NS2 Suggestions/Ideas
maxwellcofe
Join Date: 2006-12-02 Member: 58848Members
<div class="IPBDescription">a few ideas i came up with a while ago</div>a list of ideas from my experience to balance and/or improve the game play of NS
- having an "evolving sequence" instead of that blue dotted line, such as a skulk upgrading "celerity", the skulk would turn to the egg, and instead of the blue dotted lines for the timer, have like a sequence of evolution, for instance the skulk is "changing" to its new form ( gaining an extra leg or something like that) , just like the term "Natural Selection", same thing with when evolving other upgrades, and higher life forms, that would be really cool watching the sequence from "skulk" to "onos". after acquiring the upgrade, the skulk should look different, like for celerity, the skulk should have something like an extra leg, so basically different models for each upgrade, i know modeling isn't the easiest thing in the world, but it would be so cool in source.
- focus, dam its too powerful, 2 hits dead even with armor 2, when pubbing its really easy for an alien team to be "stacked" with 1 good CAL fade, basically ruins that round, even though most pubbers dont like "sc" as second chamber, but when a CAL NS fade comes on they usually drop it for them, maybe to balance this, have the sc chamber cost more, and dcs cost more?
-about dcs, now because you guys are taking out the "MC" dependency as first chamber, people will actually consider the dc or sc, maybe change up the cost of the chambers?
-"Bile Bomb" i think it would be cool to have the bile bomb damage heavies, and maybe the marine armor, also have the bile bomb have a bigger splash damage radius, and more have the damage be more "splash damage" like than direct hit, to compensate for the marine vulnerability to the bile bomb
-more vents, i was playing the 1.04 maps on the g4b2s server, and it looked like to me and others have said, that they liked those maps better, and saying how the current versions of the maps are more "fps" reliant than strategic like, also having more "vents" in my opinion would help a lot of the "newbies" of the game to kill more marines, also having more "weld" spots are needed in future maps
-UMBRA, geeze, wow, overpowered, sorry to say, my experience on the g4b2s server, a 15 man shot gun rush to the hive with lvl 2 weapons, being saved by 2 or 3 umbras, is the dumbest thing in the world......i wouldn't know how to fix this problem, but 15 shotguns + lvl 2 weapons should be > hive + umbra. its just not right not seeing the hive go down to a ninja pg shotgun rush.
- having an "evolving sequence" instead of that blue dotted line, such as a skulk upgrading "celerity", the skulk would turn to the egg, and instead of the blue dotted lines for the timer, have like a sequence of evolution, for instance the skulk is "changing" to its new form ( gaining an extra leg or something like that) , just like the term "Natural Selection", same thing with when evolving other upgrades, and higher life forms, that would be really cool watching the sequence from "skulk" to "onos". after acquiring the upgrade, the skulk should look different, like for celerity, the skulk should have something like an extra leg, so basically different models for each upgrade, i know modeling isn't the easiest thing in the world, but it would be so cool in source.
- focus, dam its too powerful, 2 hits dead even with armor 2, when pubbing its really easy for an alien team to be "stacked" with 1 good CAL fade, basically ruins that round, even though most pubbers dont like "sc" as second chamber, but when a CAL NS fade comes on they usually drop it for them, maybe to balance this, have the sc chamber cost more, and dcs cost more?
-about dcs, now because you guys are taking out the "MC" dependency as first chamber, people will actually consider the dc or sc, maybe change up the cost of the chambers?
-"Bile Bomb" i think it would be cool to have the bile bomb damage heavies, and maybe the marine armor, also have the bile bomb have a bigger splash damage radius, and more have the damage be more "splash damage" like than direct hit, to compensate for the marine vulnerability to the bile bomb
-more vents, i was playing the 1.04 maps on the g4b2s server, and it looked like to me and others have said, that they liked those maps better, and saying how the current versions of the maps are more "fps" reliant than strategic like, also having more "vents" in my opinion would help a lot of the "newbies" of the game to kill more marines, also having more "weld" spots are needed in future maps
-UMBRA, geeze, wow, overpowered, sorry to say, my experience on the g4b2s server, a 15 man shot gun rush to the hive with lvl 2 weapons, being saved by 2 or 3 umbras, is the dumbest thing in the world......i wouldn't know how to fix this problem, but 15 shotguns + lvl 2 weapons should be > hive + umbra. its just not right not seeing the hive go down to a ninja pg shotgun rush.
Comments
Good "CAL" Fades don't need SCs to go 100-0 in a pub. Enigma had a screenshot of him going like 50 and 1 without any chambers. You just don't consider how good the fades doing it are and how terrible the pubbers on marine team are.
Is it frustrating? Of course! Would it be frustrating for you to play counter strike against slayers_boxer? Undoubtedly.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-about dcs, now because you guys are taking out the "MC" dependency as first chamber, people will actually consider the dc or sc, maybe change up the cost of the chambers?<!--QuoteEnd--></div><!--QuoteEEnd-->
SCs first chamber are a gamble, if cloak skulks don't work out - your fades will drop like flies. DCs on the other hand are possibly even better than MCs first chamber, you can have resource towers heal themselves indefinitely using those and delay hive sieges.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-"Bile Bomb" i think it would be cool to have the bile bomb damage heavies, and maybe the marine armor, also have the bile bomb have a bigger splash damage radius, and more have the damage be more "splash damage" like than direct hit, to compensate for the marine vulnerability to the bile bomb<!--QuoteEnd--></div><!--QuoteEEnd-->
No.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-more vents, i was playing the 1.04 maps on the g4b2s server, and it looked like to me and others have said, that they liked those maps better, and saying how the current versions of the maps are more "fps" reliant than strategic like, also having more "vents" in my opinion would help a lot of the "newbies" of the game to kill more marines, also having more "weld" spots are needed in future maps<!--QuoteEnd--></div><!--QuoteEEnd-->
Make a map.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-UMBRA, geeze, wow, overpowered, sorry to say, my experience on the g4b2s server, a 15 man shot gun rush to the hive with lvl 2 weapons, being saved by 2 or 3 umbras, is the dumbest thing in the world......i wouldn't know how to fix this problem, but 15 shotguns + lvl 2 weapons should be > hive + umbra. its just not right not seeing the hive go down to a ninja pg shotgun rush.<!--QuoteEnd--></div><!--QuoteEEnd-->
No they shouldn't. 2 hive aliens should be able to stop a hive walk-in, its like an instant "SORRY MARINES, YOUR WALK-IN TIME IS UP".