Feel free to argue, but be aware, this isn't a "git gud" mentality, its a "you cannot expect to understand 100% of a complex game such as NS2 in a few rounds." mentality.
Saying things like "make a giant mental leap of walking backwards" and "just manage energy better" are very clearly a "git gud" mentality.. how anyone could argue otherwise is a complete mystery.
I'm not actually saying "new players should git gud" with that. I'm saying "this is a concept so easy you don't even need to git gud at it".
but What you want is a drastically reduced skill ceiling to help rookies compete with vets which is completely against the idea of competition.
No that's not what I want. Not even remotely. That's just what you people keep saying I want.
Now if I was arguing for the heal to be brought back, or for boneshield to be made similarly OP in another way.. Then you might have a point.
And the personal attack doesn't really work since I hate "RPG Single player space marine adventure games" with a passion. (one of the reasons I despise playing Marines)
^^ the above posts are a good example of the unfortunate "git gud" type of elitist mentality many members of the NS2 community have...
No, this has nothing to do with gitgud mentality.
Games, by definition, are about challenging yourself. That's what makes them thrilling.
When you start a game, do you expect to know every mechanic in it? No. You explore. You experience. You fail, you learn, you improve.
If there's no "skill-mobility" in a game, it's stale and boring.
ReWork the "mark" mechanic for the footsoldiers, it's very bad and we need a new one.
- I mark a vent after spotting an alien, none of the soldiers notice the mark and just walks pass the vent.
Balance:
- do something with shift hive and silence (ref. https://forums.unknownworlds.com/discussion/152361/how-is-silence-on-shift-hive-still-a-thing )
- do something with pulse grenades, maybe increase the exploison range or add other buff.
- make cysts loose the infestation after being disconnected from hive (or just bring back good old cyst mechanics).
- myst should not heal the harvester without infestation (there is almost no pont in killing the cysts nowadays )
Maps:
-fix some places where aliens can hide and tease marines without any risk of rightful vengeance (for example: pipes near the wall in conduit (ns2_refinery).
-rework docking (landing bay especially), mineshaft (hive in cave...) and refinery. They're just... don't feel right.
-remove or redesign vents leading to east and west rooms in descent.
Misc:
-add alternative keybinds fof every action (2 different keys for the same action).
-ability to build gorge tunnel entrance/exit separately at will.
-"Average skill" in server browser would be useful.
-remove hp bars.
- add new sound for HMG shots.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Each lifeform seeing slightly different information with hive sight. e.g.:
skulks can see marine eHP & structure locations; gorges can see structure eHP & marine locations; lerks can only see marine armor; fades can only see marine HP; and Onos can only see marine eHP.
Each lifeform seeing slightly different information with hive sight. e.g.:
skulks can see marine eHP & structure locations; gorges can see structure eHP & marine locations; lerks can only see marine armor; fades can only see marine HP; and Onos can only see marine eHP.
Probably not the greatest idea for NS2, but I think it's a fascinating idea nonetheless. You could build a game around this.
Alien Changes:
-removed silence
-skulk shift walking speed increased to 5.5, improved by celerity, up to 7(base move speed) at 3 spurs
this improves the sneakyness of skulks in the absence of silence without allowing silent wall jumping and
and without reducing the sound of bite, so if you miss your first sneaky bite behind a marine, beware!
-parasite with 3 veils and vampirism is now silent (still breaks cloak)
-gorge heal spray with 3 veils and vampirism is now silent (sneaky tunnels are not gone! dont forget to
crouch walk:P)
-removed focus (tenative, needs testing)
-stab becomes the new focus for fades, it behaves as focus swipe does current, but with the stab animation
(no delay)
-stab requires biomass 4 to research
-removed energy cost for bite, lerk bite, and gore
-onos move speed reverted to pre-316 values
Marine Changes:
-new research "Welders", marines spawn with welders, requires armory, costs 5 tres, takes 45sec
-welders purchased from armory cost 1 pres (More pres for guns!)
-axe hotkey changed to "6" when welder is equiped
-option to prevent welders from auto pickup, to pickup a welder, press G (default) with your axe equiped
-removed machine gun
-added extended clip for rifle, adds 25 rounds to the rifle for a total of 75 rounds at the expense of a
33% increase in reload rate, extended clips are purchasable at an advanced armory for 10 pres. Rifles
sporting extended clips have a new distinct firing sound, and when dropped by marines are highlighted
by a red boarder. Added some extra weight while using extended clips, equivelent to using a gl.
-increased the effectiveness of welders welding exos' by 33% while the exo is not firing, an exo is considered
not firing when it as 0 heat or 0 charge.
-railgun exos now have a minimum charge time of X (tenative) before firing, if the fire button is released
before minimum charge is exceeded, the rail gun will not fire.
-railguns no longer pierce shades, crags, shifts, harvesters, hives, clogs, or onoses
Misc Changes:
-removed health bars
-commanders can see enemy health bars for 5 seconds after the enemy takes damage
-emergency power lighting after power has gone down will now only activate in rooms with a fully built
command chair (does not change the delay before power can be rebuilt)
-aliens can now cyst to unbuilt or unsocketed power nodes. Once matured, the cyst will slowly destroy the
blueprint, once destroyed the lights will begin to flicker, and after 10 secs the lights will go out, to
get the power back online, destroy the cyst on the node then weld the power node
-improved the power of marine flash lights [a little ]
-evolution overlay updated to include player count of players currently evolving a specific lifeform
(i.e shows the number of gorge eggs at the beginning of a match, when there are 0 gorges)
-aliens no longer get pinged on the map due to proximity when slow walking or standing still.
