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Dear god... So many new players... It's just fields of green. I am a god among men. It gets a little tiring commanding game after game, but all these new players make me giddy. Pro tip to anyone commanding a team of alien nubs: Build lots of onos eggs after getting leap/cara/celerity and stick a gorge to them. Onos are noob friendly. Stele007 fucked around with this message at 07:32 on Oct 31, 2012 |
# ¿ Oct 31, 2012 07:25 |
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# ¿ Apr 24, 2024 14:09 |
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Fades don't have their get-out-of-jail-free card anymore (feign death) and are easier to kill in NS2 than NS1 from what I remember. A good fade is a terror in games filled with newbies, but they aren't very effective going up against groups of shotgunners. I think it's just two point blank shotgun blasts needed to kill them.
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# ¿ Oct 31, 2012 20:34 |
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The current form of blink initially made you immune, then they shifted to 50% damage later in the beta. However, for months now it takes full damage. Keep shooting.
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# ¿ Oct 31, 2012 21:01 |
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Splicer posted:I'm seeing a LOT of teamstacking going on. It's kind of annoying. Team colours of green vs white half the time. I am also seeing this sometimes, and it really is frustrating when you have three shotgun marines running around your hive camping kills while the comm drops them medpacks/ammo. All the aliens just complain about how hosed they are and don't have a fun time, and the same players just join marines over and over. (But as whiskas said, it doesn't color code the other team)
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# ¿ Nov 1, 2012 00:59 |
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Bloodmobile posted:Except all things aren't equal, an undeveloped skulk is more powerful than an undeveloped marine. So what makes marines more capable of maintaining extractors in early game? This is wrong.
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# ¿ Nov 1, 2012 05:40 |
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ZypherIM posted:I didn't factor in time, I also don't know off hand the rate of income per harvester per second, and I don't trust the wiki enough to use stuff on it (neither of those are listed in game). Then we'd also have to account for multiple marines building, gorges, shifts, and multiple tech labs. Just because aliens research finishes faster, they still have to have the resources to start it which I showed was relatively the same cost. If you have accurate data for all that then by all means share with me. This is by design, though, to have the cool asymmetrical gameplay. Marines can grab a second base then turtle, but aliens can't, yeah. If neither team needed a third cp, then it wouldn't be as interesting. The game is balanced around this, and trust me it can be pretty drat hard for marines to hold 3 bases. If you think it's unbalanced, well... Aliens are pres dependent while marines are tres dependent, so aliens need a good fade/onos about as much as marines need a good comm. If you have two lovely teams duke it out with 2 good comms, marines are usually going to win. This is happening a lot since we have a huge influx of new players.
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# ¿ Dec 31, 2012 20:15 |
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ZypherIM posted:None of my posts were intended to imply that either side has an advantage. If one side does, it is going to be map dependent more than design dependent. My posts were actually as a counter to people more or less claiming that one side has an advantage. Oh, my bad. I misunderstood.
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# ¿ Dec 31, 2012 23:15 |
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Garfu posted:Oh woops, should have mentioned control will no longer be a tech point. Things in the north have been rearranged also. Cool, this stuff sounds great. The trend for most maps after feedback seems to move them to a star layout (4/5 CPs on the outer ring of the map and 1 in the middle sometimes). It was fun tech locking marines by grabbing all 3 hives, though, and hearing new players complain that their comm isn't giving them exos.
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# ¿ Jan 3, 2013 17:16 |
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teh_Broseph posted:The best order I've been able to come up with to rush an upgrade and keep everything flowing is: Early upgrades are awesome. I've had a really successful game with early camo, but it's so risky that I never do it myself. I prefer shift since it's so versatile. Helps you dodge easier, traverse the map faster, and spawn eggs if you're low. I usually save up for a second hive before upgrades, though, unless our team is getting their rear end handed to them.
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# ¿ Jan 3, 2013 19:37 |
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ZypherIM posted:If you're going a fast second hive, then please, please, PLEASE get leap as your first priority after it finishes. If you aren't getting it right away, there isn't a real point to be skipping upgrades on your first hive. Definitely. I usually save up for a hive first because leap is so good. What I really don't like about shade is that it's lovely for higher lifeforms, and if you end up with only two control points and have to fight for the third, you're stuck without celerity or carapace, and not having either one really blows for fades/onos.
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# ¿ Jan 4, 2013 00:10 |
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I used to see really good players a lot, but lately the servers have just been full of nubs. Are there any servers where more experienced players tend to hang out? I usually just join official servers because there's too many goddamned servers.
