NousWanderer
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1. Shadowstep was a (very brief) multidirectional teleport as far as the opponent facing the fade was concerned; this proposal is a trackable lunging attack limited to a narrow cone in front of the fade's model (and only in front) … -
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I think it should be subject to normal collision like any other alien melee attack, so no penetration (i.e., no hitting a marine behind a marine). Also, the 25% value was mostly arbitrary and would have to be balance tested in orde… -
Keep alien abilities tied to weapon slots, but introduce per-lifeform keybind settings. Use default presets (per-lifeform) that correspond with the dev-recommended layout while still allowing player choice: a sensible decision for a game whose compl…
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cough
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NEEDS TOO MUCH TESTING
UNFEASIBLE
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(Quote) This is a nice attempt at a reductio ad absurdum, but the practical difference seems obvious:
Scatter's preference is essentially the preservation of input mechanics that have existed throughout the majority of the NS lifespan… -
(Quote) = a0 bite-bite-para kills just got a whole lot faster
Edit: Also, do I really want to stop right-strafing every time I parasite? To compensate I'd have to temporarily switch my forward movement to right-strafe (middle f… -
(Quote) UWE could use some of that Subnautica money to hire people to develop a proper testing framework.
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Some NS lore for those interested:
Six Days in Sanji
https://web.archive.org/web/20120415171946/http://unknownworlds.c… -
(Quote) The situation was very different then, and some of the problems we face now have exacerbated since that time. You're suggesting that we need a "more complex solution" and I hope people come up with one. That would be useful. But this is a…
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(Quote) Yes.
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(Quote) There might be other modders willing to help you get things done faster and/or take up certain tasks so that you can focus on other components. You should join #modding in the NS2 Discord.
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(Quote) The thing is that this information would be useful to the high skilled players that most of the lesser skilled players complain about post-stomp. This makes it indirectly beneficial to the lesser skilled players even if they don't know wh…
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[bad implementation of idea x] ->
[idea x gets removed] ->
["it wasn't useful"] ->
[brainstorm proper implementation of idea x with rational use cases provided] ->
["it isn't/wasn't necessary, use these broken cli… -
(Quote) This please.
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(Quote) NS2 lacks a proper demo/recording system. You're likely familiar with the concept. With a demo, gameplay is recorded as-is using the game engine. Graphical settings can be adjusted with changes reflected realtime via demo playback. The pe…
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We don't need people policing idea posts on the basis of whether or not they're best suited for NS2 or NS3. If something is such a huge idea ("let's add a third team!") that it's obviously out of scope, almost everyone already knows that it won't ha…
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1. How about an interactive, scripted tutorial for explaining map control fundamentals, game flow, and common tech/lifeform timings? It'd be rendered realtime using the game engine. It'd basically be an interactive demo 'hub' that takes place from t…
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@BeigeAlert How difficult would it be to accomplish proposal #1 in the OP?
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There's also the cool "look straight down and/or at a severely canted downward angle and shoot -> the grenades will stick into the floor without bouncing" mechanic. Useful when you're unlucky enough to have a GL equipped and are doing anything ot…
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(Quote) -The physics of the grenade often behave in very strange ways; I've had the grenade actually (visibly) bounce off of aliens long after the grenade 'activation' time has passed (at least that's how it's rendered clientside) but I've also s…
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In a harmless act of minor necromancy, I make this post to ask the following of you: what's the status on this, yo? -
(Quote) I always wanted the NS2 hmg to be a plasma rifle with a fire mode similar to Q3's.
That + fixing the GL's behavior to improve the experience for both teams would go a long way.
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You'd have to significantly increase the tunnel build time for it to have a discernible effect on the problem being described. I don't think that's the way to go. Bleu's proposed cost adjustments would do more work without making the build process o…
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I think this would change the dynamic for the better without completely ruining the magic of tunnel rushes. Another idea is to moderately increase the infestation radius around a tunnel to increase the likelihood of detection and/o… -
(Quote) I agree with most of your post save for the quoted portion above. Aliens aren't in a terrible place. Your description of the tunnel rush dynamic that big servers experience ad nauseam is on point, though.
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(Quote) I didn't state that it was "totally incompatible" - I didn't even use the word "incompatible". I just said it was outdated and not compatible with the current version of NS2. That statement accords with Ghoul's posts on the matter in the …
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The limited information that's available to the community indicates that UWE cannot reincorporate the standalone NS2 Combat title for legal and technical reasons. Legally: the rights to the title are owned by the development team that handled it. Te…