Voice in-game + Hive teleport

oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
edited March 2012 in NS2 General Discussion
I'm crossing my fingers that UWE will make it like NS1 with the voice settings in-game. Which decrease all in-game sounds to 80% when someone is talking. Giving us other a chanse to actually hear the person talking while being in combat. Because we all know, when fighting we don't hear anything if someone tries to talk. :)

Also I'm also hoping to have the ability to teleport by pressing E on a hive, so you're teleporting to the one that is currently getting hurt. This is a fare function if you're the opposite site of the map. This worked well in NS1.

Comments

  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    The movement chamber is yet to be implemented, it will likely have movement style features.

    Also it's fair, please.
  • fallout1333fallout1333 Join Date: 2012-03-01 Member: 147884Members
    voice_enable 0 would be awesome
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    <!--quoteo(post=1910037:date=Mar 4 2012, 08:37 PM:name=oldassgamers)--><div class='quotetop'>QUOTE (oldassgamers @ Mar 4 2012, 08:37 PM) <a href="index.php?act=findpost&pid=1910037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm crossing my fingers that UWE will make it like NS1 with the voice settings in-game. Which decrease all in-game sounds to 80% when someone is talking. Giving us other a chanse to actually hear the person talking while being in combat. Because we all know, when fighting we don't hear anything if someone tries to talk. :)

    Also I'm also hoping to have the ability to teleport by pressing E on a hive, so you're teleporting to the one that is currently getting hurt. This is a fare function if you're the opposite site of the map. This worked well in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't think they'll have the teleport feature on the hive. Most likely on one of this shift structures considering hives are now Kham chairs.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    edited March 2012
    The hive teleport feature was originally added because it was too difficult to defend hives against organised marine rushes with any other chamber than movement with your first hive.

    If hive-teleport is only to be allowed via the movement chamber then it makes sense for the marine team to fast tech phasegate push every game the aliens do not choose MC first. It will only not be a problem on maps with a 'free' natural tech point (one that is literally in the room next door to the alien spawn and in the vicinity of their closest res towers) or if the hive restriction on chambers is removed.

    These kinds of super important team features being assigned to a specific chamber combined with the sheer power/necessity of the second hive further act to 'lock-in' the chamber order. It makes for stale strategy and was one of the biggest issues with NS1.

    Something to think about, I suppose.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Good point.

    I also liked how you could drop a hive in a marine controlled area and try to defend it by mass teleport, it was one of this moment where the whole alien team gather and do something together. But you can probably not do it anyway with drifters now.
  • DeityDeity Join Date: 2012-01-31 Member: 142843Members, Reinforced - Shadow
    Yuuki you could still try to use cloaked drifters, depending how locked-down the tech point was.

    I hope they DON'T reduce the in-game volume when somebody is speaking. The vast majority of the time I'd rather hear the footsteps of the approaching marine or skulk than whatever drivel is being spouted over in-game VOIP.
  • oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1910213:date=Mar 5 2012, 08:51 PM:name=Deity)--><div class='quotetop'>QUOTE (Deity @ Mar 5 2012, 08:51 PM) <a href="index.php?act=findpost&pid=1910213"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yuuki you could still try to use cloaked drifters, depending how locked-down the tech point was.

    I hope they DON'T reduce the in-game volume when somebody is speaking. The vast majority of the time I'd rather hear the footsteps of the approaching marine or skulk than whatever drivel is being spouted over in-game VOIP.<!--QuoteEnd--></div><!--QuoteEEnd-->

    But now your thinking on playing solo and this game is about teamplay. You must hear when your commander is telling you what to do. All from defending a RT to defend your hive. At current state people are struggling to hear while being in combat. The past game me and my team mates lost ground control because of not hearing each others.

    But if you prefer playing solo then Im hoping that uwe can add an option to choose the settings for in-game voice.
  • Andrew_e1Andrew_e1 Join Date: 2005-01-07 Member: 33331Members, Constellation
    <!--quoteo(post=1910213:date=Mar 5 2012, 02:51 PM:name=Deity)--><div class='quotetop'>QUOTE (Deity @ Mar 5 2012, 02:51 PM) <a href="index.php?act=findpost&pid=1910213"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yuuki you could still try to use cloaked drifters, depending how locked-down the tech point was.

    I hope they DON'T reduce the in-game volume when somebody is speaking. The vast majority of the time I'd rather hear the footsteps of the approaching marine or skulk than whatever drivel is being spouted over in-game VOIP.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Whoever doesn't want this feature implemented probably didn't play NS1 extensively. It helps a lot and I find myself increasing and decreasing the volume while in game at different times, its really annoying.

    Its one of those things that it just doesn't make sense not to add it and just put an option in the game settings to enable/disable it.
  • RanakastraszRanakastrasz Join Date: 2012-02-26 Member: 147512Members
    It is an absolute requirement, at the very least, To unbind Overall sound volume and voice chat volume. Im, sorry, I couldnt hear you, I was too busy chewing on the command station... The obvious reason videos have teams using external chat programs is this exactly. If they didnt, they would be unable to communicate effectively without yelling, or using a voice amplification program. (and having everyone configure their settings to avoid being deafened, or w.e)

    Obviously, the volume reduction when chat is activated will help, but has the obvious problem of some people misusing the chat.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited March 2012
    <!--quoteo(post=1910140:date=Mar 5 2012, 08:06 AM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ Mar 5 2012, 08:06 AM) <a href="index.php?act=findpost&pid=1910140"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The hive teleport feature was originally added because it was too difficult to defend hives against organised marine rushes with any other chamber than movement with your first hive.

    If hive-teleport is only to be allowed via the movement chamber then it makes sense for the marine team to fast tech phasegate push every game the aliens do not choose MC first. It will only not be a problem on maps with a 'free' natural tech point (one that is literally in the room next door to the alien spawn and in the vicinity of their closest res towers) or if the hive restriction on chambers is removed.

    These kinds of super important team features being assigned to a specific chamber combined with the sheer power/necessity of the second hive further act to 'lock-in' the chamber order. It makes for stale strategy and was one of the biggest issues with NS1.

    Something to think about, I suppose.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Good point. They'll have to make a "phase gate" structure for Aliens, perhaps something like the "Nydus Worm" from Starcraft 2. Because, like I said, can't use the hive no more.

    Just like NS1, the hive order types are already pretty much locked with how UWE currently has Aliens setup (tech, ie lifeform hive locked and terrible early game life forms). It'll always be MC or DC with the first hive and SC being last because honestly, the upgrades for SC(Shade) are still complete utter garbage. Cloak is a waste of an upgrade spot, the only thing remotely useful from the Shade hive is the shade cloak and even then it is not worth giving up carapace/regen or celerity/adren for. And when I say either MC or DC for the first hive, it is an illusion of choice. What you pick at the start doesn't mean matter, because you have to rush a second hive for fades every single time and not wasting the precious early game tres on structures or upgrades because one hive aliens are so god damn awful vs sg/gl marines it's horrendous.
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