Any time an argument can be dismissed by calling the other side newbies, it will happen.
The support for spike is because it creates an interesting playstyle more distinct from the skulk. NS1 basically had skulks, flying skulks and tall skulks. NS2 should try to separate those playstyles a little. I think the playstyle of short range high damage spikes could be a lot of fun - probing for an opening and then diving in for a quick kill before they can counterattack. Balance numbers can be tweaked any which way to make it work, right now we're at the stage where we should be thinking about general gameplay ideas.
<!--quoteo(post=1796533:date=Aug 27 2010, 06:01 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Aug 27 2010, 06:01 PM) <a href="index.php?act=findpost&pid=1796533"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->probing for an opening and then diving in for a quick kill<!--QuoteEnd--></div><!--QuoteEEnd-->
This already happens with bite. Whatever, ignore my posts. The ruling forum elite have given us permission to use short range projectiles.
You can't refer to NS maps. Just read the mapping guidelines located in you NS2 folder. There are lots of clues how UWE wants to have the gameplay in the end. Or, changing too many of it would make a lot of mappers go focus swipe through their office.
Comments
The support for spike is because it creates an interesting playstyle more distinct from the skulk. NS1 basically had skulks, flying skulks and tall skulks. NS2 should try to separate those playstyles a little. I think the playstyle of short range high damage spikes could be a lot of fun - probing for an opening and then diving in for a quick kill before they can counterattack. Balance numbers can be tweaked any which way to make it work, right now we're at the stage where we should be thinking about general gameplay ideas.
This already happens with bite. Whatever, ignore my posts. The ruling forum elite have given us permission to use short range projectiles.