Stop making everything parasite you and remove the alien commander
The_Welsh_Wizard
Join Date: 2013-09-10 Member: 188101Members, Reinforced - Supporter
Parasiting should be a skulk ability. Right now you got op rupture and free from the Start webs that do that Job too what makes scouting skulks less needed. I know it helps rookies because they do not know how to parasite or scout at all, but then again they do not know how to use the map, so they wouldn"t See a parasited Marine anyway.
Also instead of trying to give the commander more op abilities, try to remove the comm entirely. You are logged out Most of the time anyway.
Also instead of trying to give the commander more op abilities, try to remove the comm entirely. You are logged out Most of the time anyway.
Comments
A GOOD alien commander will utilize drifter management well, he/she will use all comm abilities effectively and will rarely be out of the hive. (early game being out of the hive makes sense, after lerks come up a good comm is way more effective in the chair)
NS2 is NOT ns1, stop living in the past, Alien comm should stay, it is fun to play and a great demonstration of the difference between marine and aliens play.
If it weren't for alien commanding, I would have stopped playing NS2 after a few hours, I've always enjoyed commanding both teams since I started and I'm incredibly grateful to see that they are FINALLY getting some love.
Late game marines have already improved as well... so these are both the changes that needed to happen.
Whether they are effective in doing so, is another matter.
But alien commander the intensity can escalate pretty quickly, depending on the size of the server and how many structures and drifters you have to micro.
All this combined with the cyst mechanic..
Just because as marine com you have to constantly watch your team does not make it more intensive.
I tend to run out of bind groups much more quickly as alien com.
I also agree, NS2 is NS2. We can be nostalgic about how it was in NS1, but it's unrealistic to consider bringing everything from NS1 into NS2 and expecting it to be as awesome as it once was, or even for it to work at all.
The glory of NS1-aliens suffers a bit from selective memory. Quite often (pub) games in NS1 where ruined by aliens mismanaging their resourcepool (no hive saver, noone builing rts etc). Meaning the game was over before it was actually on its way.
But who remembers shit-happens rounds like that after 10 years?
*plop*
Rage++
Yeah, I always played on TGNS which had rather high levels of teamwork, so this was more the rarity. In general pubs, I imagine that was probably pretty common and very very painful.
We can all hope that NS3 = NS1
I do like marine PRes at least. But yeah I miss gorges being the backbone of the alien team. Though i preferred the perma-gorges of early NS1 to the temp-gorges of later versions. Even if they spent TRes that would be more interesting to me than a commander.
^^this, if they ever do ns3 then dont bother with the alien com. But for ns2 its here to stay.
I still do in games where I end up waiting 20+ minutes for them to research shotguns.
^ This. The alien khamm is instrumental in supporting his team, especially in the mid-late game.
That and the NS1 hivesight that was brought up in the ns2 simplification document would also be quite useful to have.
I would have loved for ns2 to be without the khammander.
But the fact is that its there. Its balanced around it, its to late to change now. So while we have that comm, lets USE it.
And yes, I am not purely nostalgic about ns1. It was fun, but it had its own serious issues.
I understand that for balance and gameplay reasons if kept as it was the gorge would be able to flood the map with structures, but I think allowing the gorge to place one of the original chambers would diversify individual gorge play and add some new teamplay elements. Sort of like an ultimate in regards to structures.
10 P.Res: Chamber - Evolves into either a Offense, Defense, Movement, or Sensory Chamber. 1/1 Placement cap.
NS2 is way beyond NS1 when it drops down to individual acting and tolerance.