a bit of positive among all the negative
Tig
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!!
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
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.
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
sorry for the useless comment -.-
This will really help with my skulking as wall sticking was the one thing I had issues with as a skulk.
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
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.
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.
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.
- 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.
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.
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?
Overall I'm impressed by how nice the engine looks and runs on my system. :)
Glad you guys are digging it so far. Lots to work on still but it's great reading your feedback.
THIS!
I was amazed at that sound! Good god, and there weren't even aliens on my server :D
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.
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.
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?)
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
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.