it's not about feelings, it's about the fact that people whining about the commander is fucking annoying. especially if that person is too much of a coward to put their money where their mouth is and do it themselves
There's also the people who whine about the quality of the commander when that commander was the last person around in base, didn't want to command, but looked around in the 1-2 minute starting period when having no commander is pretty much game over and then jumped in reluctantly so that there was at least a non-zero chance their team might not instantly lose.
People that complain in this case deserve a kick to the balls. Alternatively I'd settle for the game not starting until a commander's picked.
i didnt watch any vids before jumping in either, but i played ns1 (albeit a long time ago) and knew the gist of it
a newbies biggest problem is not knowing the maps, which most experienced players forget. use your c key every spare second of the game. even when you know the maps, having the map open will show all friendlies, and any enemies visible. look for anything thats flashing, even if you cant see whats there it means its in combat. this is doubly especially super important as marines, skulks will always be trying to ninja your res nodes, phase gates, and power nodes. DO THIS THE ENTIRE GAME, eventually the knowledge of everything in the game will come and you can be a comm, an awesome lerk that everyone hates, get called a hacker marine etc, in the meantime get the basics of helping the team down.
The one thing I hate about the map is that it's not entirely clear where the boundaries are. That is to say, due to the geometry or map rendering, it might look like on the map that there's an entrance to a room but when you arrive there it turns out this is a window/ledge up high/random shit.
it's not about feelings, it's about the fact that people whining about the commander is fucking annoying. especially if that person is too much of a coward to put their money where their mouth is and do it themselves
There's also the people who whine about the quality of the commander when that commander was the last person around in base, didn't want to command, but looked around in the 1-2 minute starting period when having no commander is pretty much game over and then jumped in reluctantly so that there was at least a non-zero chance their team might not instantly lose.
People that complain in this case deserve a kick to the balls. Alternatively I'd settle for the game not starting until a commander's picked.
i didnt watch any vids before jumping in either, but i played ns1 (albeit a long time ago) and knew the gist of it
a newbies biggest problem is not knowing the maps, which most experienced players forget. use your c key every spare second of the game. even when you know the maps, having the map open will show all friendlies, and any enemies visible. look for anything thats flashing, even if you cant see whats there it means its in combat. this is doubly especially super important as marines, skulks will always be trying to ninja your res nodes, phase gates, and power nodes. DO THIS THE ENTIRE GAME, eventually the knowledge of everything in the game will come and you can be a comm, an awesome lerk that everyone hates, get called a hacker marine etc, in the meantime get the basics of helping the team down.
The one thing I hate about the map is that it's not entirely clear where the boundaries are. That is to say, due to the geometry or map rendering, it might look like on the map that there's an entrance to a room but when you arrive there it turns out this is a window/ledge up high/random shit.
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
That seriously needs to be an update or mod or something.
There's no reason to start before comms are picked, and if the Marines don't have a comm for the first minute or so of the game there is an incredibly high chance they already lost.
i didnt watch any vids before jumping in either, but i played ns1 (albeit a long time ago) and knew the gist of it
a newbies biggest problem is not knowing the maps, which most experienced players forget. use your c key every spare second of the game. even when you know the maps, having the map open will show all friendlies, and any enemies visible. look for anything thats flashing, even if you cant see whats there it means its in combat. this is doubly especially super important as marines, skulks will always be trying to ninja your res nodes, phase gates, and power nodes. DO THIS THE ENTIRE GAME, eventually the knowledge of everything in the game will come and you can be a comm, an awesome lerk that everyone hates, get called a hacker marine etc, in the meantime get the basics of helping the team down.
The one thing I hate about the map is that it's not entirely clear where the boundaries are. That is to say, due to the geometry or map rendering, it might look like on the map that there's an entrance to a room but when you arrive there it turns out this is a window/ledge up high/random shit.
Seems like the server issues have been resolved, sitting pretty at 30 ticks now.
I got this response to the ticket system (which you can use too) :
I watched the performance and the tick rate does seems to be fluxing below normals. Let me look into this and get back to you. Would you be against moving you to another machine to see if that would alleviate the issue? Let me know.
I never played ns1 but am loving the heck out of this. The only thing I would add is avp style orientation for wallwalking because I was phenomonal at it there and terrible at it here. Comm'd my first marine game with decent opposition to victory the other night
The whole vision switching thing will maybe never happen - they tried it early on but it just didn't work very well because the maps aren't set up for it. You can walk on ANY surface as a skulk so your view kept flipping around like crazy.
Because I am the curious sort... what does the rotating vision thing add to gameplay?
I know I could load up AvP and see for myself, but I'm also the lazy sort.
Basically it makes navigation easier when you're on a surface other than the floor, because it spins the view so 'down' is whatever surface you're clinging to.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
It makes things different. Whether it's easier or harder for you depends on personal preference. I greatly prefer Natural Selection's "up is always up" way of doing things.
Yeah, the view is OK as it is. Took me a bit to get used to it.
