@pivotnaza i heard the alien commander is just any alien that goes into a hive then when in a animation plays to bring the hive up to show its filled. its probally a little like the marine commander
I highly recommend that the Skulk player's viewpoint not be inside the mouth. The bite animation is very distracting as it covers the screen. While the in-universe explanation is that the eyes of the creature are inside the mouth, gameplay and player comfort should come first. Alternatively, there should at least be an option to disable the teeth/mouth graphics as a Skulk player.
@jerryku having the player's pov inside the mouth of the Skulk (same as in NS1 I may add) is a game design decision. It is meant to obstruct the player's view to counterbalance the melee strength of Skulks, making it harder to focus on a target. The effect might be adjusted or toned down a little during alpha or beta, but I doubt it will be removed, and neither will there be an option to turn it off.
@NuEM78 As a former NS1 player, I found the POV of the Skulk to be a game design mistake there, too. Intentionally blinding a player repeatedly as they attack in order to balance a game.... There's a reason no one else does this. Fortunately, NS1 had an option to turn it off in the console commands.
@jerryku actually almost every game does this... it's called muzzle flash, and it's often designed to cover half the screen or more in order to make a deadly weapon more difficult to use
I fully support the team's decision... sure, it'd make it easier to have the viewpoint where the eyes are (not inside the mouth, btw, but on the head as normal), but I truly believe this is a good move. and this is coming from someone who almost exclusively played skulk and lerk
@omgLordLituslol almost every game? I've played loads of shooters, and the muzzle flashes of those games never comes close to the this kind of intentional player blinding.
@jerryku the degree of blinding may vary but that's not the point being argued
muzzle flash is the equivalent of the bite animation... changing the speed of the bite animation is like changing the size, frequency, and opacity of a muzzle flash
anyway, I still support the team's decision, and hope that there will be no way to unbalance the playing field by tweaking the animation client-side...
I get what you're saying, but it's not a new idea, just a different approach to an old one
The thing I notice most: no infestation material. I see the texture originally for it is on the base of the Hydras though. I hope they haven't given up on the dynamic infestation idea yet.
Yes, exactly. There's a news post about it, but basically that + they can be placed on non-floor surfaces + they play a specific animation when a marine is in range but not in line of sight, "sense mode".
@M4pster Quote from NS2 site: "The Hydra is essentially the new name and new look for what was the Offensive Chamber in NS1, so its role in the game remains roughly the same. Once built it serves as a turret, automatically releasing a barrage of deadly spikes to attack marines and marine structures within its range."
to all who's complaining about "player blinding", believe me it's not an issue :)
It's a bit odd in the beginning but you quickly get used to it
diaaway 1 year ago
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gorge looks very busy loool
theres always something to do as an gorge:-)
grass4life 1 year ago 4
Comment removed
grass4life 1 year ago
HAHAHAHHAHAHAHA that cow moves funny
machogun 1 year ago
what wrong whit you people!!!
the new model of the "offense chamber" looks great,and more deadly than before
and this can be builded on walls!!
.....aniway i wan`t to see the new alien commander...it`s sound strange
pivotnaza 1 year ago
@pivotnaza i heard the alien commander is just any alien that goes into a hive then when in a animation plays to bring the hive up to show its filled. its probally a little like the marine commander
dja9891721 1 year ago
Don't like the hud, looks like something from the 90s or early millennium titles.
nanakon28 1 year ago
@nanakon28 What's wrong with that?
sdsti 1 year ago
@sdsti No actually it looks more like something you'd see from a spider man game from the 90s lol.
nanakon28 1 year ago
@nanakon28 You have to remember: This is not even the ALPHA. The full product will probably be much different
TheLeader1197 1 year ago
the gorge look cute
spit0flip 1 year ago
This is a vomit-chamber
nofxrulz 1 year ago
auto build?? good for gorges bad for marines because it passes a gorge and Lans many of those in ms ends so fast xD
KikexGaz 1 year ago
@KikexGaz alien structures always build themselves even in ns1
skipjack02 1 year ago
Awesome, Penis plants that shoot deadly spikes ftw.
DoctuhD 1 year ago
lol funny gorge
inhost 1 year ago
Is the spreading infection still in the game?
Copec 1 year ago
Looks great, Charlie!
wingman123 1 year ago
These jaws instantly reminds me Giants:Citizen kabuto.
okeyo 1 year ago
wow the gorge is large in ns2
Raa1n 1 year ago
@Raa1n this isnt the finished game lol...u ppl <.<
0kazaki 1 year ago
its a timelapse?
intrudery 1 year ago
I never had a problem with teeth on the screen. It made it easier to tell what creature you are I guess. I dunno.
