Why was the decision made to make it "overheat" instead of having ammo? Seems to me to be a bit annoying to overheat unless the build up is minimal or the overheated down time is quick. Either way to balance this beast it has to have its down sides. I would prefer ammo and when you are out a slow melee attack. Just curious if ammo was tried or why overheating was chosen.
<!--quoteo(post=1967367:date=Aug 28 2012, 02:36 PM:name=shad3r)--><div class='quotetop'>QUOTE (shad3r @ Aug 28 2012, 02:36 PM) <a href="index.php?act=findpost&pid=1967367"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, this is the effect that I hope is the new hivesight.
Would be useful for coordinating attacks, as it gives you a lot more info about your teammates than a blob. It would be especially good if the parasited marines showed up like this too.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1967432:date=Aug 28 2012, 04:20 PM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Aug 28 2012, 04:20 PM) <a href="index.php?act=findpost&pid=1967432"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why was the decision made to make it "overheat" instead of having ammo? Seems to me to be a bit annoying to overheat unless the build up is minimal or the overheated down time is quick. Either way to balance this beast it has to have its down sides. I would prefer ammo and when you are out a slow melee attack. Just curious if ammo was tried or why overheating was chosen.<!--QuoteEnd--></div><!--QuoteEEnd-->
An exo sitting next to an armoury getting ammo would be a bit immersion breaking.
<!--quoteo(post=1967278:date=Aug 28 2012, 04:13 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Aug 28 2012, 04:13 AM) <a href="index.php?act=findpost&pid=1967278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I saw an onos moving as fast as a skulk :o.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can't remember the reveal lol, so tired. Was he charging?
<!--quoteo(post=1967442:date=Aug 28 2012, 02:29 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Aug 28 2012, 02:29 PM) <a href="index.php?act=findpost&pid=1967442"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->An exo sitting next to an armoury getting ammo would be a bit immersion breaking.<!--QuoteEnd--></div><!--QuoteEEnd-->
When have i ever cared about immersion? With that said a response from someone who knows the answer to my question would be appreciated.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
Yea, rising, you'll see that the build up times and the downtimes feel "right" once you get your hands on it.. as for balance.. i dont think anymore can make that claim yet. lol
After a few hours from the patch dropping i'm really curious to see what balance feedback, specifically, is given, if it will be the stuff we already know about or if it is something more large scoped etc.
This beast definitely has downsides, though.. and some interesting counters (BB is deadly)
<!--quoteo(post=1967419:date=Aug 28 2012, 09:56 AM:name=Comprox)--><div class='quotetop'>QUOTE (Comprox @ Aug 28 2012, 09:56 AM) <a href="index.php?act=findpost&pid=1967419"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No railgun in that video. Would be a fun weapon down the road though I think (personally!).
Yes, right click does the right weapon and left click does the left weapon.
And yes, lots of times GUIs and HUDs get turned off for trailers.<!--QuoteEnd--></div><!--QuoteEEnd--> But it looks like the default load out is left fist and right minigun, which means that right click becomes your primary fire? That's going to be really confusing. Default loadout should be minigun on the left arm that way left click is primary like normal.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1967456:date=Aug 28 2012, 07:48 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Aug 28 2012, 07:48 AM) <a href="index.php?act=findpost&pid=1967456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But it looks like the default load out is left fist and right minigun, which means that right click becomes your primary fire? That's going to be really confusing. Default loadout should be minigun on the left arm that way left click is primary like normal.<!--QuoteEnd--></div><!--QuoteEEnd--> YUP! While you *do* get used to it, in panicked situations it can be a lethal mistake..
I feel that the same issue applies to the new lerk, with spikes being the ranged attack on mouse 2, and the melee on mouse1. Feels wrong. Like rifle butt on left click sorta wrong. Melee should be the secondary, everytime..
:shrug: Just do what i do: give feedback on this issue :)
<!--quoteo(post=1967434:date=Aug 28 2012, 03:23 PM:name=Bicsum)--><div class='quotetop'>QUOTE (Bicsum @ Aug 28 2012, 03:23 PM) <a href="index.php?act=findpost&pid=1967434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looks awesome!<!--QuoteEnd--></div><!--QuoteEEnd--> Does indeed, pretty much the same as the left 4 dead system, which works great!
