<!--quoteo(post=1817954:date=Dec 21 2010, 04:16 PM:name=RUben1)--><div class='quotetop'>QUOTE (RUben1 @ Dec 21 2010, 04:16 PM) <a href="index.php?act=findpost&pid=1817954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now some more servers like ArmoryChamber would be nice, those are the only servers with decent ping but always full!<!--QuoteEnd--></div><!--QuoteEEnd--> +1
<!--quoteo(post=1817960:date=Dec 21 2010, 11:25 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Dec 21 2010, 11:25 PM) <a href="index.php?act=findpost&pid=1817960"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ugh the backpedal change is murderous.<!--QuoteEnd--></div><!--QuoteEEnd--> Good God, who the hell thought that was a good idea... You can't dodge a skulk now and have to resort to bhoping backwards... That's the worst change so far.
<!--quoteo(post=1817969:date=Dec 21 2010, 09:46 PM:name=slowhand)--><div class='quotetop'>QUOTE (slowhand @ Dec 21 2010, 09:46 PM) <a href="index.php?act=findpost&pid=1817969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good God, who the hell thought that was a good idea... You can't dodge a skulk now and have to resort to bhoping backwards... That's the worst change so far.<!--QuoteEnd--></div><!--QuoteEEnd-->
there's a reason most games don't do this even though it's "realistic"
When shooting my gun once, it's firing twice. Also when crouching the muzzleflash is flying above my weapon. Weapon fire sound still spams, especially when that somebody is getting killed, his weapon just keeps firing.
And please remove that slow backwards walking, when a skulk runs to you, I can't even walk backwards and shoot. I always die at close, because I can only run forward to get out of there....
<!--quoteo(post=1817986:date=Dec 21 2010, 05:27 PM:name=w0dk4)--><div class='quotetop'>QUOTE (w0dk4 @ Dec 21 2010, 05:27 PM) <a href="index.php?act=findpost&pid=1817986"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Umm.. how do you guys survive in NS1?<!--QuoteEnd--></div><!--QuoteEEnd--> Either.. *BHing backwards/in circles *Moving as a team *Pray for (a) lucky shot(s)^^
<!--quoteo(post=1817995:date=Dec 21 2010, 11:43 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Dec 21 2010, 11:43 PM) <a href="index.php?act=findpost&pid=1817995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can the posts in this thread be moved to the official release thread?<!--QuoteEnd--></div><!--QuoteEEnd-->
no way, the community beating uwe to their own release is appreciation of a certain calibre! huah ns2!
<!--quoteo(post=1817982:date=Dec 21 2010, 10:19 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Dec 21 2010, 10:19 PM) <a href="index.php?act=findpost&pid=1817982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->there's a reason most games don't do this even though it's "realistic"<!--QuoteEnd--></div><!--QuoteEEnd-->
So wait, you mean you actually have to play as a team now and move slowly, covering each other making sure the skulks don't om nom your arse?
This is a bad thing?
Sorry it appears the rambo quake days are over for NS2, enjoy the new tactical shooter that is NS2.
<!--quoteo(post=1817986:date=Dec 21 2010, 03:27 PM:name=w0dk4)--><div class='quotetop'>QUOTE (w0dk4 @ Dec 21 2010, 03:27 PM) <a href="index.php?act=findpost&pid=1817986"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Umm.. how do you guys survive in NS1?<!--QuoteEnd--></div><!--QuoteEEnd-->
This. Seems like a reasonable trade - NS1 bullet accuracy along with NS1 backup speed.
Sure makes a marine think twice about running alone down a corridor with just an LMG.
<!--quoteo(post=1817986:date=Dec 21 2010, 11:27 PM:name=w0dk4)--><div class='quotetop'>QUOTE (w0dk4 @ Dec 21 2010, 11:27 PM) <a href="index.php?act=findpost&pid=1817986"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Umm.. how do you guys survive in NS1?<!--QuoteEnd--></div><!--QuoteEEnd-->
You can't run side ways in RL either, but that's in the game. So why shouldn't running backwards be in the game, if that makes it less frustrating? There is always room for improvement with NS2, regardless of how it was in NS1, which I btw never played.. I would also like to like to aim over the barrel, I bet that wasn't in NS1 aswell :)
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
the whole idea is that marines are in serious trouble when the skulk gets close enough. NS1 had it and it worked very well. The details might get tweaked, but the concept works and has been tested
<!--quoteo(post=1818007:date=Dec 21 2010, 11:55 PM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Dec 21 2010, 11:55 PM) <a href="index.php?act=findpost&pid=1818007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the whole idea is that marines are in serious trouble when the skulk gets close enough. NS1 had it and it worked very well. The details might get tweaked, but the concept works and has been tested<!--QuoteEnd--></div><!--QuoteEEnd-->
Can't even hit a skulk in the distance. Unless the balistics (meaning I get the feeling I'm shooting a real gun and the bullets also getting delivered) get really good, the backwards dodging is the only way to go and get lucky by eventually hitting the skulk or whatever.
