Some Thoughts.

B1ackSmokeB1ackSmoke Join Date: 2011-01-25 Member: 78855Members
edited October 2011 in NS2 General Discussion
<div class="IPBDescription">Two things that bother me.</div>So the search never works for me, Here's the picture of what it shows me when I search for something.

<a href="http://www.unknownworlds.com/ns2/forums/index.php?act=attach&type=post&id=36015" target="_blank">http://www.unknownworlds.com/ns2/forums/in...st&id=36015</a>

If this has already been on a forum please just send me the link.

I overheard someone today saying that in NS1, if a Marine Phased while an Alien was blocking/hitting the phase gate, it should
kill the Alien because he is blocking.

This really needs to be done, I find that too many times in crucial games that one fade can just run into a base and block the phase by killing any marines that go through.

Second, if too many Marines go through at once it gets all stuck and keeps phasing all of you back and forth. Or when you phase a mac or wall is blocking you from moving out of the way before phasing back. I think that when you go through a phase it should put you near the phase gate instead of directly on it.
Of course then you have to wonder how someone would quickly go to the third phase gate if they get phased away from the second.
Frankly IDK! lol.

Before I forget as well, the commander should be able to beacon certain players at times. Ex. Beacon all players or highlight some and beacon them. I find too many times that the base is being attacked by one or two skulks and the commander is forced to beacon the entire team back, leaving all the other bases, structures, rooms, unprotected... when really he only needed to beacon 2 or three marines.

Just some thoughts. Again, if these have already been posted please send the link, my search bar isn't working.

-B1ackSmoke
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Comments

  • GrizzyGrizzy Join Date: 2011-10-14 Member: 127323Members
    edited October 2011
    Well in NS1 the phase gate had a circular design like an IP and you had to stand right on top of it to get gibbed by it.
    Also, wait till marines get exo and then watch those fades blocking the PG.

    The PG needs some tuning indeed but there are many more important things the devs need to work on other than such small niggles.

    Your third idea although carries some weight. +1 to that.
  • SkipjackSkipjack Join Date: 2005-04-13 Member: 48323Members, Constellation
    edited October 2011
    1. The alien only died when it stood directly on the phasegate, but you could position yourself around it and still hit the marine when he went through.
    Camping a phasegate is a valid strategy, when there isn't any defense. It defenitly shouldn't be removed.

    2. In ns1 the phasegate had kind of a cooldown (like 1 second) on how frequent marines could pass through it. This cooldown is essential and removing it would break the game.
    Imagine a marine team with 100 res and being able to constantly beacon. If every marine would pass through the phasegate at once the alien team wouldn't have an chance of fighting them back. Since you can revive everybody in 3 seconds and run through the phasegate again.
    Making the marines spawn randomly around the phasegate would make it even harder for the aliens.

    3. Beaconing only selected marines would also break the game. If you can't defend your base against one or two skulks you lack defense and/or phasegates. And thats why aliens should have the possibility to force you to stop your on-going rush or siege.
  • B1ackSmokeB1ackSmoke Join Date: 2011-01-25 Member: 78855Members
    edited October 2011
    <!--quoteo(post=1881865:date=Oct 25 2011, 04:32 AM:name=Skipjack)--><div class='quotetop'>QUOTE (Skipjack @ Oct 25 2011, 04:32 AM) <a href="index.php?act=findpost&pid=1881865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3. Beaconing only selected marines would also break the game. If you can't defend your base against one or two skulks you lack defense and/or phasegates. And thats why aliens should have the possibility to force you to stop your on-going rush or siege.<!--QuoteEnd--></div><!--QuoteEEnd-->

    True, but I'm tired of hearing the Alien team cry foul when the Marines put up sentry guns to protect their start.
    Even when I play Aliens I find it reasonable that the Marines put up Sentry Guns, much like the Aliens put up Hydras and whips...

    -B1ackSmoke
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1881925:date=Oct 25 2011, 11:38 AM:name=B1ackSmoke)--><div class='quotetop'>QUOTE (B1ackSmoke @ Oct 25 2011, 11:38 AM) <a href="index.php?act=findpost&pid=1881925"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->True, but I'm tired of hearing the Alien team cry foul when the Marines put up sentry guns to protect our start.
    Bunch of Baby Aliens.

    -B1ackSmoke<!--QuoteEnd--></div><!--QuoteEEnd-->
    Excellent non sequitur, my companion.
  • B1ackSmokeB1ackSmoke Join Date: 2011-01-25 Member: 78855Members
    <!--quoteo(post=1881926:date=Oct 25 2011, 09:40 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Oct 25 2011, 09:40 AM) <a href="index.php?act=findpost&pid=1881926"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Excellent non sequitur, my companion.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hah yes I edited it right after I posted. Then saw that you quoted the previous. :)
  • SkipjackSkipjack Join Date: 2005-04-13 Member: 48323Members, Constellation
    Its normal that Aliens cry atm, because the endgame classes lack the ability to destroy them.
    The fade does no damage to structures and the onos isnt inmplemented yet.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    The blocking thing needs sorting. It's dumb to allow.

    NS1 server mods let someone phase through and push them out the way too.
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