a bit of positive among all the negative

TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
<div class="IPBDescription">here's what people haven't been talking about</div>ok so lag, lack of console commands, you can't see people's names in the feed when you kill them, long connect times (if ur even that lucky)

whatever, they're working on it. i got to play last night, i win.

here's what i like (that i haven't seen a lot of talk about):

1. Flashlight. The old flashlight blew, and you needed a night vision goggles mod to make it easier to kill skulks. not no more. the new flashlight does not overbrighten already bright things, and it does not kill the contrast when lighting up dark areas. it isn't a spotlight, its more like one of those neon led lights, and its glorious, makes things just right. love it.

2. Lerk sniper rifle. Secondary attack for the spikes is a one shot zoomed in spike sniper rifle. this is awesome. also awesome? the ability to hang upside down like a bat on ceilings. lerking is gonna have a dynamic of its own and i really like where UWE is heading with it. after the lag gets fixed, i can't wait to snipe people from the shadows.

3. all i played was tram last night, and i wanted to get my map up so much, but despite not having a minimap, it only took me a short while to figure out where things were (follow the tram tracks...), i'm hoping the custom mappers take note and try not to make things too complex. I know I am resketching my map now for a better layout.

4. the overall look and feel is great, i didn't try out alien commander, but i did lan it up to try out the commchair, i can easily see that you've taken away some emphasis on team building with the use of the buildbots. i'm on the fence with this. i think the game dynamic of having to furiously build a phasegate in order to get off a surprise attack was something that brought teams together. while making the game more of a shooter is fun for everyone, i don't think the fps to rts ratio is where it was with NS1. It still worked, but we'll see how it plays out when you guys get around to polishing.

KEEP UP THE GOOD WORK!!

Comments

  • viggevigge Join Date: 2004-08-30 Member: 31042Members, Constellation
    The skulk also, it feels GREAT already.. very much like NS1! just small things to fix there with walls etc
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1786458:date=Jul 27 2010, 01:22 PM:name=vigge)--><div class='quotetop'>QUOTE (vigge @ Jul 27 2010, 01:22 PM) <a href="index.php?act=findpost&pid=1786458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The skulk also, it feels GREAT already.. very much like NS1! just small things to fix there with walls etc<!--QuoteEnd--></div><!--QuoteEEnd-->

    definitely, the left click bite, right click leap change is great. removes the need to hit your two moves on spawn and then keep hitting your 'last weapon used' button.

    i hope they keep thirdperson view in the regular game, i find it so much easier to get kills as a skulk in 3rd person view especially on maps im not 100% familiar with yet.
  • mortsmorts Join Date: 2010-07-26 Member: 73071Members
    I think the reduced "stickiness" of the skulk is a good thing and more "realistic" if the term is appropriate to a fictional setting. Perhaps "follows the laws of physics better" is a better one.

    What I mean is in NS1, you could stick to a wall or ceiling as long as one bit of your model was in contact, even if it was the rear claw. Now that would be damn hard, since skulks are not primates and don't have prehensile feet. In NS2, it looks like there is a "minimum contact surface area" that has to be touching the level geometry for the skulk to attach itself to it, which is nice :D
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    Google for Gecko and biomechanics or just Gecko and you'll see that hanging on the wall with just one leg is possible even in real life :=)

    sorry for the useless comment -.-
  • snooggumssnooggums Join Date: 2009-09-18 Member: 68821Members
    You can also hit cntrl to drop from the ceiling without having to push a movement direction or not stick to walls to begin with!

    This will really help with my skulking as wall sticking was the one thing I had issues with as a skulk.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1786558:date=Jul 27 2010, 02:36 PM:name=snooggums)--><div class='quotetop'>QUOTE (snooggums @ Jul 27 2010, 02:36 PM) <a href="index.php?act=findpost&pid=1786558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can also hit cntrl to drop from the ceiling without having to push a movement direction or not stick to walls to begin with!

    This will really help with my skulking as wall sticking was the one thing I had issues with as a skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you could do that in ns1
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Just for information, in ns1, both the one-button leap (+movement) and crouch-to-unstick existed.


    I didn't get to play a lot yesterday, however I felt that the sticking was a bit lacking in fact. Combined with the one-leap limit, I had trouble going on top of high structures.
  • mwpeckmwpeck Join Date: 2006-09-18 Member: 58022Members
    How do you hang from ceilings as a lerk? I tried holding control when I flew into a ceiling but it didn't do anything.....and as lerk was one of my favorite NS1 classes, I am eager to learn and play the new lerk, but the mouse lag is killing me (makes it almost impossible to aim properly).

