<!--quoteo(post=1738136:date=Nov 18 2009, 12:25 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Nov 18 2009, 12:25 PM) <a href="index.php?act=findpost&pid=1738136"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then they shouldnt gain momentum with it at all, yet they slide.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you are talking about the Fade, the reason the Fade moves real fast when blinking in NS instead of teleporting was because the original teleport (blink) ability stuck them into walls on a regular basis. The fast movement was a workaround, and I'm kind of hoping the Fade really blinks in NS2.
I vote for having complete player collisions with no pushing other players around of any sort (because that can be just as exploitive as blocking player...) The whole point of NS1 was teamwork. If you were in a cramped tunnel, the marines had to stick to the sides and the ones in the front would have to duck occasionally so that everyone behind him can see. If you were all cramped in a tunnel and were just going on train style, it is highly likely that you'd get trashed by a skulk simply because by the time the first marine dies, the subsequent marines are already being bitten at and they won't know where the skulk is until its too late. The same goes for Heavy trains with an Onos. If not all marines can see in the direction the "train" is going, the train is going to be derailed.
Player collisions over a variety of tactics that would otherwise not be available. For example, a gorge and skulk are being chased by marines. They end up in a dead end area of the map with a tunnel or vent entrance higher than the jump height of a gorge. The typical tactics are to either build a tower of power (oc/def/mov tower stacking) or to ask the skulk to boost you, the latter not being possible without player collisions. The same goes for marines, if they need to get up somewhere quickly, perhaps if there is an overhang with an RT that they need to get to before a skulk kills it. Normally it would take 10 seconds to go around and up a flight of stairs to get to the RT, but with a quick boost it can be done in at most, half of that. If a gorge is building a seemingly indestructible fortress in an alcove way above a hive where no marine can get to, it would only seem like an exploit to those that didn't know that Grenade Launchers and Grenades exist in the game. There is always an appropriate counter.
Now I realize NS1 <> NS2, but I wouldn't bet too much that the same tactics couldn't be used in the sequel. Getting rid of player collisions is like getting rid of the core of the game that made it fun in the first place.
<!--quoteo(post=1738138:date=Nov 18 2009, 08:27 PM:name=snooggums)--><div class='quotetop'>QUOTE (snooggums @ Nov 18 2009, 08:27 PM) <a href="index.php?act=findpost&pid=1738138"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you are talking about the Fade, the reason the Fade moves real fast when blinking in NS instead of teleporting was because the original teleport (blink) ability stuck them into walls on a regular basis.<!--QuoteEnd--></div><!--QuoteEEnd--> I still like and could use the true teleport better.
Comments
If you are talking about the Fade, the reason the Fade moves real fast when blinking in NS instead of teleporting was because the original teleport (blink) ability stuck them into walls on a regular basis. The fast movement was a workaround, and I'm kind of hoping the Fade really blinks in NS2.
The whole point of NS1 was teamwork. If you were in a cramped tunnel, the marines had to stick to the sides and the ones in the front would have to duck occasionally so that everyone behind him can see. If you were all cramped in a tunnel and were just going on train style, it is highly likely that you'd get trashed by a skulk simply because by the time the first marine dies, the subsequent marines are already being bitten at and they won't know where the skulk is until its too late. The same goes for Heavy trains with an Onos. If not all marines can see in the direction the "train" is going, the train is going to be derailed.
Player collisions over a variety of tactics that would otherwise not be available. For example, a gorge and skulk are being chased by marines. They end up in a dead end area of the map with a tunnel or vent entrance higher than the jump height of a gorge. The typical tactics are to either build a tower of power (oc/def/mov tower stacking) or to ask the skulk to boost you, the latter not being possible without player collisions.
The same goes for marines, if they need to get up somewhere quickly, perhaps if there is an overhang with an RT that they need to get to before a skulk kills it. Normally it would take 10 seconds to go around and up a flight of stairs to get to the RT, but with a quick boost it can be done in at most, half of that. If a gorge is building a seemingly indestructible fortress in an alcove way above a hive where no marine can get to, it would only seem like an exploit to those that didn't know that Grenade Launchers and Grenades exist in the game. There is always an appropriate counter.
Now I realize NS1 <> NS2, but I wouldn't bet too much that the same tactics couldn't be used in the sequel. Getting rid of player collisions is like getting rid of the core of the game that made it fun in the first place.
I still like and could use the true teleport better.