People won't pay much attention to the concept art if its released at the same time as an exo suit video and screenshots.
Spikes look a little too much like an RPG spell, not something you could imagine coming out infestation, they're gigantic, unless it's planned that they will change the infestation so marines can see where spikes are laid?
UlmontJoin Date: 2011-10-02Member: 125211Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester, Retired Community Developer
Hey, to be fair to Tripwire, they did go back and fix a lot of things post-release. 'Took 'em almost a year, but they did get it done. Fun game, that, RO2. NOT a good launch, though; a great example of why polish is really, <i>really</i> important.
<!--quoteo(post=1945817:date=Jun 22 2012, 04:17 AM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Jun 22 2012, 04:17 AM) <a href="index.php?act=findpost&pid=1945817"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope the spikes are strong. I've been having a hard time keeping my sanity when marines easily bumble past my whip chokepoints and hack my extractors to bits. I feel as though whips just don't do enough damage for the already minimal range they have.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1945821:date=Jun 22 2012, 04:45 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Jun 22 2012, 04:45 AM) <a href="index.php?act=findpost&pid=1945821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whips are garbage for defence against anything other than GLs.<!--QuoteEnd--></div><!--QuoteEEnd-->
Use shades. I actually have a lot of luck with this tactic. It's so hilarious to watch a marine meander into a shaded room with whips in random locations. "Oh no, you don't want to walk that way, you really don't. OH YOU DID!" It's easily countered with a scan of course, but a comm isn't going to just scan every seemingly safe room one of his marines walks into, and even if he did, you could just echo or whip walk between scans (provided you survive the first one) for maximum hilarity.
vlncJoin Date: 2010-09-07Member: 73921Members, Squad Five Blue
edited June 2012
<!--quoteo(post=1945880:date=Jun 22 2012, 06:31 PM:name=Ulmont)--><div class='quotetop'>QUOTE (Ulmont @ Jun 22 2012, 06:31 PM) <a href="index.php?act=findpost&pid=1945880"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey, to be fair to Tripwire, they did go back and fix a lot of things post-release. 'Took 'em almost a year, but they did get it done. Fun game, that, RO2. NOT a good launch, though; a great example of why polish is really, <i>really</i> important.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
Yes now RO2 is nice to play now but the release version was horrible :( I don't want that happen to NS2.
<!--quoteo(post=1945859:date=Jun 22 2012, 03:01 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 22 2012, 03:01 PM) <a href="index.php?act=findpost&pid=1945859"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you still going to have 2 months of purely optimization focus then? At best there is 1 more patch after 211 before the game should be 'feature complete' and the focus was supposed to turn to the optimization of the game play (sever/client performance, hitreg, animations etc etc- core gameplay stuff). Can we still expect "2-3x better performance" on client/servers?
Sorry to prod, but it's very concerning to hear that feature-complete NS2 is being delayed and cutting into that oh-so-crucial optimization time period for the game developement. That is, if the game is still slated for late august/early sept.<!--QuoteEnd--></div><!--QuoteEEnd--> #1 We are still planning on being feature complete internally by the end of the month. Feature complete doesn't mean that all the features are working perfectly, and that there aren't bugs and balance and useability issues. It just means all the elements of the game are in and basically working in some form. And just because the Exo isn't released publically, it still counts as being a feature implemented in the game, if its in the internal build.
#2 No one ever said anything about only focusing on optimization over those remaining 2 months. It certainly will be a big part of our focus (not that it ever stopped being a big part of our focus) , and being feature complete allows us to get a better handle on it, when new stuff isn't going into the game all the time. But those 2 months are meant to also let us fix the plethora of bugs in the game, add more tooltips and functionality that allows new players to understand what is going on, fix animation issues, adjust gameplay numbers to balance the game better, and add a whole ton of other polish that the game badly needs.
#3 And yes, you can still expect huge performance increases. We have been developing some very useful profiling tools, we can see where all the biggest performance issues are, and we have a lot of various plans of how to fix them. We are confident we will be able to get the game running much faster over the next 2 months. You just need to trust us :)
<!--quoteo(post=1945895:date=Jun 22 2012, 06:14 PM:name=Krull)--><div class='quotetop'>QUOTE (Krull @ Jun 22 2012, 06:14 PM) <a href="index.php?act=findpost&pid=1945895"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is infestation 2.0 also still considered withing feature complete?<!--QuoteEnd--></div><!--QuoteEEnd--> No. Feature complete is gameplay features. The technical tasks, such as infestation 2.0, transparency, etc. are on a different schedule.