-whips fixed, number of whips limited to biomass
-tunnel control
-Lots of optimizations!
-64bit!
Comments
I'm not actually saying "new players should git gud" with that. I'm saying "this is a concept so easy you don't even need to git gud at it".
No that's not what I want. Not even remotely. That's just what you people keep saying I want.
Now if I was arguing for the heal to be brought back, or for boneshield to be made similarly OP in another way.. Then you might have a point.
And the personal attack doesn't really work since I hate "RPG Single player space marine adventure games" with a passion. (one of the reasons I despise playing Marines)
Because salt
No, this has nothing to do with gitgud mentality.
Games, by definition, are about challenging yourself. That's what makes them thrilling.
When you start a game, do you expect to know every mechanic in it? No. You explore. You experience. You fail, you learn, you improve.
If there's no "skill-mobility" in a game, it's stale and boring.
- I mark a vent after spotting an alien, none of the soldiers notice the mark and just walks pass the vent.
It is already implemented... it's called FriendlyFire, what is long overdue if you consider the GL spam...
Ask your friendly neighborhood server operator to enable friendly fire on your favorite server.
- do something with shift hive and silence (ref. https://forums.unknownworlds.com/discussion/152361/how-is-silence-on-shift-hive-still-a-thing )
- do something with pulse grenades, maybe increase the exploison range or add other buff.
- make cysts loose the infestation after being disconnected from hive (or just bring back good old cyst mechanics).
- myst should not heal the harvester without infestation (there is almost no pont in killing the cysts nowadays )
Maps:
-fix some places where aliens can hide and tease marines without any risk of rightful vengeance (for example: pipes near the wall in conduit (ns2_refinery).
-rework docking (landing bay especially), mineshaft (hive in cave...) and refinery. They're just... don't feel right.
-remove or redesign vents leading to east and west rooms in descent.
Misc:
-add alternative keybinds fof every action (2 different keys for the same action).
-ability to build gorge tunnel entrance/exit separately at will.
-"Average skill" in server browser would be useful.
-remove hp bars.
- add new sound for HMG shots.
(Is this on the list already?)
That would be great, yes.
Medpacking in Siege is a nightmare...
This should be on the trello List If I remember correctly, but I hope they'll make it configurable ... if they have learned from their mistakes
https://trello.com/c/qKdFTBqU
skulks can see marine eHP & structure locations; gorges can see structure eHP & marine locations; lerks can only see marine armor; fades can only see marine HP; and Onos can only see marine eHP.
Probably not the greatest idea for NS2, but I think it's a fascinating idea nonetheless. You could build a game around this.
-removed silence
-skulk shift walking speed increased to 5.5, improved by celerity, up to 7(base move speed) at 3 spurs
this improves the sneakyness of skulks in the absence of silence without allowing silent wall jumping and
and without reducing the sound of bite, so if you miss your first sneaky bite behind a marine, beware!
-parasite with 3 veils and vampirism is now silent (still breaks cloak)
-gorge heal spray with 3 veils and vampirism is now silent (sneaky tunnels are not gone! dont forget to
crouch walk:P)
-removed focus (tenative, needs testing)
-stab becomes the new focus for fades, it behaves as focus swipe does current, but with the stab animation
(no delay)
-stab requires biomass 4 to research
-removed energy cost for bite, lerk bite, and gore
-onos move speed reverted to pre-316 values
Marine Changes:
-new research "Welders", marines spawn with welders, requires armory, costs 5 tres, takes 45sec
-welders purchased from armory cost 1 pres (More pres for guns!)
-axe hotkey changed to "6" when welder is equiped
-option to prevent welders from auto pickup, to pickup a welder, press G (default) with your axe equiped
-removed machine gun
-added extended clip for rifle, adds 25 rounds to the rifle for a total of 75 rounds at the expense of a
33% increase in reload rate, extended clips are purchasable at an advanced armory for 10 pres. Rifles
sporting extended clips have a new distinct firing sound, and when dropped by marines are highlighted
by a red boarder. Added some extra weight while using extended clips, equivelent to using a gl.
-increased the effectiveness of welders welding exos' by 33% while the exo is not firing, an exo is considered
not firing when it as 0 heat or 0 charge.
-railgun exos now have a minimum charge time of X (tenative) before firing, if the fire button is released
before minimum charge is exceeded, the rail gun will not fire.
-railguns no longer pierce shades, crags, shifts, harvesters, hives, clogs, or onoses
Misc Changes:
-removed health bars
-commanders can see enemy health bars for 5 seconds after the enemy takes damage
-emergency power lighting after power has gone down will now only activate in rooms with a fully built
command chair (does not change the delay before power can be rebuilt)
-aliens can now cyst to unbuilt or unsocketed power nodes. Once matured, the cyst will slowly destroy the
blueprint, once destroyed the lights will begin to flicker, and after 10 secs the lights will go out, to
get the power back online, destroy the cyst on the node then weld the power node
-improved the power of marine flash lights [a little ]
-evolution overlay updated to include player count of players currently evolving a specific lifeform
(i.e shows the number of gorge eggs at the beginning of a match, when there are 0 gorges)
-aliens no longer get pinged on the map due to proximity when slow walking or standing still.
-whips fixed, number of whips limited to biomass
-tunnel control
-Lots of optimizations!
-64bit!
Dude...