<!--quoteo(post=1818003:date=Dec 21 2010, 10:51 PM:name=Revi.uk)--><div class='quotetop'>QUOTE (Revi.uk @ Dec 21 2010, 10:51 PM) <a href="index.php?act=findpost&pid=1818003"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So wait, you mean you actually have to play as a team now and move slowly, covering each other making sure the skulks don't om nom your arse?<!--QuoteEnd--></div><!--QuoteEEnd-->
haha are you trying to say that because players move backwards 25% slower than they move forwards, they "have to play as a team now?"
sounds like you have deep-seated issues totally unrelated to what I posted.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
Rockdown report on mah new settings and similar performance :D
159: 1280x720 -> Ridiculously awful, no shadows 160: 1280x<strike>720</strike> 800 actually -> Medium, shadows (shadows are scary if you've gotten used to the lack of them)
To bad the server crashed (which I hear happens more often in 160)
going to try and record some gameplay... of me dieing to skulkies XD
<!--quoteo(post=1818006:date=Dec 21 2010, 03:53 PM:name=RUben1)--><div class='quotetop'>QUOTE (RUben1 @ Dec 21 2010, 03:53 PM) <a href="index.php?act=findpost&pid=1818006"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can't run side ways in RL either, but that's in the game. So why shouldn't running backwards be in the game, if that makes it less frustrating? There is always room for improvement with NS2, regardless of how it was in NS1, which I btw never played.. I would also like to like to aim over the barrel, I bet that wasn't in NS1 aswell :)<!--QuoteEnd--></div><!--QuoteEEnd-->
i actually could live with it either way, but I like the added tension of slower backwards movement. Its just another gameplay tuning option the devs are working with. not sure about iron sights given the tight quarters and hectic gameplay. most fighting is done at melee range anyway. might work for shots on structures at a distance.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Ima able to record and the FPS stays around 20, while on medium with shadows on 1280x720. They've done something to make things run smoother!
First I spawn when the aliens have Fades - We die Second no one goes Commander, so I jump in and no one listens -we die Third we kinda had some stuff going on - server dies
I'm just glad I can play on more shiny textures with 160. too bad the server keep crashing <img src="http://members.home.nl/m.borgman/ns-forum/smileys/sad.gif" border="0" class="linked-image" />
<!--quoteo(post=1817942:date=Dec 21 2010, 08:41 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Dec 21 2010, 08:41 PM) <a href="index.php?act=findpost&pid=1817942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The spawn hive infestation isn't in the new patch - mistake?<!--QuoteEnd--></div><!--QuoteEEnd--> Nope, that was removed at the last minute before the patch, as it was causing some issues with the egg spawning. Will probably go back in again at some point soonish. <!--quoteo(post=1817942:date=Dec 21 2010, 08:41 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Dec 21 2010, 08:41 PM) <a href="index.php?act=findpost&pid=1817942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please give non-commanders minimaps too - it's hopeless trying to coordinate a team when they always reply 'where is that' - 'where is the res node' etc.<!--QuoteEnd--></div><!--QuoteEEnd--> Its on the list, but probably still a few patches before it goes in.
So, about balance, have they changed thins so that the aliens don't automatically fill up the entire map with hives in the first few seconds of the game?
Sure, marines can rush a command location, but it kind of spoils any feeling of an RTS style build up when it's all about rush rush rush rush rush rush as soon as the game starts. Kind of makes it nothing but a win/lose instantly scenario, where if you don't get the initial hive as a marine, you're just doomed when the aliens eventually overrun you. If you do get the CC up, marines then get all that powerful weaponry, and it's just a slow slog downhill to the alien loss.
In both cases, that's not gameplay worth playing, and it's definitely not interesting enough to buy.
Slow backpedaling concept is 100% NS1. Worked just fine in there. Yes, right now performance probably makes it hard to pick off skulks at a distance, but that just means marines need to stick together, and the comm needs to be ready with those medpacks. Besides, if you insist it's hard to hit a skulk in the distance because of network performance, it should be a LOT harder to hit them close up. Learn to aim, I guess.