<!--quoteo(post=1945893:date=Jun 22 2012, 12:10 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jun 22 2012, 12:10 PM) <a href="index.php?act=findpost&pid=1945893"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->#3 And yes, you can still expect huge performance increases. We have been developing some very useful profiling tools, we can see where all the biggest performance issues are, and we have a lot of various plans of how to fix them. We are confident we will be able to get the game running much faster over the next 2 months. You just need to trust us :)
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
That's exciting to hear, everyone loves more programming tools that make development more efficient! Good to know the game is still more or less on schedule and that UWE is optimistic about the state of the upcoming 1.0 version (ooooh how I await servers with stable tickrates). Best of luck and I will continue to post balance feedback on each of the patch notes ;P Thanks for taking the time to respond.
Yes now RO2 is nice to play now but the release version was horrible :( I don't want that happen to NS2.<!--QuoteEnd--></div><!--QuoteEEnd--> Tripwire has had a number of similar launches; just look at Killing Floor.
I wanna know where all those whining people are. ya know, the ones who complain about progress with the game and developers not talking to people. why don't they see THESE threads?
<!--quoteo(post=1945813:date=Jun 22 2012, 04:45 AM:name=Obraxis)--><div class='quotetop'>QUOTE (Obraxis @ Jun 22 2012, 04:45 AM) <a href="index.php?act=findpost&pid=1945813"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was alien comm then. Can use them to both trap marines and protect a location. Very useful, but you must be frugal as it costs a lot.<!--QuoteEnd--></div><!--QuoteEEnd-->
From what very little I've seen in the video, it looked like it was more of a nuisance to the aliens than it was for the marines. While you might have blocked Marines, you've forced your team to attack them directly, lining them up to get shot down easier.
When you say it costs a lot, do you mean its 5 res? 10? 5 res might make we weary about using it, possibly rather just letting the harvester die instead, but anything more than that means I'm not going to touch it until I've researched all the tech I've deemed necessary.
Another couple questions are: How long do they last? Are they destroyable by ARCs or Marine damage? Do they damage marines if hit by the spikes? Can you even place it underneath marine's feet?
Granted, I'm not totally against infestation spikes since they probably took very little time to implement. There are some situations that it can come in handy, such as blocking over powered jetpackers (if they reach high enough) chasing an onos down a hallway. But I have a feeling once the novelty runs out, they'll be right there with cyst's rupture- that thing that's still in the game... due to the fact that you need a shade hive to even see marines on infestation.
Quick Edit: I'm guessing Marines won that game too. It looked like those early infestation spikes seriously hampered your expansion.
AngeluszHarmonic entropistJoin Date: 2003-07-10Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
<!--quoteo(post=1945999:date=Jun 22 2012, 10:50 PM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Jun 22 2012, 10:50 PM) <a href="index.php?act=findpost&pid=1945999"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Quick Edit: I'm guessing Marines won that game too. It looked like those early infestation spikes seriously hampered your expansion.<!--QuoteEnd--></div><!--QuoteEEnd-->
Spikes don't last forever. The way I think they're best used, is to block marines when there's no aliens nearby, or when they try to run from aliens (jp through a corridor). It's just a good tool for the alien commander to slow marines down just enough for the team to catch up and cause some mayhem amongst the ranks.
<!--quoteo(post=1946025:date=Jun 23 2012, 06:44 AM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Jun 23 2012, 06:44 AM) <a href="index.php?act=findpost&pid=1946025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spikes don't last forever. The way I think they're best used, is to block marines when there's no aliens nearby, or when they try to run from aliens (jp through a corridor). It's just a good tool for the alien commander to slow marines down just enough for the team to catch up and cause some mayhem amongst the ranks.<!--QuoteEnd--></div><!--QuoteEEnd-->
AngeluszHarmonic entropistJoin Date: 2003-07-10Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
<!--quoteo(post=1946064:date=Jun 23 2012, 08:48 AM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Jun 23 2012, 08:48 AM) <a href="index.php?act=findpost&pid=1946064"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can they be damaged by anything?<!--QuoteEnd--></div><!--QuoteEEnd--> They currently can not be destroyed, they're on a timer. This might, however, be subject to change in the future.
<!--quoteo(post=1946067:date=Jun 23 2012, 08:04 AM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Jun 23 2012, 08:04 AM) <a href="index.php?act=findpost&pid=1946067"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They currently can not be destroyed, they're on a timer. This might, however, be subject to change in the future.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's a nice way to further differentiate them from clogs IMO. I was a little concerned about that.
rhombusLerk QueenJoin Date: 2011-06-23Member: 106055Members, Constellation, Squad Five Blue
The spikes are a placeholder. Concerns were made over the spikes and they're slated for a revamp. The idea was put in to see how useful it would be, but obviously it needs to be tweaked.
