What I dislike about NS2.
Papayas
Join Date: 2010-07-01 Member: 72219Members
I do like the game. It is fun and enjoyable but 1 thing really annoys me about it. 1 thing that I really hate.
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I hate the connection with the commanders and their players. I am fine with the way the Alien commander is done. It is like the Alien commander is just some higher level gorge type thing. There isn't a connection with the Alien Commander and his players and I think that is fine the way it is.
The problem I do have though is the connection with the marine commander and his players. In NS1 it was very team-based. You had to rely on your teammates technology and skill in order to survive. You had to rely on your command to progress you through the game in order for your survival and victory.
The current implementation is a lot like NS1 combat mode. I didn't like combat mode, I found it good training when I was getting better and understanding the game but I didn't like it that much. NS2 is like combat mode, the only difference is that you can get commanders.
The Marine commander doesn't give guns to his marines anymore, he can't reward, he can't help them out that much. The marines are now too independent and can solo off if they want to. NS2 is more like an FPS game like CoD or battlefield than an RTS game or team based game.
Marines should not be able to decide what weapons they have. The marine commander should be exactly like the one in NS1 and he should have nearly complete power over what they do (He can't force them to do as he says)
The multiple commander thing is also a turn for the worst in my opinion. I am fine with it being for the aliens because when I am gorge I often get into the command and place a few crags with my hydras to create a secure blockade. Multiple commanders is useless for the marines.
UWE really need to think about the Commanding system and the connection with commanders and their players. Having more than 1 commander is also something they need to think about.
The game is currently set as:
Commander vs Commander and Player vs Player
but it should be set as:
Commander + Player vs Commander + Player
Thanks for reading.
...
I hate the connection with the commanders and their players. I am fine with the way the Alien commander is done. It is like the Alien commander is just some higher level gorge type thing. There isn't a connection with the Alien Commander and his players and I think that is fine the way it is.
The problem I do have though is the connection with the marine commander and his players. In NS1 it was very team-based. You had to rely on your teammates technology and skill in order to survive. You had to rely on your command to progress you through the game in order for your survival and victory.
The current implementation is a lot like NS1 combat mode. I didn't like combat mode, I found it good training when I was getting better and understanding the game but I didn't like it that much. NS2 is like combat mode, the only difference is that you can get commanders.
The Marine commander doesn't give guns to his marines anymore, he can't reward, he can't help them out that much. The marines are now too independent and can solo off if they want to. NS2 is more like an FPS game like CoD or battlefield than an RTS game or team based game.
Marines should not be able to decide what weapons they have. The marine commander should be exactly like the one in NS1 and he should have nearly complete power over what they do (He can't force them to do as he says)
The multiple commander thing is also a turn for the worst in my opinion. I am fine with it being for the aliens because when I am gorge I often get into the command and place a few crags with my hydras to create a secure blockade. Multiple commanders is useless for the marines.
UWE really need to think about the Commanding system and the connection with commanders and their players. Having more than 1 commander is also something they need to think about.
The game is currently set as:
Commander vs Commander and Player vs Player
but it should be set as:
Commander + Player vs Commander + Player
Thanks for reading.
Comments
And yeah, I know that they will allow the commander to drop weapons in the next build... hmm.
How about they make the items that the Players buy more exspensive than the ones that the commander buys. That way people will have to save up more PRes if they want a gun or if they are good enough they could be rewarded with one.
For example:
If a player buys the shotgun= 25 PRes
If a commander buys the shotgun = 15 PRes
Price should be higher than that though but that is just an example.
I mean, can you admit you never saw rambo marines in ns1?
Its just a concept new players will pick up after time, if theyre interested in winning they will prolly co-operate more.
The multiple commander thing is also a turn for the worst in my opinion. <u>I am fine with it being for the aliens</u> because when I am gorge I often get into the command and place a few crags with my hydras to create a secure blockade. Multiple commanders is useless for the marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just had a great idea that fits with your suggestions: The commander needs a way to kill any player which doesn't do as he wishes.
I know for a fact <b>you</b> would have no complaint whatsoever if the alien players were <b>blocked</b> from evolving into any alien lifeform as they please, where instead the alien commander would determine who should be forced to play the entire round as a skulk. I mean how dare these players prefer a means of attacking which suits their preference or the situation.
I know for a fact <b>you</b> would have no complaint whatsoever if the alien players were <b>blocked</b> from evolving into any alien lifeform as they please, where instead the alien commander would determine who should be forced to play the entire round as a gorge or skulk. I mean how dare these players prefer a means of attacking which suits their preference or the situation. If these players want freedom-of-choice WTF!? then they should play a better game!<!--QuoteEnd--></div><!--QuoteEEnd-->
but then youl get biased commanders who are just plain douchbags to people for the way they talk?, or friends all stacked on a team, etc.
