The upcoming(?) gorge abilities: encrust and clog

peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
edited March 2012 in NS2 General Discussion
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>

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    And the "Spider" ability sounds familiar :P
  • olisisolisis Join Date: 2003-02-01 Member: 12944Members
    I assume clog is just a renamed goo wall? Other than that... Spider Gorge, Spider Gorge, Friendly neighborhood spider gorge!
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited March 2012
    They said new structures, these aren't structures. I guess goo wall is going to be one of them, and possible encrust or some sort of umbra ability.
    (Though I'm hoping there'll still be another they haven't told us about, or some sort of significant boost to hydras)
  • PerestroikaPerestroika Join Date: 2011-07-24 Member: 111955Members, NS2 Map Tester
    both tech trees look outdated with some of the names, but whats to come sounds promising
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    I would like to see the Gorge to spit on buildings and slow them 50% or disable them until marine comes and burns/welds the slime off.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    Thanks for the link to high level design...

    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 :)
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Aside from the usual mini-crag/chamber ideas, I wonder what the 4th structure would be? I do like the idea of Goo Wall, since it would help protect those costly Hydras from nade spam; hopefully, they'll be able to shoot spikes through the goo for added defensive synergy.
  • ÒŗăNģёÒŗăNģё Join Date: 2012-02-09 Member: 144437Members, Constellation, Squad Five Blue
    Nope, gorge is defensive only.. remember, that's why they don't have bile bomb
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    There is a link from that document to <a href="https://docs.google.com/spreadsheet/ccc?key=0Avf52Av12Mk3dG5Sa0VKU3RFR2NDWHNaR1hIVkQ3c2c#gid=0" target="_blank">Unit Roles</a>.

    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.
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