God, Global Agenda was awesome. It's too bad that Hi-Rez is an awful developer and completely dropped it as soon as Tribes came out (and of course now they're letting that die in favor of Smite)
We played a round yesterday on the SCC server... it has a lot of potential and needs some polishing, but I think it was lots of fun. My favorite is the sniper/assassin.
ZavaroTucson, ArizonaJoin Date: 2005-02-14Member: 41174Members, Super Administrators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, NS2 Community Developer, Pistachionauts
Great work, Sewlek. Had a blast on Gorge Hut for a few hours on Nov 1. Some feedback.
-It'd be nice to know what exactly each of the points affects in depth, whether it be weapon speed or damage or duration or all three.
-The weapon variety is pretty great, but I don't think many people know that you can click on them to change loadout.
-It'd be nice to show a location on the Mineshaft control markers which are visible throughout the map, not only does it not show location in the top left, it doesn't show it in the first person view making pub games kind of confusing for players new to the gametypes.
In addition, I encountered some weapon model bugs with some textures bugging out, notably the beta LMG, I have a feeling I'm not alone.
When playing another idea was talked of. Capture the Gorge. I can't take credit, but it's fairly self explanatory. Absolutely a blast to play though. I hope things like this get merged into future NS patches, since content is very important for keeping the community alive.
Played 2 rounds of this on the SCC server. It was really good fun even though I had absolutely no idea how anything worked and I only learned about the options you get when you click on an ability (such as changing weapons) today when watching the video. Someone needs to do a training video.
Just played two rounds again on a sparsely populated server. Players really have wayyyy too many hitpoints. There is no point in being an assassin if you can't kill your enemies quickly
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
edited November 2013
8 hits is a lot though I think. Especially with all the possible healing sources. I mean that since there's no sneak attack or stealth melee critical that being able to get behind enemy lines doesn't really give the sniper class any benefit.
I think the recon class would benefit from the tf2 style of handling the sniper class and how it heals damage. Using camo to get into an unexpected spot would allow for longer zoom time for the extra damage.
sounds like there is somewhere a bug then? it definitely should not be 28 hits, more like 3-8, depending on enemy and buffs/debuffs
Well, using the assassin's small gun (not the rifle), it took me almost my whole energy to kill one (!) guy, hitting him for a prolonged time.
To be fair, the Assassin should be weaker at range than say, the Assault, but stronger when up close. I think the health bars are spot on, it encourages focus firing and target discrimination (kill the healers first!). With NS2 being such a skill based game, it would be overpowering to have a lower TTK, as all the skilled aimers would simply blow through the other team. And the higher health bars promote tracking over raw twitch skills, which is better I think for players without high end gaming PCs.
Takes time to get used to the high hp and I think it's largely fine for the type of gameplay it's trying to do. DPS of most weapons and setups are actually quite high (some stuff have very large alpha damage), and the large hp means there is more focus on knowing the cd's, timers, and classes, than just owning everyone with tracking. You actually need to put in damage resist and +hp implants to actually survive anything decently. In that regard, i think the damage resists stack too well. Also, melee seems a bit weak, although i think it's more to do with the general issue of collision in spark imo.
*for recon burst damage, i suggest people try maxing out the range stim boost and using that. It's actually alot of damage.
sounds like there is somewhere a bug then? it definitely should not be 28 hits, more like 3-8, depending on enemy and buffs/debuffs
Well, using the assassin's small gun (not the rifle), it took me almost my whole energy to kill one (!) guy, hitting him for a prolonged time.
To be fair, the Assassin should be weaker at range than say, the Assault, but stronger when up close. I think the health bars are spot on, it encourages focus firing and target discrimination (kill the healers first!). With NS2 being such a skill based game, it would be overpowering to have a lower TTK, as all the skilled aimers would simply blow through the other team. And the higher health bars promote tracking over raw twitch skills, which is better I think for players without high end gaming PCs.
Yes. Still, I think we could half the hp and still have the positive side effects with only 50% the bullet-spongieness.
Comments
-It'd be nice to know what exactly each of the points affects in depth, whether it be weapon speed or damage or duration or all three.
-The weapon variety is pretty great, but I don't think many people know that you can click on them to change loadout.
-It'd be nice to show a location on the Mineshaft control markers which are visible throughout the map, not only does it not show location in the top left, it doesn't show it in the first person view making pub games kind of confusing for players new to the gametypes.
In addition, I encountered some weapon model bugs with some textures bugging out, notably the beta LMG, I have a feeling I'm not alone.
When playing another idea was talked of. Capture the Gorge. I can't take credit, but it's fairly self explanatory. Absolutely a blast to play though. I hope things like this get merged into future NS patches, since content is very important for keeping the community alive.
I think the recon class would benefit from the tf2 style of handling the sniper class and how it heals damage. Using camo to get into an unexpected spot would allow for longer zoom time for the extra damage.
Well, using the assassin's small gun (not the rifle), it took me almost my whole energy to kill one (!) guy, hitting him for a prolonged time.
To be fair, the Assassin should be weaker at range than say, the Assault, but stronger when up close. I think the health bars are spot on, it encourages focus firing and target discrimination (kill the healers first!). With NS2 being such a skill based game, it would be overpowering to have a lower TTK, as all the skilled aimers would simply blow through the other team. And the higher health bars promote tracking over raw twitch skills, which is better I think for players without high end gaming PCs.
*for recon burst damage, i suggest people try maxing out the range stim boost and using that. It's actually alot of damage.
Yes. Still, I think we could half the hp and still have the positive side effects with only 50% the bullet-spongieness.
there are servers, just before i have seen 2
ftfy.
Yes you do
Yeah.. I tried it out, definitely got the "been there done that" feeling.