Itl just ruin the experience for many people.
More critical thinking is needed in every idea when it comes to online gaming
here is my idea.
1. only adv armory should restore armor and health - normal armory would only restore health.
2. marines personal res, put cap on their res
3. increase weapons cost
or
some random ideas.
- limit type of weapons can be sold through the armory, the rest can be dropped by the commander
- put limit on how many weapons can be bought, a sort of cooldown
as for alien commander vs gorge
never liked alien commander, aliens are melee class, they need all the force at the front lines.
gorge need to play larger role in building RTs, and building chambers (not spamming hydras)
I've always seen alien commander as the eye in the sky for aliens while only controlling alien upgrades and spreading infestation mostly, but relying more on the gorges as his minions to build.
A way of saying "k when everyone spawns grab a gren launcher and run to x. Ive disabled shotguns, ive disabled flamethrowers, i dont want to see them"
In most cases this would prolly result in the comm being ejected tho, other than just letting marines do what they want there's hardly an option. If someones decided they dont want to follow orders, they never will.
I know for a fact <b>you</b> would have no complaint whatsoever if the alien players were <b>blocked</b> from evolving into any alien lifeform as they please, where instead the alien commander would determine who should be forced to play the entire round as a skulk. I mean how dare these players prefer a means of attacking which suits their preference or the situation.<!--QuoteEnd--></div><!--QuoteEEnd-->
You obviously didn't play NS.
Or you played Combat.
Go and play NS1 and that is the NS type of game as well before you make stupid comments like the one I have just quoted.
And it would probably be beneficial to reduce the amount of personal res gained from killing structures.
Or you played Combat.
Go and play NS1 and that is the NS type of game as well before you make <u>stupid comments</u> like the one I have just quoted.<!--QuoteEnd--></div><!--QuoteEEnd-->
Joined forum: 9-January 05, back when it was just a NS1 forum.
I played Natural Selection in all its forms: NS, CO, SIEGE, and MVM.
NS2 is not NS1. It's Better.
tl;dr: basically people are just ###### about in the game right now doing whatever they wish with terrible sense of timings, so the comm isn't really necessary yet
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Couldn't resist doing another.
You see, it's a bit hard to tell in between all the lagging, the warping, the stuttering and the crashing.
i completely agree, the graphics ARE better
beyond that.. not so much
Yeah, a lot of design decisions that "aren't working" are due to that fact, that we're all still fresh and real competitive play hasn't grown yet.
I also think a Squad system wherein Commanders could order entire Squads (and therefore would have less to keep of and have it presented in a more organized fashion) and rely more on designated 'Squad Leaders' would not only alleviate a lot of the stress of micromanaging as a comm but also of being a new player (to the game or the specific match). More persistent squads would provide an organic mentoring/buddy system as well as more cohesion.
so he could be building stuff, hop in the hive for short and .. i dunno i think its great.
and if there are more gorges/aliens an skulk could be the eye in the sky (hive) and order around his builder gorges :3 maybe a waypoint system EXCLUSIVE for gorges? like mariens i mean...
Which means in your own words:
The game is currently set as:
Commander + Player vs Commander + Player
And this relationship between commanders and players will get better as the features go in the game.
But since a couple stabilization/performance patches play has become more regular
and I see better commanders cropping up.
note to improving commanders
speak more...(or text)
I would rather have a commander giving too much detail (a skulk in the base...wait hes dead)
than last minute detail (everyone back to base they are crushing us)
I really don't think making the marines dependent on the commander will help.
I do think bringing attention to things both the commander and marines depend on (dude we lost a res node) might HELP but probably will not change it.
come launch and 24-32 player servers, teamwork will be there whether people actively try to use it or not.
Now I am playing the betas of NS2. I know it's not complete but so far I'm just not getting into it. I want to, I just can't.
Now I am playing the betas of NS2. I know it's not complete but so far I'm just not getting into it. I want to, I just can't.<!--QuoteEnd--></div><!--QuoteEEnd-->
its because you dont have an onos or a minigun.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Go and play NS1 and that is the NS type of game as well before you make stupid comments like the one I have just quoted.<!--QuoteEnd--></div><!--QuoteEEnd-->
Also, this type of divisive and generalizing rhetoric isn't constructive for anyone.
We need this now!
I really am starting to love the way that the marine team fits together, especially in bigger maps (summit), and once the aliens get the same love, we'll have a lovely game to enjoy :)