That seems to be what happened. Gotta say I'm loving the game and the community. Just did my first game as com, which we lost, and didn't have everyone rage about it.
[SIGPIC][/SIGPIC]
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Roland restarted/closed the sever. Believe there's a new one incoming...soonish?
I'm really liking the community too. I just had a game in a random server. A newbie was asking all sorts of questions, and basically the whole alien team was falling over itself to coach him. Love it.
Yeah, don't be afraid to ask if you have any questions. I started my first few games stating along the lines of, 'I'm new, tell me if you want me to do something specific' and it has always been followed up by people just telling me to ask away whenever.
HAd exactly one experience with a bad player - he was grumpy that we weren't crushing the other team quite efficiently enough for him, but even then the most I got was a sarcastic 'or, yeah, evolve, I love evolving'.
Easy button for defending power nodes from lone ninja skulks? A turret ring where all 3 turrets cover each other, the battery, and the power node in their arcs. It took me 2 turns as marine comm to figure out, and its a go to strat for me now. If you put juicy buildings like obs towers or phase gates just outside the ring, you can keep them covered too.
...or I could go gorge and fortify the shit out an area. Just fucking deny marines all day long, forcing them to build a siege just to get through.
I also miss being able to build a comm chair anywhere. Relocate FTW.
And webs. and devour. and focus. and redemption. and fade heal.
But I suppose since this is more of an "official" game that you gotta pay money for instead of a free mod, balance had to be more carefully considered.
I take it back about redemption, though. Fuck redemption onos.
Easy button for defending power nodes from lone ninja skulks? A turret ring where all 3 turrets cover each other, the battery, and the power node in their arcs. It took me 2 turns as marine comm to figure out, and its a go to strat for me now. If you put juicy buildings like obs towers or phase gates just outside the ring, you can keep them covered too.
Proper sentry placement is key. I've ruined many base defenses and upset quite a few comms by leaping over the sentries and chomping away with nothing to fear.
Server is running nicely now, got the admin mod set up and it should start showing up properly in the Steam browser soon. The plan is to have the last two slots be reserved but not sure yet how well it works right now.
Am I a horrible person? I see a lot of marines stopping to pop every cyst they see. Every Cyst. The words "Let's rush" are usually followed by a line of marines workin' the cyst fields emptying their clips into every cyst in a line while singing "Swing Low, Sweet Chariot". Now, personally I prefer my TSA Issue Switch Axes with Real Weathering Pattern. They nano-build it with that chipped paint look that says "This axe has been through more shit than you ever will". But then, I also only pop cysts in the middle of a chain, or a door way, and never while I'm running towards something I'm about to shoot.
Am I a bad person for letting cysts die off slowly? In a related question: What do ya'll think of the Khommander strategy of putting down a lot of cysts just to slow down a marine advance?
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited November 2012
You don't really put down cysts to slow a marine advance. You do put down cysts in the presence of a pitched marine battle in the effort to generate creep so you can bonewall during battle or in rare instance place a shade or shit nearby.
But generally, you can still put down cysts you know are 100% about to die in order to gauge where exactly marines are. Cysts are great for scouting.
I like to pressure by destroying the trail of cysts. Usually try to clear the way forward by pistoling the nodes ahead and then axe the unconnected ones as I approach. Often times I'll hack away at them to bait a Skulk out. If I can get the attention of a Skulk or two by killing a simple cyst, it's worth it since he isn't harassing elsewhere and most solo marine v skulk (some of you are seriously ninjas) are in favor of marine.
I don't honestly know how the mechanic works though, do the unconnected nodes give vision / whatever they actually do positively for the alien commander and team?
Worst case: The alien commander has to spend 5 or so resources to re-cyst an entire room & hallway. That's 5 resources worth delayed upgrades or buildings. Every delay counts, especially in early game harass. Also controlling where they are able to expand by constantly requiring the alien commander to either replant cysts, or expand in a different direction and have to be on his toes.
