NS2 Progress

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Comments

  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited August 2011
    <!--quoteo(post=1868857:date=Aug 14 2011, 01:16 AM:name=SomeMiceDrinkingTea)--><div class='quotetop'>QUOTE (SomeMiceDrinkingTea @ Aug 14 2011, 01:16 AM) <a href="index.php?act=findpost&pid=1868857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't know there would be a Whip Hive, any idea on what the Shift Hive would do?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Rumors say the Shift Hive instantly teleports itself to another location when attacked.

    <!--coloro:#606060--><span style="color:#606060"><!--/coloro-->Or...<!--colorc--></span><!--/colorc--> <!--coloro:#212121--><span style="color:#212121"><!--/coloro-->it may provide faster energy regen. :P<!--colorc--></span><!--/colorc-->
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    from <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Shift" target="_blank">ns2 wiki</a>:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It has the ability to relocate alien structures.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Recall

    Ability that lets players jump to nearest structure (or hive) under attack (cooldown of a few seconds)
    Energize

    Triggered ability that gives energy to nearby players and structures
    Echo

    Targeted ability that lets Commander move a structure or drifter elsewhere on the map (even a hive or harvester).<!--QuoteEnd--></div><!--QuoteEEnd-->

    those informations are quite old, i think relocating a whole hive would be a little bit too unbalanced. but moving structure (OCs, Whips, Crags?) to a hive under attack sounds reasonable and would be a cool game mechanic.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    If you use cheats and place a shift, the "energize" function works...sort of. It plays a sound and nearby objects have smoke coming off of them, so it's almost there.

    Please put in catpacks. Everything works except it doesn't wear off yet, but that would greatly help the marines. And the marines need it, still losing about 65% of the time.
  • CheburashkaCheburashka Join Date: 2011-07-24 Member: 112044Members
    I really like the mechanics and the direction the game features are going in, but the engine really seems to still need lots of optimization. I know UW knows this, but sometimes the game is still right unplayable. Its beta, so I can live with it, but it feels like the aliens biggest advantage right now if that its sometimes nearly impossible to actually score hits with ranged weapons.

    On a similar note - I think the weapons really need some kind of adjustment to how they "feel." They feel like toys now, or something. Especially the flame thrower and grenade launcher, can we expect better animation and feedback from these weapons eventually?
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    "Gameplay task EXPLOIT: Switching to Stab while blinking allows staying blinked, costing no energy, and can attack. has appeared with status Delivered"

    Could it be more informative?
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited August 2011
    This one!
    Commander sees/hears enemy fx/sounds outside LOS
    Got rejected :( Probably getting fixed during today, can't wait for 185 >:)

    <!--quoteo(post=1866955:date=Aug 6 2011, 03:37 PM:name=Frhoe)--><div class='quotetop'>QUOTE (Frhoe @ Aug 6 2011, 03:37 PM) <a href="index.php?act=findpost&pid=1866955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine Shotgun Alt attack, able to hit fades while in ethereal state.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Railguns?
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    <!--quoteo(post=1871266:date=Aug 26 2011, 09:14 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Aug 26 2011, 09:14 AM) <a href="index.php?act=findpost&pid=1871266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Gameplay task EXPLOIT: Switching to Stab while blinking allows staying blinked, costing no energy, and can attack. has appeared with status Delivered"

    Could it be more informative?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not till patch 185 comes out.
    They don't want that people use EXPLOITS so no one will explain you this, atleast not now.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1871294:date=Aug 26 2011, 01:15 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Aug 26 2011, 01:15 PM) <a href="index.php?act=findpost&pid=1871294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not till patch 185 comes out.
    They don't want that people use EXPLOITS so no one will explain you this, atleast not now.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think he's asking how to use the exploit, since its pretty clear how to do it on the progress page.
    Its more likely that its an outrage to posting how to do the exploit.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    The exploit isn't really an advantage as the marines can see you the whole time. It's not a big deal.

