pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
The first ns2 expansion will feature outdoor enviroments, biodomes, agriculture decks and space gardens, and in addition the chainsaw as kind of welder replacement in order to cut through thickets and plants (and skulks) to alter the map layout and routes. :D
<!--quoteo(post=1731698:date=Oct 11 2009, 01:43 AM:name=xmaine)--><div class='quotetop'>QUOTE (xmaine @ Oct 11 2009, 01:43 AM) <a href="index.php?act=findpost&pid=1731698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dont think mechs fit in with the light infantry combat style that ns marines are supposed to be about.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's why the NS marines fail so hard... to much like the Persians... making to much use of great numbers (many IPs) and fail technology (LMG)... hmm i suppose that's more like the Russians, although an AK would be a world of improvement over a plastic LMG.
<!--quoteo(post=1732650:date=Oct 18 2009, 05:54 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Oct 18 2009, 05:54 AM) <a href="index.php?act=findpost&pid=1732650"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's why the NS marines fail so hard... to much like the Persians... making to much use of great numbers (many IPs) and fail technology (LMG)... hmm i suppose that's more like the Russians, although an AK would be a world of improvement over a plastic LMG.<!--QuoteEnd--></div><!--QuoteEEnd--> You obviously don't know how marines work.
Look up what makes a marine different from a soldier.
BadMouthIt ceases to be exclusive when you can have a custom member titlJoin Date: 2004-05-21Member: 28815Members
Since when are the LMGs fail? I think they trump any normal assault rifle at the moment. Mainly cos they can fire 50 round clips with such accuracy and they never jam.
And focused wolf, its a sci-fi setting in a game. Realism isn't that important. If you want realism, play operation flashpoint.
Look up what makes a marine different from a soldier.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you are referring to that motto of doing more with less etc then i sincerely doubt the "frontiersmen marines" try to follow this, but the opposite is this games reality... i.e. doing LESS with MORE. We are talking about a bunch of random players that can't walk out of base... no they need to freekin fly with jetpacks or need a hmg/gl/shotgun/welder/heavy... anything but the lmg. They need constant resupplying/babysitting from the commander of fresh ammo, med spam, weapons, armor or they flounder. Does that sound like the marines?
They go head first into an infested bug death zone with only nanites between them and a ravenous set of blood dripping, bone shattering teethe and claw, with only an LMG on first contact and yet still go in.
Word somthing more for endgame would be great some sort of vehricle to jump in on, to face the onos and maybe have weakness against skulks since its slow so they can run behind jump on its back eat the cables of gg.
So its not to good, Everything should have a weakness and not be ultimate, like onos they are clumpsy :)
Suggestion is here and you gonna love it, Allthou it will have some kind of "glass" in middle where you jump in on it and for copyright to warhammer aswell i guess ^^
<!--quoteo(post=1735748:date=Nov 2 2009, 11:01 PM:name=ryknow69)--><div class='quotetop'>QUOTE (ryknow69 @ Nov 2 2009, 11:01 PM) <a href="index.php?act=findpost&pid=1735748"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You are in a spaceship.... only use I'd see is planetside, which would require a mod, not a map, to have =o which should be easy with LUA<!--QuoteEnd--></div><!--QuoteEEnd-->
I disagree... they would in fact be used now in NS2 very heavily, in reality to the point of being standard issue... i.e. all marines in heavies at time = 0 ns into the round. Maybe a few in JP... but rather a flying heavy would make more sense. Maybe a light heavy that can fly... i.e. a spacesuit with armor.
The reasons for this are clear. The enemy is known. Now their would be a whole array of weapons and tactics specifically created for fighting this enemy. The obvious goal would be to end the endless slaughtering encountered during the events of NS1. If you recall the marines in NS1 failed because of weak armor and worthless weapons... NS2 would be simply about upping their armor and firepower at the cost of some speed and mobility.
You may also recall, as another person said on this forum, that NS1 is first contact... that is why you must build the base at the start of each game... and towards the end of the game what do you see? heavy freeking weapons... and superior armor. That is where NS2 STARTS AT... (at least it would if i was in charge :P)
You can say it's a "spaceship" and immediately everyone thinks of claustrophobic tight halls where mobility is more important. But now we're talking NS2 and the devs already indicated less choke-point halls and more giant connected rooms (at least that is what i recall reading on the subject). So what is the point in being stripped down for CQB? Long range power and accuracy (with armor) are what's important in these situations.
Comments
every scifi game needs a chainsaw xD
joke ^^
every scifi game needs a chainsaw xD
joke ^^<!--QuoteEnd--></div><!--QuoteEEnd-->
there are no trees in space!! :D
That's why the NS marines fail so hard... to much like the Persians... making to much use of great numbers (many IPs) and fail technology (LMG)... hmm i suppose that's more like the Russians, although an AK would be a world of improvement over a plastic LMG.
You obviously don't know how marines work.
Look up what makes a marine different from a soldier.
And focused wolf, its a sci-fi setting in a game. Realism isn't that important. If you want realism, play operation flashpoint.
Look up what makes a marine different from a soldier.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you are referring to that motto of doing more with less etc then i sincerely doubt the "frontiersmen marines" try to follow this, but the opposite is this games reality... i.e. doing LESS with MORE. We are talking about a bunch of random players that can't walk out of base... no they need to freekin fly with jetpacks or need a hmg/gl/shotgun/welder/heavy... anything but the lmg. They need constant resupplying/babysitting from the commander of fresh ammo, med spam, weapons, armor or they flounder. Does that sound like the marines?
That does.
So its not to good, Everything should have a weakness and not be ultimate, like onos they are clumpsy :)
Suggestion is here and you gonna love it, Allthou it will have some kind of "glass" in middle where you jump in on it and for copyright to warhammer aswell i guess ^^
<a href="http://www.youtube.com/watch?v=WRyOH9avLS4" target="_blank">http://www.youtube.com/watch?v=WRyOH9avLS4</a>
Allthou i hope they add alot of new weapons and abilities and new speciies to play within the kah
I disagree... they would in fact be used now in NS2 very heavily, in reality to the point of being standard issue... i.e. all marines in heavies at time = 0 ns into the round. Maybe a few in JP... but rather a flying heavy would make more sense. Maybe a light heavy that can fly... i.e. a spacesuit with armor.
The reasons for this are clear. The enemy is known. Now their would be a whole array of weapons and tactics specifically created for fighting this enemy. The obvious goal would be to end the endless slaughtering encountered during the events of NS1. If you recall the marines in NS1 failed because of weak armor and worthless weapons... NS2 would be simply about upping their armor and firepower at the cost of some speed and mobility.
You may also recall, as another person said on this forum, that NS1 is first contact... that is why you must build the base at the start of each game... and towards the end of the game what do you see? heavy freeking weapons... and superior armor. That is where NS2 STARTS AT... (at least it would if i was in charge :P)
You can say it's a "spaceship" and immediately everyone thinks of claustrophobic tight halls where mobility is more important. But now we're talking NS2 and the devs already indicated less choke-point halls and more giant connected rooms (at least that is what i recall reading on the subject). So what is the point in being stripped down for CQB? Long range power and accuracy (with armor) are what's important in these situations.