<!--quoteo(post=1982895:date=Sep 25 2012, 05:49 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Sep 25 2012, 05:49 PM) <a href="index.php?act=findpost&pid=1982895"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The exo does have a Railgun weapon that is modeled and animated, and is just waiting on the programming. That won't go into the game until post 1.0 then. Hopefully we'll be adding more weapon types in the future, as well. We have some ideas :)
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> Mac10/uzi like Rifle for marines! Less accuracy but faster firing, would make it easier against aliens, instead of "only" using shotguns against fades and co. ;-)
I could easily imagine the railgun(s) for the EXO would work like the 'anti-structure' armaments for the EXOsuit or the kind of weapon you shoot something once or twice with and it drops dead as fried chicken.
As of new weapons/stuff for aliens? well I personally I would like to see a SMG but that would probably be too similar to the role of the assault rifle so maybe bayonets for assault rifles? :P (or something small in that direction anyway)
But I guess aliens could use more stuff/upgrades to counter/fight say EXO's with dual railguns/miniguns like add bone armor for the Onos as an 2nd hive upgrade? (PLEASE?! 0O)
Other than that I guess a 4th evolution path could be made like Charlie said in a Q&A a ways back, maybe add a techpath that could give upgrades directly helping with damage/offensive capability/something similar like focus from NS1? movement speed debuff? bleed DoT effect?
Then the biggest addition that could be done for the Kharaa would be to add a 6th alien lifeform which I would like to be some kind of ranged support lifeform, something more lethal from a short-medium range than the lerk' spikes maybe something similar to a Hydra from starcraft spitting spikes with poison/acid/other but moves slower off infestation. (a defensive lifeform with lethal ranged capability!)
If not an alien with a ranged attack as it's primary focus, then what about an alien that can place traps like 'spike mines' or even have the ability to burrow/hide in infestation and impale marines from below? (might work out okay once dynamic infestation is in the game?)
<!--quoteo(post=1983631:date=Sep 27 2012, 11:49 AM:name=Morshu)--><div class='quotetop'>QUOTE (Morshu @ Sep 27 2012, 11:49 AM) <a href="index.php?act=findpost&pid=1983631"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I could easily imagine the railgun(s) for the EXO would work like the 'anti-structure' armaments for the EXOsuit or the kind of weapon you shoot something once or twice with and it drops dead as fried chicken.
As of new weapons/stuff for aliens? well I personally I would like to see a SMG but that would probably be too similar to the role of the assault rifle so maybe bayonets for assault rifles? :P (or something small in that direction anyway)
But I guess aliens could use more stuff/upgrades to counter/fight say EXO's with dual railguns/miniguns like add bone armor for the Onos as an 2nd hive upgrade? (PLEASE?! 0O)
Other than that I guess a 4th evolution path could be made like Charlie said in a Q&A a ways back, maybe add a techpath that could give upgrades directly helping with damage/offensive capability/something similar like focus from NS1? movement speed debuff? bleed DoT effect?
Then the biggest addition that could be done for the Kharaa would be to add a 6th alien lifeform which I would like to be some kind of ranged support lifeform, something more lethal from a short-medium range than the lerk' spikes maybe something similar to a Hydra from starcraft spitting spikes with poison/acid/other but moves slower off infestation. (a defensive lifeform with lethal ranged capability!)
If not an alien with a ranged attack as it's primary focus, then what about an alien that can place traps like 'spike mines' or even have the ability to burrow/hide in infestation and impale marines from below? (might work out okay once dynamic infestation is in the game?)<!--QuoteEnd--></div><!--QuoteEEnd-->
You think miniguns arent antistructure? They tear hives apart like they were paper.
Pretty sure you dont need to properly think about the purpose, or roles of things you add to your game.
You just add them because you think its cool, and then either force them to work somehow or keep on playing around with it constantly for over 2years without a solution in sight.
ArcL!ghtJoin Date: 2007-11-27Member: 63031Members, Squad Five Blue, NS2 Map Tester
edited September 2012
This > <img src="http://www.lrpstore.com/uploads/images_products_large/981_1.jpg" border="0" class="linked-image" />
Nuff said
You can have my LMG, and my shotgun! <img src="http://rlv.zcache.com/and_my_axe_sticker-p217934844278613527b2w8x_210.jpg" border="0" class="linked-image" />
<!--quoteo(post=1983636:date=Sep 27 2012, 01:12 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Sep 27 2012, 01:12 PM) <a href="index.php?act=findpost&pid=1983636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You think miniguns arent antistructure? They tear hives apart like they were paper.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1983645:date=Sep 27 2012, 01:42 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Sep 27 2012, 01:42 PM) <a href="index.php?act=findpost&pid=1983645"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty sure you dont need to properly think about the purpose, or roles of things you add to your game.
