NS2 introduction for NS1 veterans

bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
Since the beta is now coming to an and I also pre ordered NS2. Although i spent a lot of fun time in NS1, i didn't want to participate in beta because my internet connection wouldnt have allowed me to download all the content at reasonable speed. However, since NS2's release seems to be around the corner I am getting a little excited and I would really appreciate to read something along the lines of a "Getting started in NS2" or "What's new in NS2".

Comments

  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/What%27s_new_from_NS1" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...7s_new_from_NS1</a>
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    This page is not very up to date :

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lerk loses bite and gets Spikes. No longer has Umbra, which is now activated at Crags.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    Yea, and where is the exo boombox? Post-1.0 feature?
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    The main reason why i was asking was because I would like to know how all the changes from NS1 affect the gameplay. For example how do alien commander, tech/power system, personal res work out in the game?
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    you'll have to play to find out. sorry. different people react differently to the changes.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1977142:date=Sep 13 2012, 02:03 PM:name=bERt0r)--><div class='quotetop'>QUOTE (bERt0r @ Sep 13 2012, 02:03 PM) <a href="index.php?act=findpost&pid=1977142"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The main reason why i was asking was because I would like to know how all the changes from NS1 affect the gameplay. For example how do alien commander, tech/power system, personal res work out in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, I'd agree with Whee. You really have to play the game to understand nuanced stuff like that.

    As a general trend, I'd say tech explosions are more powerful. The powernodes and cysts don't have much impact in most situations, but occassionally can be exploited as weakspots for both factions. IE rush power node to depower phase and obs at the same time or destroy a line of cysts to force aliens to spend 1 tres per cyst to re-expand. The alien commander is another nuanced position. Some commanders play 50% of their time in the hive, 50% out. Others are a full time commander and "scout" for their team via hivesight(little glowy ball around marines when mouse is near them in commander view) or sound.

    Pres tends to give individual players more freedom and also more flexibility as a team. Unfortunately it also intensifies tech explosions. On the good side, if I want to play a fade in a pub or buy a shotgun/jp then I can use my own resource pool to do so. But the other team might have 5 people saving for fade and pop them all out within 30 seconds or a minute of each other instead of the slower fade appearance in NS1.
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    Ok, so something like this <a href="http://www.unknownworlds.com/ns/static/Natural_Selection_Manual.html" target="_blank">http://www.unknownworlds.com/ns/static/Nat...ion_Manual.html</a> is not done yet?
Sign In or Register to comment.