Look what I found!
ScardyBob
ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
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Just a playtest of an upcoming mod by Dragon. Enjoy :)
Just a playtest of an upcoming mod by Dragon. Enjoy :)
Comments
sweet shii.. poop
Alien structures wouldn't need infestation? (I know the idea is to copy ns1 but it's actually one thing I feel they could keep for flavour/atmosphere, just have cysts free or whatever)
Alien structures wouldn't need infestation? (I know the idea is to copy ns1 but it's actually one thing I feel they could keep for flavour/atmosphere, just have cysts free or whatever)<!--QuoteEnd--></div><!--QuoteEEnd-->
I was just noticing this too. Did they remove the need for infestation for alien structures to be built?
Mod looks great so far!
Also, if you are serious about doing a NS:Spark you should go open, I'm sure a significant part of the community would be interested.
Of course, the remakers would be annoyed heh.
And marine movement is especially nice, if you know what I mean. ;P
Download it for free and play it.
Download it for free and play it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I want a prettier NS1 for funsies. Problem?
Download it for free and play it.<!--QuoteEnd--></div><!--QuoteEEnd-->
NS1 is so old I am running into compatibility-issues with my graphics-drivers. A remake is warranted.
Download it for free and play it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why do you have to be a hater?
bring back NS chamber models for the gorge!
Marines:
-only tres, no pres of any sort
-ns1 style commander that drops weapons and equipment
-no initial ip
-powernodes only power turrets
-return of hmg
-improved ns1ish jetpack
-must kill all ips + last marine to win
Aliens:
-only pres, no tres of any sort
-No alien comm, gorges build all.
-Vote for chamber on start / hive built
-Upgrades free
-Celerity and adrenaline tied to shift
-Cara regen to crag
-Silence Camo to shade
-Shade provides scent of fear
-Skulk loses less momentum while jumping
-Lerk has traditional spore, that is not impossible to see through
-Lerk has umbra, umbra does 1/3
-Lerk has low range shotgun spike as substitute for bite
-Fade has focus stab which can be used while moving as well as swipe
-Fade has ns1 blink of sorts and still has shadowstep
-Gorge has bile bomb, trajectory much better than previous ns2 incarnations of this
-Onos has no knockdown abilities, more hp and armor however.
-must kill all hives + aliens + eggs to win
This is ignoring all the other slight changes to dmg, resource collection and all that, which is as close to ns1 as can be made so far.
Alien structures wouldn't need infestation? (I know the idea is to copy ns1 but it's actually one thing I feel they could keep for flavour/atmosphere, just have cysts free or whatever)<!--QuoteEnd--></div><!--QuoteEEnd-->
OR: structures spread infestation.
Aliens
Each chamber is linked to a standard hive by a vote. You can vote for the chamber you want by pressing V and selecting the corresponding chamber. The required percentage is 50%. The upgrades for each chamber are shown below, along with any abilities they have. The alien res model is changed back to NS1 standards, with a fixed 2 res RFK.
Shift - Currently uses the Spur model
Upgrade-Celerity - Increases speed.
Upgrade-Adrenaline - Increases energy regen.
Passive-Does not have one yet (Restores energy like NS1?)
Crag
Upgrade-Carapace - Increases Armor.
Upgrade-Regen - Regens HP Out of combat.
Passive-Heals nearby structures/players.
Shade
Upgrade-Cloaking - Hides alien from view.
Upgrade-Silence - Alien is completely silent.
Passive-Nearby units are shown on minimap/hivesite (Currently has noticeable delay to prevent server slowness issues)
Passive-Structure is cloaked itself (only itself)
Skulk movement has been improved (IMO) in general. Since this is such a important issue, i am looking for any feedback regarding this. Leap should also be slightly improved, along with air control. Its also easier to maintain movement speed. Skulk also gets xenocide at hive 3.
Gorge now builds all alien structures again. The Crag, Shift, Shade, Harvester and Hive are under weapon 2, Hydra and Whip under weapon 3. Whip currently does not work. The Gorge also has bilebomb on hive 2 now. Also, bellyslide has been improved.
Lerk now uses energy to flap. Also, spikes have been changed into spike shotgun, spores are ranged, and the lerk has umbra at hive 2, which is also ranged.
Fade has been made always visible, and blink works more like NS1, where it adds momentum. ShadowStep still works as it used to, however it has a fixed cooldown at this point (A/D fade not very fun to fight). It may get removed. Swipe/Blink (shadowstep) are now the default weapons, with his swipe doing NS1 levels of damage. At Hive 2 the fade gets stab/blink, which essentially works like focus. At hive 3 the fade gets acid rocket.
Onos has had its HP reverted to NS1 levels, gore changed back to not knockdown and do decent damage for its energy. Stomp now only disables buildings, and smash has been improved to work better against buildings. Stomp is the Hive 2 ability.
Marines
The marine tech tree has been changed back to NS1, with fixed 2 res RFK. PowerNodes now only control the lights, and turrets. All other structures continue to function correctly. The commander drops weapons with teamres, and personal res is gone. A double jump similar to NS1 has been added, which when your elevation increases by .5 meter you will not loose speed, allowing some movement back on marines. Rifle butt has been disabled, and secondary mode for pistol is disabled. Sprinting is also removed. A heavymachine gun has been added which is similar to NS1 standards, and is available once the advanced armory is complete. Jetpack movement has been adjusted to be more faced paced.
All the movement in game currently is open for feedback/suggestions, at this point
Some basic console commands have been added also, to allow for some better functionality/useability
alltalk - will turn on/off voice communication between teams.
friendlyfire - will enable/disable friendlyfire.
tournamentmode - will enable/disable tournamentmode, which also enables friendlyfire by default. In Tournament mode, a player from each team needs to type the following command in console to set that their team is ready. Once both teams are ready the round restarts with the countdown.
ready - sets that a team is ready (used only in tournament mode).
unready - sets that a team is not ready (used only in tournament mode).
except ns1 is more balanced than ns2 at this point and will be for at least the next year.
and sticking ns1's ruleset in ns2 doesn't end up the way you think it does
And NS1 ruleset in NS2 doesnt work, which i think it partly why you are seeing sweeping changes to NS2 alien play currently.
This is quite different.
With enough effort into something like this, it could easily be absorbed into the official release as a really easy map type or game mode option and not a whole different game. Looking forward to more updates!
Think we played a 3v3 on turtle with massive hydra spam, all tech, crags everywhere and it still ran close to as good as early game.
I think this has more to do with the low playercount rather than less entities. I'd suspect a full 9v9 matchup in the NS2 classic mod would run about as poorly as 9v9 vanilla NS2 game.