I remember UWE stating in a podcast that they wanted to make the marines and aliens in NS2 as different as possible. At the same time it’s been suggested that things like animations for boosting other marine players, pull-ups over ledges or tall crates, and fixing ladder animations are useful means to fix the appearance of marine movements in the 3rd person. But none of those are really giving the marines a whole lot more than what they had for maneuverability in NS. So how can you enhance marine gameplay in how they can move, yet not make them agile speedy travelers like most of the alien attack classes? What would make marines feel more like actual marines?
Note: These ideas to enhance the marine FPS gameplay are already kind of being thrown around loosely in semi-off-topic context in reply posts to other ideas, I’m simply refining them and gathering them here as an formal idea
Solution:
Peeking – it allows you to look around the corner (or ladder) and fire while affording yourself maximum cover
- Use – scouting and taking cover from ranged attacks such as acid rockets, lerk spikes, gorge spit, OC spikes, and whatever else comes at you at range in NS2
- Counter – you have to “un-peek”, meaning it takes you a fraction of a second to change stance in which an enemy can hit you in your blind spot
- Use – In the hands of a skilled player it can mean the difference between that enemy that just mauled your squad from escaping and dying, in a unite group marines can cover a long corridor more effectively, forcing the aliens to use a different route or get slaughtered (well unless that’s a horde of onii, lol)
- Counter – Decreased FoV = less peripheral vision, meaning you are blind to more of what’s around you which is particularly deadly considering your enemies are melee and often invisible and/or silent; moving slower and no jumping also makes you a prime target for getting blindsided *aims in… RIPPPP! “Where in the hell…?!”*
- (best for demo-ing order waypointing and peeking)
- (a review with a lot of gameplay footage, sometimes using aim squeeze thing while zoomed in)
When Ubisoft ported this game to the PC they enhanced the waypointing, made the whole game rather buggy (tons of glitches), and removed the “aiming” feature that felt so natural on the 360… But yeah that looks like this if you want to see the first person view you are used to. - (PC version gameplay)
