excellent video! however few points,
armory does not need to be built first, in fact when i comm in public games, i usually go fast arms lab and tech 1-1 before i get armory, this works very well even for pub play <this of course depends on what map is being played
im also not sure if you pointed out nanoshields <which is very important to know imo,
other than that awesome job
GhoulofGSG9Join Date: 2013-03-31Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
edited August 2013
Don't need dual guns a second cc or did they change that already. Also i would tell them to assist marines at any critical points, not only at the end. Also cover nano shield and the power system (!!!) + "rescue power" .
Things like tech 1-1 or arc trains should be done in a advanced tutorial.
Otherwise your tut is quiet nice, but i would suggest to tell rookies always to secure a room before droping a second cc and only drop 2nd cc if needed to hold the position. Otherwise use beacon to base and pg network + nano shields.
Also make marines (unless 1) move asap out of base as commander to prevent base rushes
Comments
armory does not need to be built first, in fact when i comm in public games, i usually go fast arms lab and tech 1-1 before i get armory, this works very well even for pub play <this of course depends on what map is being played
im also not sure if you pointed out nanoshields <which is very important to know imo,
other than that awesome job
Things like tech 1-1 or arc trains should be done in a advanced tutorial.
Otherwise your tut is quiet nice, but i would suggest to tell rookies always to secure a room before droping a second cc and only drop 2nd cc if needed to hold the position. Otherwise use beacon to base and pg network + nano shields.
Also make marines (unless 1) move asap out of base as commander to prevent base rushes