Tips and tricks for build 253

SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited October 2013 in NS2 General Discussion
Build 253 is upon is, here are a few tricks I picked up on.

Exos
Exos can now be beaconed, so beacon wisely!
You can now eject out of Exos and weld them, and others, so bring a welder.
Exos now overheat much faster so keep an eye on the gauges.

Catalyst packs: Cat packs, when used wisely can be very useful for those tense situations.
Weapon speed is not changed, but reload speeds and melee attacks are faster, movement speed is increased, as well as Aliens are highlighted more and your vision is enhanced.
Exos can be cat packed so they move really fast, so use this often.

Grenades: Grenades can be very effective when used wisely and with other grenades.

Pulse grenades: Slows the attack speeds of Aliens down, and have the range of attack of about 10 meters.

Gas grenades: Lower the armor of Alien lifeforms, and is especially useful against Lerks. Gas grenades do NOT stack so don't try to throw 10 into a hive and expect it to wipe everything out.

Cluster grenades: Last but not least, Cluster grenades. These are very effective as they explode around with a wide range of attack, great for use in Hive rushes, or many skulks on a Phase Gate.

Jetpacks: You can now jump before you start flying. The thrusters will activate once you reach the apex(highest point) of your jump. Keep in mind this means you can no longer fly through vents with a jetpack

Alien tech: Alien tech is slightly different now, as abilities are grouped together based on the lifeform, Skulks are now on the Whip for example.

Vortex: Use Vortex to create a teleport point. On your next attack you will instantly teleport to this point.

Stab: A slow but very powerful attack for Fades, use it on Exos for high damage.

Webs Gorges now have 10 webs which can be placed that cause Marines to allow down when you walk into them. Use these in Marine bases over the infantry portal for example to trap Marines for easy kills.

Boneshield: Onos now has Boneshield which basically blocks any damage for a short amount of time, causing you to not move however, and it drains a lot of energy, so keep aware of how much you have. Shifts will NOT restore energy when using Boneshield remember.

Stomp Stomp has changed a bit in this build, and now has a much longer, but more narrow range, it takes a little aim to make it work. Stomp also does damage to people and structures too.

Comments

  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    Use the new alien vision together with saying "I SEE YOU!!!" in a low, booming voice to feel like Sauron!
  • hozzhozz Join Date: 2012-11-20 Member: 172660Members
    SamusDroid wrote: »
    Shifts will NOT restore energy when using Boneshield remember.
    Is that true?
    WHY? Seriously. "No hidden variables". Except tons of them.
  • VigilantiaVigilantia Join Date: 2002-01-25 Member: 51Members
    edited August 2013
    Makes sense, it'd be like dual railguns firing at the same time (which is also an arbitrary variable that seemed like a bug at first). You'd essentially have an invincible Onos that could camp at a spot forever. If you ignore him, he kills you, if you shoot him then he's done his job and his buddies kill you.
  • hozzhozz Join Date: 2012-11-20 Member: 172660Members
    edited August 2013
    You could still damage the Onos from the back, with railguns, explosives, and flamers. And the Onos can't even move.
    Dual railgun delay is not hidden (just stupid :p)
    Also, the question was not whether it makes sense, but why these exceptions everywhere that ruin the sandbox style mechanics of the game.
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    boneshield only stops bullets.
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