Teamplay is needed...

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited August 2011 in Ideas and Suggestions
<div class="IPBDescription">most time everybody walks alone...in the rain</div>The problem is, marines and aliens walk alone, the skulk can kill a lot marines but a single marine is a meal for aliens.
So what do you think if we keep the marines together, some ideas:


Idea 1. Health buff?
If marines stay together like 118 inch, they get a health buff of +10HP, if they walk outside the invisible range, it goes down to 100
If you get a buff you see a icon on your left screen

Idea 2. Moral bar?
Everytime the marines stick together, walk to waypoints or build something, or kill a alien they get moral.
Killing a alien increase the moral bar just a tiny bit.
What happend if the moral bar is empty or full?
If its empty, the marine e.g. walks slower, or his weapon shakes more while firing or something other

Idea 3. a message?
If you can not see your squad, you get a RED message in the center of the screen (not to big) "GO BACK TO YOUR SQUAD!" or something...

Idea 4. waypoints...
If a marine got a waypoint and he does not move to it, there should be a voice on and on telling him go to your waypoint or less annyoing and better for the gameplay, a red message apears and tell him "GO TO THE WAYPOINT", same as idea 3.

Idea 5. simple Rank system?!
If a marine : walk to waypoints, build buildings, kill aliens, and stick with your mates.
(to prevent "cheating" there is a max. of XP per second per activity)
What gives the ranks?
Higher rank = higher means he can buy better weapons.
For example:
There 4 ranks, you start with rank 1; 100 xp to rank 2 (shotgun?); 200 xp to rank 3 (grenade launcher?), 300 xp to rank 4 (flamethrower?)
[Instead of the weapons, you are allowed to buy the actual weapon which was researched.]
- If you follow the wp of a commander 20 xp (you can only get xp every 5 seconds for example, not that your com spam you with waypoints)
- If you shoot a alien, 1 xp
- If you build something up 5 xp
- If you walk with your marines e.g. 10 seconds, you get 10 xp
this is just a tiny example.
so it should not be unfair and you can reach a high ranks very fast if you do your job!


Idea 6. candy
Everytime a marine do his job he get some candy...no im just kidding.

These are just simple ideas, how can we increase the teamplay?
«1

Comments

  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    You don't really need any new buffs to encourage team play at the moment so much as a restructuring of style. There's a huge benefit to having even one other player there to cover your back. Players who go off on their own typically become skulk bait and thus team play is very much encouraged in that aspect.

    The difference is that when people look at NS2 it doesn't seem like a "squad" game. It's not like BF2 where you get asked to join a squad immediately, instead you kind of have a freedom to go where you like, thus some people who try to lone wolf it never even think of it.

    I don't know what you can do that would affect them without being obnoxious to other people who already do use squad play. Simply giving people the option to go into squads and thus see where everyone is at the time IE a read out bar on the top right with names/locations/health would be more than enough to get the message across without any overt buffs.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    I like the idea of squads currently implented, but a statit squadsystem has more authority. If upon joining a game you get joined in different squad, you probably better with them then with the current system.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1866874:date=Aug 6 2011, 03:37 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Aug 6 2011, 03:37 AM) <a href="index.php?act=findpost&pid=1866874"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem is, marines and aliens walk alone, the skulk can kill a lot marines but a single marine is a meal for aliens.
    So what do you think if we keep the marines together, some ideas:


    Idea 1. Health buff?
    If marines stay together like 118 inch, they get a health buff of +10HP, if they walk outside the invisible range, it goes down to 100
    If you get a buff you see a icon on your left screen

    Idea 2. Moral bar?
    Everytime the marines stick together, walk to waypoints or build something, or kill a alien they get moral.
    Killing a alien increase the moral bar just a tiny bit.
    What happend if the moral bar is empty or full?
    If its empty, the marine e.g. walks slower, or his weapon shakes more while firing or something other

    Idea 3. a message?
    If you can not see your squad, you get a RED message in the center of the screen (not to big) "GO BACK TO YOUR SQUAD!" or something...

