If Aliens only have 3 Abilities each for NS2.
Jimyd
Join Date: 2003-02-08 Member: 13289Members
<div class="IPBDescription">Based on NS1 design.</div>What do you all think?
*****
-With Movement Abilities as Weapon Slots-
H = Hive or Tier or Slot.
*Skulk*
H1: Bite.
H2: Parasite.
H3: Leap.
*Gorge*
H1: Spit.
H2: Heal Spray.
H3: Web.
*Lerk/Scorpian Hovars Without Flapping*
H1: Bite.
H2: Spore+Umbra (Combined into 1 ability.)
H3: Primal Scream.
*Fade*
H1: Swipe.
H2: Blink.
H3: Metabolize.
*Onos*
H1: Gore.
H2: Bone Shield.
H3: Stomp.
*****
-With Movement Abilities Untied to Weapon Slots-
H = Hive or Tier or Slot.
MA = Movement Ability.
NW = New Weapon.
*Skulk*
H1: Bite.
H2: Parasite.
H3: NW.
MA: Leap.
*Gorge*
H1: Spit.
H2: Heal Spray.
H3: Web.
*Lerk/Scorpian Hovars Without Flapping*
H1: Bite.
H2: Spore+Umbra (Combined into 1 ability.)
H3: Primal Scream.
*Fade*
H1: Swipe.
H2: NW.
H3: Metabolize.
MA: Blink.
*Onos*
H1: Gore.
H2: Bone Shield.
H3: Stomp.
*****
How accurate do you think I am?
*****
-With Movement Abilities as Weapon Slots-
H = Hive or Tier or Slot.
*Skulk*
H1: Bite.
H2: Parasite.
H3: Leap.
*Gorge*
H1: Spit.
H2: Heal Spray.
H3: Web.
*Lerk/Scorpian Hovars Without Flapping*
H1: Bite.
H2: Spore+Umbra (Combined into 1 ability.)
H3: Primal Scream.
*Fade*
H1: Swipe.
H2: Blink.
H3: Metabolize.
*Onos*
H1: Gore.
H2: Bone Shield.
H3: Stomp.
*****
-With Movement Abilities Untied to Weapon Slots-
H = Hive or Tier or Slot.
MA = Movement Ability.
NW = New Weapon.
*Skulk*
H1: Bite.
H2: Parasite.
H3: NW.
MA: Leap.
*Gorge*
H1: Spit.
H2: Heal Spray.
H3: Web.
*Lerk/Scorpian Hovars Without Flapping*
H1: Bite.
H2: Spore+Umbra (Combined into 1 ability.)
H3: Primal Scream.
*Fade*
H1: Swipe.
H2: NW.
H3: Metabolize.
MA: Blink.
*Onos*
H1: Gore.
H2: Bone Shield.
H3: Stomp.
*****
How accurate do you think I am?
Comments
I hope she will not be building chambers, instead the Alien Commander would be doing that, and be "building" "deployable" traps in return.
I can also see Web Attack be put into the category of "deployable" traps, if it is made kind of like Cyrax's Acid Web/Energy Net from Mortal Kombat.
yeah i have a feeling abilities will be researched by the alien commander
If it would be necessary to adress old ns1 balance issues, ok, but I don't think it is with the new map layouts and the fact that marines also need expansion to gain and maintain a certain tech level, which means no more marine relocate stalemates blocking the 3rd alien hive.
Moreover it would be hard to balance, if all weapons were available for research with 2 hives, for example.
It would also be another step away from the goal to keep the teams as diverse as possible.
Chambers on the other hand should be unchained from hives.
I agree. Marines can research every tech only with RTs and no need to build another base.
Aliens have to build 1 hive <b>in 3 different locations of the map to reach all the tech they can</b>. If you have 2 hives, you can't develop another ability/upgrade. And it's not rare the fact that when Aliens are building the 3rd hive, the Marines are destroying 1 of them.
I mean, Marines can expand RTs more easily than Aliens, because any Marine can build a RT, and only a Gorge can build a RT.
Marines can upgrade every tech without the need to take care of 3 locations on the map, Aliens have to look out for 3 hives to maintain its abilities.
That sucks, it's VERY DIFFICULT to play as Alien in this game, and it doesn't surprise me the fact that Marines win 90% of the matches.
Aliens have to build 1 hive <b>in 3 different locations of the map to reach all the tech they can</b>. If you have 2 hives, you can't develop another ability/upgrade. And it's not rare the fact that when Aliens are building the 3rd hive, the Marines are destroying 1 of them.
I mean, Marines can expand RTs more easily than Aliens, because any Marine can build a RT, and only a Gorge can build a RT.
Marines can upgrade every tech without the need to take care of 3 locations on the map, Aliens have to look out for 3 hives to maintain its abilities.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.unknownworlds.com/ns2/news/2009/4/marine_power_grid_design" target="_blank">http://www.unknownworlds.com/ns2/news/2009...wer_grid_design</a>
<!--quoteo(post=1716873:date=Jul 11 2009, 11:44 AM:name=davidcavalcante)--><div class='quotetop'>QUOTE (davidcavalcante @ Jul 11 2009, 11:44 AM) <a href="index.php?act=findpost&pid=1716873"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That sucks, it's VERY DIFFICULT to play as Alien in this game, and it doesn't surprise me the fact that Marines win 90% of the matches.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm going to guess that you play on large servers.
