<!--quoteo(post=2056565:date=Jan 6 2013, 06:17 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 6 2013, 06:17 AM) <a href="index.php?act=findpost&pid=2056565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, the old hive teleport system in NS1 was much closer to phasegates in the gameplay function, since it was an instant teleport and only the one team side could use them. The gorge tunnels will not be an instant teleport, and there is much more gameplay potential that can happen with the tunnels both inside and outside of them. Trust me, I think they are going to be very cool and very fun, and feel different enough from PGs.<!--QuoteEnd--></div><!--QuoteEEnd--> The fact that the old system was simply between hives and not able to have an exit anywhere in the map made it hugely different to marine PG;s. Gorge tunnels that allow for faster travel to a forward battle line is really no different to a phase gate (with the exception that aliens get another mobility disadvantage (as its not instant movement like marines).
It still does not help address the lack of mobility that plagues the alien side as unless its instantaneous onos will still not arrive in time. The old system of simply teleporting to hive locations made more sense and limited the offensive potential of this. Thus making it solely defensive when marines have an offensive version.
Whilst its better than a kick in the you know whats, I think its much more similar to marine PG's due to the fact they can be placed anywhere (on infestation).
Aliens need something so that when marines get phase gates they dont lose all mobility advantage over the map...just think this could have been done better with the old NS1 mechanic which limited teleport to actual hives.
Also the proposed instant infestation removing proposed in the balance mod would make killing these things too easy (as I assume they die when not on infestation).
<!--quoteo(post=2056565:date=Jan 6 2013, 06:17 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 6 2013, 06:17 AM) <a href="index.php?act=findpost&pid=2056565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Exo rail gun is going to be added as a separate option for purchase, not as a replacement to any of the existing options. It will be a much higher damage weapon compared to the spammy minigun, but require much more precise aiming, and the slow rate of fire will make it risky but with high reward. There are also some other features that it will have, that we aren't quite ready to talk about yet, that will also make it very useful and distinctive from the minigun options.<!--QuoteEnd--></div><!--QuoteEEnd--> So you think the exo's currently lack damage power? They can take a hive down in a matter of seconds, anything other than an onos can die in an instant to it. Having an even more damaging gun seems overkill, I mean its not like aliens have a hard enough time breaking a turtle...but with 1 or 2 exo's watching doors with these rail guns....even onos will think twice about running in.
As I say I dont see how it fits in currently, marines dont lack a weapon to do massive damage, they already have many. SG, GL's, FT, ARC & EXO can all do huge amounts of damage and all lifeforms other than a onos is currently scared of more than 2 marines with any of these. If it replaced the single exo maybe, but simply as an additional weapon...does this mean we will see an exo with 1 minigun and 1 rail gun for 75+xres?
I dont see many games played where marines lack fire power to end a game, aliens often struggle but marines with w3 a3 can almost walk in and kill everything including the hive. Heck jp rushes dont need SG's....lmg's can just as easily take down the hive.
Replace the single exo with a rail gun and it makes some sense but simply an additional weapon they can add on seems overkill.
The way the railgun exo has been described, less fire rate, more damage per shot, seems kind of useless, in what situations would you want that over high damage spray? To take down a hive...no dual exos can take a hive down 40% per over heat anyway, to kill skulks...no then when you miss you're screwed. What about against onos? Nope you want spray there too. I really don't see any advantages (unless it shoots through walls).
<!--quoteo(post=2056784:date=Jan 6 2013, 12:35 AM:name=hakenspit)--><div class='quotetop'>QUOTE (hakenspit @ Jan 6 2013, 12:35 AM) <a href="index.php?act=findpost&pid=2056784"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The fact that the old system was simply between hives and not able to have an exit anywhere in the map made it hugely different to marine PG;s. Gorge tunnels that allow for faster travel to a forward battle line is really no different to a phase gate (with the exception that aliens get another mobility disadvantage (as its not instant movement like marines).