What it could use is a pointer showing the direction to what you're attached to. So if you're on the ceiling, it's pointing upwards and so, because sometimes it's a bit hard to gauge if you passed from wall to ceiling and end up falling.
Scarytown is US, right? That'd be a no-go for me in terms of latency.
Played two or so matches since I bought it. On the upside, navigation isn't too bad since I watched all of Tychos vids before even buying the game, which, by the way, are MANDATORY! On the downside, those matches were pretty boring. Both sides went full defense and attacks were very rare, and as a result, so were personal ressources. Not many upgrades were researched either.
Well if the marines are turtling then the aliens should have all the res on the map if their comm is doing anything. Lack of aggression is definitely a problem new players have on the marine side though, and a substantial portion of the population right now is new from the holiday sale. As time goes on I think they'll figure out that the only way to win is to apply pressure to aliens.
+1
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
step 4) listen to people complain that they don't have [upgrade] while [prerequisite hive] is waiting for res/still growing/occupied by marines.
Yea, this never gets old.
Although, you know you're doing well when your team clamors for an upgrade that you tossed in the research queue 15 seconds ago and just tell them to wait for 10 more seconds to get their answer.
Had a game last about an hour and half on the server last night, brought me back to the old NS1 days. It was glorious and reminded me why I love online gaming.
Comms are in pretty high demand right now, it's rare that someone even volunteers to jump in right away. Probably doesn't help that so much of the current population started playing a week ago.
Played a random server while Scarytown was empty. They had a mod that increased the delay before round start to like 60 seconds, and every 10 seconds it spammed time remaining and a reminder to choose a commander / decide what everyone's doing. This is great! I'd love to see this show up in Scarytown.
Armories vs ammo pack drops: Remember that armories also restore health and armor. The armor restoration is particularly key, as commanders can't drop armor packs, and teammates usually neglect to weld other players (or even bring them when going on the offensive). Armor improvements are much more useful when paired with forward armories.
Also, if skulks are eating your forward armories, they aren't eating your extractors. That purchase of time is great for map control.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Posts
Whoops, that was embarrasing
There's also the people who whine about the quality of the commander when that commander was the last person around in base, didn't want to command, but looked around in the 1-2 minute starting period when having no commander is pretty much game over and then jumped in reluctantly so that there was at least a non-zero chance their team might not instantly lose.
People that complain in this case deserve a kick to the balls. Alternatively I'd settle for the game not starting until a commander's picked.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
The one thing I hate about the map is that it's not entirely clear where the boundaries are. That is to say, due to the geometry or map rendering, it might look like on the map that there's an entrance to a room but when you arrive there it turns out this is a window/ledge up high/random shit.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Please, god, let this be in the next update.
the same guy also has some that are very transparent as well
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
There's no reason to start before comms are picked, and if the Marines don't have a comm for the first minute or so of the game there is an incredibly high chance they already lost.
Yep this mod works on the server, just activate it via workshop.
I made an amendment to the MotD just for Roland. Now I blame him for not strong-arming the hosting company into fixing the crummy server rates.
I played with the .Bomb guy tonight and yes he was noob, but he was learning
If anyone has wanted to be an alien commander but you've been like "oh no what do I do" well I made a video.
I watched the performance and the tick rate does seems to be fluxing below normals. Let me look into this and get back to you. Would you be against moving you to another machine to see if that would alleviate the issue? Let me know.
step 1) get harvesters and an upgrade
step 2) find a book to read 8-)
I know I could load up AvP and see for myself, but I'm also the lazy sort.
Basically it makes navigation easier when you're on a surface other than the floor, because it spins the view so 'down' is whatever surface you're clinging to.
Warframe/Steam: NFyt
What it could use is a pointer showing the direction to what you're attached to. So if you're on the ceiling, it's pointing upwards and so, because sometimes it's a bit hard to gauge if you passed from wall to ceiling and end up falling.
(Mostly noob errors, I guess :P )
Either way, I was pleased.
Played two or so matches since I bought it. On the upside, navigation isn't too bad since I watched all of Tychos vids before even buying the game, which, by the way, are MANDATORY! On the downside, those matches were pretty boring. Both sides went full defense and attacks were very rare, and as a result, so were personal ressources. Not many upgrades were researched either.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Yea, this never gets old.
Although, you know you're doing well when your team clamors for an upgrade that you tossed in the research queue 15 seconds ago and just tell them to wait for 10 more seconds to get their answer.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Edit: Invite received, much obliged.
http://steamcommunity.com/id/Grimmsy
Had a game last about an hour and half on the server last night, brought me back to the old NS1 days. It was glorious and reminded me why I love online gaming.
Received, classy gents all around
Edit: Dang, you guys are quick.
3ds friend code: 2981-6032-4118
was able to get in through friends list though
I just like to do and die.
Armories vs ammo pack drops: Remember that armories also restore health and armor. The armor restoration is particularly key, as commanders can't drop armor packs, and teammates usually neglect to weld other players (or even bring them when going on the offensive). Armor improvements are much more useful when paired with forward armories.
Also, if skulks are eating your forward armories, they aren't eating your extractors. That purchase of time is great for map control.