Other weaknesses include: If the beacon is set off, the Exo will not be retrieved and left alone to die. Turn out the lights and swarm them. A generally good tactic against marines which is further improved by the Exo's decreased view area.
Silence is only so awesome because of all the nubs. Once average skill level goes up in weeks/months silence will not be as useful.
Nubs was the reason why I evolved Crag before Shade when I was commander. Even though I prefer silence I felt that extra armor takes less skill to be useful.
Considering this game - How accessible is it to complete NS nubs (that know how to play other FPS games)?
Yeah, I have this question too, though I already have the game - where's a good play to start if I know literally nothing about how to play the game? I don't wanna come in and mess up someone else's game with my completely lack of knowledge.
Someone mentioned not touching cysts, which is actually something of a trade off as any time you're walking on creep, you act as though you have a parasite on you. If you pop them, the enemy is notified but you can't easily sneak around on it if you don't.
The Wiki is full of interesting stuff. The welder does less damage than the switchaxe to most things but the cyst and clogs are classed as flammable and take 300% damage from either the welder or flamethrower.
I looked through the pre-order bonus art book yesterday and that was also full of interesting stuff, though nothing gameplay relevant. For example I had always thought that infantry portals were some kind of long range teleporters, but apparently they are marine 3D-printers.
I could com, but I can't do RTS controls. I'm just too slow at them for some reason. I can't even place cysts quickly as alien com. I also can't move around the map quickly, even if I know to use the mini map.
I could com, but I can't do RTS controls. I'm just too slow at them for some reason. I can't even place cysts quickly as alien com. I also can't move around the map quickly, even if I know to use the mini map.
Thanks to DOTA2, I'm pretty quick with RTS controls(even if I got nothin' on joe boomer or nine) - I just have no fuckin' clue what to do. I'm better at just figuring out how to accomplish the tasks a better commander than I wants done - I've never been the officer sort, I'm better as boots on the (virtual) ground.
I've now played one game as both side's commanders. About my experiences as alien commander I already talked here. It went well and it was pretty easy and fun. On the other hand I tried to be marine commander last night and it was horrible. I had to constnatly jump around the map, building resource towers and looking what's happening and I had to build base structures and try to remember to upgrade things and in all that hectic doing I had no time to think and while I was panicking about single alien eating our stuff at east I forgot to push deeper in west.
Also what's so hard about placing cryst. A + click, a + click a + click, slowly spreading the infestation.
I played marine commander some last night. Found it loads of fun. And I don't think I sucked too bad! We won two matches (and lost one) while I was commanding, so that's something.
On the other hand, I tried to play as the aliens, and that shit is hard! Or, at least, weird. It's definitely going to take some getting used to, versus the marines which are just standard FPS stuff.
The cyst spreading for me is slow because it is A + click move click move click move click to get to a spot that the cyst successfully builds. Even if it's inside the glowing circle, sometimes the cyst is still out of range because it is on an elevated platform or something.
The cyst spreading for me is slow because it is A + click move click move click move click to get to a spot that the cyst successfully builds. Even if it's inside the glowing circle, sometimes the cyst is still out of range because it is on an elevated platform or something.
Yea, the glowing circle is more of a general guideline than actual range. On more complex areas I too have trouble with that, but for normal corridors and rooms I have pretty good feel how to put the cryst so that it sticks.
On the topic I just played a game as alien commander where I covered most of the map with infestation, because marines managed to turtle up in their last base for quite a while. I took quite a lot of amusement from sending bunch of illusion Onos to rush their base.
Also on that game I realized what's the problem with destroying cryst in middle of infestation on some corridor. It's trivial for alien commander that pays any attention to just put new cryst behind the marine so the chain won't be broken. It might work if marines do serious heavy push, but lonely marine doing it does nothing.
I just starting thinking and had a moment of possible genius...
Part of my problem in RTS overall is multi-tasking. I gotta medpack these marines while simultaneously building new structures while simultaneously starting new upgrades as soon as other ones finish. To do this, I have to keep moving all over the map to look at different things. I can keep all the things in my brain, but I can't also physically manage all the things at game speed.
The user interface for RTS has been pretty much locked in place since Starcraft, and any changes to it would create a huge controversy among players, but I think it could be changed to solve this problem. Here are some possible ideas.
