Trello: Remove Alien Weapon Switching

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Comments

  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members Posts: 782 Advanced user
  • FrozenFrozen New York, NY Join Date: 2010-07-02 Member: 72228Members, Constellation Posts: 1,475 Advanced user
    Oh how the option minded devs have turned face after the great ns2+ debacle
    mattji104
    d0ped0g
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited April 4
    For reference

    https://trello.com/c/qKdFTBqU/122-remove-alien-weapon-switching part of https://trello.com/c/xyEbE88Y/225-improve-marine-skulk-shooting-experience

    Change aliens to use a Overwatch/MOBA style since it is confusing to know what "weapon" you have selected as an Alien. This would also help with people getting stuck on parasite or babbler ball. Mouse1 ability could always be the damage dealer.

    This would require UI changes as well to better show the available hotkeys.


    So aliens will get key bindings (slot1-4?), which activate their abilities?



    I'm more curious who came up with this one https://trello.com/c/bdlAe1zv/151-alien-proximity-direction-helper :D

    Guardian of the "magic cookiejar" AdminModerator

    Existence Unknown

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
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  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 3,546 mod
    edited April 4
    Kouji_San wrote: »
    For reference

    https://trello.com/c/qKdFTBqU/122-remove-alien-weapon-switching part of https://trello.com/c/xyEbE88Y/225-improve-marine-skulk-shooting-experience

    Change aliens to use a Overwatch/MOBA style since it is confusing to know what "weapon" you have selected as an Alien. This would also help with people getting stuck on parasite or babbler ball. Mouse1 ability could always be the damage dealer.

    This would require UI changes as well to better show the available hotkeys.


    So aliens will get key bindings (slot1-4?), which activate their abilities?



    I'm more curious who came up with this one https://trello.com/c/bdlAe1zv/151-alien-proximity-direction-helper :D

    They could use panicked voiceover.
    "There, on the right!!"
    "Look, to your left!!"
    "ABOVE YOU!!"
    "BEHIND YOU!!"
    "There's more than one of them!! There, on the left!! There, up top!!"

    [EDIT] I've accidentally created a basic rally navigation language:
    "There, ..." = somewhere on the screen
    "Look, ..." = just off screen
    "*CAPS*" = a long way off screen
    -/AUS/- PS_Mouse
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,760 Advanced user
    edited April 4
    Mouse wrote: »
    Kouji_San wrote: »
    For reference

    https://trello.com/c/qKdFTBqU/122-remove-alien-weapon-switching part of https://trello.com/c/xyEbE88Y/225-improve-marine-skulk-shooting-experience

    Change aliens to use a Overwatch/MOBA style since it is confusing to know what "weapon" you have selected as an Alien. This would also help with people getting stuck on parasite or babbler ball. Mouse1 ability could always be the damage dealer.

    This would require UI changes as well to better show the available hotkeys.


    So aliens will get key bindings (slot1-4?), which activate their abilities?



    I'm more curious who came up with this one https://trello.com/c/bdlAe1zv/151-alien-proximity-direction-helper :D

    They could use panicked voiceover.
    "There, on the right!!"
    "Look, to your left!!"
    "ABOVE YOU!!"
    "BEHIND YOU!!"
    "There's more than one of them!! There, on the left!! There, up top!!"

    [EDIT] I've accidentally created a basic rally navigation language:
    "There, ..." = somewhere on the screen
    "Look, ..." = just off screen
    "*CAPS*" = a long way off screen


    Hehe or a panicky rally navigator?

    0.jpg
    https://www.youtube.com/watch?v=rHLotUOvO9A

    Guardian of the "magic cookiejar" AdminModerator

    Existence Unknown

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly
    Retired EUPT Deputy | Moral Support | Squad 5 Blue
    102 1HP Skulk escapes and counting | Play the Latest Version of Booster Z-Frame
    YouTube NS2 Playlists: Unusual Selection | NS2 Stuff | NS2PT | NS2 Tuts

  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 3,546 mod
    Kouji_San wrote: »
    Hehe or a panicky rally navigator?

    0.jpg
    https://www.youtube.com/watch?v=rHLotUOvO9A

    The generated captions for that video are fantastic.
    -/AUS/- PS_Mouse
    Kouji_San
  • develdevel Join Date: 2014-09-13 Member: 198444Members Posts: 352 Advanced user
    So, MOBA-style hotkeys when?

    It's just mandatory for parasite, metabolize and all commander abilities.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    devel wrote: »
    So, MOBA-style hotkeys when?

    It's just mandatory for parasite, metabolize and all commander abilities.

    How would that even fit into the commander interface? I think commander keybinds are fine, but being able to map your abilities to any key would be cool.
    formerly known as F0rdPrefect

    I am good Onos
  • develdevel Join Date: 2014-09-13 Member: 198444Members Posts: 352 Advanced user
    Vetinari wrote: »
    How would that even fit into the commander interface?

    Like I even care?

    All I know is that there should be one hotkey that is always a medpack, other one - always ammo, other one - scan, and another one for beacon. I don't like when some medpack/ammo key turns into a beacon depending on the "selected mode" (that happens when an Obs is selected, as far as I remember).

    Other handy ones: build a gate, build an armory. Also, I like the concept of a "dedicated battle drifter": when a single hotkey selects him and uses his enzyme ability.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos Posts: 1,542 Advanced user
    It's kind of weird here. All those people whining about the "weapon switching" (here and in the game). What happened? script broke ?

    I'm more concerned by having a keyboard config for Kharraas and another one for Marine. That would make 3 different set. Right now we only have "field unit" and commander config.

    It's been since NS2 was out that I configured keyboard to play Alien. The other way around is worse.
    So I adapted to play Marine with the same config with a huge loss of 40% performance compared to my usual scores in NS1.

    And you all whine for that ? Wow... and somebody called a whiner ?

    NS rule : Adapt.


    If the devs could take a look at this. I definitely vote for a third keyboard config.
    1 alien field unit, 1 marine field unit, 1 commander... makes sense.
    ChubbChubbs ???

    Reach me on NS2 forums in :
    Map: Outer Rim Ark and Outer Rim Ark Edge
    SantaClaws
  • StupidStupid Join Date: 2018-06-03 Member: 241104Members Posts: 20 Advanced user
    I'm just guessing that the development cycle for NS2+ mod is far shorter.
    To make changes that contrast the two games even further might not be their goal...

    Why is there an option between NS2 and NS2+ ??? Or what are some good reasons for having that option now?
  • develdevel Join Date: 2014-09-13 Member: 198444Members Posts: 352 Advanced user
    It's kind of weird here. All those people whining about the "weapon switching" (here and in the game). What happened? script broke ?

    Yea, new mouse.
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