dec 21 2010, 03:25 PM:name=RUben1)--><div class='quotetop'>QUOTE (RUben1 @ Dec 21 2010, 03:25 PM) <a href="index.php?act=findpost&pid=1817984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I always die at close, because I can only run forward to get out of there....<!--QuoteEnd--></div><!--QuoteEEnd-->
wait wait.. you died in close quarters to a close quarters combat lifeform, and youre complaining that said cqb lifeform killed you? you either missed while he was running at you or just dont get this whole.. game thing.
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I'm only playing on Rockdown when I have no other choice and I can tell right away it is not designed with NS gameplay in mind (small crammed rooms, short travel time from alien main to marine main, uninspired power node on middle hive location etc).
I beg you all to read this thread <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112031" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=112031</a> to improve on the teamplay aspect, in addition to a player mini-map, the suggested changes in the thread would rock.
WAY laggyier than before. :(
FT much improved although the flames are still a bit much.
Found that Fade will blink out of the map in rockdown especially when trying to run away towards east wing. Happened many times.
give them a chance and wait before you're spamming that they are so laggy.
wait wait.. you died in close quarters to a close quarters combat lifeform, and youre complaining that said cqb lifeform killed you? you either missed while he was running at you or just dont get this whole.. game thing.