Any more lifeforms and weapons to come?
Classic319
Join Date: 2010-11-06 Member: 74789Members
<div class="IPBDescription">or not?</div>
It looks so far good to have jetpack and Onos,
i heard there will be soon Exosuit and Minigun, but is that all to have?
Then it would be not that different from original NS1.
I think NS2 should have much more weapons, and even just some more lifeforms. It will be hard to balance all of those stuffs, but game must be more variable in my opinion.
It looks so far good to have jetpack and Onos,
i heard there will be soon Exosuit and Minigun, but is that all to have?
Then it would be not that different from original NS1.
I think NS2 should have much more weapons, and even just some more lifeforms. It will be hard to balance all of those stuffs, but game must be more variable in my opinion.
Comments
i heard there will be soon Exosuit and Minigun, but is that all to have?
Then it would be not that different from original NS1.
I think NS2 should have much more weapons, and even just some more lifeforms. It will be hard to balance all of those stuffs, but game must be more variable in my opinion.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ii think they have stated that theyr gonna make maybe expansion in the future? In the initial release, no the HA and HMG is all that is coming. This is going to take its time to balance it anuway so why tangle and delay it even more?
Right now, the focus is not really on getting the balance "right" - there is performance and content to focus on. The balance only needs to be "good enough" to make the game fun enough to play so the devs can get feedback on bugs and gameplay (which they seem to have succeeded at, judging by the amount of full servers out there).
The set of lifeforms and buildings for the summer release is probably fairly well set, I'd guess, but there is a lot of potential in other gameplay areas (like a better commanding interface, tech-tree/resource balance etc...).
NS2 is far from its final form now, and the summer release is only the beginning...
Right now, the focus is not really on getting the balance "right" - there is performance and content to focus on. The balance only needs to be "good enough" to make the game fun enough to play so the devs can get feedback on bugs and gameplay (which they seem to have succeeded at, judging by the amount of full servers out there).
The set of lifeforms and buildings for the summer release is probably fairly well set, I'd guess, but there is a lot of potential in other gameplay areas (like a better commanding interface, tech-tree/resource balance etc...).
NS2 is far from its final form now, and the summer release is only the beginning...<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats exactly right, and i knew that all along when i bought my Copy. The sufficent testing on varioud machines is needed for full release.
I don't understand the endless arguing about the balance because everything hasnt even implemented yet. So we just have to let them know the current technical info about the game, and when thats okay, lets discuss about the balance (;
I like the idea of an explode-on-death upgrade. But the damage should be the same for all lifeforms. It's relatively easy to stop Skulks before they explode next to you, but it's almost impossible to stop massive Onos exploding in the middle of your base and kill every marine.
maybe, just maaaaybeee, instead of the damage scaling by the lifeform, the individual would explode with different effects depending on the lifeform itself!!
<b>Skulk</b> - Parasite Explosion (causes minor damage and parasites structures or marines)
<b>Gorge</b> - Blight Bomb (causes decent damage, creates a mini-cyst where the gorge died, releases large bilebomb and spit effect splash and large cloud of healspray)
<b>
Lerk</b> - Gas Leak (causes minor damage and creates a large cloud of Lerk Gas and Umbra fallout)
<b>Fade</b> - Dimensional Fracture (causes decent damage and creates a momentary area of Disorientation similar to the shade's passive ability)
<b>Onos</b> - Seismic Shock (causes generous amount of damage, noise and screen shaking effects, knocks marines over and disables buildings momentarily within range.)