Split screens or multiple monitors so you can look at multiple places simultaneously. Got my base on one screen so I can always manage it and have the front lines on the other screen. This eliminates the need to click quickly to switch back and forth. It also eliminates the problem of something happening on the front lines and accidentally ignoring it because I'm looking at the base. Also eliminates the problem of a skulk eating the CC because I was looking at the hive we were attacking.
Another solution is to have actionable items to click on to manage things that are not currently on screen. Why do I have to move my view of the map to the arms lab itself in order to use the arms lab? I should be able to click on some sort of icon to interact with the arms lab(s) no matter where I am looking on the map. If a marine asks for a medpack, why do I have to go to him and try to drop it on him? I should be able to just press 'y' or click "yes" and he'll just get a medpack in a great spot without me having to move away from what I'm currently looking at.
Well real RTS would have a lot more and better hotkeys, so you could do lot of base stuff with keyboard. One thing I'd like to see what would make marine commander life much easier would a hotkey for going to the last marine who asks orders, health or something. Bind it to spacebar and then whenever "Marine needs orders" space -> 'q' -> 's' -> click. "Marine needs health" space -> 'e' -> 's' (not 100% sure, but I think those are the hotkeys for extractor and health drop). But in a way I agree that the commander interface is not optimal right now.
Well real RTS would have a lot more and better hotkeys, so you could do lot of base stuff with keyboard. One thing I'd like to see what would make marine commander life much easier would a hotkey for going to the last marine who asks orders, health or something. Bind it to spacebar and then whenever "Marine needs orders" space -> 'q' -> 's' -> click. "Marine needs health" space -> 'e' -> 's' (not 100% sure, but I think those are the hotkeys for extractor and health drop). But in a way I agree that the commander interface is not optimal right now.
Pretty sure if a marine commander presses space it goes to the most recent alert. I think alert could be anything like structure under attack, need medpack, etc. It's really not enough for what I'm talking about because it still takes the commander away from what he was working on.
Comments
If the beacon is set off, the Exo will not be retrieved and left alone to die.
Turn out the lights and swarm them. A generally good tactic against marines which is further improved by the Exo's decreased view area.
I should twitch.tv some NS playing. I bet there are some people who would watch that when they should be playing along.
Also: In a hive, if you want to risk getting in close, the exo can crush eggs by walking over them.
I think I'm going to try the aliens after dinner.
ShackTac had a skirmish this weekend and my badass com skills rocked house.
Also what's so hard about placing cryst. A + click, a + click a + click, slowly spreading the infestation.
On the other hand, I tried to play as the aliens, and that shit is hard! Or, at least, weird. It's definitely going to take some getting used to, versus the marines which are just standard FPS stuff.
On the topic I just played a game as alien commander where I covered most of the map with infestation, because marines managed to turtle up in their last base for quite a while. I took quite a lot of amusement from sending bunch of illusion Onos to rush their base.
Also on that game I realized what's the problem with destroying cryst in middle of infestation on some corridor. It's trivial for alien commander that pays any attention to just put new cryst behind the marine so the chain won't be broken. It might work if marines do serious heavy push, but lonely marine doing it does nothing.
Part of my problem in RTS overall is multi-tasking. I gotta medpack these marines while simultaneously building new structures while simultaneously starting new upgrades as soon as other ones finish. To do this, I have to keep moving all over the map to look at different things. I can keep all the things in my brain, but I can't also physically manage all the things at game speed.
The user interface for RTS has been pretty much locked in place since Starcraft, and any changes to it would create a huge controversy among players, but I think it could be changed to solve this problem. Here are some possible ideas.
Split screens or multiple monitors so you can look at multiple places simultaneously. Got my base on one screen so I can always manage it and have the front lines on the other screen. This eliminates the need to click quickly to switch back and forth. It also eliminates the problem of something happening on the front lines and accidentally ignoring it because I'm looking at the base. Also eliminates the problem of a skulk eating the CC because I was looking at the hive we were attacking.
Another solution is to have actionable items to click on to manage things that are not currently on screen. Why do I have to move my view of the map to the arms lab itself in order to use the arms lab? I should be able to click on some sort of icon to interact with the arms lab(s) no matter where I am looking on the map. If a marine asks for a medpack, why do I have to go to him and try to drop it on him? I should be able to just press 'y' or click "yes" and he'll just get a medpack in a great spot without me having to move away from what I'm currently looking at.