Can MACs get some luv?

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation Posts: 2,416 mod
MACs aren't too useful seeing as how weak and slow they currently are, outside of base duty (which even then is a risky proposition).
  • Add flashlight back as seen in the old alpha loading screen
  • Have its siren flash red when under attack
  • Make it tougher and zippier (could be offset by cost).
  • Start the game with one free MAC? Would be incentive to get people out of base faster.

It'd be nice to have the MAC used as often as the drifter is on aliens, rather then being mostly relegated to late game behind the lines RT building, which usually ends in tragedy quite rapidly.
SquishpokePOOPFACENordicjrgn

Comments

  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Posts: 4,771 Advanced user
    The robo factory is not a good build path early on in the game. I think this is the base issue.
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
    aeroripper
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow Posts: 1,663 Advanced user
    MACs that are worth a damn would go a long way
    To be fair, you have to have a very high IQ to play Natural Selection 2. The gameplay is extremely subtle, and without a solid grasp of military strategy and advanced mathematics you won't even win a single game. Theres also the game's nihilistic outlook, which is deftly woven into the game. The maps and artwork draw heavily from Riddley Scott's Alien franchise, for instance. The players understand this stuff, they have the intellectual capacity to truly appreciate the depth of the game, to realise that it's not just great, that it also says something about LIFE. As a consequence people who dislike Natural Selection 2 truly ARE idiots. of course they wouldn't appreciate, for instance, the humour in the Marines' existential catchphrase "how do I get to be so good", which itself is a cryptic reference to the high degree of intelligence required to play the game as intended. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion when spectating a game. What fools... how I pity them. And, yes, by the way, i DO have a Fade tatoo. And no, you cannot see it. it's for the ladies' eyes only, and even then they have to demonstrate that they are within 50 hive skill points of my own (preferable lower) beforehand. Nothin personnel kid.
    Nordic
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation Posts: 2,416 mod
    edited November 15
    I noticed this on the development roadmap under balance:
    -MACs don't offer enough welding value until Marines have Armor 2, and cannot escape from Skulks when sent out to repair or build solo.

    -MAC build rate is atrocious

    -Sentries are too expensive and unreliable due to abundant cover for aliens all over the map. Or because it takes 3 bile bombs to destroy them. Or because you can almost always find a position to get into where a single sentry cannot shoot you, so that you can safely kill each one individually.

    -ARCs move too slow -especially on infestation- and require the entire team to support them.
    It feels like there is missing tech for Robo if its supposed to be a "path"

    Agree with all of these. Maybe bring back the 'electrify' ability from NS1?
    This was an ability that allowed commanders to electrify their RTs to deter the typical 1-2 skulk attacks. Once skulks grouped up beyond this it was less effective, or until bile bomb came out and gorges accompanied skulks hitting RTs. I imagine the old EMP pulse cinematic could be used when skulks came within proximity.

    Essentially electrifying most of your more remote RTs in the early game instead of always going for a1, w1 immediately was an alternative strategy. Maybe something like this in concert with buffs to the other robo tech would be interesting. Electrify ability is unlocked when an ARC factory is built. I'd still like to see something like a free MAC at game spawn though, or one is spawned from the ARC factory for free when dropped.
    Post edited by aeroripper on
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Posts: 4,771 Advanced user
    Electrify on macs was in the game once. I don't remember why it was removed. I remember people using it to hunt down and kill fades.
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation Posts: 2,416 mod
    lol that sounds hilarious. Was this called EMP pulse or just electrify? I remember a lot of different things being tested back in beta and the earlier builds.
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