Marine movement needs to be reverted back to ns1
lego
Join Date: 2003-06-30 Member: 17819Members, Constellation
Aliens are able to glide effortlessly through hallways killing anything in there way. Marines on the other hand are at a severe disadvantage soon as any type of combat begins. The inability to move backwards at maximum speed makes marines sitting ducks to any mediocre skilled alien life form. This is really bad game design and honestly it isn't fun. Feeling like you are stuck in quick sand while trying to use evasive maneuvers is insanely frustrating. I mean it's bad enough that creep slows you down why do marines also need to be at a disadvantage in areas that aren't hive locations?
I realize most developers don't actually play there games and that's why changes get made which frustrate the hell out of the player base. But can you please take another look at this and possibly change it? Because I can tell you from a die hard ns players perspective marines are not fun to play right now. Marines have a lot of extra tasks to attend to then they did previously in ns1. Which means many more chances for aliens to get the jump on you while pressing E on an object.
I realize most developers don't actually play there games and that's why changes get made which frustrate the hell out of the player base. But can you please take another look at this and possibly change it? Because I can tell you from a die hard ns players perspective marines are not fun to play right now. Marines have a lot of extra tasks to attend to then they did previously in ns1. Which means many more chances for aliens to get the jump on you while pressing E on an object.
Comments
This was in NS1. The key is to never press the S key and take advantage of strafe jumping and circle strafing. In fact several builds ago they loosened up movement and removed the strafe acceleration and tweaked jumping so landing on a surface higher that what you were on will no longer slow you down.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Feeling like you are stuck in quick sand while trying to use evasive maneuvers is insanely frustrating. I mean it's bad enough that creep slows you down why do marines also need to be at a disadvantage in areas that aren't hive locations?<!--QuoteEnd--></div><!--QuoteEEnd-->
This was removed a long time ago. Marines are no longer slowed down on infestation.
this
I realize most developers don't actually play there games and that's why changes get made which frustrate the hell out of the player base. But can you please take another look at this and possibly change it? Because I can tell you from a die hard ns players perspective marines are not fun to play right now. Marines have a lot of extra tasks to attend to then they did previously in ns1. Which means many more chances for aliens to get the jump on you while pressing E on an object.<!--QuoteEnd--></div><!--QuoteEEnd-->
Been a while since you have played?
Movement slowdown from infestation was removed a long time ago....dont believe its been re-added.
Go troll elsewhere (apologies if you are not trolling and just have not played for atleast 8 +months).
Oh, and backpeddling? Really? Not a WoW player are you? Well the *preferable* alternative to backpeddling is the same in NS2 as it is in WoW. Go look it up.
This.
I realize most developers don't actually play there games and that's why changes get made which frustrate the hell out of the player base. But can you please take another look at this and possibly change it? Because I can tell you from a die hard ns players perspective marines are not fun to play right now. Marines have a lot of extra tasks to attend to then they did previously in ns1. Which means many more chances for aliens to get the jump on you while pressing E on an object.<!--QuoteEnd--></div><!--QuoteEEnd-->
lol, you troll so deliciously.
<!--quoteo(post=2021555:date=Nov 13 2012, 12:50 PM:name=Koven)--><div class='quotetop'>QUOTE (Koven @ Nov 13 2012, 12:50 PM) <a href="index.php?act=findpost&pid=2021555"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remove sprint, revert to NS1 movement.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->^ This.<!--colorc--></span><!--/colorc-->
nice try, but you're not fooling me mr troll.
They hop as much as bunnies though.
OP is fail, but this is on the money.
You cant have simple point and hold down fire button and hit 100%. and have super mobility. There has to actually be some disadvantage to be a ranged combatant.
Skulk move so slowly compared to how they were at some point in the beta, back then it was amazing being a skulk, because they actually had the advantage of speed, but in the game atm, skulk is downright slow.
Some kind of skilled movement mechanic (current walljump is crap.)
oh and make the model smaller.
Basically revert that ###### back to NS1 also.
pls
So you need to hold 2 CC to have this upgrade and also you need to research it first?
<b>It could be a "light weight materials" or "Flexible armor joints", it would more logical, as tech was evolved to let your marines have some edge.
So you would need 2nd cc to be able to sprint, marines turtling or losing heavily wouldn't be able to do so nor they could expand that fast in the early game</b>
But currently, they have way too high mobility, annoying high jumping (I use it too, but it's annoying nonetheless !!! I wish it was lowered or skulk would still be able to bite "invisible" leg hitboxes like if they were on the ground).
I realize most developers don't actually play there games and that's why changes get made which frustrate the hell out of the player base. But can you please take another look at this and possibly change it? Because I can tell you from a die hard ns players perspective marines are not fun to play right now. Marines have a lot of extra tasks to attend to then they did previously in ns1. Which means many more chances for aliens to get the jump on you while pressing E on an object.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am not sure what game you are playing. But marines are more maneuverable than aliens.
Seriously. Have you been playing this game?!
Your aiming and jumping is your weapon. You sprint fast er than skulks can run if you drop your weps.
This post feels as if it was made in a vacuum from the balance perhaps 6 months ago
If you are suggesting that sprint is useful in combat you are completely wrong. Sprinting normally results in your death (during engagements).
If you are suggesting sprint allows Marines to cover too much of the map quickly, you are also out of your mind. I know this game isn't a sim, but for God-sake why the hell would they not be able to run? Aliens already get boosts to movement on-top of being faster at base speed as any evolution. I also sincerely hope your second part of the argument is not that Marines have phase gates, so they are faster anyway. You have to spend a lot of tres to build one. Not to mention you have to build two otherwise its pointless. Then you have to defend the damn thing. How often do alien players camp the gate? All the time? Yes, phase gates are an advantage, but that is hardly an excuse to make everything Marines do even slower.
"Your aiming and jumping is your weapon. You sprint fast er than skulks can run if you drop your weps." - Dictator93
-- Who the hell would drop their weapons???
P.s. The sprint even has a distance limit with a cool down.
On sprint: I liked it better when there was no limit to sprint. I'm ok with UWE's choice to cap it as I am sure it does change the balance, but that mechanic of limited sprint has always bugged me. It really kills the immersion for me. At the very least I would like a better hint for when my sprint will run out and when I can sprint again. If I am not mistaken, there are no visual cues and hardly any audible cues if any. A visual cue would break the immersion even more, but it would be very useful. Right now it just seems a bit unfinished.
Personally, I think any marine who carelessly sprints non-stop around corners deserves to be eaten anyway.