Even on large servers this isn't true, though when you get to 10v10 and above aliens have it a lot worse than a 6v6 game. I also find it highly enjoyable to play alien most of the time (just as I do marine).
If it would be necessary to adress old ns1 balance issues, ok, but I don't think it is with the new map layouts and the fact that marines also need expansion to gain and maintain a certain tech level, which means no more marine relocate stalemates blocking the 3rd alien hive.
Moreover it would be hard to balance, if all weapons were available for research with 2 hives, for example.
It would also be another step away from the goal to keep the teams as diverse as possible.
Chambers on the other hand should be unchained from hives.<!--QuoteEnd--></div><!--QuoteEEnd-->
Marines relocating into a hive doesn't always mean a stalemate, it just requires stratagy and teamwork, IE everyone waiting at a movemnt chamber, while a gorge or 2 run in to put up the hive then once its up everyone movements in... its pretty much a wy of overwhelming the defenses, i mean 2 onos teleporting into the middle of your base they can take out the AA and whatever turret factory that happens to be there. while everything else that ported in is killing stuff. and if the hive in question has a vent it was pretty easy for them to put the hive up.
but with that said, Marines taking over the middle hive spot was a huge disruption, and unless the alien team was good pretty much aliens where not going to win that round.
^^^6
I agree with this, although they could still be considered "upgrades." I.e. not available at the beginning of the game, but researched by an alien comm, perhaps. In fact, you could make these all tied to the jump key (which would make "jump" the default version, if that makes any sense).
so, i'd say it should be mouse2 / 3 / 4.
don't know if the aliens have alternate attackmodes Oo
You don't clarify why duck+jump isn't good, and I can't think of any reasons why it wouldn't be. You need to hold duck while leaping and blinking in NS1 anyway.
Yes yes, but I dislike the Idea. As I mentioned in various threads over here I haven't played in a while. And what I remembered was that skulks unstick on their own when leaping, allowing to precisly aim at certain geometrics.
Could've been a mod or something tho.
Maybe Alien Weapons will all have secondary attacks?
Some abilities didn't make sense to the core of each class.
*Skulk*
Divine Wind:
- Never really made any sense why the Skulk has this ability. Also there is very little "skill" involved, and is mostly a spam skill.
*Gorge*
Bile Bomb:
- Made sense for NS1, since the ---> Onos <--- was not the base destroyer. However in NS2, the Onos is the building/Commander interrupter.
*Lerk*
- Combining Spores and Umbra allows room for a new ability.
Spikes: Made the Lerk too powerful against Heavies and in general. Plus I don't see how this could have a secondary attack on its own.
*Fade*
Acid Rocket:
- LOL Z!!! I mean really, the "sneaky" main fighter with a very GOSU/IMBA/OP range weapon. Once fades got this for third Hive, Marines had 0% chance if focus fired on them.
*Onos*
Devour:
- GOSU/IMBA/OP as well. Increased respawn times, which is a huge turnoff to people. And the graphic for being devoured looked like the <b>inside of a certain "female part"</b>, if you know what I mean. Some people were really turned off by it and thought it was disgusting. If it were to come back, the display for being devoured shoul look like ---> green <--- dynamic infestation, instead of something questionably pink. Think like Alien acid blood.
At least Marines can't rush for <%hivename%> at roundstart anymore. huge plus imo.
You may unstick when leaping but you stick to the first thing you touch during flight, usually a damn crate, not the marine you were aiming for. Also as fade it helps to duck because catching on corners, or other aliens, can be a serious risk to your life. Anyway, if duck+jump is unsatisfactory, I still think the movement abilities make more sense on their own, or doubling up on another bind, than taking up a gun slot. That didn't even really make sense for NS1, and I know many people used complicated workarounds to change that fact (like scripts that switch weapons, attack, switch back, etc).
six?
<a href="http://www.unknownworlds.com/ns2/news/2009/4/marine_power_grid_design" target="_blank">http://www.unknownworlds.com/ns2/news/2009...wer_grid_design</a>
<a href="http://www.unknownworlds.com/ns2/news/2009/4/marine_power_grid_design" target="_blank">http://www.unknownworlds.com/ns2/news/2009...wer_grid_design</a><!--QuoteEnd--></div><!--QuoteEEnd-->
The starts aren't colored the same as the other techpoints. It may be six, but, looking at the orig blog post, the starts are separate.
Onos:
Primary Attack: Gore
Abilities: Knockback Gore / Bone Shield / Stomp
"Weapons" or abilities: Left mouse button. Depending on which 'weapon slot' you were in. "Primary attack" is just 'slot one'.
Movement ability: Right mouse button. Regardless of which 'weapon slot' you were in. I.e. with a skulk, whether you're biting or parasiting with LMB, you'll still leap with RMB.