Cancellable Beacons
G_Lock
Playtester_ FL Join Date: 2013-04-03 Member: 184624Members, NS2 Playtester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
I've seen a few recent cases of accidental beacons that put marines in a bad position. Is there a reason you can't cancel an active beacon or was it done that way intentionally? Doesn't seem like it would be that difficult to implement, like press it again to stop it. Fat fingering a beacon sucks, it can mean the difference between a win or loss.
*Edit* I read canceling it would be too OP in feinting a beacon at no cost, you can make it cost res to stop it or add a "beep" or some noise to the canceling so aliens realize it was canceled.
*Edit* I read canceling it would be too OP in feinting a beacon at no cost, you can make it cost res to stop it or add a "beep" or some noise to the canceling so aliens realize it was canceled.
Comments
I dont think that's a mechanic we want to re-introduce, but i do agree that the beacon button needs special treatment, because i too sometimes accidentally beacon when im medding fast...
Ive seen ideas on the forums about it, one was you would have to press the beacon button twice to activate it.
The permanent beacon is a bigger part of gameplay than you would think. Its significance signals aliens to rush into a room and take it. Being able to stop that process, especially with how loud a beacon is, would be confusing to aliens. Especially at this stage in NS2 lifespan. Taking away the significance of a beacon wouldn't be the direction i would go especially if the issue is accidental beaconing.
Also accidental beacons can be mitigated by having your whole team go thru the phase gates immediately. Actually that's a strategy to take down onos. Beacon everyone nonsensically and then have them immediately go thru phase gates to catch lifeforms(esp onos).
I very rarely see an accidental beacon.
I do however see comms who regret they beaconed because aliens were coordinated enough to rush two places at once and used the beacon to their advantage. I think this type of gameplay is what NS2 is about. I very rarely see it be a game decider too
So the question? Are we trying to change beacons? Or are we trying to stop people from accidentally beaconing? Because personally i believe beacons are fine. But i wouldn't oppose a solution that would help prevent accidental beacons. I do however am in the thought that beacon permanence is how it should be. For better more strategical ns2 gameplay.
Some other solutions. Other than double tap for beacon.
1. Change color of beacon icon.
2. Change positioning of the button in the obs box on the bottom left.
3. Change the beacon icon. (what is that a picture of).
4. Make beacon bind to another button such as "b".
Just make the hotkey require a "double click" to beacon = sounds like the winner to me. (as long as that info is relayed to the player obviously - don't want a bunch of "why won't my beacon hotkey work anymore" threads lol)
What I liked about the cancellable beacons in NS1 is the mindgames that went along with it.
Basicly aliens could call the bluff by the marine commander and keep hitting on a critical structure. Every good marine comm would think twice to actually cancel, because repeating an actually working beacon after a canceled one would delay reinforcements.
The only alien that has to be careful with delaying retreat is the Onos, because it needs the most time to leave base.
TL;DR - My suggestion is to put the beacon on the command chair. Ixian argues reasonably why he dislikes it.
If you bind an obs to 3 or 4, then you can easily misfire a beacon by hotkeying 3/4+S instead of E+S when medding.
What keyboard do you have? Wouldn't it be 3/4 + w/e instead of 3/4 + s/d when you make a typo?
I use my middle finger for pressing E and the ring finger for pressing S when medding fast...