NS2 introduction for NS1 veterans
bERt0r
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
<!--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-->
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.