It still does not help address the lack of mobility that plagues the alien side as unless its instantaneous onos will still not arrive in time. The old system of simply teleporting to hive locations made more sense and limited the offensive potential of this. Thus making it solely defensive when marines have an offensive version.
Whilst its better than a kick in the you know whats, I think its much more similar to marine PG's due to the fact they can be placed anywhere (on infestation).
Aliens need something so that when marines get phase gates they dont lose all mobility advantage over the map...just think this could have been done better with the old NS1 mechanic which limited teleport to actual hives.<!--QuoteEnd--></div><!--QuoteEEnd-->
Do we even know all that much about gorge tunnels to be saying it's too similar to phase gates? It's anyone's guess how it will work.
<!--quoteo(post=2056804:date=Jan 6 2013, 01:54 AM:name=Ghosthree3)--><div class='quotetop'>QUOTE (Ghosthree3 @ Jan 6 2013, 01:54 AM) <a href="index.php?act=findpost&pid=2056804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The way the railgun exo has been described, less fire rate, more damage per shot, seems kind of useless, in what situations would you want that over high damage spray? To take down a hive...no dual exos can take a hive down 40% per over heat anyway, to kill skulks...no then when you miss you're screwed. What about against onos? Nope you want spray there too. I really don't see any advantages (unless it shoots through walls).<!--QuoteEnd--></div><!--QuoteEEnd-->
Assuming the low fire rate is accompanied by a higher damage per second (seems logical), why wouldn't you use it against an onos or hive? Apparently it also has other advantages (the details of which haven't been revealed yet), that will set it apart as a viable alternative to miniguns.
<!--quoteo(post=2056811:date=Jan 6 2013, 06:11 PM:name=d0ped0g)--><div class='quotetop'>QUOTE (d0ped0g @ Jan 6 2013, 06:11 PM) <a href="index.php?act=findpost&pid=2056811"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do we even know all that much about gorge tunnels to be saying it's too similar to phase gates? It's anyone's guess how it will work.<!--QuoteEnd--></div><!--QuoteEEnd--> Nope, all we know is that they are not like the NS1 MC mechanic which locked down teleporting to hives, as they are hinting at more depth you would assume this means they can be built as entry and exit points anywhere (on infestation obviously). The similarity is that it allows movement to dynamic locations instead of simply hives, which means like PG's they could be placed in strategic offensive positions. One of the good things about the NS1 mechanic was it was defensive in nature.
Its better than nothing but considering that we put up with a lot in the name of asymmetry this seems very much like PG's...but with slower travel times Oh and sounds like marines can get into them too...so put them in at your own risk it seems...unless cory does not mean that when he said this "Actually, the old hive teleport system in NS1 was much closer to phasegates in the gameplay function, since it was an instant teleport and <b>only the one team side could use them.</b>". I hope thats not what they mean.
Comments
The fact that the old system was simply between hives and not able to have an exit anywhere in the map made it hugely different to marine PG;s.
Gorge tunnels that allow for faster travel to a forward battle line is really no different to a phase gate (with the exception that aliens get another mobility disadvantage (as its not instant movement like marines).
It still does not help address the lack of mobility that plagues the alien side as unless its instantaneous onos will still not arrive in time.
The old system of simply teleporting to hive locations made more sense and limited the offensive potential of this. Thus making it solely defensive when marines have an offensive version.
Whilst its better than a kick in the you know whats, I think its much more similar to marine PG's due to the fact they can be placed anywhere (on infestation).
Aliens need something so that when marines get phase gates they dont lose all mobility advantage over the map...just think this could have been done better with the old NS1 mechanic which limited teleport to actual hives.
Also the proposed instant infestation removing proposed in the balance mod would make killing these things too easy (as I assume they die when not on infestation).
