My idea's, thoughts. :o)
Pana
Join Date: 2004-09-27 Member: 31949Members
Hey!, I'm not really a good typer and my idea's probably sucks, but I think I have the rights to try so please don't flame me. thx :o)
What I like to see changed in NS2:
1. Friendly fire should be made standard in NS2, it is more realistic and rewarding when you make the kill without hitting/killing your ally.
Note: What I mean by 'standard' is that the game should be build up with FR always i mind and be the standard mode.
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2. gameplay changing scripts, I can't stand them they are unfair for the non scripting user.
Fix: Block/ban gameplay changing scripts for the unmodded game, this should be standard in NS2.
Note: I'm talking about gameplay changing scripts, like pistol scripts.
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3. Bhopping marines looks dumb becourse is unrealistic = ruin the feel of the game.
Fix: Make jumping work like in cs.
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4. Turrets, I don't think that burst fire looks cool, fast firing would be better like in Half-life2.
Problem: They world hit Friendly's more.
Fix: Turrets not hurting ally's, or even better turrets world not fire with a ally insight.
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5. shadows that you can't see through by truing up the light on your monitor or changing console commands, like the shadows in Doom3. I think this is a big problem in NS1.
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Things I like to see in NS2:
1. More gore! like marines/aliens losing their lags-arms-head when hit by the killing blow, just imagine a skulk being hit by a nade and blown to 10 pices.
**I will maybe post more of my idea's in this post. :o) <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />
What I like to see changed in NS2:
1. Friendly fire should be made standard in NS2, it is more realistic and rewarding when you make the kill without hitting/killing your ally.
Note: What I mean by 'standard' is that the game should be build up with FR always i mind and be the standard mode.
-----
2. gameplay changing scripts, I can't stand them they are unfair for the non scripting user.
Fix: Block/ban gameplay changing scripts for the unmodded game, this should be standard in NS2.
Note: I'm talking about gameplay changing scripts, like pistol scripts.
-----
3. Bhopping marines looks dumb becourse is unrealistic = ruin the feel of the game.
Fix: Make jumping work like in cs.
-----
4. Turrets, I don't think that burst fire looks cool, fast firing would be better like in Half-life2.
Problem: They world hit Friendly's more.
Fix: Turrets not hurting ally's, or even better turrets world not fire with a ally insight.
-----
5. shadows that you can't see through by truing up the light on your monitor or changing console commands, like the shadows in Doom3. I think this is a big problem in NS1.
********
Things I like to see in NS2:
1. More gore! like marines/aliens losing their lags-arms-head when hit by the killing blow, just imagine a skulk being hit by a nade and blown to 10 pices.
**I will maybe post more of my idea's in this post. :o) <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />
Comments
2. Gameplay changing sprites have been impossible since NS 1.0. That flash from the gun's included in game balance. Did you mean script? A script doesn't change gameplay. (Firing all 10 rounds from the pistol instantly isn't a script, it's binding "+attack" to the mousewheel, which is not a script anymore than binding q to "map")
3. It's already like this as far as I know.
4. The burst firing of the turrets doesn't 'sound' right, I agree. They'll never be rapid-firing turrets, though, sadly, unless they get a severe damage nerf.
5. Yeah, that'll be an engine problem. If there were a shadow that you couldn't gamma, then the flashlight wouldn't work on it either on the HL engine. Its a good idea, but it depends on the behavior of the source engine =P.
2. Gameplay changing sprites have been impossible since NS 1.0. That flash from the gun's included in game balance. Did you mean script? A script doesn't change gameplay. (Firing all 10 rounds from the pistol instantly isn't a script, it's binding "+attack" to the mousewheel, which is not a script anymore than binding q to "map")
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Ok, but I still like to see a firing speed limit on the pistol, becourse it is unfair for those who don't know, you can bind "+attack" to the mousewheel and fire faster, but the pistol script is the really evil one it gives you 100% control, becourse you can use mouse 1 to shoot 10 pistol shots in 2 sec and you can still use automatic weapons with mouse 1, so it is even better then the mousewheel = unfair and unrealistic
<!--quoteo(post=1582914:date=Dec 1 2006, 03:27 PM:name=DumbMarine)--><div class='quotetop'>QUOTE(DumbMarine @ Dec 1 2006, 03:27 PM) [snapback]1582914[/snapback]</div><div class='quotemain'><!--quotec-->
3. It's already like this as far as I know.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope marines can still Bhop they just need to jump on the right surface.
:o)
Pistol scripts suck. Terribly.
The pistol already has a ROF limit.
Most good players can shoot the pistol as fast as a mousewheel with mouse1.
I don't see what more can be done, and frankly, it's not a real problem. Shooting all 10 pistol bullets into one skulk is overkill, only half of that is necessary. Aiming is a key problem in spamming pistol shots; typically, instant-unload pistol only works reliably on stationary skulks.
3. I don't understand what you mean by being able to bunnyhop on the right surface (and how it is different from CS)
2. So, I did some research, and came up with the following:
Pistol scripts suck. Terribly.
The pistol already has a ROF limit.
Most good players can shoot the pistol as fast as a mousewheel with mouse1.
I don't see what more can be done, and frankly, it's not a real problem. Shooting all 10 pistol bullets into one skulk is overkill, only half of that is necessary. Aiming is a key problem in spamming pistol shots; typically, instant-unload pistol only works reliably on stationary skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't agree the pistol script I'm taking about is the one where you pass mouse 1 and it shoots, then when you lift your finger it will fire again, this means you can still use automatic weapons with the same botten (mouse1) I triad it and it is like sniper you can shoot a lerk in 1 sec is crazy, you say that good players can fire about as fast maybe yes, but you loose more control when having to click 5 extra times.
I think they should block the +attack when using it with the mousewheel, and a block of the pistol script this should be standard = a more clean/fair game
You can say this is not a problem becoures that some severs blocking this script, but when is not standard only a few will.
In NS2 I would like to see a pistol that has more bullets let's say 15-20 and have a firing scaling so the faster you fire the more inaccurate it will become.
<!--quoteo(post=1583150:date=Dec 2 2006, 03:49 AM:name=DumbMarine)--><div class='quotetop'>QUOTE(DumbMarine @ Dec 2 2006, 03:49 AM) [snapback]1583150[/snapback]</div><div class='quotemain'><!--quotec-->
3. I don't understand what you mean by being able to bunnyhop on the right surface (and how it is different from CS)
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you never seen maines jump on things to go faster? but they do it all the time. <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
Anyway thanks for replying you are probably right about what your saying. :o)