Peaking over corners

magicboommagicboom Join Date: 2009-10-02 Member: 68928Members
Is there going to be the ability to peak over corners? It seems like something pretty standard to add to the game mechanics for the marines.

Comments

  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    To take away the ambush advantage that aliens are SUPPOSED to have?

    No.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    It wouldn't take away from the alien ambush advantage considering peaking is POINTLESS when the enemy is right around the corner.

    Both of you are bad.
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    Homicide, you need a life.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    You are equally bad.
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    <!--quoteo(post=1731700:date=Oct 11 2009, 07:48 AM:name=homicide)--><div class='quotetop'>QUOTE (homicide @ Oct 11 2009, 07:48 AM) <a href="index.php?act=findpost&pid=1731700"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You are equally bad.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have probably been playing a lot less than you have and yet I'm still better than you. How sad.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    usually peaking in games is so that your character does not take enemy fire - seeing as aliens generally don't have long ranged attacks it becomes a little pointless


    however peaking for aliens team, that might be something
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    how will a skulk,gorge,lerk and onos peak... it seems an exclusive thing to fades, and honestly they'd better off with an inbuilt sof exclusive to them... fits their play style anyways.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited October 2009
    I don't particularly like the idea of peeking gameplay wise. It tends to encourage defensive play too much. In NS case it's also quite difficult to use, but I think it would provide advantage if it was quick enough to use. That extra 30 cm against an ambush could give you a few free shots.

    I can't see such a big change on aliens as they are mobile enough to peek anyway. You're going to be exposed to fire anyway, I don't think it's big difference unless the peek is almost instant on/off thing.

    Based on NS1 style gameplay, I'd definitely say no. On NS2 I'd rather not have it, but the devs seem to have their ideas of how to change the gameplay.
  • ghost in the shellghost in the shell Join Date: 2008-09-28 Member: 65094Members
    in short: go play cod
    in long: those precious keyboard buttons are already bound to "taunt" and "medpack"
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    <!--quoteo(post=1731810:date=Oct 12 2009, 12:41 PM:name=ghost in the shell)--><div class='quotetop'>QUOTE (ghost in the shell @ Oct 12 2009, 12:41 PM) <a href="index.php?act=findpost&pid=1731810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in short: go play cod
    in long: those precious keyboard buttons are already bound to "taunt" and "medpack"<!--QuoteEnd--></div><!--QuoteEEnd-->
    lol yea
  • PerfectDeathPerfectDeath Join Date: 2009-10-10 Member: 69011Members
    Just what we need!

    <img src="http://img.photobucket.com/albums/v462/PerfectDeath/Wrong_peak.jpg" border="0" class="linked-image" />

    Only with skulks...
  • SnarKsSnarKs Join Date: 2009-05-31 Member: 67584Members
    If youre curious and need to know whats around that corner, go walk over there and take a quick look and if need be, run like hell. No special "peaking" keys needed.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    *Marine peaks around the corner*

    *CHOMP*

    *marine pulles half a face back*

    "It's not clear..." *dies*
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    peaking = go play a tactical shooter. This is not a tactical shooter.


    Also, I haven't seen a really good implementation of this. Hard to tell if you're still in cover/how much is exposed. Thus, the best ones force you to jump into 3rd-person view or have brushes that cause a special animation as you plaster yourself to the wall (i.e. Rainbow Six)
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    <!--quoteo(post=1732071:date=Oct 14 2009, 07:19 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Oct 14 2009, 07:19 AM) <a href="index.php?act=findpost&pid=1732071"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->peaking = go play a tactical shooter. This is not a tactical shooter<!--QuoteEnd--></div><!--QuoteEEnd-->

    how do you know that? what has been disclosed so far has leaned more towards a tactical team based shooter game
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--quoteo(post=1732170:date=Oct 14 2009, 04:14 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Oct 14 2009, 04:14 AM) <a href="index.php?act=findpost&pid=1732170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how do you know that? what has been disclosed so far has leaned more towards a tactical team based shooter game<!--QuoteEnd--></div><!--QuoteEEnd-->

    No.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1732170:date=Oct 14 2009, 06:14 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Oct 14 2009, 06:14 AM) <a href="index.php?act=findpost&pid=1732170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how do you know that? what has been disclosed so far has leaned more towards a tactical team based shooter game<!--QuoteEnd--></div><!--QuoteEEnd-->

    Please list your references.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1732170:date=Oct 14 2009, 08:14 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Oct 14 2009, 08:14 AM) <a href="index.php?act=findpost&pid=1732170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how do you know that? what has been disclosed so far has leaned more towards a tactical team based shooter game<!--QuoteEnd--></div><!--QuoteEEnd-->
    For all the rabble rousing about lockdown-mode, this just isn't true. Skulks still have bhop and they're the default unit while dual wielding exoskeletons are(I assume) top-tier units. You could make an argument that the gorge is more tactical, but it was never a fighting class so that's a moot point. The fade, skulk, and lerk are still highly movement based.
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    edited October 2009
    <!--quoteo(post=1732323:date=Oct 16 2009, 03:07 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Oct 16 2009, 03:07 AM) <a href="index.php?act=findpost&pid=1732323"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please list your references.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Well I've said it on a lot of threads and i really get the notion its going that way, and i really don't wanna link everything, but its always been tactical but i can just see it being even more now, you got things like onos pushing down with a team. Got the gorge with his heal cloud. Got the fade as an assassin rather then just a bigger and more tank skulk. Got marines spawning together as squads, have heavy armors locking down areas whilst limiting their field of fire thus needing help from marines which is both tactical and teamwork.