    I agree with you though, I feel NS2 definitely has the feel of NS1, which is great as I loved NS1, but there are also enough changes that I feel I will enjoy it far more than I did NS1 (which took up around 5 years of my gaming life). The Skulk is great, it is kind of annoying not being able to walk around outside corners on a wall or ceiling without falling off. In NS1 you could shift-walk around outside corners to stick to them, which makes it much more difficult to navigate ceilings without falling off, but always having leap, and having it on mouse 2 is a great way to not need shift-walking around corners.

    Leap also seems super fast, its not the slow-motion leap through the air at your target that it was in NS1, its not leap and pounce on your target in half a second, which is great, along with no leaping in mid-air (which was fun, but made leap more of a change direction mid-air to avoid something or get to a difficult ledge rather than a good attack maneuver). On top of that, I don't even notice his reduced speed it is said that the skulk has.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    just hold down jump as lerk to hang from the ceiling.
  • mwpeckmwpeck Join Date: 2006-09-18 Member: 58022Members
    <!--quoteo(post=1786575:date=Jul 27 2010, 07:51 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Jul 27 2010, 07:51 PM) <a href="index.php?act=findpost&pid=1786575"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just hold down jump as lerk to hang from the ceiling.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ah ok, I remembered reading somewhere that the crouch button was what allowed lerks to hang from the ceiling. Will try it when I get home, thanks.
  • GeneralBowserGeneralBowser Join Date: 2010-05-19 Member: 71801Members
    Yes ns tram is a pretty good map, there are still some rooms/hallways at the right (from a marine perspective) that look alike a bit to much but overall I like the map.
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    There is a ton of positive stuff in this alpha release, here are some of the things I noticed immediately:


    - Ready rooms are back, and they are still the perfect way to start and end rounds.

    - Marine commander(s) can split up economic and base stuff and the combat commanding, which will be really really really good for organization. It also gives redundancy so if one commander is a bit lacking the other can help out while the other com gets sorted out.

    - Alien commander isn't too big of a deal, they won't be micro-managing as much as the marine commander. They basically deal with the economy and the upgrades but leave the rest to the team.

    -Lerk is really cool, animations are really awesome.

    -Marine builder bot and the alien drifter are going to make for some interesting dynamic play... the teams will be defending and escorting these guys a lot!

    -New armory system will cut down on impatient marines, will let people time things a bit better perhaps, and will let people choose the weapons best for them and the situation instead of just getting whatever the commander drops at the time.

    -Gorge is still cool, the belly slide is hilarious and when all of it is properly streamlined he will be able to do some crazy ninja things like the hydra on walls/ceilings.

    -The marine building upgrade process lends itself to marines that will have to defend their base a lot more, because losing the armory would be a huge deal. This could be good or bad, depending on how this ends up. Ideally we want the marines to be able to relocate and be nimble if their old base gets attacked, but then again this may simply make commanders give a little bit more concern for the base and it may prevent the classic reliance on bacon/ip for dealing with base problems.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1786563:date=Jul 27 2010, 02:43 PM:name=Cereal_KillR)--><div class='quotetop'>QUOTE (Cereal_KillR @ Jul 27 2010, 02:43 PM) <a href="index.php?act=findpost&pid=1786563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just for information, in ns1, both the one-button leap (+movement) and crouch-to-unstick existed.


    I didn't get to play a lot yesterday, however I felt that the sticking was a bit lacking in fact. Combined with the one-leap limit, I had trouble going on top of high structures.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i meant without scripting macros. i used to do that for counterstrike. but let's be honest, it's better for the game as a whole if you don't have to do that and the intuitive functionality is available instead of scripting to your playstyle. now its straight up: right click to close distance, left click to kill.
  • KerostasisKerostasis Join Date: 2005-01-07 Member: 33056Members
    <!--quoteo(post=1786796:date=Jul 27 2010, 04:19 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Jul 27 2010, 04:19 PM) <a href="index.php?act=findpost&pid=1786796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i meant without scripting macros. i used to do that for counterstrike. but let's be honest, it's better for the game as a whole if you don't have to do that and the intuitive functionality is available instead of scripting to your playstyle. now its straight up: right click to close distance, left click to kill.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So did he. You didn't have to "script" +movement, you just had to bind it to a key. And if you were too lazy to even do that, it was automatically bound to whatever key you used for reloading (since aliens don't reload much).

    So what's new?
  • DaveKapDaveKap Join Date: 2002-12-11 Member: 10660Members
    The one thing that really stood out for me is how incredibly fast the game starts up, shuts down, and loads maps. I have played better and worse looking games that all take a longer amount of time to startup and shutdown. Maybe this is just due to there being a limited amount of assets overall (most buildings and weaponry isn't in) but I hope the load time doesn't change. Being able to hit Alt+F4 and have the proc just insta-die is really great too, considering how few other games will do it as instantly as I've seen NS2 do it.

    Overall I'm impressed by how nice the engine looks and runs on my system. :)
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Thanks for the kind words everyone! We love reading about the positive (even though we need to know the negative as well).

