NS2 built in tutorials - Revamped!
Robospanker
ACT Join Date: 2014-11-10 Member: 199576Members
Hey how's it going fine people of NS2, just thought I'd share some ideas I had for the in-game tutorials. The proposed changes are minimal but I feel like they would really add some clarity and much needed information.
Alien tips
. Destroy extractors
Set the scene with a skulk attacking the extractor (from the skulk POV), show him setting himself up so that he's aware of potential incoming marines. A marine could bust in and start chipping at the skulk as the he dances around the extractor biting it.
. Structures grow
Commander POV. Commander builds a drifter and sends it out to a harvester. Gorge comes along and helps out. Show the gorge being alert to his surroundings, maybe maintenance could be a good spot to show this.
. Cysts
You could show the commander's POV of him cysting to a resource point, pointing out the chain cysting system.
. Lerk spores
note that you can use this defensively to temporarily make an area undesirable for marines. (area denial).
. Wall jump
Explain it fully so a rookie can understand. (hold down the jump key each time you're in mid air, hold down CTRL + a directional key to go even faster yet. You should start hearing a growling sound when you do it properly.
. Fade blinking
explain energy conservation and the wall jumping technique applied to fade movement.
. Bile bomb
..also explain that you can bile fallen enemy weapons to destroy them.
. Babblers
You could combine all three babbler tutorials into one.
. Gorge clogs
Also note that when jetpackers are up you can use clogs to create an artificial ceiling to hinder their movement.
. Destroy phase gates
Demonstrate a "grind gate" and explain that marines will teleport behind you if your face is in the phase gate.
Marine tips
. Destroy harvestors
Show a marine de-cysting a harvestor and explain why, then show the harvestor dying.
. Sentry battery
Show a clip of some sentries configured in a way that has them all covering eachother and the battery.
. Defend arcs
Show a team defending arcs deployed outside of a hive location. Set the scene near a doorway so you can demonstrate the arcs shooting through the wall and still see the hive getting hit.
. Phase gates
Perhaps mention that it can be effective to hold one defensive phase location to secure a second tech point, and a second aggressive phase location to provide opportunities to hit the enemy in their own territory whilst allowing you to cover more resource points.
. Flashlight
..can also help to illuminate phantom trait aliens.
. Welder
The Welder is also useful to carry in case you come across a broken power node. Explain how much quicker it is to repair it with a welder.
. Mines
You can also mine the ceilings of entranceways to catch unsuspecting lerks.
NEW:
. Power node 98% trick / build power nodes first
Build power nodes first when you enter a room that the commander wants to claim. Explain why. note that you can build a power node to ~98% if you want to deny them the ability to destroy it (blueprint power nodes are indestructible). This way the power's ready for the taking as soon as you need it and it won't get destroyed if your group gets wiped.
..And that's it. Thanks for reading if you got this far and let me know what you think of my ideas.
Alien tips
. Destroy extractors
Set the scene with a skulk attacking the extractor (from the skulk POV), show him setting himself up so that he's aware of potential incoming marines. A marine could bust in and start chipping at the skulk as the he dances around the extractor biting it.
. Structures grow
Commander POV. Commander builds a drifter and sends it out to a harvester. Gorge comes along and helps out. Show the gorge being alert to his surroundings, maybe maintenance could be a good spot to show this.
. Cysts
You could show the commander's POV of him cysting to a resource point, pointing out the chain cysting system.
. Lerk spores
note that you can use this defensively to temporarily make an area undesirable for marines. (area denial).
. Wall jump
Explain it fully so a rookie can understand. (hold down the jump key each time you're in mid air, hold down CTRL + a directional key to go even faster yet. You should start hearing a growling sound when you do it properly.
. Fade blinking
explain energy conservation and the wall jumping technique applied to fade movement.
. Bile bomb
..also explain that you can bile fallen enemy weapons to destroy them.
. Babblers
You could combine all three babbler tutorials into one.
. Gorge clogs
Also note that when jetpackers are up you can use clogs to create an artificial ceiling to hinder their movement.
. Destroy phase gates
Demonstrate a "grind gate" and explain that marines will teleport behind you if your face is in the phase gate.
Marine tips
. Destroy harvestors
Show a marine de-cysting a harvestor and explain why, then show the harvestor dying.
. Sentry battery
Show a clip of some sentries configured in a way that has them all covering eachother and the battery.
. Defend arcs
Show a team defending arcs deployed outside of a hive location. Set the scene near a doorway so you can demonstrate the arcs shooting through the wall and still see the hive getting hit.
. Phase gates
Perhaps mention that it can be effective to hold one defensive phase location to secure a second tech point, and a second aggressive phase location to provide opportunities to hit the enemy in their own territory whilst allowing you to cover more resource points.
. Flashlight
..can also help to illuminate phantom trait aliens.
. Welder
The Welder is also useful to carry in case you come across a broken power node. Explain how much quicker it is to repair it with a welder.
. Mines
You can also mine the ceilings of entranceways to catch unsuspecting lerks.
NEW:
. Power node 98% trick / build power nodes first
Build power nodes first when you enter a room that the commander wants to claim. Explain why. note that you can build a power node to ~98% if you want to deny them the ability to destroy it (blueprint power nodes are indestructible). This way the power's ready for the taking as soon as you need it and it won't get destroyed if your group gets wiped.
..And that's it. Thanks for reading if you got this far and let me know what you think of my ideas.