NS2 feels really slow
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">anyone else feel like this too?</div>Had a good few hours of play with patch 221, and I just found the game not very fun for some reason, and then I realised that, to me the game feels frustratingly slow.
Its mostly just the movement I think (of all characters players and lifeforms). But overall it just doesn't feel hectic and exciting, regardless of what was happening.
I'm not really sure what the solution is, maybe speeding up everything in the game by 5-15% and give structures a health boost to compensate. Not sure :S
Its mostly just the movement I think (of all characters players and lifeforms). But overall it just doesn't feel hectic and exciting, regardless of what was happening.
I'm not really sure what the solution is, maybe speeding up everything in the game by 5-15% and give structures a health boost to compensate. Not sure :S
Comments
They said "wow this game looks way crazier" and another person said the game looked a lot more adult / mature... nothing to do with blood or anything just the levels and playermodels seemed scarier.
Its mostly just the movement I think (of all characters players and lifeforms). But overall it just doesn't feel hectic and exciting, regardless of what was happening.
I'm not really sure what the solution is, maybe speeding up everything in the game by 5-15% and give structures a health boost to compensate. Not sure :S<!--QuoteEnd--></div><!--QuoteEEnd-->
turn your FOV up and then see how it feels ?
I should probably eloborate because people are jumping down my throats ;P
NS2 has more combat, but dieing does not have the same effect compared to NS1 due to RFK and resource model. Dieing in NS1 meant something, dieing in NS2 simply means waiting to respawn and sprinting back to the same position. Aliens are less prone to throw themselves into fights because of loss of res on death, dieing on marines ultimately means nothing cause of the extra pres flow.
This ultimately results in more combat, but each loss/win doesn't have as much of an effect on the game as NS1. Loosing an early RT on aliens in NS1 had MASSIVE impact on the entire rest of the game. There is no sense of urgency in NS2 which I feel affectes the 'slowness' felt by others.
NS1 also had stuff to do in down time (non combat) that alot of people found quite enjoyable. There was wiggle walk, trick jumps for marines and bhop for aliens. This stuff distracted the mind from the illusion that there was more down time in NS1 compared to NS2.
Combat is much more fast paced (thought it may feel more sluggish than in NS 1 at the same time), maps are smaller, tech is faster. It's only the movement that feels off and sluggish, especially as a marine. Though they have sprint so that kind of makes up for it anyway. Your average game of NS 1 not only took longer, it also felt slower paced because both sides didn't just run head-first into each-other guns blazing. (Marines progressed slowly, skulks played more careful)
If anything, NS 2 is only half the classic mode that NS used to be. It's more of a mix between combat and classic, in an attempt to appeal to a much larger crowd. (The COD/BF /CS crowd)
Also, alien spawn waves play a role in this as well.
Slow how? Combat is arguably slower, though I can't really tell the difference in my memories of NS1.
Gameplay on the other hand, NS2 is lightspeeds faster, it feels like COD speed to be honest.
Fades lost their initial blink propulsion and lerks became slower, so I understand if you meant these lifeforms in particular. Otherwise, I think combat is nicely paced, even to the point where it can be frustrating at times. Those with high-end machines and impressive aim/gameplay may feel as if combat is slow, but I'm sure most of us have to make a noticeable effort to win in combat.
It also depends on your mindset. If I die, I get jittery waiting for respawn. I try to reach or bypass the frontlines as soon as possible so I can help my team out. In my mind, every second counts so I can help my team win. This gets me killed more often than not, but my own team contributions increase as well. I've noticed that many players don't carry this mindset and they play more casually. If you take into account the meta-game, constant mini-map surveillance, calls for help, and combat itself, I think you'll find that NS2 is a very fast game. The higher the player count, the better as well.
A slower strafe speed would stop the Marines just running in a circle and jumping to avoid being hit, which happens in combat pretty much every time.
But I'm finding 221 hard to fault. Really didn't like 220 as playing Aliens just wasn't fun. Both side are fun again.
Sal
Have you been playing Borderlands 2 at all?
Have you been playing doom or doom2?
I think the description strongly reminds me of SC2 compared to BW. In theory SC2 is faster, could be more challenging seems to have awesome possibilities everywhere and all that. In practise BW just works in more diverse ways and offers more varied challenges, making it feel like a faster and more intense game in some sense despite the game actually being slower by most actual statistical ways.
Gameplay wise with pres/tres split more guns and lifeforms get on the field faster. More structures on the field faster.
Movement wise with marine sprint, PGs, celerity, shift/eggs, getting to combat zones happen quickly.
Damage wise the values are pretty close to NS1 (marine HP, skulk HP, LMG DPS, Bite DPS, RT HP).
The only thing I can think of that is slower at all is the absence of bunny hop & marine jump without slowdown, but I'm in the camp where these don't matter.
Unless the reference is to Combat, which is MEANT to be hyper-crack. Which I have reservations about as it reduces the impetus for players to get better at RTS/FPS mode.
perhaps, but if it was slowed at all i'd want to have much more response to key presses (ie get rid of or limit the strafe accel and jump slowdown)
when i hit a key, i want the game to react immediately and consistently. i'm going to get a repetitive strain injury from pushing on the keys so hard & not getting a response as a marine
Tho, as somebody said - the higher FOV makes me forget it :p
Responsive. In NS1 player movement was incredibly slick and responsive due to the execellent modified quake 1 movement physics.
In NS2 you can run pretty quick once you get up to speed, but getting going or changing directions is slow. There is nothing to mitigate it; in NS1 you had quick backwards strafe-jumps, a slight speedup when doing a narrow circle strafe, a speed up rather than slowdown when sliding against walls etc.
Responsive. In NS1 player movement was incredibly slick and responsive due to the execellent modified quake 1 movement physics.
In NS2 you can run pretty quick once you get up to speed, but getting going or changing directions is slow. There is nothing to mitigate it; in NS1 you had quick backwards strafe-jumps, a slight speedup when doing a narrow circle strafe, a speed up rather than slowdown when sliding against walls etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just wanted to be the correction nazi and say that NS1 was based on HL engine which was heavily modified quake 2 engine... not quake 1.
But yeah you can gain speed in those engines from strafing... in NS2 you cannot... which is actually incredibly fundamental in reference to player movement. It would be nice to see the devs find a way to add something like this to have that classic movement feel... and stir away from this locked strafing physics... it adds a whole new skill dimension for movement. Even COD has similar movement mechanics due to it being on the quake 3 engine.
You're wrong. There are only a few lines from quake 2, pertaining to coloured lightmaps and bug fixes
Yep :]
Bloodlust Zero.
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