<!--quoteo(post=1967448:date=Aug 28 2012, 02:35 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Aug 28 2012, 02:35 PM) <a href="index.php?act=findpost&pid=1967448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yea, rising, you'll see that the build up times and the downtimes feel "right" once you get your hands on it.. as for balance.. i dont think anymore can make that claim yet. lol
After a few hours from the patch dropping i'm really curious to see what balance feedback, specifically, is given, if it will be the stuff we already know about or if it is something more large scoped etc.
This beast definitely has downsides, though.. and some interesting counters (BB is deadly)<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you Iron, That was what i was looking for. =)
<!--quoteo(post=1967463:date=Aug 28 2012, 10:52 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Aug 28 2012, 10:52 AM) <a href="index.php?act=findpost&pid=1967463"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I feel that the same issue applies to the new lerk, with spikes being the ranged attack on mouse 2, and the melee on mouse1. Feels wrong. Like rifle butt on left click sorta wrong. Melee should be the secondary, everytime..<!--QuoteEnd--></div><!--QuoteEEnd--> Ehhh, I disagree there. For aliens, melee should always be primary.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited August 2012
@Typhon:
If my weak lifeform has the option to spike a marine from a distance to stay away from his deadly shotgun, i'm going to utilize that first, especially if he has already seen me /if I've lost the element of surprise. So ranged weapons often end up being the first utilized, or more engaged on either team, if given to them. Parasite before 2 bites is another great example. The difference with spikes is that they are not a one shot, but rather more like a LMG.. so it feels odd to have something like that after 2 years of "Left click = range and right click = melee" across the whole game. (especially since spikes used to be left click for so long!) Oh and because bite is so inferior to spikes, imo, regarding risk vs reward.
After you play it, I would definitely like to know if you still think the same, let me know, would ya? As currently i think i'm the only one with this point of view, lol.
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
<!--quoteo(post=1967367:date=Aug 28 2012, 01:36 PM:name=shad3r)--><div class='quotetop'>QUOTE (shad3r @ Aug 28 2012, 01:36 PM) <a href="index.php?act=findpost&pid=1967367"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, this is the effect that I hope is the new hivesight.
Would be useful for coordinating attacks, as it gives you a lot more info about your teammates than a blob. It would be especially good if the parasited marines showed up like this too.<!--QuoteEnd--></div><!--QuoteEEnd--> Looks good. It was suggested by myself, and many others, a long time ago, so it's nice to finally see it in the game.
Exo looks like a balance nightmare. It also looks like they made all the problematic parts of HA gameplay in NS2 even worse (glorified human turret), while removing some of the redeeming parts (welder teamwork between HAs).
No precision based attack should be on right click. You may not believe or know it, but aiming while holding down the right mouse button is significantly more difficult.
<!--quoteo(post=1967476:date=Aug 28 2012, 08:22 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Aug 28 2012, 08:22 AM) <a href="index.php?act=findpost&pid=1967476"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks good. It was suggested by myself, and many others, a long time ago, so it's nice to finally see it in the game.
Exo looks like a balance nightmare. It also looks like they made all the problematic parts of HA gameplay in NS2 even worse (glorified human turret), while removing some of the redeeming parts (welder teamwork between HAs).<!--QuoteEnd--></div><!--QuoteEEnd-->
Doesn't mean non HA's can't weld though? Still some good potential for teamwork.
