Some gameplay trivia

SquidgetSquidget Join Date: 2003-06-13 Member: 17334Members
Here is some gameplay trivia I’ve collected. Most of it is rarely useful, I just found it interesting.

1) When you pop out of a hive after commanding, you always face due east. It doesn't matter what your facing was when you entered. (Your location is remembered and restored correctly.) I think this is a bug, because there's a console error about "specifyorientation."

2) When marines spawn at an IP, they always face the IP's post (where the arms come to rest). Note: the post obstructs movement. If a skulk is biting down an IP where you are spawning, don't try to move forward. You will get stuck and bitten. Go backwards or to the side (and jump). As the skulk, bite on the opposite side of the post so the marine spawns with his back to you.

3) Orientation of most marine buildings is totally random. For example, there's no way I know of to build an IP with a favorable facing.

4) Hives are the only alien buildings that don’t heal themselves. They require crags or gorges. Probably a bug.

5) Often forgotten: You can place buildings with the CC instead of using MACs, and send a MAC over later. Due to bad MAC pathfinding and marine welders, this is often a better choice.

6) Crag healing does stack. If a hive is being worn down through attrition, multiple crags will repair it faster. Four crags can restore 50% of a base hive's HP in about 3 minutes, so only do this if you have res to burn.

7) When commanding, if you are in "placement mode" you can right-click to cancel. This includes placing infestation.

8) Due to a bug, a hive can lose its infestation to flamethrowers without dying. This can cause a disaster for aliens as all the surrounding buildings die. Yet another reason why it's a good idea to link multiple hive infestation patches.

9) Rookie mistake: forgetting that Marines can now open locked doors by "using" them. Comms should normally lock every door on the map at the start, and leave them locked most of the time.

What trivia do you know?

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Nice, I didn't know about the first one. No wonder I always face that annoying Tech Point metal piece when I exit Alien Commander view, which keeps obstructing my view...

    Here's some I found out about:

    1) Armory restores health, armor then ammunition in that order, so a Lerk sporing an Armory can often prevent low ammo Marines from restocking.

    2) Since Power Nodes "belong" to Marines, they tend to show Commander more than he should see with a huge vision radius.

    3) Minimap reveals a lot of things. I could pop it up as I enter a room and get a few seconds heads-up on a Skulk lurking on the ceiling.

    4) Grenades are quite effective against Hydras, a must-get for Hydra spam!
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    1) If you get the shotgun you win.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    1) if you are lerk, dont be afraid to just sit and shoot while sitting in a dark corner. marines dont have an effective way to locate your position (only reveal you with flashlight by luck) -> spikes = win
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    <!--quoteo(post=1848348:date=May 25 2011, 01:05 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ May 25 2011, 01:05 PM) <a href="index.php?act=findpost&pid=1848348"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) if you are lerk, dont be afraid to just sit and shoot while sitting in a dark corner. marines dont have an effective way to locate your position (only reveal you with flashlight by luck) -> spikes = win<!--QuoteEnd--></div><!--QuoteEEnd-->

    You apparently havent fought minimappers. We can even spot a lerk behind a wall if its close enough to us (and if it glitched outside map xD).
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Crags do heal the infestation nexus at the base of the hives. If you place 2 or 3 crags around the hive, it is almost impossible for a single flamethrower to take out the infestation before killing the crags. I really hope they fix the hive infestation bug, as so many marines just go in to kill that, which is basically game over for the aliens.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    edited May 2011
    When a marine flames a door (locked or otherwise) the fire will remain burning that door forever, this is a bug. It is very useful for awaiting aliens on the other side, because the marine can not see past the fire at all while the aliens can with Sight. This allows for easy ambushes.

    The default IP on rockdown has a bug where if you move towards the pillar that is beside the IP you will become Stuck. Always move towards the back wall or command chair.

    The flame thrower can burn through objects because the fire has no clipping. This is a bug, it is very lame when used to kill objects in another room. But very useful for flushing lerks out of the vent in the hallway before West Wing on rockdown :-P

    If you are a skulk and chomping the powernode in west wing on rockdown, if you see a marine coming from their start, you can leap off the box that is beside you to shoot directly up to the ceiling through the open grate in a very quick movement.

    It seems like a perfect leap can be done off most boxes for some reason, Perfect leap is what I call the leap where you really get some distance and height.
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