New player question and feedback regarding reinforcement program/game.
zero192
Join Date: 2013-09-02 Member: 187622Members
Hello.
I heard of the game via the free steam weekend/sale and I liked what I saw. By the time I got back from downloading it (data limit at home) the free trial had ended-not sure why a free weekend ends early sunday afternoon but alright. I liked what I had heard so I got it anyway.
I really love it so far. It is pretty much the exact shooter I have been looking for. I only have a few issues:
1. Some serious performance/crashing issues, which judging by the steam forums, everyone is damn well aware of. Something called 'awesomium' keeps crashing??? Doesn't seem awesome -_-
2. Some sort of SP/ coop mode would be great, but Im sure this has already been discussed.
3. My main question/issue. Weapon variety. Or the lack of variety. So for marines we have the assault rifle and pistol you start with and then the flamethrower, grenade launcher, and shotgun available after upgrades and for a significant amount of resource points. So 5 in total. And between the required upgrades and resource points, you will spend a lot of most games with only the seemingly woeful pistol and the assault rifle. And you will always start with only them. Even if you count the 2 exo weapons that's still only 7. As I said I love the game already, but I also already feel unsatisfied with the minimal weapon choices.
So, before I decide whether or not to support this reinforcement package, are there plans to expand the weapon variety anytime soon? Really, for both sides, as the aliens appear a bit lacking also.
Thank you
And to the devs: Awesome game! Please keep up with the great work. I hope a decent amount of the new players from this weekend stick with you guys despite the issues a lot of us are having. I intend to!
I heard of the game via the free steam weekend/sale and I liked what I saw. By the time I got back from downloading it (data limit at home) the free trial had ended-not sure why a free weekend ends early sunday afternoon but alright. I liked what I had heard so I got it anyway.
I really love it so far. It is pretty much the exact shooter I have been looking for. I only have a few issues:
1. Some serious performance/crashing issues, which judging by the steam forums, everyone is damn well aware of. Something called 'awesomium' keeps crashing??? Doesn't seem awesome -_-
2. Some sort of SP/ coop mode would be great, but Im sure this has already been discussed.
3. My main question/issue. Weapon variety. Or the lack of variety. So for marines we have the assault rifle and pistol you start with and then the flamethrower, grenade launcher, and shotgun available after upgrades and for a significant amount of resource points. So 5 in total. And between the required upgrades and resource points, you will spend a lot of most games with only the seemingly woeful pistol and the assault rifle. And you will always start with only them. Even if you count the 2 exo weapons that's still only 7. As I said I love the game already, but I also already feel unsatisfied with the minimal weapon choices.
So, before I decide whether or not to support this reinforcement package, are there plans to expand the weapon variety anytime soon? Really, for both sides, as the aliens appear a bit lacking also.
Thank you
And to the devs: Awesome game! Please keep up with the great work. I hope a decent amount of the new players from this weekend stick with you guys despite the issues a lot of us are having. I intend to!
Comments
2) Already been discussed, and is very unlikely to happen. That said there is development going on a very cool co-op mod called Xenoswarm that you can check out! I'm not sure if it's been updated for b254 yet, but I played it a bunch over the last two weeks and it is quite fun. In general, this is the approach that UWE takes towards alternate game modes - they are not developed internally, but UWE is more than happy to provide support for mod makers who want to create them.
3) There's also 3 types of hand grenades (new to reinforced), the jetpack (which isn't a weapon, so I guess that's not being fair), and two different exosuit weapons (both of which can be equipped on both exosuit arms if the commander gets the research for it). We don't want lots and lots of redundant guns in NS2 with only very small statistical differences between them. Any weapon represents a broad swath of utility and fits a distinct role unique from the other weapons; any excessive overlap is considered a design mistake. This is because NS2 is as much RTS as FPS, and having more than one tech option to do almost the same thing is quite silly.
Ax = low, but efficient structure damage. Free utility and luls weapon.