Also the Sulks and other creatures clearly have their eyes outside the mouth, it is mostly just there it help the game's feel.
Adalore 1 year ago
I highly recommend that the Skulk player's viewpoint not be inside the mouth. The bite animation is very distracting as it covers the screen. While the in-universe explanation is that the eyes of the creature are inside the mouth, gameplay and player comfort should come first. Alternatively, there should at least be an option to disable the teeth/mouth graphics as a Skulk player.
jerryku 1 year ago
@jerryku well it's part of the game as you need to analyse and adjust between the bites, that the fun of a skulk!
kaffesahne 1 year ago
@jerryku having the player's pov inside the mouth of the Skulk (same as in NS1 I may add) is a game design decision. It is meant to obstruct the player's view to counterbalance the melee strength of Skulks, making it harder to focus on a target. The effect might be adjusted or toned down a little during alpha or beta, but I doubt it will be removed, and neither will there be an option to turn it off.
NuEM78 1 year ago
@NuEM78 As a former NS1 player, I found the POV of the Skulk to be a game design mistake there, too. Intentionally blinding a player repeatedly as they attack in order to balance a game.... There's a reason no one else does this. Fortunately, NS1 had an option to turn it off in the console commands.
jerryku 1 year ago
@jerryku its fine imo. The attack/movement of the jaws is fast enough so that you can still see what you're attacking.
rofldinho 1 year ago
@jerryku actually almost every game does this... it's called muzzle flash, and it's often designed to cover half the screen or more in order to make a deadly weapon more difficult to use
I fully support the team's decision... sure, it'd make it easier to have the viewpoint where the eyes are (not inside the mouth, btw, but on the head as normal), but I truly believe this is a good move. and this is coming from someone who almost exclusively played skulk and lerk
omgLordLituslol 1 year ago
@omgLordLituslol almost every game? I've played loads of shooters, and the muzzle flashes of those games never comes close to the this kind of intentional player blinding.
jerryku 1 year ago
@jerryku the degree of blinding may vary but that's not the point being argued
muzzle flash is the equivalent of the bite animation... changing the speed of the bite animation is like changing the size, frequency, and opacity of a muzzle flash
anyway, I still support the team's decision, and hope that there will be no way to unbalance the playing field by tweaking the animation client-side...
I get what you're saying, but it's not a new idea, just a different approach to an old one
omgLordLituslol 1 year ago
awesome work:d just love how the big one comes and is like stay away from my flower:D
lethalvortex 1 year ago
To be honest, they look like three growing penises to me... :D
kaffesahne 1 year ago
i like it, but why 3 separated flower ? Why not 1 BIG ?
HatlabuFarkas 1 year ago
The thing I notice most: no infestation material. I see the texture originally for it is on the base of the Hydras though. I hope they haven't given up on the dynamic infestation idea yet.
TerraGamerX 1 year ago
choppy animations :\
RiptorSLO 1 year ago
@RiptorSLO pre-alpha build :\
WinterEFG 1 year ago
@DmdWasserTanzt Yes flayra said that, you will also be able
to place them sideways on walls and stuff i think.
dardo1201 1 year ago
He totally just spewed that thing out!!
Krisando 1 year ago
i wanna play so baad! :D it looks so awesome
robiniroven 1 year ago
year,
ugly monsters have never been that beautifull^^
Sebal007 1 year ago
awesome stuff.
I like the shadowing
REDxFROG 1 year ago
please guys,, whens the game coming out? stop teasing us.. we want it now!
xzero001 1 year ago
lol at the place holder sound effect for the gorge structure drop. I love how he actually spits out structures this time.
nash0035 1 year ago
I love the engine!
ShadowZezima 1 year ago
this game actually oozes style... holy shit this looks great.
soiled 1 year ago
What are they meant to be?
A replacement for the Offensive Tower or something? :o
M4pster 1 year ago
@M4pster
Yes, exactly. There's a news post about it, but basically that + they can be placed on non-floor surfaces + they play a specific animation when a marine is in range but not in line of sight, "sense mode".
Alignn 1 year ago
@M4pster Quote from NS2 site: "The Hydra is essentially the new name and new look for what was the Offensive Chamber in NS1, so its role in the game remains roughly the same. Once built it serves as a turret, automatically releasing a barrage of deadly spikes to attack marines and marine structures within its range."
HeZma 1 year ago 2
I am SO gonna Gorge now! All over the place! :D
DiColaJamn 1 year ago
THAT LOOKS AWESOME.
Hydras ftw. ^^
SgtHydra 1 year ago
Neat. NOW RELEASE THE FINAL VERSION OF THE GAME!!!!!
FromThisSoil 1 year ago
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HumanTarget420 1 year ago