Hate to say it.. but NS2 needs some things to make it feel more Natural Selection like.
ZarX88
Join Date: 2010-02-07 Member: 70475Members
First off.
Marines need to have HMGs back. That was one of the staple iconic weapons for marines in NS1 and with out them they are just lacking. Its truly hard for marines to put up any kind of fight if they get pushed back to 1 command node with out hmgs. They simply lack the fire power considering the aliens can have onos with 1 hive.
Also.. they ability to weld doors and pathways shut needs to be added back in... I've said both of these a couple times through the alpha/beta..
Marines need to have HMGs back. That was one of the staple iconic weapons for marines in NS1 and with out them they are just lacking. Its truly hard for marines to put up any kind of fight if they get pushed back to 1 command node with out hmgs. They simply lack the fire power considering the aliens can have onos with 1 hive.
Also.. they ability to weld doors and pathways shut needs to be added back in... I've said both of these a couple times through the alpha/beta..
Comments
HMG has been discarded since its role is identical to the LMG.
And if you think marines struggle with 1 CC, lol you should play aliens with 1 hive. There is a great debate - should 1 CC/hive be game over? So far it looks like UWE are saying yes.
LMG(Light Machine Gun) is a standart marine rifle.
It's hard to win a game when aliens have 3 hives and marines only 1 cc and vice versa.
And NS2 != NS1 There were many things changed.
Nobody is really arguing that skulks really struggle mid and late game, because LMG marines are so armed and armored. If the LMG was weaker, it means the 'stock' unit for each side becomes less and less effective as the game goes on, and thus poor players on both sides (skulks and marines) would still be fighting each other on somewhat equal grounds, and the players who save up their cash (fades and HMGs) get firepower for their investment, and those players, upon death, are then put back in a disadvantageous situation of not having fancy upgrades.
It would help to tone down the shotgun power too, since it's currently the only weapon you really ever need. Destroys aliens, structures, just about everything you aim it at without much trouble.
Nobody is really arguing that skulks really struggle mid and late game, because LMG marines are so armed and armored. If the LMG was weaker, it means the 'stock' unit for each side becomes less and less effective as the game goes on, and thus poor players on both sides (skulks and marines) would still be fighting each other on somewhat equal grounds, and the players who save up their cash (fades and HMGs) get firepower for their investment, and those players, upon death, are then put back in a disadvantageous situation of not having fancy upgrades.
It would help to tone down the shotgun power too, since it's currently the only weapon you really ever need. Destroys aliens, structures, just about everything you aim it at without much trouble.<!--QuoteEnd--></div><!--QuoteEEnd-->
Pretty much agree with every single word. (except the bit in brackets that I mysteriously deleted)
What's wrong with the theory of simply removing the weapon upgrades?
If an HMG functions as an LMG currently does at W3, and an LMG is just an LMG, then balance is restored to The Force. Also, no more Fade instagibbing with shotguns, which would be nice. This also takes pressure off the aliens to always have carapace. If you don't have carapace, you just avoid the marines with the bigger guns.
The further issue is that presumably HMGs wouldn't be available until an advanced armory, and that doesn't come about until after a few weapon upgrades were researched, which means the 'baseline' HMG is probably going to be right away considerably more powerful than it would otherwise be.
The concept of weapon upgrades doesn't make sense to me. It makes more sense that increases in firepower (what the weapon upgrades do) would correspond directly to better guns, not just magical +% bonuses to damage.
This is not entirely true, there was a very interesting (gameplay wise) tradeoff
HMG: Heavy damage, big ammo clip, a very long reload time
LMG: Medium damage, quick reload, a short reload time
And since marines are all about reload management, that is also the part that made it have that synergy between the weapons. It's not just an upgraded rifle(LMG). The current EXO and their unlimited ammo uses different balancing to adress the lack of reloading
-Overheating (negated by the dual minigun version)
- No construction
- No commanding
- Dependant on other marines with welders
The HMG would only add to the gameplay and make it all much more interesting. but yeah the NS1 aliens also had stuff that was working perfectly, especially with scaling the Skulk into end game (focus) and acid rocket base clearing (arguably vortex's role now)
The other things I've missed from NS1 is skulk leap doing damage, gorge being able to build upgrade chambers to support his team, lerks using primal scream instead of having to rely on drifter micro'ing, and Fade Acid Rockets to besiege marine turtles. Even Onos devour had a soft spot in my heart, like I was in it's stomach.
Focus is a big upgrade that is sorely missing in the game currently, 5+ bites for a skulk to kill a Armor3 Marine in the late game is frustrating.
Marines never really need to buy a new gun these days, I can play 5 matches in a row and never buy anything from the armory. So I'm sitting in 100 res just waiting for dual exo's to be researched. I really wish Commander dropped weapons still meant something.
The early game in NS2 is insanely shorter than NS1. Aliens desperately need to get hive 2 in order to survive in this game, and the marines desperately need to deny hives in order to win.
Then to top it all off, the alien commander starts dropping cysts to get to resource nodes while the rest of the team just rushes the marine base with no consequence. The only benefit to an early gorge is to grow a fast second hive or more harvesters.