    Idea 4. waypoints...
    If a marine got a waypoint and he does not move to it, there should be a voice on and on telling him go to your waypoint or less annyoing and better for the gameplay, a red message apears and tell him "GO TO THE WAYPOINT", same as idea 3.

    Idea 5. simple Rank system?!
    If a marine : walk to waypoints, build buildings, kill aliens, and stick with your mates.
    (to prevent "cheating" there is a max. of XP per second per activity)
    What gives the ranks?
    Higher rank = higher means he can buy better weapons.
    For example:
    There 4 ranks, you start with rank 1; 100 xp to rank 2 (shotgun?); 200 xp to rank 3 (grenade launcher?), 300 xp to rank 4 (flamethrower?)
    [Instead of the weapons, you are allowed to buy the actual weapon which was researched.]
    - If you follow the wp of a commander 20 xp (you can only get xp every 5 seconds for example, not that your com spam you with waypoints)
    - If you shoot a alien, 1 xp
    - If you build something up 5 xp
    - If you walk with your marines e.g. 10 seconds, you get 10 xp
    this is just a tiny example.
    so it should not be unfair and you can reach a high ranks very fast if you do your job!


    Idea 6. candy
    Everytime a marine do his job he get some candy...no im just kidding.

    These are just simple ideas, how can we increase the teamplay?<!--QuoteEnd--></div><!--QuoteEEnd-->

    1: No
    2: No this isn't Dawn of war
    3: definitely not.
    4: No, just annoying and silly idea.
    5: No this isn't MW2 and restricting peoples weapons is a moronic idea, what if someone joins late game, they are stuck with a lmg for an indefinite period of time? get real.
  • CorpseyCorpsey Join Date: 2011-07-02 Member: 107538Members
    edited August 2011
    <!--quoteo(post=1866900:date=Aug 6 2011, 06:23 AM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 06:23 AM) <a href="index.php?act=findpost&pid=1866900"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1: No
    2: No this isn't Dawn of war
    3: definitely not.
    4: No, just annoying and silly idea.
    5: No this isn't MW2 and restricting peoples weapons is a moronic idea, what if someone joins late game, they are stuck with a lmg for an indefinite period of time? get real.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What do you suggest then? New players have a tough time getting to form up with the rest of the team.. I find this to be the biggest problem of the game right now.;

    You say: "Alright lets attack their base, bring down their structures in this order: powerpoint, powerpacks, IPs"
    team response: *doddleing around on the other side of the map* *someone attacking marine start but never doing significant damage* *commander doing god knows what* *a gorge building hydras in some useless spot in numbers that would never do enough damage to kill anything*

    `disconnect

    well that was a lovely waste of an hour to never see the outcome........

    anyways I'm sure the final version wont be so bad and they are doing the pheromone waypoint system, but still it's hard to coordinate a group assault, and the more you try to coordinate one, the more the marines just build static defenses in that area until eventually people are going in 1 by 1 anyways doing so miniscule damage it's retarded to keep playing.

    Edit: this is about having a tough time with marines though which I just find sad because 1 marine can take out a hive, by building a powerpack and a phasegate though, so really this topic is kind of backwards to the way I see it.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    You could try making aliens not get in each other's way when they attack, currently having more than one skulk is a massive liability, more than one lerk is probably wasteful, more than one gorge would be better served as a fade, and more than one fade kinda useless as they only kill people.

    Teamwork isn't generally that efficient for aliens, aliens decrease in efficiency the more you have, marines increase in efficiency.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1866935:date=Aug 6 2011, 10:12 AM:name=Corpsey)--><div class='quotetop'>QUOTE (Corpsey @ Aug 6 2011, 10:12 AM) <a href="index.php?act=findpost&pid=1866935"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What do you suggest then? New players have a tough time getting to form up with the rest of the team.. I find this to be the biggest problem of the game right now.;<!--QuoteEnd--></div><!--QuoteEEnd-->