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# ¿ Jan 4, 2013 09:10 |
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I didn't know there was a goon server! I haven't really kept up with this thread since launch.Splicer posted:I assume you mean shift and crag in general, because I've always found adrenaline more useful than celerity as an Onos or Fade. Everyone knows that Celerity doesn't work in combat or for 3 seconds after the last time you did or received damage don't they? So it's utterly useless for anything other than getting to the fight in the first place. Fantastic for Skulks and good for Lerks, but Onos and Fade are all about the running away rather than the running to, which Celerity does nothing for. Being able to get around quickly helps a lot. I thought celerity gives a permanent speed boost with an additional out of combat boost. Is that not the case? I find it much easier to chase people down and run away as celerity onos, anyway. I've written off adren ever since they changed it to only double the energy pool instead of increasing energy regen. It's okay for gorges to burst bile bomb but pretty lovely otherwise. Stele007 fucked around with this message at 19:21 on Jan 4, 2013 |
# ¿ Jan 4, 2013 19:16 |
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Is it possible to use the Steam server browser for NS2, like the one for CS/TF2/NS/L4D/other Source and GoldSrc games? It's always been my favorite server browser.
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# ¿ Jan 9, 2013 19:23 |
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xzzy posted:Yep, you just have to add the ip manually because the in game browser doesn't interface with the steam browser at all. But you can double click from the steam server browser to launch+join the game. Cool, I might just do that for favorite servers. It's nice to be able to see a server status without having to launch the game.
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# ¿ Jan 9, 2013 19:30 |
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I have to admit, I get pretty frustrated when people ignore what I'm telling them to do, and I will bitch about it, but I never complain if they try but their skills aren't up to par and some skulk just keeps killing them.
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# ¿ Jan 9, 2013 23:28 |
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Lemon Curdistan posted:Unless they've patched it out for some dumb reason, whips can't tossback grenades that are at ground level, so you fire low, they stop next to the whip and they blow up. Whip tossback is only really useful when marines don't know where the whip is and can't aim their grenades at it. You used to be able to take down whips with a GL easily as long as you were relatively close to the whip and fired straight at it. This no longer is the case as I just tried it yesterday and got killed as it whipped all 4 'nades back at me. I haven't tried shooting them low to the ground, though.
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# ¿ Jan 10, 2013 15:31 |
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Bhodi posted:I still think grenades are more trouble than they are worth, personally, with the exception of a single guy firing grenades at exo feet during a push. Not because of whips, but because they'll bounce right off a random teammates back - they are suicidal to use in a group push. I virtually never buy GLs unless we rush a hive because of this. That and shotgun is cheaper and lets you defend yourself while still doing more damage to buildings than the LMG. I wish the shotgun wasn't the overall best gun. Charlie doesn't want an HMG because he doesn't want flat upgrades, but that's pretty much what the shotgun is. I really wish the game gave like blaring warnings to the comm as soon as a power node supporting a CC or phase gate got damaged. With all the power nodes on the map, you sometimes don't realize an important one is getting hit until it's too late.
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# ¿ Jan 10, 2013 17:28 |
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chocolateTHUNDER posted:Yeah I agree, res for kills is loving terrible. Maybe marines could have some sort of building upgrade to their res towers that allows the tower to pump out more res? Commander's would probably only research whatever towers are immediately close to them/in their base, and it would help counteract how easy it is for aliens to harass marine nodes. Both teams used to have RT upgrades to increase pres production, but it was later taken out. I don't like the idea of increasing res production on a single node because it'd encourage marine turtling even further. I think res production is fine as it is.
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# ¿ Jan 14, 2013 20:12 |
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Dyz posted:As a marine comm is it better to recycle PGs so you only have 3 or 4? If you do this you dont end up with 1in every area and your team teleporting 5 times before they get where they need to go. Yes. The best part of the Voogru servers in NS1 was the phase gate menu where using the PG instead brought up a menu and let you select which one to phase to. I miss that. Instead you have some wacky order that you'll phase to, and it's impossible to change without recycling and rebuilding them.
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# ¿ Jan 14, 2013 21:18 |
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traveling midget posted:I just bought a mouse with TWO WHOLE SIDE BUTTONS! Sprint and voicechat for me. I really need to rebind the map key, but it's in such a useful spot if I'm not commanding... drat that uncancellable EMP MAC upgrade.
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# ¿ Jan 16, 2013 19:48 |
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The Crotch posted:Man, at least you didn't spend your entire stockpile of tres on fade eggs. Nah, I don't click eggs very much, but more often than I'd like, I'm about to drop a crag or shift when I check the map real quick then plop a spur instead.