You just add them because you think its cool, and then either force them to work somehow or keep on playing around with it constantly for over 2years without a solution in sight.
:P<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I think we can all agree that a grenade launcher is more effective for taking down alien structures compared to a 2-sec axe right? ;P
In other words what I meant was that I could imagine the railguns would be more effective taking alien structures down compared to the minigun, who's to say the miniguns on the EXO won't get nerfed around that time just to make it so there's even a reason for getting railguns.
Who on earth would anyone want to get railguns with a possible longer firing delay between each shot compared to a minigun if the railguns aren't more effective for something specific than the miniguns ergo since I could imagine it would be a ***** trying to kill something moving constantly (since railguns tend to have pinpoint accuracy) then maybe it's more effective/easier to take out alien structures with these railguns but I guess we'll have to wait and see how they're going to work out.
Not like you purchase a grenade launcher for taking out skulks let alone bring a flamethrower to fight Oni'.
Well if we are going mad with ideas , I want a lifeform that can grab a nearby skulk, swallow it whole and spit it out at such a velocity it goes right through a exo insta killing it, it will be balanced as you can not fire it fast ( need to find and catch some 'volenteer' skulk for ammo ).
How about a life form that can sit on a powered power node and vent a tonne of energy at marines and structures alike, make killing armory humping marines easier, a upgrade to Gorge spit so it webs JP's to a nearby wall and needs a welder to cut him out, a change to parasite so the skulk can see through the targets eyes, lerks must get thier sniper spike back to help counter JP's... oh oh and ... heheh.
No ideas for the poor aliens you all want to rape with the auto aiming, aoe , anti melee on exo ideas ? :p
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Then the biggest addition that could be done for the Kharaa would be to add a 6th alien lifeform which I would like to be some kind of ranged support lifeform, something more lethal from a short-medium range than the lerk' spikes maybe something similar to a Hydra from starcraft spitting spikes with poison/acid/other but moves slower off infestation. (a defensive lifeform with lethal ranged capability!)<!--QuoteEnd--></div><!--QuoteEEnd-->
Well Charlie did mention about a 'heavy flying unit' type kind of thing in that Q&A as he was talking about what new things/other he could imagine adding for the kharaa. (no promises but still)
but long story short I wouldn't mind to see a new alien lifeform meant primarily for defending/lifeform that would be most effective in alien territory. (ergo something linked with the infestation like normal/fast moving on infestation and then slow as **** off infestation) Oh and it should be the most hideous, scariest lifeform the kharaa could ever breed!
Something that'll make marines go from "OH-NO" (onos) to "holy ******-******* ****... game over man! game over!" as they're navigating through the powerless corridors!
<!--quoteo(post=1983975:date=Sep 28 2012, 02:35 AM:name=ArcL!ght)--><div class='quotetop'>QUOTE (ArcL!ght @ Sep 28 2012, 02:35 AM) <a href="index.php?act=findpost&pid=1983975"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By that he might have ment lerk cause one of tweets said making lerk "slower, thougher, nastier"<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
what role does the railgun/dual railgun serve in the game?
exo miniguns are already fantastically accurate and have high burst dps.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Mac10/uzi like Rifle for marines!
Less accuracy but faster firing, would make it easier against aliens, instead of "only" using shotguns against fades and co. ;-)
As of new weapons/stuff for aliens? well I personally I would like to see a SMG but that would probably be too similar to the role of the assault rifle so maybe bayonets for assault rifles? :P
(or something small in that direction anyway)
But I guess aliens could use more stuff/upgrades to counter/fight say EXO's with dual railguns/miniguns like add bone armor for the Onos as an 2nd hive upgrade? (PLEASE?! 0O)
Other than that I guess a 4th evolution path could be made like Charlie said in a Q&A a ways back, maybe add a techpath that could give upgrades directly helping with damage/offensive capability/something similar like focus from NS1? movement speed debuff? bleed DoT effect?
Then the biggest addition that could be done for the Kharaa would be to add a 6th alien lifeform which I would like to be some kind of ranged support lifeform, something more lethal from a short-medium range than the lerk' spikes maybe something similar to a Hydra from starcraft spitting spikes with poison/acid/other but moves slower off infestation. (a defensive lifeform with lethal ranged capability!)