    Every game has a learning curve, eventually when they get frustrated enough with dying they will stick with their team.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I've been pushing for #1 for a while. Right now, their isn't really a squad system. In particular, I think the squads need to be clearly defined with a leader and each having a significant buff for sticking together (i.e. increased health, armor, ammo, accuracy, regen, etc.) Right now, marines moving in groups are still pretty easy prey for the single aliens to pick them off.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    edited August 2011
    <!--quoteo(post=1866976:date=Aug 6 2011, 01:34 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 6 2011, 01:34 PM) <a href="index.php?act=findpost&pid=1866976"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've been pushing for #1 for a while. Right now, their isn't really a squad system. In particular, I think the squads need to be clearly defined with a leader and each having a significant buff for sticking together (i.e. increased health, armor, ammo, accuracy, regen, etc.) Right now, marines moving in groups are still pretty easy prey for the single aliens to pick them off.<!--QuoteEnd--></div><!--QuoteEEnd-->

    and the community have been shutting you down every time. The only people supporting you are baddies. you people are getting to be like a broken ###### record.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    edited August 2011
    <!--quoteo(post=1866953:date=Aug 6 2011, 11:19 AM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 11:19 AM) <a href="index.php?act=findpost&pid=1866953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Every game has a learning curve, eventually when they get frustrated enough with dying they will stick with their team.<!--QuoteEnd--></div><!--QuoteEEnd-->
    How idealistic.

    This is actually an issue that is being addressed with point systems. BC2 did a good job and NS2 can do a better one. Give points for squad play, defending in a room with a building being built by a teammate or two. Give points for dealing damage, points for assist kills, points for simply doing commander way points.

    This sort of system gets players to play intelligently through noticeable rewards.


    <!--quoteo(post=1867000:date=Aug 6 2011, 04:17 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 04:17 PM) <a href="index.php?act=findpost&pid=1867000"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and the community have been shutting you down every time. The only people supporting you are baddies. you people are getting to be like a broken ###### record.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Scardybob is a good player, and I still haven't noticed a "richardrahl" ingame yet. All I've seen from you is trolling, and I don't think anyone even knows who you are.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867007:date=Aug 6 2011, 05:06 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 6 2011, 05:06 PM) <a href="index.php?act=findpost&pid=1867007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How idealistic.

    This is actually an issue that is being addressed with point systems. BC2 did a good job and NS2 can do a better one. Give points for squad play, defending in a room with a building being built by a teammate or two. Give points for dealing damage, points for assist kills, points for simply doing commander way points.

    This sort of system gets players to play intelligently through noticeable rewards.



    Scardybob is a good player, and I still haven't noticed a "richardrahl" ingame yet. All I've seen from you is trolling, and I don't think anyone even knows who you are.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Players do not need to have their hand held to figure out simple basics like "stick with your team and stay alive" I haven't noticed you in-game either, does that make your posts invalid as well? a player who whines that marines need a buff when grouped together is not a good player. Marines already have plenty of power when grouped together they can tear aliens apart as long as they work as a team which is what should happen, ALL games have a learning curve regardless if you say it's idealistic or not it's a point of fact, League of legends, heroes of newearth, defence of the ancients, those three have the HARDEST learning curves of games I have ever played, and no one ###### and complains that they need to have their hands held, they LEARN.
  • maessemaesse Join Date: 2010-04-08 Member: 71213Members
    I've also noticed that, at least for aliens, it's pretty hard to get some decent teamplay going.

    It's often entirely possible for aliens to win by making a solid attack on marine start, but we're all fragmented over the map. There's never any follow-up to my base-rape as fade, and all I really need is a few skulks and maybe a gorge ready to heal us up, but it's almost impossible organize that. By the time the team starts gathering up near marine start, it's taken too long and rhines already figured out what we were trying to do - we've lost our window of opportunity... Sometimes I wonder if my team doesn't want to win the game because they'd be losing their hydras or if we just need some better/easier ways to communicate to the team that we need backup at some position (besides mic/chat).

