First impressions and questions
Thanshin
Join Date: 2012-04-03 Member: 149897Members
Yesterday I played NS2 for the first time (and I've never played NS1). It was pretty fun even if I experienced only a small part of the game.
- Is there a manual of some kind that describes each ability?
- A spreadsheet with the cost, effect, time, etc of each unit and building, maybe?
- What's the difference between the various ultralisk's (however he's named) attacks?
- Is there any other use to extending the creep with the healer alien, other than building the flower thingies on it?
- What's the third build option for the healer alien?
- Is the doggie alien licking marking ability mappable to a key? Switch weapon, click, switch feels brutally slow on an otherwise quick unit.
- Why pushing frontally (or backwalking) against a wall with the doggie doesn't climb it while pushing laterally does?
- What should the aliens do once the entire map is alien but for a bunker filled with turrets and marines that spam grenades down both entrances?
- Is there a manual of some kind that describes each ability?
- A spreadsheet with the cost, effect, time, etc of each unit and building, maybe?
- What's the difference between the various ultralisk's (however he's named) attacks?
- Is there any other use to extending the creep with the healer alien, other than building the flower thingies on it?
- What's the third build option for the healer alien?
- Is the doggie alien licking marking ability mappable to a key? Switch weapon, click, switch feels brutally slow on an otherwise quick unit.
- Why pushing frontally (or backwalking) against a wall with the doggie doesn't climb it while pushing laterally does?
- What should the aliens do once the entire map is alien but for a bunker filled with turrets and marines that spam grenades down both entrances?
Comments
"ultralisk" = onos
"healer alien" = gorge
"flower thing" = hydra
"doggie alien" = skulk
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Main_Page" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Main_Page</a>
Good question. The numbers are most likely going to change, but weapon 1 is gore which is supposed to be your anti player weapon and stuns for 1 second. Weapon 2 is supposed to be your anti structure weapon although it can do damage to marines as well (but less effective). Right click is stomp which stuns marines for 2 seconds.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- Is there any other use to extending the creep with the healer alien, other than building the flower thingies on it?<!--QuoteEnd--></div><!--QuoteEEnd-->
Aliens need to build everything on creep. Anything that is not on connected creep will slowly take damage. Like sc2, you can think of creep as a map control mechanic - any marines who step on it are visible on your minimap (pressing c) and also sprint slower.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- What's the third build option for the healer alien?<!--QuoteEnd--></div><!--QuoteEEnd-->
The third is goowall which isn't implemented yet but is supposed to be some way to build walls that block marines some way or other. No specific details available atm.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- Is the doggie alien licking marking ability mappable to a key? Switch weapon, click, switch feels brutally slow on an otherwise quick unit.<!--QuoteEnd--></div><!--QuoteEEnd-->
No, although i think we will get a switch to last weapon keybind eventually.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- What should the aliens do once the entire map is alien but for a bunker filled with turrets and marines that spam grenades down both entrances?<!--QuoteEnd--></div><!--QuoteEEnd-->
They aliens should log into the forums and post threads asking for gorge bilebomb back :p (it was an alien siege ability that was removed). Practically though, your best option is to evolve 10 onos all at once and all kill the CC ignoring everything else. This stalematitus is a design issue and will hopefully be solved by further iterations in the beta!
Thanks for the answers. I'll look for everything else in the wiki. :)
So how does the aliens upgrade system work now? I build a shell and then upgrade the carapace from it for example. So now if I build another shell and upgrade the carapace again does it get stronger and how many of them do I need to build in order to reach the maximum level of that upgrade?
So how does the aliens upgrade system work now? I build a shell and then upgrade the carapace from it for example. So now if I build another shell and upgrade the carapace again does it get stronger and how many of them do I need to build in order to reach the maximum level of that upgrade?<!--QuoteEnd--></div><!--QuoteEEnd-->
nope, just 1 upgrade per shell is all it takes to get it's maximum effect.
So how does the aliens upgrade system work now? I build a shell and then upgrade the carapace from it for example. So now if I build another shell and upgrade the carapace again does it get stronger and how many of them do I need to build in order to reach the maximum level of that upgrade?<!--QuoteEnd--></div><!--QuoteEEnd-->
Your second Carapace Shell is redundant.
From build 200:
"Changed alien evolution model: now each upgrade structure (Shell, Veil, Spur) can be upgraded to support exactly one upgrade (Carapace, Regeneration, etc.). Then aliens can choose that evolution, which will be at full power. This is much simpler than the previous "scalable" model where the number of chambers indicated the power of the upgrade (and it wasn't used anyways)."
It's not, in case you want to build a backup if the original gets destroyed.
Welcome to NS2. What got you into it? A friend? I cannot imagine how weird it must be to play if you don't have a friend to walk you through.
I think the bug is that it doesn't tell you that you already have a cara/regen shell built.
I agree.