ns1 GL is back! (even the model!)

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  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    I love the feeling of teh NS1 GL to be completely honest. I loved the kick and animation, and since cory said the ns2 version is based on the ns1 one I am already excited.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    So, will we get a machine gun attachement for the GL now?

    (Nice to see the old GL back, it'll add a lot to the teamplay)
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1940127:date=May 30 2012, 01:27 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ May 30 2012, 01:27 PM) <a href="index.php?act=findpost&pid=1940127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So it looks like with every patch we nudge a little closer towards NS 1. Interesting. Can't say that's a bad thing, can't say they haven't tried new things either. NS 1 was such a goddamn amazing game it's truly hard to improve upon it. Kudos for having the guts to 'revert' some design decisions when it is proven they weren't working out too well.<!--QuoteEnd--></div><!--QuoteEEnd-->

    co-signed
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    <!--quoteo(post=1940294:date=May 31 2012, 11:53 AM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ May 31 2012, 11:53 AM) <a href="index.php?act=findpost&pid=1940294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, will we get a machine gun attachement for the GL now?<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is an awesome idea!! ;)
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited May 2012
    <!--quoteo(post=1940127:date=May 30 2012, 08:27 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ May 30 2012, 08:27 PM) <a href="index.php?act=findpost&pid=1940127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So it looks like with every patch we nudge a little closer towards NS 1. Interesting. Can't say that's a bad thing, can't say they haven't tried new things either. NS 1 was such a goddamn amazing game it's truly hard to improve upon it. Kudos for having the guts to 'revert' some design decisions when it is proven they weren't working out too well.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The more I look at the way NS1, the more I'm amazed how well it holds together. Often changing even a single feature would lead to something breaking down elsewhere. I think I could find a plenty of things to improve here and there, but there are also many areas where I wouldn't want to go poking around without a really well thought out plan and even deeper understanding of how the NS1 system holds together.

    Edit: So yeah, basically I just tried to say I can see why everything seems to drift closer to NS1. It's a really delicate mixture of things and NS2 kind of ended up going halfway there - and broke up a lot of things in the process. Now the quickest way to get the pieces together is to mimic the NS1 mechanics.
  • Bloodshot12Bloodshot12 Join Date: 2012-05-25 Member: 152578Members
    edited May 2012
    I can't wait to see what they do with the model, when Hugh responded to my question on the stream and said the new model was going to be based off the NS1 GL I got really giddy.

    Also, on the topic of models, I hope they really go futuristic and "out there" with the minigun design for the exo-suit. I think just having a regular round barrel minigun or something like the sentry guns is a missed design opportunity. It should go with the whole theme of the existing TSA weapon designs because IMO, it would be pretty disappointing to see something that just looks like a real minigun.
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    <!--quoteo(post=1940285:date=May 30 2012, 09:23 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ May 30 2012, 09:23 PM) <a href="index.php?act=findpost&pid=1940285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whips smacking grenades was only implemented to prevent the old grenade launcher attachment from being completely overpowered. With the GL now being standalone, there's actually no reason why the whips should still be able to throw the grenades back at all.<!--QuoteEnd--></div><!--QuoteEEnd-->

    -1. Putting whips around the hive is the only way for an alien comm to defend against a GL rush.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1940228:date=May 30 2012, 05:43 PM:name=Wolpertinger)--><div class='quotetop'>QUOTE (Wolpertinger @ May 30 2012, 05:43 PM) <a href="index.php?act=findpost&pid=1940228"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would be nice if one could hold the LMB to build up speed for the grenade firing. The longer it is held, the faster it will fly, in a straighter line.

    Maybe Alt-Fire could project the path the grenade would take.

    Or the Alt-Fire would fire a dumb grenade projectile which doesn't explode, that fires very fast, but it is only good to stun a skulk, or stop an Onos from moving.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like the idea of a projected path. Perhaps a little noob friendly, and less useful for vets, but still I like it and would allow for precision shooting over whips.


    <!--quoteo(post=1940382:date=May 31 2012, 06:18 AM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ May 31 2012, 06:18 AM) <a href="index.php?act=findpost&pid=1940382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-1. Putting whips around the hive is the only way for an alien comm to defend against a GL rush.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Whips only reduce the damage, impossible to most of a salvo. I think they are fine.
  • Banzai¥Banzai¥ Join Date: 2012-02-06 Member: 143902Members, NS2 Map Tester
    edited May 2012
    So what's the point of the whip, then? Did its melee range increase so it can actually cover a hallway entrance without being in firing sight?
  • BVKnightBVKnight Join Date: 2012-02-26 Member: 147496Members
    <!--quoteo(post=1940399:date=May 31 2012, 08:08 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ May 31 2012, 08:08 AM) <a href="index.php?act=findpost&pid=1940399"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whips only reduce the damage, impossible to most of a salvo. I think they are fine.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Whips can knock back one nade at a time at the precise rate that a single player can fire them. If you fire two nades at the same time for one whip, one nade will get through. They work very well for countering single or double player pushes with gls into territory, and for the hive you would just need to have one whip for every grenadier to effectively shut out the damage.
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