More specific field marine roles

BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
edited July 2009 in NS2 General Discussion
<div class="IPBDescription">Good or bad?</div>What do you think of the marine roles? Right now an experienced field marine can basically be good at most of the tasks by mastering the base mechanics of marine play. All in all, there are hardly any very specific roles for the individual marines apart from obivious commander and the possibly designated early game shotgun pressurer. Some people made great use of jetpacks, but those were still just an option that maybe got used in some rounds later on.

On the other hand the lack of specific roles increases the asymmetry between the aliens and marines, but then again various roles might create more variation in team strategies by allowing teams to play according to their strengths and potentially even increase the teamwork by making equipment mixes more useful.

The diversion could be created and fine tuned in quite subtle ways. For example altering the weapon weights would create further difference between the mobile LMG and powerful HMG. Adjusting the GL/siege/SG balance might encourage people to pick one GL to the hive location fights. The NS2 secondary fires could have some situational features that take some more skill and game sense to use effectively.

Do you think NS could use a little more role diversion or is the present all-around system fine for the marines?

Note: I think the NS system was good. At least I don't want to force squad play into NS2 more than it was in NS1. In my opinion the roles shouldn't be as dominant as the alien ones either. Nevertheless, I think I might enjoy a _slightly_ more role based system and it's at least interesting to discuss the options.

Comments

  • Ryo-OhkiRyo-Ohki Join Date: 2009-03-26 Member: 66917Members
    I think that making the weapons somewhat more distinctive has some merit. To a certain extent the Marine team does have roles, in that the equipment and orders they recieve to some degree dictates what they do (Welder marines become healers, jetpacks become harrassers etc). However, the "all-rounder" aspect of the marine team is a feature that I believe should stay with NS2. One of the best things about NS is that the two sides are so different. Of course, we now have Khaara commanders, so who knows.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited July 2009
    <!--quoteo(post=1715271:date=Jul 2 2009, 12:19 PM:name=Ryo-Ohki)--><div class='quotetop'>QUOTE (Ryo-Ohki @ Jul 2 2009, 12:19 PM) <a href="index.php?act=findpost&pid=1715271"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think that making the weapons somewhat more distinctive has some merit. To a certain extent the Marine team does have roles, in that the equipment and orders they recieve to some degree dictates what they do (Welder marines become healers, jetpacks become harrassers etc). However, the "all-rounder" aspect of the marine team is a feature that I believe should stay with NS2. One of the best things about NS is that the two sides are so different. Of course, we now have Khaara commanders, so who knows.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The secondary fire might be a good option for this. That way anyone can still contribute with the ordinary primary firepower, but the secondary could provide some more variable options that make you think "This guy is good with LMG in particular". I don't if enough depth can be loaded into a single secondary fire option, but it's still a decent gain if the rest of the game has enough of contributing factors and challenge.
  • ctdctd Join Date: 2009-06-01 Member: 67611Members
    edited July 2009
    I wouldn't mind seeing even marine classes that the commander could unlock as an upgrade. Like be able to unlock a class that lets marines spawn with a welder and a limited amount of med kits with a less powerful gun or something.

    In saying that though I don't really mind how it is now I would just like to see the pub servers be a bit more team focused. In NS pub it seems a few skilled players will turn the game. (Dont play competitive video gaemz)
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited July 2009
    IMO the marines should continue to avoid roles. Since average marines can, and will, take a more active role in the strategy game with having commander style abilities I think there will be enough chance for teamwork through specialization <b>without</b> "roles". Good question.

    Reference:
    <!--quoteo(post=1690982:date=Oct 21 2008, 01:15 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Oct 21 2008, 01:15 PM) <a href="index.php?act=findpost&pid=1690982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- The Commander and non-Comms are more decoupled so they can each be more effective on their own. Of course the best teams will have everyone working together, but Commanders will be able to be effective with braindead non-Comms (through the use of AI builder bots/nymphs and spell-like abilities) and the ability for marines to buy their own weapons/equipment from armories.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I think roles (e.g. classes) help new people learn the 'natural' roles that would still be required if equipment wasn't tied to classes. But a cleverer way of doing this is to allow pseudo-total customisation but allow certain weapons and tools to fit together naturally. E.g. an HA can take an HMG and Welder, but a JP cannot take a Flamethrower (because it would be too heavy and there's no space on his back). So you can put together any combination that the devs permit, but some combinations are restricted for balance reasons.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    Yes, I think different weapon choices should reflect different chosen roles. It should be something different to master lmg and a flamethrower or jp. But unless there is a lot of depth added to the different weapons most players will be just as good with all the pathways they can go as 'rine.

