I wonder how big the download will be. Cause without preloading, I imagine we'll all be still downloading this on tuesday if its big.
The system requirements says it needs 2.5 GB of free space.
Reading is apparently not my strong point.
Any veterans wanna give us noobs a breakdown of the old classes and some of their perks? I imagine the sequel will be using a similar system.
While I'm not a vet due to only playing it today, the game is pretty straightforward. 4 classes explosives, special weapons, medic and tech. Explosives class is the only one who can set proximity mines, these explode into a line of fire once tripped. Special weapons are the only ones who can use the autogun, it auto aims if your cursor is near any aliens and has pretty good damage.
Medics are the only ones who can use full med packs that are multi-use, but every class can equip a one time use med pack that can only be used on themselves. Techs can hack computers to activate turrets or open doors. Their is a tool that will allow any class to open a locked door, but it takes longer and you would lose that item slot. Techs also get to use a special prototype assault rifle if they choose to. And of course you have the item that only the sarge can equip in the usable item slot. That item is a cigar, and it turns you into a god damn sexual tyrannosaurus.
Any veterans wanna give us noobs a breakdown of the old classes and some of their perks? I imagine the sequel will be using a similar system.
It's been a long time since I've played, but with a little googling to refresh my memory, I think this is mostly right about the basics.
Four classes, two characters each:
-Officer, can use incendiary mines and the assault shotgun
-Autogunner, can use the big ol' minigun
-Medic, can use medbags
-Tech, can hack and use the tech rifle
Aside from new items, they'll probably have most or all of the old ones. You get a primary, a secondary, and a small item slot.
Available to every class:
Assault rifle, with underslung grenade launcher.
Shotgun
Flamethrower (good for taking out hordes or egg nests, bad for teammates)
Deployable sentry (great for holding down a position, limited ammo)
Ammo bag (drop ammo for teammates, and don't let the flamethrower hit your ammo bag carrier, or it's going to suck)
Officer only: assault shotgun and incendiary mines, proximity triggered explosives good for making a wall of flame when you dig in
Medic only: medbag, multiple heals
Tech only: tech rifle, basically an assault rifle with aim assist, and I think it had stun grenades in launcher
Gunner only: autogun, aim assisted minigun that is civilization
Small items:
Flashlight (lights areas, gives wielder aim assist if they're using an AR)
Flares (throwable, lights area temporarily and gives aim assist to everyone with ARs firing in that area)
Medkits (one heal, anyone can carry)
Pistol (sidearm, killing X enemies in a mission earned an award which replaced it with twin pistols for that character)
Stims (bullet time)
Incendiary mines
Hacking tool (increase a tech character's hack speed or allow someone else to do it slowly)
Welder (seal or unseal doors, sealed doors prevent aliens from entering but can be broken through eventually)
Cigar (character specific and only made the character give off puff of smokes and quote Predator, best item in game)
You also had stats that could level up in campaign as the character earned experience. Movement affected your speed and reload rate, health affected the obvious, special affected whatever that character's role was (amount healed by medics, autogun damage, hack speed, something explosive probably), accuracy increased damage with most weapons. If a facehugger gets one of your marines, they'll become infested, losing health quickly and exploding with more alien facehuggers when they die, so it's best to take out eggs quickly or before getting near (causing them to hatch), and to beware of vents which they'll pop out of often. You want balanced roles usually, as medics are obviously useful and some missions require hacking to complete, and using the same crew consistently means they'll be more experienced and therefore tougher (although I often dropped officer and went with two autogunners in SP). If someone died, they were Dead. There was some mechanic where merely injured characters would sit out a mission, but I can't remember details. Moving cautiously and having the squad cover all angles was important because aliens would attack from any direction.
Thinking of all this makes me want to reinstall UT2k4 just for this, but I'll hold out for tomorrow, at long last.
Aliens in 10 minutes as a rap song apparently. To get people in the mood and also give a bit of background of where all these aliens games draw their inspiration from. I hope they didn't get rid of the chest-bursting infestations from the original mod.
Anxiously awaiting both playing (...dying) and struggling (...failing) to mod this game. Sorry, in advance, for my horrible aim... I'm going to play a medic to make up for it.
I just read that the Source engine in AS eventually ended up in Portal 2. Which sounds interesting, because Portal too benefits from a tile-based map system.
Eeeee. I never could get the mod to work, then I forgot the name but wanted to try it recently. Crazy timing and looking forward to this. Invite please?
Eeeee. I never could get the mod to work, then I forgot the name but wanted to try it recently. Crazy timing and looking forward to this. Invite please?
Posts
I believe 12 PM PST/3 PM EST
NOT SOON ENOUGH BLKARIDJFKHGKJGiofJ
My steam id is here if you want to send me an invite.
http://steamcommunity.com/profiles/76561198017134286/
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
Couldn't find a player named "SkutSkut" ... link your profile. :P
Yes that may help.