Aiming over the barrel/iron sights argument has been brought up many times. The mechanic is designed for games where your opposition is shooting back. In something like NS2, all it will do is narrow your field of vision and clutter up 1/3 of your screen with "gun." If you can't see the lowest 1/3 of your screen, do you think you'll be able to aim at the skulk chewing on your ankles? What about the sensitivity change? You'll just have to zoom out again when aliens get close. If the aliens do a good job and ambush you like they're supposed to, iron sights are going to be useless 90% of the time.
It's just the point that it's useless to walk backwards, like I don't have a proper working 's' key on my keyboard. And why do none-ns1 players have to be discomfited by this restriction. It's like your saying ns2 is only meant for ns1 players.. wth. What's really the positive input by this reduced backwards? I don't see it.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1818087:date=Dec 22 2010, 01:13 AM:name=dux)--><div class='quotetop'>QUOTE (dux @ Dec 22 2010, 01:13 AM) <a href="index.php?act=findpost&pid=1818087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The back-pedal is fine. You have strafe keys, dodge, circle strafe. It worked in ns1, it works in ns2.<!--QuoteEnd--></div><!--QuoteEEnd--> I find strafing takes care of it and while reloading just gun it with you back turned, after which you do a 180 and start blasting again for good measure :P
The current balance is a joke. Marines have a slightly harder time at the beginning, however that easily changes with the new sentries, flamethrowers and grenades, making it nearly impossible for aliens to win after everyone upgrades.
<!--quoteo(post=1817873:date=Dec 21 2010, 02:51 PM:name=Pat (GER))--><div class='quotetop'>QUOTE (Pat (GER) @ Dec 21 2010, 02:51 PM) <a href="index.php?act=findpost&pid=1817873"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->servers still updating =( wanna see the new dynamic infestation at the main hive and the better shotgun :)<!--QuoteEnd--></div><!--QuoteEEnd--> FYI, It's not dynamic. Just infestation. I got quite excited when watching NS2HD's videos, but alas, it is not so.
* Performance seems a bit worse than build 159, both framerate and lag * Backwards movement is too slow. At least bring back full speed backwards-strafe (NS1 had that, I think?), increase it by 20% of full or allow backwards sprinting (= normal speed, but no jumping and shooting) * Default IP on rockdown is placed really bad in the corner. No way for spawning marines to escape chomping (I felt sorry for them... and for myself later) * Res tickrate feels slower (at least carbon), even with upgrades. Intended? * It's still to easy for aliens to ninja hive the marine expansion. Please consider adding the same build mechanics for Drifter+Gorge as for MAC+Marines (builds slowly without help, faster with help) * Please consider removing Rockdown from the beta completely. Due to the above issues and the fact that it's still a testing map (NS Range 2?) converted to actual gameplay, it's making a really bad impression on newcomers. * Please consider binding Use mic to CapsLock by default (preventing the default use of the key when not in chat). F9 is way too far for a default setting. Also, there seems to be a quite long delay in voice transmission, but I assume that's a Steamworks issue.
Comments
+1
Good God, who the hell thought that was a good idea... You can't dodge a skulk now and have to resort to bhoping backwards... That's the worst change so far.
QFT
there's a reason most games don't do this even though it's "realistic"
And please remove that slow backwards walking, when a skulk runs to you, I can't even walk backwards and shoot. I always die at close, because I can only run forward to get out of there....
Either..
*BHing backwards/in circles
*Moving as a team
*Pray for (a) lucky shot(s)^^
no way, the community beating uwe to their own release is appreciation of a certain calibre! huah ns2!
So wait, you mean you actually have to play as a team now and move slowly, covering each other making sure the skulks don't om nom your arse?
This is a bad thing?
Sorry it appears the rambo quake days are over for NS2, enjoy the new tactical shooter that is NS2.
This. Seems like a reasonable trade - NS1 bullet accuracy along with NS1 backup speed.
Sure makes a marine think twice about running alone down a corridor with just an LMG.
You can't run side ways in RL either, but that's in the game. So why shouldn't running backwards be in the game, if that makes it less frustrating? There is always room for improvement with NS2, regardless of how it was in NS1, which I btw never played.. I would also like to like to aim over the barrel, I bet that wasn't in NS1 aswell :)
Can't even hit a skulk in the distance. Unless the balistics (meaning I get the feeling I'm shooting a real gun and the bullets also getting delivered) get really good, the backwards dodging is the only way to go and get lucky by eventually hitting the skulk or whatever.
haha are you trying to say that because players move backwards 25% slower than they move forwards, they "have to play as a team now?"
sounds like you have deep-seated issues totally unrelated to what I posted.
