The upcoming(?) gorge abilities: encrust and clog
peregrinus
Join Date: 2010-07-16 Member: 72445Members
My guess is encrust gives structures and players an armour bonus, and clog literally clogs up marine structures reducing their efficiency until a welder burns away whatever the gorge put in there.
The full alien and marine tech tree is in here <a href="http://t.co/IVvzQav2" target="_blank">http://t.co/IVvzQav2</a>
The full alien and marine tech tree is in here <a href="http://t.co/IVvzQav2" target="_blank">http://t.co/IVvzQav2</a>
Comments
(Though I'm hoping there'll still be another they haven't told us about, or some sort of significant boost to hydras)
This is probably one of the main overarching points
*NS1 was a real-time strategy game with a shooter interface, NS2 is a shooter first, and RTS second (more people experience it as a shooter than an RTS).*
To me implies more of the Combat focus than original ns1 focus... (unfortunately for me im more of the RTS fan . . )
curious about some of the points mentioned though:
**Gameplay clarity
Relevant gameplay for a unit should be reflected in its visual appearance or aural appearance. Ie, when marines have Armor 1, it should be visible or audible somehow. Carapace should look different. An Armory that’s been upgraded to an Advanced Armory should look different. When a structure is researching, it should be clear that it’s researching.**
So what about clarity when buildings are being recycled?, always been curious about that one
*No game-ending tech*
big Ooopss on this one lol
*Public vs. Competitive play
Both public play and competitive play are equally important. I believe that balancing a game differently for each would be a disaster. Not just for the extra work, but because people are playing two different games. We’re here to unite the world through play: it doesn’t make sense to have people playing in different games, that they can’t even talk about together.*
This explains that there will be no focus on trying to produce a 'competitive' mode, and anything done will be done outside as a mod
*Unit Roles*
*-Shotgun - Short-range, high-damage, against fast-moving, lightly-armored targets*
Seems to have changed a bit since?, now its more like mid-range high dmg against every target
*Sentry - Delay, assist, warn (not kill) *
Ooops on this one.. seems kill more than anything right now. I would suggest the old 360 degree viiew but weaker sentries would fill out this role better.
*Lerk - Damage over time support*
This explains the new DoT Bilebomb, removal of shotgun spikes, gas, current spikes, all fitting well with lerk :)
In that document I found this:
Exo Endurance
Exo with claw(s) Tearing down doors? Holding back an Onos?
Exo with minigun(s) Sustained firepower (bunker buster?), great vs. armored targets (Heavy)
Exo with plasma rifle(s) High accuracy and good damage for killing medium health/speed targets quickly (Gorges, Lerks, good against Fades). Might need to limit turn rate so they aren’t insane versus skulks.