    /QQ
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    edited August 2011
    <!--quoteo(post=1867018:date=Aug 6 2011, 05:41 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 05:41 PM) <a href="index.php?act=findpost&pid=1867018"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Players do not need to have their hand held to figure out simple basics like "stick with your team and stay alive" I haven't noticed you in-game either, does that make your posts invalid as well? a player who whines that marines need a buff when grouped together is not a good player. Marines already have plenty of power when grouped together they can tear aliens apart as long as they work as a team which is what should happen, ALL games have a learning curve regardless if you say it's idealistic or not it's a point of fact, League of legends, heroes of newearth, defence of the ancients, those three have the HARDEST learning curves of games I have ever played, and no one ###### and complains that they need to have their hands held, they LEARN.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you don't learn and adapt in a DOTA clone you get destroyed. In NS2 you can just ride out your team and still win and get kills. This is why there needs to be something to get players to work together. A point system will do this. I'm against any sort of buffing, as being together in itself greatly increases effectiveness.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867032:date=Aug 6 2011, 06:40 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Aug 6 2011, 06:40 PM) <a href="index.php?act=findpost&pid=1867032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you don't learn and adapt in a DOTA clone you get destroyed. In NS2 you can just ride out your team and still win and get kills. This is why there needs to be something to get players to work together. A point system will do this. I'm against any sort of buffing, as being together in itself greatly increases effectiveness.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What would be the point of points? none at all, the only thing that is needed is for players to work together, tell new players to stick together, the most i'de give players as a "buff" is the knowledge that you're more survivable and deadly, aswell that multiple marines will have the ability to see more in dark areas because of more flash lights.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1867035:date=Aug 6 2011, 06:58 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 06:58 PM) <a href="index.php?act=findpost&pid=1867035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What would be the point of points? none at all, the only thing that is needed is for players to work together, tell new players to stick together, the most i'de give players as a "buff" is the knowledge that you're more survivable and deadly, aswell that multiple marines will have the ability to see more in dark areas because of more flash lights.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That does not work. Again, what the industry seems to be doing to encourage certain types of play, is use a point system. NS2 does this, but currently the system is in it's infancy. The proof is in the pudding.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1867018:date=Aug 6 2011, 02:41 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 02:41 PM) <a href="index.php?act=findpost&pid=1867018"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Players do not need to have their hand held to figure out simple basics like "stick with your team and stay alive" I haven't noticed you in-game either, does that make your posts invalid as well? a player who whines that marines need a buff when grouped together is not a good player. Marines already have plenty of power when grouped together they can tear aliens apart as long as they work as a team which is what should happen, ALL games have a learning curve regardless if you say it's idealistic or not it's a point of fact, League of legends, heroes of newearth, defence of the ancients, those three have the HARDEST learning curves of games I have ever played, and no one ###### and complains that they need to have their hands held, they LEARN.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Bonuses for teamwork are hardly 'hand holding' as you seem to think. Only using negatives (i.e. stick together or die) is hardly a good game element. It also doesn't even work right now. Marines die quite often, even in large groups, and solo marines can still be quite effective. Although NS2 is a teamwork-based game, teamwork is very broken right now. Squad bonuses would help this, imo, by making the distinction between sticking together much clearer. Players respond to, and are much happier about, such positive reinforcement (i.e. teamwork = bonuses) than negative reinforcement (i.e. going solo = death).
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867068:date=Aug 6 2011, 09:05 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 6 2011, 09:05 PM) <a href="index.php?act=findpost&pid=1867068"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bonuses for teamwork are hardly 'hand holding' as you seem to think. Only using negatives (i.e. stick together or die) is hardly a good game element. It also doesn't even work right now. Marines die quite often, even in large groups, and solo marines can still be quite effective. Although NS2 is a teamwork-based game, teamwork is very broken right now. Squad bonuses would help this, imo, by making the distinction between sticking together much clearer. Players respond to, and are much happier about, such positive reinforcement (i.e. teamwork = bonuses) than negative reinforcement (i.e. going solo = death).<!--QuoteEnd--></div><!--QuoteEEnd-->

    so were going to give aliens the same bonuses right? marines WILL die yes, it's a common occurrence it happens in fps games, most of the time I see marines getting killed in large groups because they are either all using shottys and lmgs or because they can't aim. skill level is one of the biggest issues with NS2 right now, the fact that it's still in its alpha/beta most people are not used to the game and how the guns fire and what the spread is like, how the aliens move how to predict fade attack patterns ect,
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1867073:date=Aug 6 2011, 06:33 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 06:33 PM) <a href="index.php?act=findpost&pid=1867073"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so were going to give aliens the same bonuses right? marines WILL die yes, it's a common occurrence it happens in fps games, most of the time I see marines getting killed in large groups because they are either all using shottys and lmgs or because they can't aim. skill level is one of the biggest issues with NS2 right now, the fact that it's still in its alpha/beta most people are not used to the game and how the guns fire and what the spread is like, how the aliens move how to predict fade attack patterns ect,<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd actually support it for aliens, too. For example, marine bonuses could be increased health and damage and alien bonuses could be increased energy and speed.

