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Tuesday, November 27, 2012

Friday, November 23, 2012

sad song )':

Friday, November 9, 2012

NS1 - NS2 Differences

Going to point out the major and minor differences of NS2 compare to NS1.

Marines:

  • The major factor for marines now is "Power Node" instead of the command station from NS1. Without power every structure will not work (except Command Station) rendering them useless until power has been restored. There is 1 power source in each room of the map. Aliens can destroy the power source making the room have no light source (emergency power will kick in  later but will have very dim light source inside the room until power is fully repaired) which creates fear into the marines if they proceed further in.
  •  There is now player res for each player. Used for buying their own weapon and equips instead of the commander dropping it.
  • You can buy your own guns @ Advanced Armory and Jetpacks/Exos @ Prototype Lab with your own res instead of the commander dropping it now.
  •  Command Station can now only be dropped at specific locations instead of putting it anyway (eg. like in NS1 you can relocate inside a vent and nothing could get in except small aliens)
  •  Turret factory now named to sentry battery and can only put up 3 turrets PER room (no more turret spams D= )
  • New building called ARC Robotics Factory used for MAC robots to build structures, weld armor for players and has the ability to EMP which depletes the aliens energy. It is also used for researching siege weapons which now are called ARC. ARC's are now rolled out of the robotics factory instead of being dropped onto a specific location. ARC's are now mobile and needs to become stationary to deploy its attacks on structures
  • MAC and ARC can be manually controlled by the commander 
  • HMG's are now gone and are replaced by flamethrowers. 

  • Heavy armor are now gone and are replaced by exosuit (right hand minigun and left hand punch) and exosuit with dual mini guns. 
  • Grenades were removed from the game.
  • Knife replaced by Switch Ax.
  • When buying a Welder it replaces your Switch Ax with it.
  • Removed electric fortification on RT nodes and replaced it Nano Shield which reduces incoming dmg by half on a target for 8 seconds.
  • Marines can now sprint
  • Can now Melee with the LMG's
  • removed catalyst packs
  • Jetpack cost is 10 instead of 15 (Can't remember the cost of JP in NS1)
Aliens:

  • The major factor for aliens now is "Alien Commander" instead of just gorges building chambers and hives from NS1. Alien Commander is key without it the aliens will not be able to do anything to defend themselves against the marines.

  •  Like the Marines Aliens now have Team Res for the commander to use and players have there own res for evolving or building. 
  • Aliens now spawn in by eggs near the hive.
  • Gorges now can only build offensive chambers (Hydras 3 PER room) and Clogs to block paths and routes.
  • removed self heal for fades and replaced it with vortex which teleports allies to the ether
  • removed devour from onos
  • Stomp now makes the marines fall to the ground and stunned
  • Lerks now have there spike shooters back
  • Skulks now can leap with right click instead of having to tap the hotkey #3 to use it making it more fluid for killing marines in mid air.
  • Lerks Umbra now blocks 1 out of 2 bullets instead2 out of 3
  • removed focus, redemption, scent of fear
  • changed adrenaline from " Energy recharges 33% faster per level, shortening the time between attacks, and the use of special abilities." to " Double energy pool"
  • Changed name for Cloaking to Camouflage 
  • removed acid rockets from fade
  • Onos charge is now just a sprint button
  • removed primal scream from lerks
  • removed web from gorges

 The Alien Commander: 
  •  The Alien Commander must drop "Cyst" which has to be connected to the hive or it will just recede and die. The Cyst than infest the area allowing structures to be build on it. Just like the Marines "Power Node" without infestation the structures will just die out. Cyst can manually be triggered by the commander to explode to splash infestation on nearby units.
  • Drops RT (harvester)
  • Drops Defense Chambers: Crag - Heals and Protect nearby allies. Manually triggered by the    commander to heal nearby allies quickly

                                                 Shell - Grants new defensive alien trait                                                    
  • Drops Movement Chambers: Shift - Speeds energy recovery for units and shifts around the map. Manually triggered by the commander can move structures anywhere on the map as long as its on the infested area.
                                                         Spur - Grants new speed alien trait    
   
  • Drops Sensory Chambers: Shade - Cloaks nearby Structures. Can also create hallucination images
                                                     Veil - Grants new deception alien trait

  • Drops Whips which attacks nearby enemies and deflect projectiles.
  • Drops Hive now instead of gorges
  • Creates drifters which are used for scouting and becomes cloak when stationary. It also creates a cloud which increase attack rate of allies within it.
  • Now the Commander upgrades alien lifeforms for more new traits instead of building a 2nd hive for it in NS1
  • The Commander can spawn gorge, lerk, fade, onos, eggs (similar to marine commander dropping guns and jps) 

General:

  • There are no weld spots on the maps anymore to closed down the vents or repair elevators for them to operate. 

that about sums it up. If I miss anything feel free to add it in the comments .

Tuesday, November 6, 2012

Sunday, November 4, 2012