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# ¿ Jan 16, 2013 23:40 |
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ShadowHawk posted:These are all excellent possibilities and are exactly why the team should vote on the issue. I agree, voting is sufficient. It works way better than F4ing and I've already seen quite a few concedes made with it. If your team doesn't want to give up, but you do, then you should probably hop to another server.
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# ¿ Jan 17, 2013 18:07 |
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simosimo posted:As soon as I see the EXOs I know it's time to pack up. I suppose it's down to the skill of the players right, rather than the actual game? But surely the longer games on NS1 weren't just a figment of imagination? You should definitely NOT give up when you see exos. Onos are generally superior to exos since they can take one down solo and are way more mobile/survivable. I've seen quite a few games with 2-3 exos and the marine team push a hive and the alien team ignores them and hits the marine base instead (this is the best strat for dealing with exo trains imo) then mops up and wins the game. Marines can build up at the hive location they took, but aliens come out better on base trades.
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# ¿ Jan 17, 2013 19:45 |
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MikoLovesYou posted:Everything I've read has agreed that on base trades, marines usually come out ahead (unless it's their main of course - but in that case, same goes for alien). They can get everything up and running faster and loss of a base doesn't necessarily mean loss of active skills like it does for alien. The biggest mistake I see marine comms making (myself included) is beaconing during a base push with exos - saves the base about 50% of the time but kills the exos about 100% of the time. You think so? Marines have to build a comm chair, two IPs, an armory, upgrade the armory, an obs, a phase gate, and an arms lab to replace a main base unless they have a backup upgraded armory & arms lab elsewhere. They also lose all weapon/armor upgrades until that arms lab goes up. And the comm will likely die and has to respawn. That's 125 res, while the aliens just need a hive and two upgrades (unless the alien comm was dumb and put all upgrades in one location), only 100 res if it was crag upgrades, 70 res if it was shade upgrades. In addition, you can just have one gorge heal the new hive while the rest of the alien team hits any RTs the marines have. The marines are stuck waiting for infestation to clear then have to rebuild like 6 buildings t. I'm not sure what your discussions agreed on, but base trades end up in the alien's favor in like 80% of the games I play. An exo with no healing is pretty much dead anyway. Those are probably bad exos you're fighting, which a skulk can probably wipe out. Whenever you get hit, there's a damage location indicator that basically tells you where the lerk is. They pretty much die instantly to exos.
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# ¿ Jan 17, 2013 23:49 |
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I'm assuming that aliens have 2 or 3 hives when the base trade occurs. You won't really lose higher lifeforms if they're committing a group of exos & weldering marines to the attack, and those higher lifeforms keep any upgrades they had until they get killed. The exos are so slow that the onos can just avoid them and knock everything else out, which locks the marines down. Any time in recent memory I've done a base trade as alien, we have always won. I don't know what to say. :\ You need to hit their main base, though.
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# ¿ Jan 18, 2013 00:35 |
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GenericOverusedName posted:Now I remember why I don't like playing online shooters That is super lovely, but I really don't think that's the norm for this playerbase. I've never seen women that talk in this game get any poo poo or creepy people... but admittedly I don't see them talking much (probably for fear that that will happen). It's especially bad because voice communication is so important in this game.
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# ¿ Jan 24, 2013 18:13 |
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xzzy posted:I think the only reason you don't see more of them is because half the team is SAVING FOR EXO. If that behavior could be broken, there'd be a lot more skulks getting gibbed in remote corners of maps. I really hate this. As marine comm in late game, I spend half my excess res in jetpacks because otherwise no one will buy them since they're all saving for exo. Without JPs, they couldn't chase down those early onos, which snowballs into many onos, then we'd lose the game.
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# ¿ Jan 29, 2013 21:56 |
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In-game audio device selection. Hell yeah, no more game restarts required if I forgot to plug my headset. Though I wish it would just switch to the headset once it plugs in like some other games/apps.
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# ¿ Jan 31, 2013 17:27 |
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AxeManiac posted:Really? I'm going to have to look up what the right time is then, because that stomp always wrecks me. The stomp isn't instant. It's actually a projectile that travels along the ground. I was under the impression that it was unavoidable without jetpacks or being on a different elevation, though. Also, if you are a bad skulk, then you can still help out your team by grouping up with 3 or more skulks and zerging a pack of marines or a base. It's usually more helpful than newbie gorges that wall off a strategically useless area and get themselves killed when they don't know when to retreat. Don't try to be a rambo skulk either because you'll lose almost every 1v1 until you get better.
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# ¿ Feb 4, 2013 19:31 |
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Teaser screenshot for an upcoming Gorge ability. Looks like a form of the Nydus Worm.