The more shit I can make an enemy commander worry about and have to multitask with, the better.
e: to answer the question, no you shouldn't have teammates fall off the rushing point to do that. the above is my theory craft of pissing off commanders 101. no, i have never played a commander role, so i don't know how successful it actually is. I just like seeing them continuously forced to replant and not do something elsewhere, especially knowing full well in a minute or two i'm just gonna go right back and destroy them again.
onesixty2 on
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited November 2012
Aliens don't really have vision. If one of the aliens can see a marine, then the Khommander can see the marine. But if there's only structures, they only thing we as the Khom get is the sound of footsteps and a black cloudly outline.
Now, we do get large annoying blinking noises when any structure anywhere is shot. And dying buildings as a result of unconnected cysts count as "attacked" and will yell at you until you connect them again.
...or I could go gorge and fortify the shit out an area. Just fucking deny marines all day long, forcing them to build a siege just to get through.
I also miss being able to build a comm chair anywhere. Relocate FTW.
And webs. and devour. and focus. and redemption. and fade heal.
But I suppose since this is more of an "official" game that you gotta pay money for instead of a free mod, balance had to be more carefully considered.
I take it back about redemption, though. Fuck redemption onos.
Is that a mod for ns2 to make some game play elements more true to ns1?
I see heavy assault rifles, gorge buildings, no alien commander, movable marine command outpost. Marine commander able to drop heavy armor.. but what else are they trying to say here? The fact that marines are tied down to tech nodes is game ruining?
I can agree gorges not building anything is super odd feeling, but it kinda feels right having one RTS style overhead perspective per team. I'd like gorges to get more building importance in updates. Would be nice, but I don't think what they did differently with ns2 should take away from it at all.
Is that a mod for ns2 to make some game play elements more true to ns1?
I see heavy assault rifles, gorge buildings, no alien commander, movable marine command outpost. Marine commander able to drop heavy armor.. but what else are they trying to say here? The fact that marines are tied down to tech nodes is game ruining?
I can agree gorges not building anything is super odd feeling, but it kinda feels right having one RTS style overhead perspective per team. I'd like gorges to get more building importance in updates. Would be nice, but I don't think what they did differently with ns2 should take away from it at all.
Reminds me of people who whined about the usability changes in DOTA2.
They didn't care that it was in a new engine, or that the changes made sense. They just wanted the world to now acknowledge how cool their game was and experience it the way they did (learning for ten hours because they had summer holidays to waste away).
At least to my knowledge I've not seen NS2 suffer the equivalent to the mana bar thread (that thing was 100 pages long btw).
The official forums are rife with complaints about this sequel not having the same "feel" as the first, with great quotes such as "I was waiting to see if the devs would fix these issues but after a full week from release I've seen all I need to see."
yeah, because NS1 was totally, completely fixed and balanced within a week
Anyone know if there are any good Spark engine tutorials out there?
So far, all I've been doing with this mod is changing 1-2 things and then having to log in to see what the hell my code actually did. It feels less like coding, and more like reverse-engineering how their engine fucking works, because I have no idea what I'm doing and there's no documentation.
Steam: Spawnbroker
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KlykaDO you have anySPARE BATTERIES?Registered Userregular
Posts
So let that be a lesson to you all.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
But I have never run out of energy as any other class.
Well, I suppose it's nice to have an extra leap or two in me as a skulk but frankly I'd prefer celerity.
If you're a lerk without celerity you might as well paint a target on your forehead.
HAd exactly one experience with a bad player - he was grumpy that we weren't crushing the other team quite efficiently enough for him, but even then the most I got was a sarcastic 'or, yeah, evolve, I love evolving'.
"Why don't we have shotguns? We should have had shotguns 5 minutes ago."
Sorry, I was too busy researching phase tech and upgrades, fella. The aliens don't even have a fade yet.
