From NS1 to NS2, what more should UWE bring over?

Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
It seems like UWE has brought over almost everything from the marine side in NS1 but have brought over very little in the terms up abilities for aliens.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2013
    Leap damage and weldables!


    catbus
  • McBernsMcBerns Join Date: 2013-08-04 Member: 186563Members
  • princessprincess Yaaar! Bristol Join Date: 2004-09-11 Member: 31605Members, NS1 Playtester, Constellation, NS2 Playtester, Subnautica Playtester
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    edited August 2013
    boosting with mines
    remove powernodes
    rfk
    killing harvesters to have big impact
    ns_tanith
    ns_eclipse
    decent 3rd hive endgame abilities
    heavy armor
    hmg
    devour
    RAGE
  • Enhance89Enhance89 Join Date: 2009-11-04 Member: 69261Members
    I second weldables. They don't have to stay permashut like they did in NS. Instead, if an alien knocks out a powernode, the weldable door/vent could then reopen.

    HMG can stay out. Last thing Marines need is Exosuits w/ dual minis and foot soldiers rockin' heavy machine guns.
  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    Heavy Armor Suits
    Heavy Machinegun
    NS1 Maps
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    1) Weldables. I miss welding vents shut. Weldable windows would take advantage of NS2 lighting.
    2) 'Nades
    3) Tanith (nothing would be great too, any ns1 map really)
    4) Primal Scream for lerk!
    5) Teleporting through walls ala early old school NS1 fade
  • HeluoSHeluoS Join Date: 2010-01-17 Member: 70191Members
    edited August 2013
    Im not sure if this has been asked/answered elsewhere but PLEASE bring focus for Aliens :-)
    4 swipes on a non-Exeo marine as a fade is annoying when a SG blast can kill with 3 hits from a range.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited August 2013
    Cooler maps
    3 options per chamber (specifically focus)
    Better JPs
    More alien abilities
    Cooler gorge (no hydra limit)
    Weldables
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    weldables, swimming and a way to make multilevel maps again. (multiple floors)
  • snozysnozy Join Date: 2013-05-21 Member: 185318Members
    Weldable vents?! Feels like it's been forever since I heard that term used.
  • FrozenFrozen New York, NY Join Date: 2010-07-02 Member: 72228Members, Constellation
    The main thing I see:

    mine ladders
    buildings in vents

    Why was this removed? Did that many people on public servers really complain about it? Did it simply happen to not work with the movement code and nothing was done to rectify it?

    It's not really the mines I'm worried about specifically. It's that fun silly things like mine ladders are what made NS1 a game that people could just play to kick around and have fun. Even if someone was stomping you could do ridiculous things that stopped them. NS2 is too straightforward and restricted for the wrong reasons.

    What's more important, fun and interest, or making sure MACs and drifters can navigate a map? Why did we sacrifice individuality in our maps so that there as a ramp macs could walk up? Why can't they just "use" ladders so we can go on playing the game as humans, not annoying ai characters? (ns_hera's Processing)

    Why aren't turrets useless like in NS1? Why can't marines siege anything from another room besides hydroanalysis from receving on ns2_descent?

    If gorges can't drop current commander items, why can't they drop toned down versions of them? A crag for 5-10 res that has half health and lower healing capacity with no commander option? And why can't they bunnyhop?

    Why are lerks so slow, even with celerity? I'd rather pancaking than the ridiculous perfect turnarounds. I don't even lerk, but come on

    Why can't I have a shotgun as an exo?!
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    Nothing of the sort except weldable maybe. All those things would have to be balanced so...
    First things first. no static balance (6vs6). If it was dynamic (base on player amounts on each team) it would be far greater. it doesn't take a math genius to do that.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited August 2013
    Weldables were promised :( We even had weldable doors at some point that only Onoses could open. Don't know what happened with that.
    Also, no alien comm and aliens going back to only p.res would be the best thing that could possibly happen to this game at this point. The addition of the alien commander has introduced a plethora of problems, of which most UWE is still having trouble dealing with. (Lifeform explosions, boring gorges, ...)
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    Let’s see if I can redirect this thread a little bit, what can UWE bring over from NS1 to NS2 from the game itself that isn’t already here.

    I love the idea of a wieldable vents and doors but marines lose the power in that area the doors and vents are reopened. I would love to see xenocide brought to where it was in NS1 where marines said “crap” when aliens got it. As far as heavies and HMG’s well that’s the exo for you. Would like to see the acid rocket brought over, would be awesome as hell to see the hand grenade reborn. Just that spit second where the aliens are hiding in the vent ready to attack and a tampon lands right next to them, aliens “shit” boom their dead.

    As far as the maps go, map makers get kraken and hate UWE to their souls from the issues of placing cysts. Although let’s not see anymore 4 tech point maps. Building in vents is now a forgotten ability since gorges can’t build structures and marines can’t place their CC anywhere they want. If anyone remembers back in NS1 that’s what vents were to aliens, gorges would egg in vents and place upgrade chambers in vents because that’s where aliens felt safe.

    Would like to see the change where if a marine is crouch walking he wouldn’t make any noise. Mine ladders were awesome and a needed point but now it just seems far too easy for marines to get into vents so they’re not used in that purpose.

    I think just about everyone misses the cloaking, silence, redemption devouring onos. As he gets close enough to the base and just far enough away from the obs to snatch a heavy run away while being shot, jump into some abbess have the redemption activate and the heavy just falls to his death.

  • FrozenFrozen New York, NY Join Date: 2010-07-02 Member: 72228Members, Constellation
    Know pain wrote: »
    I think just about everyone misses the cloaking, silence, redemption devouring onos. As he gets close enough to the base and just far enough away from the obs to snatch a heavy run away while being shot, jump into some abbess have the redemption activate and the heavy just falls to his death.

    If you don't miss that, you have no e-soul.
  • Sharp-ShooterSharp-Shooter Join Date: 2011-05-11 Member: 98364Members
    i miss alot of gameplay elements from ns1, such as the gorge being the most important life form on the map.

    i also miss the atmosphere ns1 has, which ns2 USE to have until they changed the art in the visuals and audio during the ns2 beta
Sign In or Register to comment.