If not an alien with a ranged attack as it's primary focus, then what about an alien that can place traps like 'spike mines' or even have the ability to burrow/hide in infestation and impale marines from below? (might work out okay once dynamic infestation is in the game?)
As of new weapons/stuff for aliens? well I personally I would like to see a SMG but that would probably be too similar to the role of the assault rifle so maybe bayonets for assault rifles? :P
(or something small in that direction anyway)
But I guess aliens could use more stuff/upgrades to counter/fight say EXO's with dual railguns/miniguns like add bone armor for the Onos as an 2nd hive upgrade? (PLEASE?! 0O)
Other than that I guess a 4th evolution path could be made like Charlie said in a Q&A a ways back, maybe add a techpath that could give upgrades directly helping with damage/offensive capability/something similar like focus from NS1? movement speed debuff? bleed DoT effect?
Then the biggest addition that could be done for the Kharaa would be to add a 6th alien lifeform which I would like to be some kind of ranged support lifeform, something more lethal from a short-medium range than the lerk' spikes maybe something similar to a Hydra from starcraft spitting spikes with poison/acid/other but moves slower off infestation. (a defensive lifeform with lethal ranged capability!)
If not an alien with a ranged attack as it's primary focus, then what about an alien that can place traps like 'spike mines' or even have the ability to burrow/hide in infestation and impale marines from below? (might work out okay once dynamic infestation is in the game?)<!--QuoteEnd--></div><!--QuoteEEnd-->
You think miniguns arent antistructure? They tear hives apart like they were paper.
You just add them because you think its cool, and then either force them to work somehow or keep on playing around with it constantly for over 2years without a solution in sight.
:P
Nuff said
You can have my LMG, and my shotgun! <img src="http://rlv.zcache.com/and_my_axe_sticker-p217934844278613527b2w8x_210.jpg" border="0" class="linked-image" />
<!--quoteo(post=1983645:date=Sep 27 2012, 01:42 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Sep 27 2012, 01:42 PM) <a href="index.php?act=findpost&pid=1983645"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty sure you dont need to properly think about the purpose, or roles of things you add to your game.
You just add them because you think its cool, and then either force them to work somehow or keep on playing around with it constantly for over 2years without a solution in sight.
:P<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I think we can all agree that a grenade launcher is more effective for taking down alien structures compared to a 2-sec axe right? ;P
In other words what I meant was that I could imagine the railguns would be more effective taking alien structures down compared to the minigun, who's to say the miniguns on the EXO won't get nerfed around that time just to make it so there's even a reason for getting railguns.
Who on earth would anyone want to get railguns with a possible longer firing delay between each shot compared to a minigun if the railguns aren't more effective for something specific than the miniguns ergo since I could imagine it would be a ***** trying to kill something moving constantly (since railguns tend to have pinpoint accuracy) then maybe it's more effective/easier to take out alien structures with these railguns but I guess we'll have to wait and see how they're going to work out.
Not like you purchase a grenade launcher for taking out skulks let alone bring a flamethrower to fight Oni'.
How about a life form that can sit on a powered power node and vent a tonne of energy at marines and structures alike, make killing armory humping marines easier, a upgrade to Gorge spit so it webs JP's to a nearby wall and needs a welder to cut him out, a change to parasite so the skulk can see through the targets eyes, lerks must get thier sniper spike back to help counter JP's... oh oh and ... heheh.
No ideas for the poor aliens you all want to rape with the auto aiming, aoe , anti melee on exo ideas ? :p
A scorpian that hovars without flapping?
Well Charlie did mention about a 'heavy flying unit' type kind of thing in that Q&A as he was talking about what new things/other he could imagine adding for the kharaa. (no promises but still)
but long story short I wouldn't mind to see a new alien lifeform meant primarily for defending/lifeform that would be most effective in alien territory. (ergo something linked with the infestation like normal/fast moving on infestation and then slow as **** off infestation) Oh and it should be the most hideous, scariest lifeform the kharaa could ever breed!
Something that'll make marines go from "OH-NO" (onos) to "holy ******-******* ****... game over man! game over!" as they're navigating through the powerless corridors!
<a href="http://da.twitch.tv/naturalselection2/b/331846110" target="_blank">http://da.twitch.tv/naturalselection2/b/331846110</a>
Jump to the 16.06 minute mark and you'll see I ain't crazy when I say he mentioned of a heavy flyer as the 6th lifeform.
Also at the 33.00 minute mark Charlie mentions that he would like to add a 4th chamber to the kharaa as well.
/shivers