Rifle = medium damage, good all around gun. Primary role is for skulk killing at range.
Shotgun = high damage at close range. Good for fades, biting lerks, and skulks.
Flamethrower = low damage, high support/disruption. Slows alien energy regen, removes umbra, spore, bile. Disables hive healing (!).
Grenade Launcher = high damage, anti-structure and good alien damage.
Cluster Grenade = explosive force multiplier. Good for clearing vents, skulks behind nodes, and killing injured aliens taking PG.
Nerve Gas Grenade = Useful for extended alien engagements, hive pushes, and good defensive uses.
Pulse Grenade = Slows alien rate of attack, moderate impact damage. The opposite of enzyme for marines.
They're all soft counters rather than hard, but each does best in its role. Same goes for aliens. Adding another weapon should fufill a role that is lacking from the other weapons.
Thanks for telling me about zenoswarm Narfwak. I have a friend that is very new to gaming and I was hoping to play the game with them in a no pressure, private environment. Is there a certain place to get these mods? Through the steam workshop perhaps? I am new to steam also.
And yes, I fully agree with both of you. I am not at all trying to advocate adding in a bunch of needless weapons. Merely trying to point out what I at least perceive as a bit of a deficit in the game currently I think just maybe 2-3 additional weapons might do the trick. Maybe just to have some other spawning choices?
Either way it seems like they added quite a bit of content/weapon content this last big update so I suppose I should go do the reinforcement thing
Lastly, anyone else know of any coop type mods I could play with just one other friend?
Thanks guys!
Just checked and it looks like it hasn't been updated since the patch, so it probably won't work for the time being. Server side mods are the #1 cause for very weird bugs after big patches like this so it's generally a better idea to look for servers running no mods or as few as possible for the next week or so.
Okay thank you for the link and your advice Any other good stuff/guides/mods/hacks (totally just kidding :P I dont believe in cheating, ever) I should check out? Any new player friendly groups/clans to check out? I play with a few organized groups on voice chat in some other competitive games and it vastly improves the experience. Also, if you dont mind, could you tell me what the 'performance' stat means next to servers?
Thanks again.
Most of the mods I use are purely cosmetic or I like to change my crosshairs. There's some simple white dot crosshairs or whatever strikes your fancy on the workshop. Just check it out and you might find stuff that's useful for you. Also check out the ns2 reddit pug system. Just need to join the mumble which unfortunately I don't have on hand, but the info should be somewhere on the forums. If there are enough people on we choose commanders pick teams and have some organized fun. Just be careful, these pugs are full of vets and you might die a lot if you're not that experienced yet. It's a good place to gain that experience though if you have the desire to.
Whatever you do, stick to the game. It's worth it!
That's why you keep him at a safe distance in areas where he has the advantage, and team mates watching/welding him; bringing him into a enclosed room with no team around is what will make him easy to take down
Oh, and that pistol you called 'seemingly woeful'? 5 shots to kill a skulk (before carapace and biomass upgrades). 0.5 seconds. When I play combat mod, I quite often only use the pistol for a while at the beginning as it's such a brutal skulk killer
Welcome to the game. Remember: get off the floor as a skulk, and learn to use crawl (left shift) to walk silently. Marines can hear you running about from miles away
Yes, you don't want him as combat opponent...
@OP If you play xenoswarm you hit two birds with one stone: You play coop AND there are additional weapons and abilites!
If I go via Training -> Sandbox, I only get single player sandboxes.
I already figured out how to forward the necessary ports to open a normal server, but how do you make that sandbox public? So I can invite some friends/rookies for some ns2 familiarization...
learn the game before doing this, even recommend watching matches on youtube, people in gathers will quickly become frustrated if you don't know the basics
Also this game does not 100 guns that all play more or less the same in the manner of CoD or BF.
It's a third party program that's being used to load content from the web into applications (= games).
Hmm that's a good idea...I'll try to make it optionally public in the next update.