Practical suggestions/ideas for Marines

ApoCh4rApoCh4r Join Date: 2011-06-21 Member: 105640Members
<u>* Buildings</u>

- <b>Infantry Portals</b> -> Maybe it's just me, but it seemed to me that I was only able to build up IP's by ducking + aiming specificly at them. Maybe the hitbox for building it up by a marine can be bigger to alow standing up and possibly moving around it ( like NS 1 )

- <b>Extractor</b> -> Looks OK to me, nothing really needs changing on this

- <b>Armory</b> -> I found that I had to really look directly at the armory in order to get healed first and then get ammo back. I think one of the tips says to press E to get health/ammo back, but that only opens up the weapons menu for me tbh. A suggestion would be to be able to get healed/get ammo back by standing really close to it, without having to look at it, per se. Also, once we bought a gun, maybe the menu can close down, instead of having to back up or press the close button. I'm not too lazy to do it, it's just small practical suggestions.

- <b>Arms Lab</b> -> Although a bit round and maybe bit too small for my liking as Comm, it's mostly allright. I like the big square one from NS1 :P

- <b>Robotics Facility</b> -> Maybe have a range indicator like in NS1 where the turrets go red when you try to place them too far. As far as I know it's either an infinite range now or just very large?
- Sentries -> An upgrade at the robotics facility to have them rotate to a full 360° ? Can be expensive to compensate the advantage.

- <b>ARCs</b> -> When I was commanding a few days ago I noticed that I made some ARCs but couldn't see them. Obviously they were inside the RF :P If the ARCs can be programmed to ride out themselves for a small bit, that would help alot, even more so for new players. To avoid having trouble with the ARCs going out if you have placed the RF in a tight spot, would be to require the RF to be placed in an open enough spot, so the ARCs can ride out.

- <b>Observatory </b>-> Seems fine to me. I am in favor of no Motion Tracking for now. It might be helpful if we get Jetpacks/Heavy Armor/Onos in later builds? Not entirely decided on this one. Mostly because sneaking around as alien is too much fun right now.

- <b>Phase Gate</b> -> I totally like the looks of it. Make it more obvious wich side to run in, that would be nice. I find myself wasting a few seconds being clumsy and figuring out where to go in. Atleast I think you can go in only one way? If it were me personally I'd make us run up close and be required to press E to teleport ( like in NS1 but this time not on the ground :P )

- <b>Power Nodes</b> -> It really takes a long time to get one back up. I know it's mostly there for balancing reasons but still. The time it takes can be reduced. I was thinking that maybe using a welder could help make it speed up. And have the welder at a high cost, to compensate. Obviously aliens need to have something similar as an advantage, to take it down.

<u>* Weapons</u>

- <b>LMG</b> -> Fine to me, plays a bit like old NS1. I am able to kill Skulks fine aslong as I don't shoot all of it in open air.

- <b>Knife</b> -> Fine, does the job

- <b>Pistol</b> -> Fine with me, please no zoom function ! ( referring to thread about sniping )

- <b>Shotgun</b> -> Dmg wise and looks are cool. The only thing I noticed was that to reload I had to wait until it was fully full? Or can you press fire to interupt the reloading? Not sure. Either way reloading feels sluggish ( just a bit, doesn't need to be a minigun ! :p ). Dont have a prob with the idle animation.

- <b>Flamethrower </b>-> Obviously less ammo to destroy an infestation patch would be nice. I'm not sure but I didnt see any indication on the gun itself that I was losing ammo. I saw the blue bars on the right side but they didn't seem to change. Maybe a numeric counter? For the rest I really like the FT in terms of dmg to other aliens and the time it lingers on the aliens themselves.

- <b>Grenade Launcher</b> -> Like the idea of combining it with the LMG without making it too OP. As of now I dont think grenades explode on impact tho? Would be nice, since it would reward good aiming.

Anyway, that's what I think about the current Marines in build 179

Haven't tried Alien commander yet, so can't give a complete picture of Aliens yet.

Comments

  • Jason WhoreJason Whore Join Date: 2011-04-11 Member: 92514Members
    yes, i agree with everything.
    also make arcs ride out the rf where the damn door is .. also make every building turnable ! KTHXBYE
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    edited June 2011
    <!--quoteo(post=1854980:date=Jun 21 2011, 09:21 AM:name=ApoCh4r)--><div class='quotetop'>QUOTE (ApoCh4r @ Jun 21 2011, 09:21 AM) <a href="index.php?act=findpost&pid=1854980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- <b>Phase Gate</b> -> I totally like the looks of it. Make it more obvious wich side to run in, that would be nice. I find myself wasting a few seconds being clumsy and figuring out where to go in. Atleast I think you can go in only one way? If it were me personally I'd make us run up close and be required to press E to teleport ( like in NS1 but this time not on the ground :P )<!--QuoteEnd--></div><!--QuoteEEnd-->

    The way it works is the direction you ran into the PG is the direction you will face coming out. Run into it facing east, you will run out facing east...regardless of which direction the PG was placed. Yea, its counter intuitive, especially for the commander who will naturally think the direction of the blue arc when placing it is the direction players will face coming out. In other words the PG won't reposition the player's direction...this might the easiest way to code it and could be temporary. For now commanders have to keep this in mind when placing PGs so that players come out of the PG with minimal disorientation. It gets bad when a comm doesn't understand the mechanics resulting in players running into the walls and accidentally phasing back again.

    As comm also remember "blue arc in, no blue arc out". This is not as important as the above, but if you place the PGs perpendicular to each other, know that if they enter facing south through the blue arc side, they will exit facing south through the no blue arc side
  • ApoCh4rApoCh4r Join Date: 2011-06-21 Member: 105640Members
    Hey, thanks for clearing up the thing about the PG :)

    Will keep that in mind from now on
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    <!--quoteo(post=1854980:date=Jun 21 2011, 03:21 PM:name=ApoCh4r)--><div class='quotetop'>QUOTE (ApoCh4r @ Jun 21 2011, 03:21 PM) <a href="index.php?act=findpost&pid=1854980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- <b>Armory</b> -> I found that I had to really look directly at the armory in order to get healed first and then get ammo back. I think one of the tips says to press E to get health/ammo back, but that only opens up the weapons menu for me tbh. A suggestion would be to be able to get healed/get ammo back by standing really close to it, without having to look at it, per se. Also, once we bought a gun, maybe the menu can close down, instead of having to back up or press the close button. I'm not too lazy to do it, it's just small practical suggestions.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't agree on this part. I think it would be too OP if you could just sit next to an armoury and get heal/ammo while aiming down a corridor / fighting.

    the other things looks good
  • SnazzSnazz Join Date: 2007-09-30 Member: 62482Members
    edited June 2011
    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Nuked, Knock it off.
    -Digz<!--colorc--></span><!--/colorc-->
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