    The biggest problem with marines dying while working together is that it sends mixed signals. If you die almost as much in groups as you do alone, then whats the value in working together? Many players also can't distinguish the minor benefit teamwork usually gives you on the marine-side. The difference should be very clear, if you work together you live, if you work alone you die and should be applied to both sides. For example, if 2 skulks attack 4 marines, only the 2 skulks should die. However, if 2 skulks attack 1 marine, only the 1 marine should die. Individual player skill should only come into play to determine the outcome with equal sides (i.e. if 2 skulks attack 2 marines, the more skilled players should win). This type of balance 1) strongly encourages teamwork, 2) reduces the skill penalty for new players, and 3) still maintains a role for individual player skill.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867233:date=Aug 7 2011, 03:59 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 7 2011, 03:59 PM) <a href="index.php?act=findpost&pid=1867233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd actually support it for aliens, too. For example, marine bonuses could be increased health and damage and alien bonuses could be increased energy and speed.

    The biggest problem with marines dying while working together is that it sends mixed signals. If you die almost as much in groups as you do alone, then whats the value in working together? Many players also can't distinguish the minor benefit teamwork usually gives you on the marine-side. The difference should be very clear, if you work together you live, if you work alone you die and should be applied to both sides. For example, if 2 skulks attack 4 marines, only the 2 skulks should die. However, if 2 skulks attack 1 marine, only the 1 marine should die. Individual player skill should only come into play to determine the outcome with equal sides (i.e. if 2 skulks attack 2 marines, the more skilled players should win). This type of balance 1) strongly encourages teamwork, 2) reduces the skill penalty for new players, and 3) still maintains a role for individual player skill.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was being sarcastic, this game does not need squad buffs, the teams wernt meant to be even, hell I have an idea that would make you happy, lets get rid of the aliens, lets have two sides of marines and everyone only gets a knife and does 1 damage each hit! that would make things nice and balanced and easy and fair for you :D.