    Seems like there are several "rejected" items on the list. Something tells me there won't be a patch today.
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Members
    sounds like a real balance test to me :)

    overworked
    fade
    lerk
    observatory
    and commander placement

    gogo uwe :)
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    These three are Rejected on the progress page:
    Get basic alien commander pheromones working (hive-sight like visuals)
    EXPLOIT - Drifter Pathing
    Commander sees/hears enemy fx/sounds outside LOS

    Did they get fixed for the patch? :)
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    fade damage versus structures has in a way increased also, because swipe now uses much less energy.

    -> less swipe energy cost makes flametrowers kind of useless btw;

    -> because I have much more energy left for blinking out of combat after swiping the hell out of some marines.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    egg bug in which the 1st egg always spawns right next to the hive
    MACs and ARCs need to be able to be repaired by other MACs
    Can't wait for 186!
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    Gameplay task:
    Packs not droppable on marines has appeared with status [Delivered]


    HURAAYYYYY!!!! ... finally med spam possible !!!
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited August 2011
    <!--quoteo(post=1872231:date=Aug 31 2011, 06:56 AM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Aug 31 2011, 06:56 AM) <a href="index.php?act=findpost&pid=1872231"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gameplay task:
    Packs not droppable on marines has appeared with status [Delivered]


    HURAAYYYYY!!!! ... finally med spam possible !!!<!--QuoteEnd--></div><!--QuoteEEnd-->
    No, they still need to adress that you have to bring the assist menu up again when dropping medpacks. It should be easy to hit your marines with a medpack or two really fast. And I think that if medpacks were in the middle of the commanders mouse cursor this would make it much easier. Right now they are a bit northwest of the mouse cursor. :P
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    Hmm menu is not a problem ... use keyboard :)

    but that mouse cursor offsets are bug? or intentions?
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited September 2011
    <!--quoteo(post=1872465:date=Sep 1 2011, 09:01 AM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Sep 1 2011, 09:01 AM) <a href="index.php?act=findpost&pid=1872465"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm menu is not a problem ... use keyboard :)

    but that mouse cursor offsets are bug? or intentions?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The <b>menu</b> is a <b>problem</b>.
    I use hotkeys on the keyboard.
    When you drop medpacks very fast, the Assist menu closes. And you have to bring it up again by pressing 'e'.
    This requires you to click three buttons each time you drop a single medpack, instead of two.
    Let me give you examples:
    E - S - Mouse1
    instead of:
    S - Mouse1
    Okay I've done some more testing on it. And it's <b>related to the CC being selected when you click on the ground</b>.
    <b>Clicking on the ground(at nothing) should do; nothing</b>. Not bring down your menu because you miss-clicked mouse1.
    This will help the useage of medpacks alot in combat situations.
    For next patch, pretty please? :P

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Add icons for pickup-able weapons and packs on the ground<!--QuoteEnd--></div><!--QuoteEEnd-->
    Med- and ammopacks should still have auto pickup.
    They cost the commander resources, and it's important that a marine don't have to press 'e' twice to pick up two medpacks. Medpacks would be nearly useless in a hectic fight.
    They should be easy to pick up, and not be confused with weapons on the ground.
    Hologram notifications for weapon/ammo/meds would look awesome on the HUD.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    I'd like the press e for using medpacks and ammo.

    If you're semi hurt (84hp) and don't have 100% ammo. You auto pickup and potentially rob someone else of their needed supplies. And if you want someone else to pick them up you have to sway around them or wait for someone to use them before moving on.

    Also if you pick up their weapon, will it include their remaining clips? Would be cool if you could extract ammo from a fallen marine if you have the same gun as he had. Like a similar indicator to picking up weapons, but using it to take the remaining ammo.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited September 2011
    <!--quoteo(post=1872789:date=Sep 2 2011, 10:33 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Sep 2 2011, 10:33 PM) <a href="index.php?act=findpost&pid=1872789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like the press e for using medpacks and ammo.