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# ¿ Feb 6, 2013 17:48 |
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I really don't think railguns would be equivalent to these unless they made some sweeping upgrades to exos in general. Babblers were AI mini skulks that gorges could spew out for free in NS1. They would just run to the nearest marine and start biting. You had to get 3 hives up in order to use it. They were patched out in later versions, but they were a fan favorite.
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# ¿ Feb 6, 2013 19:16 |
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Welders are still awesome with level 2/3 armor if you have a teammate that actually welds and a comm that drops medpacks. Unfortunately in late game as comm I'm usually trying to do like 4 things at once so it's hard to keep up with medpack/ammo requests from the jetpackers ramboing their upgrades. Also, more marine comms need to realize that usually ARCs and shittons of MACs are what breaks stalemates, not turrets and exos. (Although I do make a badass exo ) Stele007 fucked around with this message at 19:08 on Feb 11, 2013 |
# ¿ Feb 11, 2013 19:02 |
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I like to encourage people to command in small games, like 3v3 or something, just to learn how to place buildings and how to upgrade stuff and such. That way when you first comm a real game you aren't trying to understand how cysts work. It can form some bad habits, though, like dropping whips/crags everywhere, getting sentries early on, or rushing to GL/flamethrower.
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# ¿ Feb 11, 2013 22:52 |
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Ryen Deckard posted:Surprisingly yeah, a lot of people don't use shadowstep as fade. Whenever I play fade, my first goal is to confuse the marine, once I think I've done that I go in for the attacks. This is really important for both teams once you've invested significant pres. Not dying as lerk/fade/onos/exo is generally your #1 goal and is much more important than killing a player or taking down an RT. I see so many new players get expensive stuff then run straight into an enemy base and zip around until they get killed. I know survivability is something you learn, but generally if you're around half health, get the gently caress back and heal up. Greedy fades are dead fades. Suck up your pride and retreat if that pro marine is besting you in 1v1. It's better than being dead.
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# ¿ Feb 13, 2013 19:44 |
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Guesticles posted:I'd like to provide counter point to this. ...practise? I am a lovely fade too.
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# ¿ Feb 13, 2013 21:11 |
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Of course that's a problem too, but it happens a lot less often in pubs than the onos or fade that runs into a marine base and gets itself killed because it never thinks to leave until it's too late.
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# ¿ Feb 13, 2013 22:08 |
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Koramei posted:Get a feel for the movement in explore mode. That should really go for all the alien classes; I was worthless as a lerk for the longest time because I had no idea how to fly effectively. No, it's the marine/fade dance and damage awareness that I have a problem with. I usually get myself killed as a fade due to some shotgun I didn't notice, so I never play as them because I'd rather save for onos, which usually ends the game. I can move around the map fine. I used to be okay as fade back in the beta when fades were a terror and onos were pretty much unused, but that was like a year ago or something. Speaking of which, it's crazy to think of how much time has passed since the engine test came out. I remember playing this game 2 years ago, and there was crazy poo poo like infestation without cysts that had to be killed by flamethrowers (which were godlike and killed skulks in like 2 seconds with a gigantic cone and completely blinded anything not dead because there was no alien vision). Edit: 4 years? No, memory, it wasn't that long ago. Stele007 fucked around with this message at 23:38 on Feb 13, 2013 |
# ¿ Feb 13, 2013 23:23 |
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Koramei posted:Spawn a marine in explore mode and practice around him, or dance around a column or something. The movement is your problem still and that's only solved by dancing around like a tit, which is better done in explore mode unless you want your whole team to shout at you. If marines stood still like a column I'd be doing great. It's not like I can't hit marines at all, I just have trouble with moving targets.
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# ¿ Feb 13, 2013 23:42 |
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xzzy posted:Just join a pub server and practice. It's not the end of the world if you play a couple rounds not being 100% effective every second of the game. I know, but it's some weird mental block I have. I just... can't do it. I take each round very seriously and must play to win every single one, even laughable 3v3 games. I'm not afraid of my team yelling at me, I just don't want to lose. I have tons of fun playing, though.
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# ¿ Feb 14, 2013 00:02 |
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# ¿ Apr 24, 2024 14:09 |
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Some people are just socially inept or don't know English. They run in the comm chair after I hop out to build something, research some random rear end poo poo, drop some semi-useless buildings, and don't respond at all. It doesn't happen often, but it's frustrating. Then I just keep joining the opposite team on future rounds so I don't have to play with them. The latest rear end in a top hat I had though would just rip noobs new assholes every time they did something wrong like gorge and completely block a door so no skulks could get through or not follow him when he tells them to (when they were following my directions as I was the comm). Just chill the gently caress out, random dude. I kept trying to reassure the other players that they were okay.
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# ¿ Feb 15, 2013 23:23 |