ZeikkoJoin Date: 2007-12-16Member: 63179Members, Squad Five Blue, NS2 Map Tester
edited August 2012
<!--quoteo(post=1967488:date=Aug 28 2012, 05:37 PM:name=Locklear)--><div class='quotetop'>QUOTE (Locklear @ Aug 28 2012, 05:37 PM) <a href="index.php?act=findpost&pid=1967488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doesn't mean non HA's can't weld though? Still some good potential for teamwork.<!--QuoteEnd--></div><!--QuoteEEnd--> I was thinking about this too. This could result to even better / more challenging teamwork situations.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Jetpack with welder alongside EXO with... Big guns, it was awesome supporting them in the field. During a PT, someone stole my shotgun and I didn't have enough moneys for an EXO so I opted in for a shotgun+welder+jetpack (after done researching)
Best thing that ever happened to me, support engineer with shotgun blasting power to get those Skulks of me EXO buddies and flying around annoying aliens :P
As usual, kind of mixed feelings with all this. The cinematics look really impressive for an indie game, this should spike the preorders and server activity once again.
Meanwhile nothing really kicks me gameplay wise. Nothing really makes me go "Ooh, I really want to play that."
<!--quoteo(post=1967547:date=Aug 28 2012, 12:10 PM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Aug 28 2012, 12:10 PM) <a href="index.php?act=findpost&pid=1967547"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->9. Exosuit: Bile bomb / spit blocks exo suit HUD with green ###### This makes me sad.<!--QuoteEnd--></div><!--QuoteEEnd-->
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1967314:date=Aug 28 2012, 05:56 AM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Aug 28 2012, 05:56 AM) <a href="index.php?act=findpost&pid=1967314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->guess from video that GL still have 4 bullets : <img src="http://www.img-share.net/uploads/19jJGcU9qu.jpg" border="0" class="linked-image" />
a little confused to see 2 versions of "heating" indicator inside of EXO <img src="http://i.imgur.com/yadGR.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
the left picture is from a bugged version of the display, the right one is fixed
<!--quoteo(post=1967582:date=Aug 28 2012, 12:11 PM:name=greenpee)--><div class='quotetop'>QUOTE (greenpee @ Aug 28 2012, 12:11 PM) <a href="index.php?act=findpost&pid=1967582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I was watching and uhhh.... there is no pres display on commander mode anymore.
What's the deal?<!--QuoteEnd--></div><!--QuoteEEnd-->
afaik they said commander will not have any more p-res, I don't know if that means your p-res gets wiped when you enter the chair, or you stop generating it though.
<!--quoteo(post=1967582:date=Aug 28 2012, 01:11 PM:name=greenpee)--><div class='quotetop'>QUOTE (greenpee @ Aug 28 2012, 01:11 PM) <a href="index.php?act=findpost&pid=1967582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I was watching and uhhh.... there is no pres display on commander mode anymore.
Comments
<img src="http://i.imgur.com/SVUkx.jpg" border="0" class="linked-image" />
Would be useful for coordinating attacks, as it gives you a lot more info about your teammates than a blob. It would be especially good if the parasited marines showed up like this too.<!--QuoteEnd--></div><!--QuoteEEnd-->
looks awesome!
An exo sitting next to an armoury getting ammo would be a bit immersion breaking.
I can't remember the reveal lol, so tired. Was he charging?
When have i ever cared about immersion? With that said a response from someone who knows the answer to my question would be appreciated.
After a few hours from the patch dropping i'm really curious to see what balance feedback, specifically, is given, if it will be the stuff we already know about or if it is something more large scoped etc.
This beast definitely has downsides, though.. and some interesting counters (BB is deadly)
Yes, right click does the right weapon and left click does the left weapon.
And yes, lots of times GUIs and HUDs get turned off for trailers.<!--QuoteEnd--></div><!--QuoteEEnd-->
But it looks like the default load out is left fist and right minigun, which means that right click becomes your primary fire? That's going to be really confusing. Default loadout should be minigun on the left arm that way left click is primary like normal.
YUP!
While you *do* get used to it, in panicked situations it can be a lethal mistake..
I feel that the same issue applies to the new lerk, with spikes being the ranged attack on mouse 2, and the melee on mouse1.
Feels wrong. Like rifle butt on left click sorta wrong. Melee should be the secondary, everytime..
:shrug:
Just do what i do: give feedback on this issue :)
Does indeed, pretty much the same as the left 4 dead system, which works great!