    And homocide, your trolling abit too much recently calm down.(yes i am abit aware i myself trolled abit before but ive calmed down myself)

    However this is prolly gonna be shot down as a lot of people here cant stand to see their ability to destroy an enemy team as a marine on their own to go away but i just see it happening.

    To the guy above me,

    *
    For all the rabble rousing about lockdown-mode, this just isn't true. Skulks still have bhop and they're the default unit while dual wielding exoskeletons are(I assume) top-tier units. You could make an argument that the gorge is more tactical, but it was never a fighting class so that's a moot point. The fade, skulk, and lerk are still highly movement based.*

    I heard skulks wont have bhop but they will still have a skill based movement, Skulks are more ambushed based due to the slower speed they have and the shorter ranged leap(if i am correct, anyone wanna clear that up?). Whilst fades will probably be more tactical then ever rather then blink in focus slash anyone and probably get a kill, as they are the surgical striker now they will probably have some personal scouting ability like sense of fear and pick off the right targets(weak ones such as wanderers off the side) and lerks game play will be the most movement based from what I've heard.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1732424:date=Oct 16 2009, 01:46 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Oct 16 2009, 01:46 AM) <a href="index.php?act=findpost&pid=1732424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I heard skulks wont have bhop but they will still have a skill based movement, Skulks are more ambushed based due to the slower speed they have and the shorter ranged leap(if i am correct, anyone wanna clear that up?). Whilst fades will probably be more tactical then ever rather then blink in focus slash anyone and probably get a kill, as they are the surgical striker now they will probably have some personal scouting ability like sense of fear and pick off the right targets(weak ones such as wanderers off the side) and lerks game play will be the most movement based from what I've heard.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Skulks have both default leap and bhop.
    <!--quoteo(post=1730475:date=Oct 3 2009, 01:40 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Oct 3 2009, 01:40 PM) <a href="index.php?act=findpost&pid=1730475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can still bunny as a skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1732424:date=Oct 15 2009, 11:46 PM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Oct 15 2009, 11:46 PM) <a href="index.php?act=findpost&pid=1732424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well I've said it on a lot of threads and i really get the notion its going that way, and i really don't wanna link everything, but its always been tactical but i can just see it being even more now, you got things like onos pushing down with a team. Got the gorge with his heal cloud. Got the fade as an assassin rather then just a bigger and more tank skulk. Got marines spawning together as squads, have heavy armors locking down areas whilst limiting their field of fire thus needing help from marines which is both tactical and teamwork.<!--QuoteEnd--></div><!--QuoteEEnd-->

    First, fix your run-on sentences.

    Anyways. You're confusing the terms. All FPS games have tactical elements. Teamwork is typically essential. Even the most arcadey shooters like Quake3 have deep levels of tactical variety and responses.


    A "tactical shooter" as I've stated it is a specific subset of FPS shooter games. Specifically in the vein of Counter-Strike and Call of Duty. The game relies on very low HP, precision shots, narrow cones of fire+overlaping feidls of fire, limited movement, and "realism". they also often include headshots. It is a sub-genre that attempts to capture the careful tactical movement of real humans in real combat. Cover is your life and death.

    Contrast to "arcade shooters" like Quake, Unreal Tournament and NS1. Movement becomes much more interesting, most using bhop. There is typically no 1-shot kill, or your basehealth it enough to take a decent amount of punishment before dying. The game isn't about cover since there rarely is much in the level. It's about keeping a bead on your enemy, suprising them, or simply being better equipped. Probably best to have all three in your advantage.


    The biggest reason NS2 won't be a "tactical shooter" is simply that the Aliens don't really have guns. Therefore the Marines don't need to worry as much about being in cover to shoot and not get shot. It becomes a game of dodging melee strikes, positioning to provide lines of fire for teammates, and bringing better firepower. The aliens will rely on cover and surprise to ambush and get close, but that shoves it more into the arcadey feel instead of a tactical shooter by virtue of being an Alien with melee weapons.


    In closing, all FPS games have tactics. However, the sub-genre of "tactical shooters" emphasize specific sets of tactics to try and simulate real combat while other games are a bit more unhinged and take liberties to try and make it fun.
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    hmm you've got me thinking, tactical isnt the right term. I never saw tactical as realistic but i can see why you'd think otherwise.

    I was probably thinking of teamplay but for some reason that term isnt what im thinking of.

    And wow i don't really know what to say i wasn't a fan of bunnyhop but i am a bit guilty of doing it now and then but i really just went gorge, found it made too much noise so i never used it myself, i seriously would prefer a similar type of movement just inbuilt into the game rather then a bug.

    Sorry op!! derailed thread abit there.
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