Shotguns are nice but you don't fucking NEED one. Deal with it.
"Good" has nothing to do with it. Now gimmie a damn shotgun.
In NS1, if I reached 90-100 res I could go onos
...or I could go gorge and fortify the shit out an area. Just fucking deny marines all day long, forcing them to build a siege just to get through.
I also miss being able to build a comm chair anywhere. Relocate FTW.
And webs. and devour. and focus. and redemption. and fade heal.
But I suppose since this is more of an "official" game that you gotta pay money for instead of a free mod, balance had to be more carefully considered.
I take it back about redemption, though. Fuck redemption onos.
also, I tried playing commander for the beginning of that round because nobody else wanted to be it. Holy shit, how do you handle all that stress.
Am I a bad person for letting cysts die off slowly? In a related question: What do ya'll think of the Khommander strategy of putting down a lot of cysts just to slow down a marine advance?
But generally, you can still put down cysts you know are 100% about to die in order to gauge where exactly marines are. Cysts are great for scouting.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I don't honestly know how the mechanic works though, do the unconnected nodes give vision / whatever they actually do positively for the alien commander and team?
Worst case: The alien commander has to spend 5 or so resources to re-cyst an entire room & hallway. That's 5 resources worth delayed upgrades or buildings. Every delay counts, especially in early game harass. Also controlling where they are able to expand by constantly requiring the alien commander to either replant cysts, or expand in a different direction and have to be on his toes.
The more shit I can make an enemy commander worry about and have to multitask with, the better.
e: to answer the question, no you shouldn't have teammates fall off the rushing point to do that. the above is my theory craft of pissing off commanders 101. no, i have never played a commander role, so i don't know how successful it actually is. I just like seeing them continuously forced to replant and not do something elsewhere, especially knowing full well in a minute or two i'm just gonna go right back and destroy them again.
Now, we do get large annoying blinking noises when any structure anywhere is shot. And dying buildings as a result of unconnected cysts count as "attacked" and will yell at you until you connect them again.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
terrifying
Have you tried this?
http://www.youtube.com/watch?feature=player_embedded&v=rc7-dt6i3Nw
I see heavy assault rifles, gorge buildings, no alien commander, movable marine command outpost. Marine commander able to drop heavy armor.. but what else are they trying to say here? The fact that marines are tied down to tech nodes is game ruining?
I can agree gorges not building anything is super odd feeling, but it kinda feels right having one RTS style overhead perspective per team. I'd like gorges to get more building importance in updates. Would be nice, but I don't think what they did differently with ns2 should take away from it at all.
e: Also I think i found a required mod. http://steamcommunity.com/sharedfiles/filedetails/?id=102340684
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I think they are saying "Anything that is not exactly the same as NS1 is horrible, so we are making a mod that is an exact copy of NS1."
So cute.
If those people had their way, we would all be playing Pong in 1080p.
Don't be daft.
3-D is where it's at. Full Oculus support or nothing.
It's just that NS1 was better.
I think my favourite quote from that youtube was how "Charlie failed to port many fundamental aspects from NS1."
I don't think he "failed" to do that so much as choose not too. Also the bunny hopping marines and gorges, so glad that is gone.
They didn't care that it was in a new engine, or that the changes made sense. They just wanted the world to now acknowledge how cool their game was and experience it the way they did (learning for ten hours because they had summer holidays to waste away).
At least to my knowledge I've not seen NS2 suffer the equivalent to the mana bar thread (that thing was 100 pages long btw).
yeah, because NS1 was totally, completely fixed and balanced within a week
Well that's just like, your opinion, man.
So far, all I've been doing with this mod is changing 1-2 things and then having to log in to see what the hell my code actually did. It feels less like coding, and more like reverse-engineering how their engine fucking works, because I have no idea what I'm doing and there's no documentation.
Adrenaline on an Onos is fantastic because it allows you to use your sprint a lot more and still have energy for stomp/attack!