Here ya are.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
http://steamcommunity.com/id/incognitoesq
http://steamcommunity.com/id/bsej87
more than likely afternoon, probably 4pm pst or later.
e:
steam page says 15 hours, so noonish.
http://steamcommunity.com/id/Goumindong
Totally watching Aliens right now because of this game.
The system requirements says it needs 2.5 GB of free space.
And 2.5GB isn't that much by today's standards.
also,
http://steamcommunity.com/id/Vicwhiten
Reading is apparently not my strong point.
Any veterans wanna give us noobs a breakdown of the old classes and some of their perks? I imagine the sequel will be using a similar system.
fuck I can't really remember anything from the first game outside of failing every single time.
I remember welding lots of doors and hilarious friendly fire catastrophes.
http://steamcommunity.com/id/realmasume
Look at ya! Bunch of badasses!
Wii U - 'Nocero'
XBox ID - therealmasume
PS4 ID - realmasume
Medics are the only ones who can use full med packs that are multi-use, but every class can equip a one time use med pack that can only be used on themselves. Techs can hack computers to activate turrets or open doors. Their is a tool that will allow any class to open a locked door, but it takes longer and you would lose that item slot. Techs also get to use a special prototype assault rifle if they choose to. And of course you have the item that only the sarge can equip in the usable item slot. That item is a cigar, and it turns you into a god damn sexual tyrannosaurus.
It's been a long time since I've played, but with a little googling to refresh my memory, I think this is mostly right about the basics.
-Officer, can use incendiary mines and the assault shotgun
-Autogunner, can use the big ol' minigun
-Medic, can use medbags
-Tech, can hack and use the tech rifle
Aside from new items, they'll probably have most or all of the old ones. You get a primary, a secondary, and a small item slot.
Available to every class:
Assault rifle, with underslung grenade launcher.
Shotgun
Flamethrower (good for taking out hordes or egg nests, bad for teammates)
Deployable sentry (great for holding down a position, limited ammo)
Ammo bag (drop ammo for teammates, and don't let the flamethrower hit your ammo bag carrier, or it's going to suck)
Officer only: assault shotgun and incendiary mines, proximity triggered explosives good for making a wall of flame when you dig in
Medic only: medbag, multiple heals
Tech only: tech rifle, basically an assault rifle with aim assist, and I think it had stun grenades in launcher
Gunner only: autogun, aim assisted minigun that is civilization
Small items:
Flashlight (lights areas, gives wielder aim assist if they're using an AR)
Flares (throwable, lights area temporarily and gives aim assist to everyone with ARs firing in that area)
Medkits (one heal, anyone can carry)
Pistol (sidearm, killing X enemies in a mission earned an award which replaced it with twin pistols for that character)
Stims (bullet time)
Incendiary mines
Hacking tool (increase a tech character's hack speed or allow someone else to do it slowly)
Welder (seal or unseal doors, sealed doors prevent aliens from entering but can be broken through eventually)
Cigar (character specific and only made the character give off puff of smokes and quote Predator, best item in game)
You also had stats that could level up in campaign as the character earned experience. Movement affected your speed and reload rate, health affected the obvious, special affected whatever that character's role was (amount healed by medics, autogun damage, hack speed, something explosive probably), accuracy increased damage with most weapons. If a facehugger gets one of your marines, they'll become infested, losing health quickly and exploding with more alien facehuggers when they die, so it's best to take out eggs quickly or before getting near (causing them to hatch), and to beware of vents which they'll pop out of often. You want balanced roles usually, as medics are obviously useful and some missions require hacking to complete, and using the same crew consistently means they'll be more experienced and therefore tougher (although I often dropped officer and went with two autogunners in SP). If someone died, they were Dead. There was some mechanic where merely injured characters would sit out a mission, but I can't remember details. Moving cautiously and having the squad cover all angles was important because aliens would attack from any direction.
Thinking of all this makes me want to reinstall UT2k4 just for this, but I'll hold out for tomorrow, at long last.
http://steamcommunity.com/id/scissors
LOL: Batmantis
MTGO: Batmantis88
http://www.youtube.com/watch#!v=u19dt_-StZA
Aliens in 10 minutes as a rap song apparently. To get people in the mood and also give a bit of background of where all these aliens games draw their inspiration from. I hope they didn't get rid of the chest-bursting infestations from the original mod.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
If anyone has a free moment, can you shoot me an invite.
Edit: Thank you....Quite fast for 3:50 in the morning... Hah.
Doesn't look like it steam://preload/630 and steam://install/630 both do nothing.
Invite please?
Sent'd
You can join us then Zoidberg!
I asked for one before but put in the wrong Steam ID.
Looks like it's gonna be awesome
Pretty excited for this, could I get an invite?
-Damn, that was fast, thanks.