>Because you can only build comm chairs at tech points, you can't have insane creativity in relocations.
True, but this also means that the maps are possible to balance. You don't have to worry about things like red room or cold turn that break otherwise promising maps.
>Letting marines spend their own resources dilutes the game.
Way too many pub games of ns1 ended early because no one wanted to take on the stress of being commander. I've never seen that happen in ns2.
>Maybe I'm getting old, but I find the maps incomprehensible. This last is the real reason I'm not logging any time on NS2.
I think you are getting old. :) No seriously, I think it's just a busier art style that comes with more polygons and higher res textures. I had the same initial reaction being so used to older games with simpler graphics, but once you are accustomed to it most of the maps end up being pretty easy to learn. Tram and mineshaft are particularly hard, but veil is ported perfectly from the original, and summit and docking are both pretty straightforward.
> You don't have to worry about things like red room or cold turn
Right, but also don't get comm chairs and spawns balanced up on the manifolds (above the reach of onosen) in Processing, outside DCD, on ns_hera.
> I think it's just a busier art style that comes with more polygons and higher res textures
I agree. And it's too much for me. I've been thinking someone should make a mod that's just racing from techpoint to techpoint, with no one shooting at anyone, and with highscores for best times, to help learn maps.
I don't think its just about the stress of being commander. People still have team work, commanders sometimes still buy things for marine. It just makes it a lot easier in publics, when you've got someone who is dieing all the time, from consuming the team resources unfairly.
Also when playing a PCW last night I was ordered by my comm to buy more mines and welders because "I am just a waste of a shotgun", he was a little bit upset with me.
It's more democratic, as it allows players to opt-in to such things, I've bought guns for my team mates before as a planned saving for dual exo was never going to happen.
True, but this also means that the maps are possible to balance. You don't have to worry about things like red room or cold turn that break otherwise promising maps.
>Letting marines spend their own resources dilutes the game.
Way too many pub games of ns1 ended early because no one wanted to take on the stress of being commander. I've never seen that happen in ns2.
>Maybe I'm getting old, but I find the maps incomprehensible. This last is the real reason I'm not logging any time on NS2.
I think you are getting old. :) No seriously, I think it's just a busier art style that comes with more polygons and higher res textures. I had the same initial reaction being so used to older games with simpler graphics, but once you are accustomed to it most of the maps end up being pretty easy to learn. Tram and mineshaft are particularly hard, but veil is ported perfectly from the original, and summit and docking are both pretty straightforward.