    I think making JP and flamethrower not work together makes sense btw.
  • AvataAvata Join Date: 2009-05-25 Member: 67477Members
    Early units die too quick to have roles I reckon. Once each team gets more research then roles come out... what with welding as field repairs and HMG/GL being fire support. Having roles moves the game into the gameplay realm of BF2 or TF2, which this game is not...

    Alternatively, maybe the commander can research "loadouts" ? As the tech level improves, marines can change/exchange their accessories at the armory. Swap pistol for welder/motion, swap lmg for shotgun, Swap HMG for grenade launcher/flamer.

    I don't think the player should have the ability to chose weapons, I like that the commander hands stuff out. But if we really MUST move towards marines getting their own weapons, maybe let them change their weapons for equal powered items that are different, not get bigger ones that would otherwise cost resources
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited July 2009
    <!--quoteo(post=1715527:date=Jul 3 2009, 05:15 PM:name=Avata)--><div class='quotetop'>QUOTE (Avata @ Jul 3 2009, 05:15 PM) <a href="index.php?act=findpost&pid=1715527"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Early units die too quick to have roles I reckon. Once each team gets more research then roles come out... what with welding as field repairs and HMG/GL being fire support. Having roles moves the game into the gameplay realm of BF2 or TF2, which this game is not...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Actually, the only quite solid early game role for marines is the shotgun pusher. On public you rarely see them as most decent players aren't in the base when armory goes up, but still it's one of the few roles that you can actually plan ahead.

    The alien side already has roles and the marine team has commander as a separate specialist, so the role setup isn't something completely new to NS. Equipment related roles are also a lot more flexible than preset classes. For example you can pick flamer for some specific attack only and maybe even pick up from a dead marine. However, the gun itself would have a little more diversion than most guns in NS1 have, so that someone might be especially skilled or smart with some specific equipment.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Alternatively, maybe the commander can research "loadouts" ? As the tech level improves, marines can change/exchange their accessories at the armory. Swap pistol for welder/motion, swap lmg for shotgun, Swap HMG for grenade launcher/flamer.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Accessories might be one way to create some diversion. However, I think the major difference will still be in the use of the main weapon. Right now LMG and HMG are very similar and skill with them will help you a lot with SG too. Creating bigger differences between the guns might make people play more according to the gun, instead of overcoming most enemies with aiming only. Aim should still be important marine skill though, so I don't know how emphasis you can take away from it.

    Making GL more useful and interesting to use could create one weapon diverse from the basic routine. It would be interesting to see some people developing their own style of effective play for such guns.
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    yea, my bro sucks at aiming, steered away from ns because of how much aiming was a serious part of this game for marines, he said to me he loved being gorge, it was good for him to create rts and chambers, but he died often so he couldnt regorge. anyways thats a different story.

    basically will there be a type or role where its more of a support where its not as much aiming? welding maybe and flamethrower but sgs should scatter more so that bad aim isn't punished so much.
  • LuaPineappleLuaPineapple Join Date: 2008-10-25 Member: 65296Members, Reinforced - Silver
    <!--quoteo(post=1715663:date=Jul 4 2009, 07:56 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Jul 4 2009, 07:56 AM) <a href="index.php?act=findpost&pid=1715663"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yea, my bro sucks at aiming, steered away from ns because of how much aiming was a serious part of this game for marines, he said to me he loved being gorge, it was good for him to create rts and chambers, but he died often so he couldnt regorge. anyways thats a different story.

    basically will there be a type or role where its more of a support where its not as much aiming? welding maybe and flamethrower but sgs should scatter more so that bad aim isn't punished so much.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Indeed, I can't aim to save my life either and often end up doing just that as well. :(
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I think whatever the alternative roles might be, they still need depth. For example a good GL'er doesn't require that much tracking skill, but he needs to have a good sense of where, when and how he uses the firepower he has got. Still a solid aim gives the GL'er some independency in the form of pistol.

    How GL could be made viable, interesting and challenging enough is the big challenge of course. TF2 had some good ideas, but I can't see a way to directly use them in NS2.

    Btw, gorging is a good example of a role that doesn't require good reflexes or great FPS skill, but still allows you to be effective to a certain extend. At least I found a lot of room for improvement in my own gorging -not to the extend of other roles maybe, but still more than enough to be worth practising. Right now the problem is that you need some basic knowledge of the game and some movement skills before you can make gorge an all-around valuable team member.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    I think assigned classes while in theory sounds nice, ultimately will be shot down in the end. The problem I see is players spawning as wrong classes, balancing out the classes so that the aliens don't get tanked by waves of a certain class.

    It is really best to leave the classes alone, and allow the marines to decide which weapons they can purchase/use without incident (save resources)
Sign In or Register to comment.