    If you're semi hurt (84hp) and don't have 100% ammo. You auto pickup and potentially rob someone else of their needed supplies. And if you want someone else to pick them up you have to sway around them or wait for someone to use them before moving on.

    Also if you pick up their weapon, will it include their remaining clips? Would be cool if you could extract ammo from a fallen marine if you have the same gun as he had. Like a similar indicator to picking up weapons, but using it to take the remaining ammo.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This doesnt change the fact that all marines survivability in combat will fall, and a good commander won't be able to save the not so great players.
    If your teammate also needs more hp then the commander should drop another medpack for him as well.
    Although when I think about it, ammo could be picked up on 'e'. Just not medpacks.

    ---------------------------------------------------------------------------------------------------------
    Ability for dead aliens to choose their egg to spawn from has appeared with status Delivered
    Remove freelook when dead transitioned from Unstarted to Delivered
    Spawning is confusing/jarring transitioned from Unstarted to Delivered
    Go UWE!

    ---------------------------------------------------------------------------------------------------------

    Also, the commander needs to be able to see the health ring of players and structures at all times.
    Health ring should be split in two, health and armor.
    This way its much easier for the commander to see when the marines needs a medpack.
    Health ring can be green/yellow/red, armor ring could be blue.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited September 2011
    I noticed a while ago that the quantity of Med/Ammo Packs spawned is based on the number of entities selected. While it may be a useful feature, it can create a spike in the work load for both the client and the server, if a large number of Marines were selected. I hope this issue can be investigated. Thanks!


    <!--quoteo(post=1872791:date=Sep 2 2011, 03:58 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Sep 2 2011, 03:58 PM) <a href="index.php?act=findpost&pid=1872791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This doesnt change the fact that all marines survivability in combat will fall, and a good commander won't be able to save the not so great players.
    If your teammate also needs more hp then the commander should drop another medpack for him as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You have a good point. I think Med Packs could be improved by directly supplied to selected Marines (like in Schimmel's Prototype mod), rather than forcing them to "hunt" for Med Packs at a critical moment.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited September 2011
    <!--quoteo(post=1872843:date=Sep 3 2011, 03:42 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Sep 3 2011, 03:42 AM) <a href="index.php?act=findpost&pid=1872843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have a good point. I think Med Packs could be improved by directly supplied to selected Marines (like in Schimmel's Prototype mod), rather than forcing them to "hunt" for Med Packs at a critical moment.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think this will be nessesary once the next patch gets out, and medpacks can be dropped on the marines. A good commander just drops them on the marines, that way they don't have to chase anything. :)
    I also think it would be too OP, as you would never miss with a medpack. Failure should be an option with these instant heals. :P
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1872843:date=Sep 3 2011, 04:42 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Sep 3 2011, 04:42 AM) <a href="index.php?act=findpost&pid=1872843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have a good point. I think Med Packs could be improved by directly supplied to selected Marines (like in Schimmel's Prototype mod), rather than forcing them to "hunt" for Med Packs at a critical moment.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is a bit iffy. I do agree that the NS1 styled med dropping is kind of clunky compared to general RTS elements and looks silly on some occassions, but it's also pretty vital to have challenges in commaning. So far most of the challenges have become less interesting for the commander from NS1, which wasn't the most challenging thing in the first place.

    If the commander weapon drop options are limited, the res model limits my res distribution, the map control is more stale and even the medpacking gets gimped, I don't know what keeps me commanding.

    Certainly there is some new found depth in the new features, but I'm seriously worried that there's nothing that would make me command more than occassionally. There better be some phenomenal commander spell and MAC micro possibilities that I could see myself doing that regularly for a clan for example.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited September 2011
    Challenges in commanding should be more sophisticated then trying to drop a med/ammo pack on a Marine. This is supposed to be an intelligent RTS/FPS shooter.