After a few hours from the patch dropping i'm really curious to see what balance feedback, specifically, is given, if it will be the stuff we already know about or if it is something more large scoped etc.
This beast definitely has downsides, though.. and some interesting counters (BB is deadly)<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you Iron, That was what i was looking for. =)
Feels wrong. Like rifle butt on left click sorta wrong. Melee should be the secondary, everytime..<!--QuoteEnd--></div><!--QuoteEEnd-->
Ehhh, I disagree there. For aliens, melee should always be primary.
If my weak lifeform has the option to spike a marine from a distance to stay away from his deadly shotgun, i'm going to utilize that first, especially if he has already seen me /if I've lost the element of surprise.
So ranged weapons often end up being the first utilized, or more engaged on either team, if given to them. Parasite before 2 bites is another great example.
The difference with spikes is that they are not a one shot, but rather more like a LMG.. so it feels odd to have something like that after 2 years of "Left click = range and right click = melee" across the whole game. (especially since spikes used to be left click for so long!) Oh and because bite is so inferior to spikes, imo, regarding risk vs reward.
After you play it, I would definitely like to know if you still think the same, let me know, would ya?
As currently i think i'm the only one with this point of view, lol.
<img src="http://i.imgur.com/SVUkx.jpg" border="0" class="linked-image" />
Would be useful for coordinating attacks, as it gives you a lot more info about your teammates than a blob. It would be especially good if the parasited marines showed up like this too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Looks good. It was suggested by myself, and many others, a long time ago, so it's nice to finally see it in the game.
Exo looks like a balance nightmare. It also looks like they made all the problematic parts of HA gameplay in NS2 even worse (glorified human turret), while removing some of the redeeming parts (welder teamwork between HAs).
Exo looks like a balance nightmare. It also looks like they made all the problematic parts of HA gameplay in NS2 even worse (glorified human turret), while removing some of the redeeming parts (welder teamwork between HAs).<!--QuoteEnd--></div><!--QuoteEEnd-->
Doesn't mean non HA's can't weld though? Still some good potential for teamwork.
I was thinking about this too. This could result to even better / more challenging teamwork situations.
Best thing that ever happened to me, support engineer with shotgun blasting power to get those Skulks of me EXO buddies and flying around annoying aliens :P
Meanwhile nothing really kicks me gameplay wise. Nothing really makes me go "Ooh, I really want to play that."
Hope the performance matches the claims. Server hitching is still annoying. At least to me.
This makes me sad.
This makes me sad.<!--QuoteEnd--></div><!--QuoteEEnd-->
The thing has to have counters somewhere
<img src="http://www.img-share.net/uploads/19jJGcU9qu.jpg" border="0" class="linked-image" />
a little confused to see 2 versions of "heating" indicator inside of EXO
<img src="http://i.imgur.com/yadGR.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
the left picture is from a bugged version of the display, the right one is fixed
<i>"A new hint system gives greater accessibility for new players, while a menu option allows experienced players a clear HUD."</i>
That could potentially be amazing !
Marines
<img src="http://i46.tinypic.com/2cyrxb9.png" border="0" class="linked-image" />
Aliens
<img src="http://i49.tinypic.com/hrgcbp.png" border="0" class="linked-image" />
What's the deal?
Marines
<img src="http://i46.tinypic.com/2cyrxb9.png" border="0" class="linked-image" />
Aliens
<img src="http://i49.tinypic.com/hrgcbp.png" border="0" class="linked-image" />
What's the deal?<!--QuoteEnd--></div><!--QuoteEEnd-->
afaik they said commander will not have any more p-res, I don't know if that means your p-res gets wiped when you enter the chair, or you stop generating it though.
Marines
<img src="http://i46.tinypic.com/2cyrxb9.png" border="0" class="linked-image" />
Aliens
<img src="http://i49.tinypic.com/hrgcbp.png" border="0" class="linked-image" />
What's the deal?<!--QuoteEnd--></div><!--QuoteEEnd-->
They removed pres for commander. Now when you are commander, your pres is pumped into tres.
Early game means less mine spamming, endgame means likely will see exosuit spam instead of arc spam.