    Glad you guys are digging it so far. Lots to work on still but it's great reading your feedback.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    The artwork lots exceptionally polished for an alpha, it definitely looks like an inordinate amount of time was spent on it for an alpha preview release. I like split resource setup, this was something sorely lacking in NS1 that I thought was a major disadvantage NS1 had compared to other RTS games. The commander mode felt like it was well thought out and an intuitive upgrade from NS1, I hope to see the command binds in an alpha (and not beta) update to really give it a test drive. I haven't had a chance to try out the alien commander yet, I hope it's similar in UI functionality. I'm a bit concerned with the GL balance already, that seems like an awesomely powerful ability to be so tightly integrated into regular LMG marines, but we'll see I guess. The current ROF is hilariously overpowered for the cost. Can we expect hitreg and lerk flight to be addressed in the alpha or is that something that's slated for beta? It's a bit hard to evaluate the lerk with its current flight model, which feels like you're playing a hl mod with gravity at like 300 currently.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    i love that the hive screams in an eerie way when attacked
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1787025:date=Jul 28 2010, 01:36 AM:name=Penguin333)--><div class='quotetop'>QUOTE (Penguin333 @ Jul 28 2010, 01:36 AM) <a href="index.php?act=findpost&pid=1787025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i love that the hive screams in an eerie way when attacked<!--QuoteEnd--></div><!--QuoteEEnd-->
    THIS!

    I was amazed at that sound! Good god, and there weren't even aliens on my server :D
  • WraithVergeWraithVerge Join Date: 2003-02-25 Member: 14009Members
    I can definately see the visual improvements from the screenshots provided all the way to the main menu within the game. Very crisp and wonderful.

    My biggest personal positive (can't get into any servers atm) would be the sound of gunfire from the marine rifle. I love it, much better than the capgun SMG in the first NS :P ... hopefully the Shotgun and Heavy MG will feel beefy and make you feel hot and bothered all over while firing them.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    edited July 2010
    <!--quoteo(post=1787041:date=Jul 27 2010, 06:48 PM:name=WraithVerge)--><div class='quotetop'>QUOTE (WraithVerge @ Jul 27 2010, 06:48 PM) <a href="index.php?act=findpost&pid=1787041"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can definately see the visual improvements from the screenshots provided all the way to the main menu within the game. Very crisp and wonderful.

    My biggest personal positive (can't get into any servers atm) would be the sound of gunfire from the marine rifle. I love it, much better than the capgun SMG in the first NS :P ... hopefully the Shotgun and Heavy MG will feel beefy and make you feel hot and bothered all over while firing them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you can give yourself a shotgun by using cheats 1. the console command should be give shotgun. and yes it does feel beefy. they made a better reloading animation for it too.
  • FloridaRolfFloridaRolf Join Date: 2010-07-27 Member: 73234Members
    <!--quoteo(post=1786906:date=Jul 27 2010, 11:30 PM:name=DaveKap)--><div class='quotetop'>QUOTE (DaveKap @ Jul 27 2010, 11:30 PM) <a href="index.php?act=findpost&pid=1786906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The one thing that really stood out for me is how incredibly fast the game starts up, shuts down, and loads maps. I have played better and worse looking games that all take a longer amount of time to startup and shutdown. Maybe this is just due to there being a limited amount of assets overall (most buildings and weaponry isn't in) but I hope the load time doesn't change. Being able to hit Alt+F4 and have the proc just insta-die is really great too, considering how few other games will do it as instantly as I've seen NS2 do it.

    Overall I'm impressed by how nice the engine looks and runs on my system. :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    This; and alt + tab just works flawless and super quick

    oh and hello guys. ;)

    (btw, the lerk can't bite anymore?)
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    <!--quoteo(post=1787055:date=Jul 27 2010, 06:58 PM:name=FloridaRolf)--><div class='quotetop'>QUOTE (FloridaRolf @ Jul 27 2010, 06:58 PM) <a href="index.php?act=findpost&pid=1787055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This; and alt + tab just works flawless and super quick

    oh and hello guys. ;)

    (btw, the lerk can't bite anymore?)<!--QuoteEnd--></div><!--QuoteEEnd-->

    nope no lerk bite.

    alt tab works good as well, but not reentering the game after a few minutes caused mine to timeout
  • crakinshotcrakinshot Join Date: 2010-07-06 Member: 72271Members
    Something else I noticed is that the offence towers are very small now. in NS1 you could use two Offence Towers to block a passageway, I don't think it'll be possible in NS2. So I recommend, not only do they send out spikes, but if marines touch them the marine will die quickly.

    No way to judge the game mechanics yet, so we'll have to see in the coming weeks whether A) less functions for the gorge and B) small OT will affect the gameplay for the aliens compared to NS1. I suspect it will, drastically.
Sign In or Register to comment.