<!--quoteo(post=1946129:date=Jun 23 2012, 02:26 PM:name=SabaHell)--><div class='quotetop'>QUOTE (SabaHell @ Jun 23 2012, 02:26 PM) <a href="index.php?act=findpost&pid=1946129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The spikes are a placeholder. Concerns were made over the spikes and they're slated for a revamp. The idea was put in to see how useful it would be, but obviously it needs to be tweaked.<!--QuoteEnd--></div><!--QuoteEEnd-->
Good to hear.
I don't see why they couldn't have used the goo-wall idea they had for gorges instead. Allow the Aliens to phase through the goo-wall unhindered while blocking the marines pathway. Same concept as the spikes, but doesn't cause the same issues that the spikes did in the video (lining them up to get shot down).
<!--quoteo(post=1946025:date=Jun 23 2012, 08:44 AM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Jun 23 2012, 08:44 AM) <a href="index.php?act=findpost&pid=1946025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spikes don't last forever. The way I think they're best used, is to block marines when there's no aliens nearby, or when they try to run from aliens (jp through a corridor). It's just a good tool for the alien commander to slow marines down just enough for the team to catch up and cause some mayhem amongst the ranks.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wait, so spikes are basically just used for blocking players? As in dropping a CC in the path of a Fade in NS1? A mechanic which was widely frowned upon and that was eventually patched out by the devs. Sometimes I don't get how UWE comes up with these things...
<!--quoteo(post=1946232:date=Jun 24 2012, 03:02 AM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Jun 24 2012, 03:02 AM) <a href="index.php?act=findpost&pid=1946232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait, so spikes are basically just used for blocking players? As in dropping a CC in the path of a Fade in NS1? A mechanic which was widely frowned upon and that was eventually patched out by the devs. Sometimes I don't get how UWE comes up with these things...<!--QuoteEnd--></div><!--QuoteEEnd-->
its just an attempt by charlie trying to make the commander actually play role during gameplay rather then sit in the hive doing nothing the whole game. I personally do not like this idea, since I simply do not agree with how the current alien commander works or even if it should be part of the game.
<!--quoteo(post=1946232:date=Jun 23 2012, 10:02 PM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Jun 23 2012, 10:02 PM) <a href="index.php?act=findpost&pid=1946232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait, so spikes are basically just used for blocking players? As in dropping a CC in the path of a Fade in NS1? A mechanic which was widely frowned upon and that was eventually patched out by the devs. Sometimes I don't get how UWE comes up with these things...<!--QuoteEnd--></div><!--QuoteEEnd--> Yea, but that's the thing. Aliens need those escape-routes, marines not so much. We'll see how it works out, but I'm not so worried.
I dont know how much res those things costs, and how long they last or if they can be easily destroyed...
But open routes are as important for marines.
- line of fire - chasing/finishing off lifeforms that overextended (e.g. an onos) - rushes
If you are quick enough, i imagine you would also be able to trap marines trying to run past whips or hydras - maybe you are also able to trap marines into corners/next to walls giving aliens a free way to close distance without beeing able to get harmed.
... well see. But i thought goowalls can be annoying enough.
I love the idea of the alien commander having a tool like those spikes to directly interact with the game world. I can imagine loads of situations where a clever commander can put a well-timed wall to screw some marines over.
However, I do NOT think aliens should have both clogs and infestation spikes. Having one form of wall is annoying as a marine, but still feels like a legitimate challenge. However, to have both players and the commander popping walls all over would feel very inhibiting.
It's like... ever try to play a game with the owner who keeps forgetting to tell you all the rules? (whether intentionally or accidentally?) It's not fun. Having walls pop up all over that shouldn't be there is not fun. There's an acceptable limit where a certain amount of walls or some really-well-placed walls adds to the gameplay. Any more than that sucks.
<!--quoteo(post=1946398:date=Jun 24 2012, 10:50 PM:name=Deadzone)--><div class='quotetop'>QUOTE (Deadzone @ Jun 24 2012, 10:50 PM) <a href="index.php?act=findpost&pid=1946398"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love the idea of the alien commander having a tool like those spikes to directly interact with the game world. I can imagine loads of situations where a clever commander can put a well-timed wall to screw some marines over.
