What's new from NS1
From NS2 community wiki
Aliens
- Dynamic Infestation now surrounds the Hive automatically.
- Alien structures must now be built on Dynamic Infestation, which are spread by Cysts, and die if taken off infestation. This is excluding the Whip
- Alien Commanders, who are aliens who enter Hives to gain an overview of the map similar to Marine Commanders. Research upgrades and builds structures.
- Alien structures are now built by Drifters, which are spawned at the Hive by the Alien Commander
- Defense Chamber is now referred to as the Crag. Is now responsible for activating Umbra which is activated by the Alien Commander.
- Sensory Chamber is now referred to as the Shade. Upon activation from the Alien commander, gives a brief cloak to all nearby aliens that allows them to sneak into enemy bases.
- Movement Chamber is now referred to as the Shift. Is yet to be added into the game.
- Offense Chambers have been removed from the game, but their role is fulfilled by Whips placed by the Alien commander and Hydras placed by Gorges
- The potency of Alien upgrades is now determined by the number of Veils, Spurs, and Shells. 3 of each maximizes an Upgrade's effectiveness.
- Alien vision now renders the world a green misty color, and highlights all players and structures in a bright opaque orange tone, augmenting the Alien's combat awareness.
- Lerk loses bite and gets spikes. No longer has Umbra, which is now activated at Crags.
- Skulk can no longer bunnyhop, instead has Wall Jumping as an alternate skill-based movement system.
- Gorge No longer builds Hives or Harvesters, but only Hydras and Cysts for the cost of Personal Resources. Can now bellyside, for increased movement speed but no directional change.
- Fade uses a new Blink model, allowing temporary invisibility and invincibility. Also no longer has Metabolize or Acid Rocket.
- Onos no longer has Devour or Charge, but now stuns marines using Gore, and builds up momentum to travel at faster speeds.
- Aliens now spawn inside Eggs that spawn around the hive, which can be killed by marines, prolonging alien spawn time.
- Now build Hives on Tech Points, points that can be occupied by marine Command Stations.
- All abilities have an alt-fire (Podcast #5 at 15:52).
Marines
- Structures now rely of the Power Grid. Structures in a room without a Power Node will not function.
- Former Command Consoles, now referred to as the Command Station, can only be built on a Tech Point, which can also be occupied by an Alien Hive.
- Light Machine gun now referred to as the Assault Rifle.
- NS1 Grenade Launcher is now a mounted Grenade Launcher Attachment.
- New Weapon: The Flamethrower.
- Weapons not brought over: HMG, Grenades.
- Heavy Armor changed to some sort of Exoskeleton, will be capable of using the Minigun.
- Can upgrade to dual wield Miniguns (found in game code and Twitter post by Flayra).
- Ability to "lockdown". Lower recoil for limited firing arc (game code and Twitter post by Flayra).
- boombox... (Tweet by Flayra)
- Sieges are mobile, moved by the commander.
- Welder/Builder bots.
- Squads form automatically when players are close in proximity.
- Commanders can drop weapons for players, but players on the ground can buy their own weapons at an armory (Forum post by Charlie).
- Marines can sprint/book it, which lowers your weapon and will probably have some other negative effects (Forum post by Max).
- All weapons have an alt-fire (Forum post by Max).
- Can only relo to Tech Points on the Power Grid.
- Melee attack on some weapons including the LMG which shoves aliens away (NSPlayer interview).
- Female Marine Model (Blog Post (scroll down)).
- TheSentry Turret now has a limited field of view, but has greater firepower.
- Commander view will be variable height, allowing it to move up and down depending on the height of the map. (Forum post by Max)
General Gameplay
- No official combat game mode will ship with NS2.
- Maps are smaller: instead of a sprawling network of halls and non-rooms, maps are made up of 6-10 rooms, each with a "landmark" (lighting, custom props, theme) to help players characterize it easily (Forum post by Charlie).
- Unified resource model to balance the teams for team sizes from small to large (NSPlayer interview).
- There is not random map generation built into NS2 (Forum post by Max).
Misc
- Seperate tabs for vanilla and modded servers in server browser (Forum post by Charlie).
- Waypoints use AI pathfinding to give you directions rather than just a destination (Forum post by Charlie).
- The HUD is minimal and context-aware.
- Built on DirectX9 (Forum Post by Max)
- Eventual post-release content (Forum Post by Cory)
- "Some of the tools have been moved over to Mac, we will support linux ultimately but not sure when. Probably before 1.0, will support dedicated servers." (Charlie @ Bashandslash.com around 40:27+ mark)
Comparison between NS1 and NS2 Models
- For all renders of new models see Category:Render.
