McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Gameplay task Improve pathing so it works great 95%+ of the time transitioned from Started to Delivered<!--QuoteEnd--></div><!--QuoteEEnd--> I'm amped about this feature. This has been a long time coming for this and I hope it's a massive improvement. Excited.
I'm not a big fan of the ammo, myself. Would much rather have it drain energy (and regen slower than firing), so it "overheats" rather than running out of ammo. Any time a commander spends fiddling around with his turrets is time that he shouldn't have to be fiddling around with turrets :P
<!--QuoteBegin-Progress+--><div class='quotetop'>QUOTE (Progress)</div><div class='quotemain'><!--QuoteEBegin-->Ambient music with 3D distance parameter and lowpass not working (for music in Onos Bar)<!--QuoteEnd--></div><!--QuoteEEnd-->
Onos Bar? Is that a place in a new map (mineshaft?)
Regeneration: Is an Alien upgrade that can be bought. An Alinen gets automatically health back over time.
Redemption : Is an Alien upgrade that can be bought. When Alien health is lower than 30% is has a chance to get teleported to the next Hive that isn't attacked.
I'm really enjoying the updates that are coming out, some obviously aren't as balanced as they can be, for example lerk spores. (who needs fades when you have lerk spores lol) There still needs a lot of fine tuning, but definitely still all the patches are coming together pretty well, definitely looking forward to the next patch. Keep it up boys.
What is this scenario handler -> summit-xl stuff? Is it related to having different sized maps for different size matches? That's the only thing I could come up with from the progress tracker.
<!--quoteo(post=1863618:date=Jul 26 2011, 02:21 PM:name=culprit)--><div class='quotetop'>QUOTE (culprit @ Jul 26 2011, 02:21 PM) <a href="index.php?act=findpost&pid=1863618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What is this scenario handler -> summit-xl stuff? Is it related to having different sized maps for different size matches? That's the only thing I could come up with from the progress tracker.
Consider me intrigued.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be awesome. I'd been hoping they would incorporate something like that. It worked well in Battlefield 2, IMO...
Maybe that's the answer to scaling it up to 32 player?
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
its about the scneload command i think. You can load predefined scenarios into the game when cheats are on. This is mainly to test performance problems etc.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
edited July 2011
<!--quoteo(post=1863618:date=Jul 26 2011, 08:21 PM:name=culprit)--><div class='quotetop'>QUOTE (culprit @ Jul 26 2011, 08:21 PM) <a href="index.php?act=findpost&pid=1863618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What is this scenario handler -> summit-xl stuff? Is it related to having different sized maps for different size matches? That's the only thing I could come up with from the progress tracker.
Consider me intrigued.<!--QuoteEnd--></div><!--QuoteEEnd-->
Start a server Join a team Open console "cheats 1" "scenload summit-heavy"
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"skulks do not make any footstep noise on walls/ceiling - Delivered"<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, I thought that was a feature to encourage skulks to wallwalk when trying to be sneaky. Will be pretty hard sneaking up on marines now with this change.
Just on the topic of skulks, I definitely feel they have gotten a lot weaker this patch with leap being moved to the 2nd hive. Although the good thing about this is the rifle is actually a viable weapon (I think it's better than the shotgun for early game now) as it's much easier to track them.
I do hope that the skulks get some other form of movement though, because right now all you can really do is strafe and jump and try and work your way towards a marine. It's really difficult against good players.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Hmm, I thought that was a feature to encourage skulks to wallwalk when trying to be sneaky. Will be pretty hard sneaking up on marines now with this change.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not really. Just use your "special movement key" when climbing along the walls approaching a marine to move silently. I have mine bound to left_shift so its easy to use as skulk.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<!--quoteo(post=1863940:date=Jul 27 2011, 08:18 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Jul 27 2011, 08:18 PM) <a href="index.php?act=findpost&pid=1863940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yea.. but what does this mean? what is summit heavy and summit xl?<!--QuoteEnd--></div><!--QuoteEEnd-->
Its a simple scenario-loading system. summit-heavy is simply the name of a scenario for the summit map. The heavy part is just the size of it - 60+ cysts, 50 hydras, 25 sentries and assorted other stuff.
<!--quoteo(post=1863992:date=Jul 27 2011, 11:17 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Jul 27 2011, 11:17 PM) <a href="index.php?act=findpost&pid=1863992"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not really. Just use your "special movement key" when climbing along the walls approaching a marine to move silently. I have mine bound to left_shift so its easy to use as skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, I know that walking makes you silent, but you move very slowly, it can be very difficult to catch a moving marine. Or even to sneak up on one standing still without him turning round.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Yes, I know that walking makes you silent, but you move very slowly, it can be very difficult to catch a moving marine. Or even to sneak up on one standing still without him turning round.<!--QuoteEnd--></div><!--QuoteEEnd-->
I usually wait in ambush for marines to come into contested areas hidden from view. Wait for another alien to distract them then close in for the kill. Sometimes I just sit on a ceiling in a powered off area just waiting for marines to walk by. Then fall onto the ground and silently sneak up behind them and kill them.