    Go back to mw2/cs/dod or whatever baddie fps you came from noob.
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    Just because they don't agree with you doesn't make them noobs or "bad." You're free to your opinion but going around insulting people because they don't like the same things you do is not helping anything.
  • IactoIacto Join Date: 2010-11-23 Member: 75209Members
    I like the idea of buffing squads, but first it needs to be more apparent than the little coloured text in the bottom-left telling you who else is nearby. Perhaps icons of their health and armour would be useful. Also, I had an idea in a different thread about squads in general, how about restricting either medpacks or ammo to people who are only in squads, would also make it easier for the commander to actually drop the supplies.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    <!--quoteo(post=1866900:date=Aug 6 2011, 12:23 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 12:23 PM) <a href="index.php?act=findpost&pid=1866900"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5: No this isn't MW2 and restricting peoples weapons is a moronic idea, what if someone joins late game, they are stuck with a lmg for an indefinite period of time? get real.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Kid listen, if you do all the stuff the commander say and tell you, you GET ALL weapons, just if you do the "lone wolf" you get no better weapons, so you will learn to walk to waypoints, build stuff, repair teammates and other things which give you and your team a better gameplay :P
    The last days i play in the marine team...
    Sometimes its very nice to have teammates around you, but the most times they run alone attack the hive or something and die...the hive regenerate and it was useless but the aliens get resources.
    The commander is the big boss and you have to listen to him, the macs/weldbots unplug the band of commander and marines a bit.
    I see a lot the commander is more busy with macs then with his teammates.
    I think the macs are not good, marines should get the welder back and be the #1 for the commander, not the weldbots/macs.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867335:date=Aug 8 2011, 03:46 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Aug 8 2011, 03:46 AM) <a href="index.php?act=findpost&pid=1867335"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kid listen, if you do all the stuff the commander say and tell you, you GET ALL weapons, just if you do the "lone wolf" you get no better weapons, so you will learn to walk to waypoints, build stuff, repair teammates and other things which give you and your team a better gameplay :P
    The last days i play in the marine team...
    Sometimes its very nice to have teammates around you, but the most times they run alone attack the hive or something and die...the hive regenerate and it was useless but the aliens get resources.
    The commander is the big boss and you have to listen to him, the macs/weldbots unplug the band of commander and marines a bit.
    I see a lot the commander is more busy with macs then with his teammates.
    I think the macs are not good, marines should get the welder back and be the #1 for the commander, not the weldbots/macs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm usually the commander thanks, but it doesn't change the fact that restricting someones weapons until you "level up" in the map is the most idiotic thing i've heard on this forum regarding the alien team to date, like I said once before in this thread, if someone joins the map halfway or late into the match, and is stuck using an LMG he is nothing but a weak link in the team.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited August 2011
    <!--quoteo(post=1867343:date=Aug 8 2011, 10:36 AM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 8 2011, 10:36 AM) <a href="index.php?act=findpost&pid=1867343"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm usually the commander thanks, but it doesn't change the fact that restricting someones weapons until you "level up" in the map is the most idiotic thing i've heard on this forum regarding the alien team to date, like I said once before in this thread, if someone joins the map halfway or late into the match, and is stuck using an LMG he is nothing but a weak link in the team.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I will not feed the ugly angry troll which insult other people, no!
    <img src="http://1.bp.blogspot.com/_iYNJ6u3-LZk/S62RWfc8_uI/AAAAAAAACd4/P6De6dbjLq4/s400/Do-not-feed-the-trolls.jpg" border="0" class="linked-image" />
  • Smug_LobsterSmug_Lobster Join Date: 2009-06-22 Member: 67903Members
    I don't think there should really be any sort of buff for sticking together. Don't you think the teamwork and increased survival when in a group are enough?
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867616:date=Aug 8 2011, 07:23 PM:name=Smug_Lobster)--><div class='quotetop'>QUOTE (Smug_Lobster @ Aug 8 2011, 07:23 PM) <a href="index.php?act=findpost&pid=1867616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think there should really be any sort of buff for sticking together. Don't you think the teamwork and increased survival when in a group are enough?<!--QuoteEnd--></div><!--QuoteEEnd-->

    yay, someone who understands.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited August 2011
    Teamwork is fine as long as people use teamchat and voice communication.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    The more you push the game into squad play, the less options for map spread the commander has - especially in smaller games. NS1 based quite a lot of depth in that map spread.

    So... If NS2 really wants to be a squad based shooter as much as it seems sometimes, it better find some new goodies for the commander. The RTS part might not be strong enought to keep the commander entertained in the long run anymore.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Awarding points / co-kills (both gets score last hitter gets the kill and the killer are both displayed at "frag counter") are good enough. Teamwork is not ever going to work effective on public anyways.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1867774:date=Aug 9 2011, 06:08 AM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Aug 9 2011, 06:08 AM) <a href="index.php?act=findpost&pid=1867774"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awarding points / co-kills (both gets score last hitter gets the kill and the killer are both displayed at "frag counter") are good enough. Teamwork is not ever going to work effective on public anyways.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Public teamwork works in L4D1/2 and it can in NS2. However, that requires multiple game elements reinforcing the idea that people should stick together.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    edited August 2011
    <!--quoteo(post=1867853:date=Aug 9 2011, 01:33 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 9 2011, 01:33 PM) <a href="index.php?act=findpost&pid=1867853"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Public teamwork works in L4D1/2 and it can in NS2. However, that requires multiple game elements reinforcing the idea that people should stick together.<!--QuoteEnd--></div><!--QuoteEEnd-->

    l4d is a completely different game with a completely different style in a completely different sub-genre of fps, are you going to compare ns2 to call of duty now?
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