<!--quoteo(post=2056565:date=Jan 6 2013, 06:17 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 6 2013, 06:17 AM) <a href="index.php?act=findpost&pid=2056565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Exo rail gun is going to be added as a separate option for purchase, not as a replacement to any of the existing options. It will be a much higher damage weapon compared to the spammy minigun, but require much more precise aiming, and the slow rate of fire will make it risky but with high reward. There are also some other features that it will have, that we aren't quite ready to talk about yet, that will also make it very useful and distinctive from the minigun options.<!--QuoteEnd--></div><!--QuoteEEnd-->
So you think the exo's currently lack damage power? They can take a hive down in a matter of seconds, anything other than an onos can die in an instant to it.
Having an even more damaging gun seems overkill, I mean its not like aliens have a hard enough time breaking a turtle...but with 1 or 2 exo's watching doors with these rail guns....even onos will think twice about running in.
As I say I dont see how it fits in currently, marines dont lack a weapon to do massive damage, they already have many. SG, GL's, FT, ARC & EXO can all do huge amounts of damage and all lifeforms other than a onos is currently scared of more than 2 marines with any of these.
If it replaced the single exo maybe, but simply as an additional weapon...does this mean we will see an exo with 1 minigun and 1 rail gun for 75+xres?
I dont see many games played where marines lack fire power to end a game, aliens often struggle but marines with w3 a3 can almost walk in and kill everything including the hive. Heck jp rushes dont need SG's....lmg's can just as easily take down the hive.
Replace the single exo with a rail gun and it makes some sense but simply an additional weapon they can add on seems overkill.
Gorge tunnels that allow for faster travel to a forward battle line is really no different to a phase gate (with the exception that aliens get another mobility disadvantage (as its not instant movement like marines).
It still does not help address the lack of mobility that plagues the alien side as unless its instantaneous onos will still not arrive in time.
The old system of simply teleporting to hive locations made more sense and limited the offensive potential of this. Thus making it solely defensive when marines have an offensive version.
Whilst its better than a kick in the you know whats, I think its much more similar to marine PG's due to the fact they can be placed anywhere (on infestation).
Aliens need something so that when marines get phase gates they dont lose all mobility advantage over the map...just think this could have been done better with the old NS1 mechanic which limited teleport to actual hives.<!--QuoteEnd--></div><!--QuoteEEnd-->
Do we even know all that much about gorge tunnels to be saying it's too similar to phase gates? It's anyone's guess how it will work.
<!--quoteo(post=2056804:date=Jan 6 2013, 01:54 AM:name=Ghosthree3)--><div class='quotetop'>QUOTE (Ghosthree3 @ Jan 6 2013, 01:54 AM) <a href="index.php?act=findpost&pid=2056804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The way the railgun exo has been described, less fire rate, more damage per shot, seems kind of useless, in what situations would you want that over high damage spray? To take down a hive...no dual exos can take a hive down 40% per over heat anyway, to kill skulks...no then when you miss you're screwed. What about against onos? Nope you want spray there too. I really don't see any advantages (unless it shoots through walls).<!--QuoteEnd--></div><!--QuoteEEnd-->
Assuming the low fire rate is accompanied by a higher damage per second (seems logical), why wouldn't you use it against an onos or hive? Apparently it also has other advantages (the details of which haven't been revealed yet), that will set it apart as a viable alternative to miniguns.
Nope, all we know is that they are not like the NS1 MC mechanic which locked down teleporting to hives, as they are hinting at more depth you would assume this means they can be built as entry and exit points anywhere (on infestation obviously).
The similarity is that it allows movement to dynamic locations instead of simply hives, which means like PG's they could be placed in strategic offensive positions.
One of the good things about the NS1 mechanic was it was defensive in nature.
Its better than nothing but considering that we put up with a lot in the name of asymmetry this seems very much like PG's...but with slower travel times
Oh and sounds like marines can get into them too...so put them in at your own risk it seems...unless cory does not mean that when he said this "Actually, the old hive teleport system in NS1 was much closer to phasegates in the gameplay function, since it was an instant teleport and <b>only the one team side could use them.</b>".
I hope thats not what they mean.