Luckily skulk hitting ground sounds aren't in NS2 yet.
<!--quoteo(post=1863996:date=Jul 27 2011, 06:25 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Jul 27 2011, 06:25 PM) <a href="index.php?act=findpost&pid=1863996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, I know that walking makes you silent, but you move very slowly, it can be very difficult to catch a moving marine. Or even to sneak up on one standing still without him turning round.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, walking Speed seems a tad too slow. 50% of Max Speed discourages it's use altogether, save when trying not to fall off the wall when climbing awkward geometry. I think upping it to 60-65% of MaxSpeed would provide Skulks with a more balanced trade-off.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Noticed today (about 11 hours ago) on the Progress Tracker: Delivered: [Frhoe] Phasegate messes up player up/down orientation (discuss) Gameplay task [Frhoe] Phasegate messes up player up/down orientation transitioned from Started to Delivered
Noticed today (about 12 hours ago) on the Progress Tracker: Started: [Frhoe] Phasegate messes up player up/down orientation (discuss) Gameplay task [Frhoe] Phasegate messes up player up/down orientation has appeared with status Started<!--QuoteEnd--></div><!--QuoteEEnd-->
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited July 2011
<!--quoteo(post=1864005:date=Jul 27 2011, 02:39 PM:name=KuBaN)--><div class='quotetop'>QUOTE (KuBaN @ Jul 27 2011, 02:39 PM) <a href="index.php?act=findpost&pid=1864005"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, walking Speed seems a tad too slow. 50% of Max Speed discourages it's use altogether, save when trying not to fall off the wall when climbing awkward geometry. I think upping it to 60-65% of MaxSpeed would provide Skulks with a more balanced trade-off.<!--QuoteEnd--></div><!--QuoteEEnd--> I Agree! I feel that Marine foot footsteps may be too soft ATM (for both Marines and Skulks). As a Skulk, I would turn around a corner, and collide straight into a Marine with a Shotgun. As a Marine, I can only hear Skulks only when they're one or two seconds away from me.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Gameplay task Upgrades not affecting non-normal damage types (easy) has appeared with status Started<!--QuoteEnd--></div><!--QuoteEEnd--> Yay! Lerks and Fades rejoice!
This may have been asked before, but I didn't want to read through all 120+ pages. :D
How do you show the PivotalTracker stories on your own webpage? Is there a guide/tutorial somewhere I can look at? I tried reading on Pivotals site (think the API is involved), but couldn't figure it out... :P Also tried searching on google with no luck... (might be crappy search terms :P)
We just had a stalemate game that went on for 5 hours where the marines obviously couldn't keep up with the aliens, but I was ramped up as commander and basically left no resource unused. Translation: armories and phase gates everywhere thrice covered by turrets themselves covered all the way to marine start. However, the team still couldn't kill the hive.
I also noticed that placing IPs anywhere other than marine start is downright fatal. Never doing that again.
After a few hours, we were forced into heliport after having taken all of the map, including alien start, at least twice, and having about 5 defended command centers. I couldn't take ARCs anywhere because the accompanying soldiers would die just as they got on location. I got spiteful and built like 10 power packs, the aliens killed the power node, and then we had a quirky situation where my turrets were doing all the killing - aliens couldn't afford anything past a gorge, and my team of 8 were all carrying rifles. I had about 1000 personal res, but I couldn't leave the command chair because I had to keep building sentries that kept getting destroyed by bile bombs.
I did leave the command chair every once in a while to kill everybody with my infinite supply of flamethrowers, and the aliens were getting tired of it.
So they waited until one of the marines left, joined our team, hopped into the command chair while I was out, and recycled all the buildings. Then we lost the game.
Because there was this one fade who kept hanging around the armory that the marines couldn't kill, and if I happened to die while spamming grenade launchers, the skulk who glitched under the command center and kept biting it for hours against my 2 repairing macs would probably succeed.
Comments
...
I may be slightly tipsy :)
I'm amped about this feature. This has been a long time coming for this and I hope it's a massive improvement. Excited.
<img src="http://members.home.nl/m.borgman/ns-forum/smileys/worship.gif" border="0" class="linked-image" />
Onos Bar? Is that a place in a new map (mineshaft?)
I smell new alien toys for build 182
Regeneration: Is an Alien upgrade that can be bought. An Alinen gets automatically health back over time.
