NS2 guide for NS1 veteran players

Ryse_SladeRyse_Slade Germany Join Date: 2002-12-22 Member: 11349Members, Constellation
I pre-ordered my copy of NS2 a long time ago but hardly ever played. Is there any guide for NS1 veteran players which tells us what has changed from NS1 to NS2?

For example Skulk parasite ability doesn't seem to do anything at all. I used it like a dozen times, it does little damage but as soon as marines get behind a wall they just disappear (no shiny circle anymore).

So, is there a guide somewhere or can someone give some advice to a returning player? Thanks in advance :)

Comments

  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Parasite is pretty negligible at the moment for any application outside of early game 2 bite, it automatically gets removed on the marine after 20-30? seconds, can be removed by an armory and doesn't mark structures. That and as you said, the radius of visibility is pitiful.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    edited November 2012
    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/What%27s_new_from_NS1" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...7s_new_from_NS1</a>

    It's not fully up to date though.
  • guitarxeguitarxe Join Date: 2012-11-02 Member: 166148Members
    <!--quoteo(post=2016862:date=Nov 9 2012, 04:53 AM:name=Neoken)--><div class='quotetop'>QUOTE (Neoken @ Nov 9 2012, 04:53 AM) <a href="index.php?act=findpost&pid=2016862"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.unknownworlds.com/ns2/wiki/index.php/What%27s_new_from_NS1" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...7s_new_from_NS1</a>

    It's not fully up to date though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's a sever understatement. That article is SO outdated that it's completely WRONG and someone with wiki editing powers needs to delete it ASAP.
  • JuomariJuomari Join Date: 2012-11-05 Member: 167141Members
    edited November 2012
    i don't think you want me to add here everything that has chanced because that would be hell of a list, just go play the game and you see.

    main things are :

    marine buildings need powernode to function, if aliens destroy powernode, all buildings are basicly useless until powernode is repaired.

    CC's cannot be built anywhere commander wants, instead, CC's and Hives share the same spots.

    aliens have commander, and gorges can build only "clogs" wich is kind of a wall building, and hydra's wich is like defencive turret.

    aliens needs "cysts" to spread "infestation", aliens can only build building on infestation.

    lots of balance chances, no more hmg for marines and fade has like 200 reduced hp/armor. For example.

    basicly ns1 and ns2 is totally different games, wich is good.
  • B_o_z_oB_o_z_o Join Date: 2003-01-20 Member: 12496Members
    I'm a NS1 vet, and just played the free weekend.... I'm ok with the changes except for parasite....

    It's a shame they nerfed the parasite... it would be ***extraordinarily*** helpful to new players... they could allow skulks to "mark" buildings (like a cat - talk about the marketing boost for that feature!).

    The experienced players would mark marines/bldgs and the noobs would know exactly where to go... i don't know why they were so shortsighted about parasite...
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