However, I do NOT think aliens should have both clogs and infestation spikes. Having one form of wall is annoying as a marine, but still feels like a legitimate challenge. However, to have both players and the commander popping walls all over would feel very inhibiting.<!--QuoteEnd--></div><!--QuoteEEnd--> Oh God if the Gorge is stuck with only one structure-building in the next update I'd cry for a week straight. He's slowly becoming that, 'Why bother having it in the game' unit/mechanic :<
<!--quoteo(post=1946232:date=Jun 24 2012, 04:02 AM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Jun 24 2012, 04:02 AM) <a href="index.php?act=findpost&pid=1946232"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait, so spikes are basically just used for blocking players? As in dropping a CC in the path of a Fade in NS1? A mechanic which was widely frowned upon and that was eventually patched out by the devs. Sometimes I don't get how UWE comes up with these things...<!--QuoteEnd--></div><!--QuoteEEnd--> I guess blocking lines of fire has some new angles in it, but it really sounds like a huge decider in any fight spikes are involved.
Think of SC2 forcefields and how they affect the whole way toss plays out. In a melee vs ranged FPS that kind of positional manipulation might be even more powerful. That's a huge feature to sketch up a couple of months before the release.
<!--quoteo(post=1946580:date=Jun 26 2012, 01:22 AM:name=Joracy)--><div class='quotetop'>QUOTE (Joracy @ Jun 26 2012, 01:22 AM) <a href="index.php?act=findpost&pid=1946580"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it normal for playtests to have such a high player count on server compared to what public servers have?<!--QuoteEnd--></div><!--QuoteEEnd--> No. And I don't think there's any servers capable of holding these playercounts at a reasonable performance level yet anyways.
rhombusLerk QueenJoin Date: 2011-06-23Member: 106055Members, Constellation, Squad Five Blue
<!--quoteo(post=1946580:date=Jun 25 2012, 07:22 PM:name=Joracy)--><div class='quotetop'>QUOTE (Joracy @ Jun 25 2012, 07:22 PM) <a href="index.php?act=findpost&pid=1946580"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it normal for playtests to have such a high player count on server compared to what public servers have?<!--QuoteEnd--></div><!--QuoteEEnd-->
Was stress testing a new server we had to see how well it could handle the massive amounts of players.
Comments
People won't pay much attention to the concept art if its released at the same time as an exo suit video and screenshots.
Spikes look a little too much like an RPG spell, not something you could imagine coming out infestation, they're gigantic, unless it's planned that they will change the infestation so marines can see where spikes are laid?
<!--quoteo(post=1945821:date=Jun 22 2012, 04:45 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Jun 22 2012, 04:45 AM) <a href="index.php?act=findpost&pid=1945821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whips are garbage for defence against anything other than GLs.<!--QuoteEnd--></div><!--QuoteEEnd-->
Use shades. I actually have a lot of luck with this tactic. It's so hilarious to watch a marine meander into a shaded room with whips in random locations. "Oh no, you don't want to walk that way, you really don't. OH YOU DID!" It's easily countered with a scan of course, but a comm isn't going to just scan every seemingly safe room one of his marines walks into, and even if he did, you could just echo or whip walk between scans (provided you survive the first one) for maximum hilarity.
+1
Yes now RO2 is nice to play now but the release version was horrible :( I don't want that happen to NS2.
Sorry to prod, but it's very concerning to hear that feature-complete NS2 is being delayed and cutting into that oh-so-crucial optimization time period for the game developement. That is, if the game is still slated for late august/early sept.<!--QuoteEnd--></div><!--QuoteEEnd-->
#1 We are still planning on being feature complete internally by the end of the month. Feature complete doesn't mean that all the features are working perfectly, and that there aren't bugs and balance and useability issues. It just means all the elements of the game are in and basically working in some form. And just because the Exo isn't released publically, it still counts as being a feature implemented in the game, if its in the internal build.
#2 No one ever said anything about only focusing on optimization over those remaining 2 months. It certainly will be a big part of our focus (not that it ever stopped being a big part of our focus) , and being feature complete allows us to get a better handle on it, when new stuff isn't going into the game all the time. But those 2 months are meant to also let us fix the plethora of bugs in the game, add more tooltips and functionality that allows new players to understand what is going on, fix animation issues, adjust gameplay numbers to balance the game better, and add a whole ton of other polish that the game badly needs.
#3 And yes, you can still expect huge performance increases. We have been developing some very useful profiling tools, we can see where all the biggest performance issues are, and we have a lot of various plans of how to fix them. We are confident we will be able to get the game running much faster over the next 2 months. You just need to trust us :)
--Cory
No. Feature complete is gameplay features. The technical tasks, such as infestation 2.0, transparency, etc. are on a different schedule.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
That's exciting to hear, everyone loves more programming tools that make development more efficient! Good to know the game is still more or less on schedule and that UWE is optimistic about the state of the upcoming 1.0 version (ooooh how I await servers with stable tickrates). Best of luck and I will continue to post balance feedback on each of the patch notes ;P Thanks for taking the time to respond.