Redemption : Is an Alien upgrade that can be bought. When Alien health is lower than 30% is has a chance to get teleported to the next Hive that isn't attacked.
Consider me intrigued.
Consider me intrigued.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be awesome. I'd been hoping they would incorporate something like that. It worked well in Battlefield 2, IMO...
Maybe that's the answer to scaling it up to 32 player?
Does this mean rines will be not be able to kill themselves with nades
EDIT I've just read the problem now ...
Consider me intrigued.<!--QuoteEnd--></div><!--QuoteEEnd-->
Start a server
Join a team
Open console
"cheats 1"
"scenload summit-heavy"
Watch your server tick rate die :-)
(to load summit-xl, you need the patch).
Join a team
Open console
"cheats 1"
"scenload summit-heavy"
Watch your server tick rate die :-)
(to load summit-xl, you need the patch).<!--QuoteEnd--></div><!--QuoteEEnd-->
yea.. but what does this mean? what is summit heavy and summit xl?
Hmm, I thought that was a feature to encourage skulks to wallwalk when trying to be sneaky. Will be pretty hard sneaking up on marines now with this change.
Just on the topic of skulks, I definitely feel they have gotten a lot weaker this patch with leap being moved to the 2nd hive. Although the good thing about this is the rifle is actually a viable weapon (I think it's better than the shotgun for early game now) as it's much easier to track them.
I do hope that the skulks get some other form of movement though, because right now all you can really do is strafe and jump and try and work your way towards a marine. It's really difficult against good players.
Not really. Just use your "special movement key" when climbing along the walls approaching a marine to move silently. I have mine bound to left_shift so its easy to use as skulk.
Its a simple scenario-loading system. summit-heavy is simply the name of a scenario for the summit map. The heavy part is just the size of it - 60+ cysts, 50 hydras, 25 sentries and assorted other stuff.
Yes, I know that walking makes you silent, but you move very slowly, it can be very difficult to catch a moving marine. Or even to sneak up on one standing still without him turning round.
I usually wait in ambush for marines to come into contested areas hidden from view. Wait for another alien to distract them then close in for the kill. Sometimes I just sit on a ceiling in a powered off area just waiting for marines to walk by. Then fall onto the ground and silently sneak up behind them and kill them.
Luckily skulk hitting ground sounds aren't in NS2 yet.
Yeah, walking Speed seems a tad too slow. 50% of Max Speed discourages it's use altogether, save when trying not to fall off the wall when climbing awkward geometry.
I think upping it to 60-65% of MaxSpeed would provide Skulks with a more balanced trade-off.
Noticed today (about 12 hours ago) on the Progress Tracker: Started: [Frhoe] Phasegate messes up player up/down orientation (discuss) Gameplay task [Frhoe] Phasegate messes up player up/down orientation has appeared with status Started<!--QuoteEnd--></div><!--QuoteEEnd-->
Super, =) <3
I think upping it to 60-65% of MaxSpeed would provide Skulks with a more balanced trade-off.<!--QuoteEnd--></div><!--QuoteEEnd-->
I Agree! I feel that Marine foot footsteps may be too soft ATM (for both Marines and Skulks). As a Skulk, I would turn around a corner, and collide straight into a Marine with a Shotgun. As a Marine, I can only hear Skulks only when they're one or two seconds away from me.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Gameplay task Upgrades not affecting non-normal damage types (easy) has appeared with status Started<!--QuoteEnd--></div><!--QuoteEEnd-->
Yay! Lerks and Fades rejoice!
How do you show the PivotalTracker stories on your own webpage? Is there a guide/tutorial somewhere I can look at?
I tried reading on Pivotals site (think the API is involved), but couldn't figure it out... :P
Also tried searching on google with no luck... (might be crappy search terms :P)
Anyways, any help would be appreciated. ;)
I also noticed that placing IPs anywhere other than marine start is downright fatal. Never doing that again.
After a few hours, we were forced into heliport after having taken all of the map, including alien start, at least twice, and having about 5 defended command centers. I couldn't take ARCs anywhere because the accompanying soldiers would die just as they got on location. I got spiteful and built like 10 power packs, the aliens killed the power node, and then we had a quirky situation where my turrets were doing all the killing - aliens couldn't afford anything past a gorge, and my team of 8 were all carrying rifles. I had about 1000 personal res, but I couldn't leave the command chair because I had to keep building sentries that kept getting destroyed by bile bombs.
I did leave the command chair every once in a while to kill everybody with my infinite supply of flamethrowers, and the aliens were getting tired of it.
So they waited until one of the marines left, joined our team, hopped into the command chair while I was out, and recycled all the buildings. Then we lost the game.