    <img src="http://farm4.static.flickr.com/3055/2765541278_a18fe5606a.jpg" border="0" class="linked-image" />

    Supporting Marines with a clearer and more extensive squad, direction, plan should be key. Considering how unorganised public play has always been in NS, and how vital it is, it surprises me that this is not at the top of their list.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1873355:date=Sep 6 2011, 09:08 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Sep 6 2011, 09:08 PM) <a href="index.php?act=findpost&pid=1873355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Challenges in commanding should be more sophisticated then trying to drop a med/ammo pack on a Marine. This is supposed to be an intelligent RTS/FPS shooter.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I wouldn't mind if that happened, but at this point it seems like a total utopia. FPS/RTS simply doesn't have much chance to be sophisticated and intelligent in that calculated sense - especially not if the design focuses as much in protecting individual field player fun as NS2 does. At that point I'm more than willing to take any challenge I can get, let it be twichy and reactionary stuff as long as it's tied to some decisionmaking.

    I think there should be a thread for this at some point. Right now there are way too many unanswered questions floating around when it comes to commanding. Let's not derail this thread much more at least.
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    edited September 2011
    Is there any way of having some kind of 'street team' group?
    And game fiction. It would work out great if there could be a discussion group for people who want to support and expierience the sci-fi reality that is NS(1/2)!!
    Have you/ are you making any animation vidz for even advertising purposes (not just avid fan-based stuff!)?

    **
    Also, Is there any plan to renew the sounds. Naturally, as a beta player myself, I would be most willing to give feedback on things like voices and (perhaps) more importantly, Kharaa commands.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited September 2011
    Do they have something big planned or has progress seriously slowed?

    All i've seen are mostly bug fixes and minor stuff for months now, i would just like to see more visible improvements and content at this stage of development, i mean the game was at a good level of performance up until recently, would be nice to see something new.
  • OhnojojoOhnojojo Join Date: 2011-08-01 Member: 113400Members
    <!--quoteo(post=1873355:date=Sep 6 2011, 04:08 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Sep 6 2011, 04:08 PM) <a href="index.php?act=findpost&pid=1873355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Challenges in commanding should be more sophisticated then trying to drop a med/ammo pack on a Marine. This is supposed to be an intelligent RTS/FPS shooter.

    <img src="http://farm4.static.flickr.com/3055/2765541278_a18fe5606a.jpg" border="0" class="linked-image" />

    Supporting Marines with a clearer and more extensive squad, direction, plan should be key. Considering how unorganised public play has always been in NS, and how vital it is, it surprises me that this is not at the top of their list.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The recent design log talks about tackling the issue of better squad dynamics. I don't know what they're going to do but I do think it would be nice if commanders could drop a mini ammo reservoir or heal marines with an AoE drop of nanites but that could have balance issues. Or maybe a medpack reservoir.
    Like make the medpack and ammo drops cost a bit more and drop a pack of ammunition or health that the marines can go back to for X amount of ammo or health refills.
    That way, you still maintain commander's role in micro but reduce med and ammo spamming while still giving marines on the ground a sense of chasing after health and ammo which increases tension/intensity in combat.
    Seems better to me than estimating how much health or ammo a squad might need and spamming meds and ammo.

    And yeah, like Bacillus said there should be a thread for this, if there already isn't.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Allowing a commander to automatically drop med packs on marines would make marines invincible with smart commanding. Maybe a marine can only pick up 2 med packs every 1 seconds or so?
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    aww now the tech will go away if all of the tech buildings for it are destroyed i just hope it dose not include the weapons and the armory
  • jergodzjergodz Join Date: 2011-05-20 Member: 99745Members
    Hey aliens lose their leap, bilebomb and fade when a hive is killed. It's only fair if marine's lose their flamethrower and nade spammer if the advanced armory gets eaten..
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