About Ns In General

stellerwindsstellerwinds Join Date: 2003-05-18 Member: 16459Members, Constellation
The marine havn't really changed at a core level in 2.0 so what I'm saying isnt so much a 2.0 thing as just a basic NS thing.

Marines should be slower but have a lot more firepower.

Right now, as pretty much always, a marine is almost as agile as a skulk except for walking backwards. The marine lmg is a pop gun that quickly needs reloading and runs out of ammo.
I've never really liked this setup. The marine speed combined with their light arsonal makes for such an opposite result than there should be.

Instead marines who moved 3/5's their current speed but had double the fire power would make for far better game. The lmg should be replaced by a more M16 style rifle. Perhaps even with a couple secondary mini grenades ala aliens. The pistol should be replaced with a sawed off shotgun for close range killing power on even a fade. Finally add a spinning minigun straight out of TF that doesnt allow you to move while firing.

Make the marines able to really take something apart with ranged weapons instead of having to hop around like a mirror of the alien hand to hand style.

Comments

  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    NERF MARINE JUMPING MORE.

    Nothing pisses me off more then seeing a marine bunnyhopping around. It's almost impossible to take them out that way. Marines should only be able to jump like you do in Planetside: Roughly once every 3-4 seconds. Marines should NOT rely on agility, but firepower. Agility is an ALIEN trait.
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    edited August 2003
    I disagree. Good skulk players are WAY more agile than your good marine player. Skulks move much faster than your standard lmg marine. And lmgs only run out of ammo if you don't know how to shoot them. Burst fire, adjust aim, burst fire. Spraying is remarkably ineffective, which is how the game was designed.

    Also, Marines ARE a slow movie team. Whereas aliens are able to spawn and cap 4 res nodes within minutes, Marine teams need to move much slower to secure each node. Marines need to build at least 30 res worth of stuff in theri main base before capping a single node, which costs 20 (5 more than aliens), and then to defend it. Marine nodes also cost more to defend than alien nodes. Marines ARE a much slower moving team in terms of expansion and resources.

    EDIT
    Marines should get 1 or 2 hops before they are nearly immobilized. This is more or less how the game currently is. Think about it- in real life, wouldn't you try to dodge a dog trying to rip your body apart? Until flay h4x teh specialists code to get the diving/flipping code, dodging will need to be simulated by a bunnyhop or 2.

    And if you think its bad NOW, 1.04 was a freaking rabbit farm.
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    I know 1.04 was bad, but I got wasted by a shotgunner today as a fade simply because he kept hopping around like a damn spring. If he was walking around, he'd be much less manuverable, and thus easier to kill. In fact, when skulks come, the first reaction marines have is to hop around like they're scared of mice. NS has that gritty sci-fi feel, but in every sci-fi movie, I don't see the brave humans hopping around like idiots.
  • stellerwindsstellerwinds Join Date: 2003-05-18 Member: 16459Members, Constellation
    Oh i agree completely that the marines are a slower moving team than the aliens in that regaurd Jammer, but thats a different 2.0 issue.

    Monkeybonk's example is far too common however. The marine Should be able to own the fade at close range with a shotgun. But becaues the shotgun is a very powerful short range weapon, not because he was able to dodge around like crazy. When you get into close hand to hand as an alien it is incredibly hard to actually keep the marine in front of you because they are just too quick and bouncy. The fade should die if he doesn't avoid the shotgun blast, but if he does dodge it or survive he shouldnt be rewarded by having to kill a marine he can't keep his eyes on.
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    edited August 2003
    Bingo, stellarwinds. I don't care that the shotgun got me: It's a close range weapon. However, it's absolutely rediculous that he <b>misses with half the shotgun clip</b> and can kill me even after that just because he's bouncing around so much.

    Perhaps a solution would be to give melee attacks a wide 'shotgun'-like spread of damage? I mean, as a fade I'm not poking him with my claws, I'm sweeping them around my like huge scythes.
  • LoCScoutLoCScout Join Date: 2002-12-25 Member: 11553Members
    "Spraying is remarkably ineffective, which is how the game was designed"

    i think your confused with cs..

    Just shooting simply raisies the chance of killing, altho its mostly done when in panic it works
  • ClintClint Join Date: 2003-08-03 Member: 18816Members
    Isn't the point not to die? Wouldn't you rather jump around, then stand still, and not die in the firstplace?

    My point exactly.
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