159: 1280x720 -> Ridiculously awful, no shadows
160: 1280x<strike>720</strike> 800 actually -> Medium, shadows (shadows are scary if you've gotten used to the lack of them)
To bad the server crashed (which I hear happens more often in 160)
going to try and record some gameplay... of me dieing to skulkies XD
i actually could live with it either way, but I like the added tension of slower backwards movement. Its just another gameplay tuning option the devs are working with. not sure about iron sights given the tight quarters and hectic gameplay. most fighting is done at melee range anyway. might work for shots on structures at a distance.
First I spawn when the aliens have Fades - We die
Second no one goes Commander, so I jump in and no one listens -we die
Third we kinda had some stuff going on - server dies
I'm just glad I can play on more shiny textures with 160. too bad the server keep crashing <img src="http://members.home.nl/m.borgman/ns-forum/smileys/sad.gif" border="0" class="linked-image" />
Nope, that was removed at the last minute before the patch, as it was causing some issues with the egg spawning. Will probably go back in again at some point soonish.
<!--quoteo(post=1817942:date=Dec 21 2010, 08:41 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Dec 21 2010, 08:41 PM) <a href="index.php?act=findpost&pid=1817942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please give non-commanders minimaps too - it's hopeless trying to coordinate a team when they always reply 'where is that' - 'where is the res node' etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
Its on the list, but probably still a few patches before it goes in.
--Cory
Sure, marines can rush a command location, but it kind of spoils any feeling of an RTS style build up when it's all about rush rush rush rush rush rush as soon as the game starts. Kind of makes it nothing but a win/lose instantly scenario, where if you don't get the initial hive as a marine, you're just doomed when the aliens eventually overrun you. If you do get the CC up, marines then get all that powerful weaponry, and it's just a slow slog downhill to the alien loss.
In both cases, that's not gameplay worth playing, and it's definitely not interesting enough to buy.
Slow backpedaling concept is 100% NS1. Worked just fine in there. Yes, right now performance probably makes it hard to pick off skulks at a distance, but that just means marines need to stick together, and the comm needs to be ready with those medpacks. Besides, if you insist it's hard to hit a skulk in the distance because of network performance, it should be a LOT harder to hit them close up. Learn to aim, I guess.
Aiming over the barrel/iron sights argument has been brought up many times. The mechanic is designed for games where your opposition is shooting back. In something like NS2, all it will do is narrow your field of vision and clutter up 1/3 of your screen with "gun." If you can't see the lowest 1/3 of your screen, do you think you'll be able to aim at the skulk chewing on your ankles? What about the sensitivity change? You'll just have to zoom out again when aliens get close.
If the aliens do a good job and ambush you like they're supposed to, iron sights are going to be useless 90% of the time.
I find strafing takes care of it and while reloading just gun it with you back turned, after which you do a 180 and start blasting again for good measure :P
wanna see the new dynamic infestation at the main hive and the better shotgun :)<!--QuoteEnd--></div><!--QuoteEEnd-->
FYI, It's not dynamic. Just infestation. I got quite excited when watching NS2HD's videos, but alas, it is not so.
* Performance seems a bit worse than build 159, both framerate and lag
* Backwards movement is too slow. At least bring back full speed backwards-strafe (NS1 had that, I think?), increase it by 20% of full or allow backwards sprinting (= normal speed, but no jumping and shooting)
* Default IP on rockdown is placed really bad in the corner. No way for spawning marines to escape chomping (I felt sorry for them... and for myself later)
* Res tickrate feels slower (at least carbon), even with upgrades. Intended?
* It's still to easy for aliens to ninja hive the marine expansion. Please consider adding the same build mechanics for Drifter+Gorge as for MAC+Marines (builds slowly without help, faster with help)
* Please consider removing Rockdown from the beta completely. Due to the above issues and the fact that it's still a testing map (NS Range 2?) converted to actual gameplay, it's making a really bad impression on newcomers.
* Please consider binding Use mic to CapsLock by default (preventing the default use of the key when not in chat). F9 is way too far for a default setting. Also, there seems to be a quite long delay in voice transmission, but I assume that's a Steamworks issue.