Yes now RO2 is nice to play now but the release version was horrible :( I don't want that happen to NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tripwire has had a number of similar launches; just look at Killing Floor.
u guys rock, playtesters too!
From what very little I've seen in the video, it looked like it was more of a nuisance to the aliens than it was for the marines. While you might have blocked Marines, you've forced your team to attack them directly, lining them up to get shot down easier.
When you say it costs a lot, do you mean its 5 res? 10? 5 res might make we weary about using it, possibly rather just letting the harvester die instead, but anything more than that means I'm not going to touch it until I've researched all the tech I've deemed necessary.
Another couple questions are: How long do they last? Are they destroyable by ARCs or Marine damage? Do they damage marines if hit by the spikes? Can you even place it underneath marine's feet?
Granted, I'm not totally against infestation spikes since they probably took very little time to implement. There are some situations that it can come in handy, such as blocking over powered jetpackers (if they reach high enough) chasing an onos down a hallway. But I have a feeling once the novelty runs out, they'll be right there with cyst's rupture- that thing that's still in the game... due to the fact that you need a shade hive to even see marines on infestation.
Quick Edit: I'm guessing Marines won that game too. It looked like those early infestation spikes seriously hampered your expansion.
Should name the upgrade skeletor
<img src="http://cdn.retrojunk.com/media/image/images/a62_64e9252232.jpg" border="0" class="linked-image" />
Spikes don't last forever. The way I think they're best used, is to block marines when there's no aliens nearby, or when they try to run from aliens (jp through a corridor). It's just a good tool for the alien commander to slow marines down just enough for the team to catch up and cause some mayhem amongst the ranks.
can they be damaged by anything?
They currently can not be destroyed, they're on a timer. This might, however, be subject to change in the future.
That's a nice way to further differentiate them from clogs IMO. I was a little concerned about that.
Good to hear.
I don't see why they couldn't have used the goo-wall idea they had for gorges instead. Allow the Aliens to phase through the goo-wall unhindered while blocking the marines pathway. Same concept as the spikes, but doesn't cause the same issues that the spikes did in the video (lining them up to get shot down).
Wait, so spikes are basically just used for blocking players? As in dropping a CC in the path of a Fade in NS1? A mechanic which was widely frowned upon and that was eventually patched out by the devs. Sometimes I don't get how UWE comes up with these things...
its just an attempt by charlie trying to make the commander actually play role during gameplay rather then sit in the hive doing nothing the whole game.
I personally do not like this idea, since I simply do not agree with how the current alien commander works or even if it should be part of the game.
Yea, but that's the thing. Aliens need those escape-routes, marines not so much. We'll see how it works out, but I'm not so worried.
But open routes are as important for marines.
- line of fire
- chasing/finishing off lifeforms that overextended (e.g. an onos)
- rushes
If you are quick enough, i imagine you would also be able to trap marines trying to run past whips or hydras - maybe you are also able to trap marines into corners/next to walls giving aliens a free way to close distance without beeing able to get harmed.
... well see. But i thought goowalls can be annoying enough.
However, I do NOT think aliens should have both clogs and infestation spikes. Having one form of wall is annoying as a marine, but still feels like a legitimate challenge. However, to have both players and the commander popping walls all over would feel very inhibiting.
It's like... ever try to play a game with the owner who keeps forgetting to tell you all the rules? (whether intentionally or accidentally?) It's not fun. Having walls pop up all over that shouldn't be there is not fun. There's an acceptable limit where a certain amount of walls or some really-well-placed walls adds to the gameplay. Any more than that sucks.
However, I do NOT think aliens should have both clogs and infestation spikes. Having one form of wall is annoying as a marine, but still feels like a legitimate challenge. However, to have both players and the commander popping walls all over would feel very inhibiting.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh God if the Gorge is stuck with only one structure-building in the next update I'd cry for a week straight. He's slowly becoming that, 'Why bother having it in the game' unit/mechanic :<
I guess blocking lines of fire has some new angles in it, but it really sounds like a huge decider in any fight spikes are involved.
Think of SC2 forcefields and how they affect the whole way toss plays out. In a melee vs ranged FPS that kind of positional manipulation might be even more powerful. That's a huge feature to sketch up a couple of months before the release.
No. And I don't think there's any servers capable of holding these playercounts at a reasonable performance level yet anyways.
Was stress testing a new server we had to see how well it could handle the massive amounts of players.