Performance is getting decent. 10 vs 10 with some infestation and structures => 10 ticks/s.
Bigger maps like summit clearly need alien use on hives like in NS1. Chance of getting any of your teammates to hive that is being attacked is marginal.
Default bind for minimap is M which doesn't fit WASD scheme at all. As far as I remember it was C in NS1 (I have it set to C). Why is it important? I need to know that all my teammates can figure out what area I'm talking about within 5 seconds. Not just those that bound stuff on their own. <u><b>Flayra:</b> Fixed for new installs, although you'll have to manually rebind it.</u>
Gorge bilebomb is effective but you either have gorges who don't equip it or teammates who don't cover bilebomb gorge. For instance there was lerk firing spikes at buildings: there were around 5-10 sentries near and a single marine behind. I go in, take 2-3 down with bilebomb and die like an idiot because lerk kept firing spikes at turrets and ignored marine even though his damage/s is 10-20x lower than mine. I'm not sure if bilebomb should collide with aliens.
50% of summit is disorienting if navigating without minimap. At the start of the game every room is empty so it's easier to spot differences. 20 minutes into the round everything is spammed with sentries, armories, marines and whatever rines can fit in there. It all starts to look like one big blob of metal/rocks.
Aliens get bugged when it comes to respawning. You can wait forever and you won't be able to respawn. There's also disorienting mix of having to click to spawn and being in spectator mode while waiting. Going to ready room seems to reset spawning to working state.
Commander mode tends to get stuck - unit is selected, order given but nothing happens. After selecting another unit and then the original one you can order what you wanted.
Spectator mode jerks around even in chase cam mode. Easiest to notice on fades. It also fails prediction of collision of freelook spectator with ground/structures. <u><b>Flayra:</b> Fixed in next patch.</u>
Aliens can't evolve into lifeforms when "not on ground". Instead of telling me how I'm 1cm above the ground it should find a clear spot and evolve in there. Sounds like not such a big problem but with sticky movement, low FPS, hives filled with stuff and grenades flying around it matters a lot.
Commander name(s) should be at top left part of the screen. It should flash red for ~10 s if commander leaves hive/chair. Resource tower count could be put there too or with total team res on scoreboard.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
edited June 2011
Had a bad bug on one server with 179. Marines could build an IP, but not an armory. We dropped 3 armories and none of the 5 marines could get their build button to work on it. GG Restarting the game didn't fix the problem. It's a server issue.
Love build 179 but only if I'm playing Aliens. Have almost no problems as Alien but when I play Marines, I start to lag (every goes extremely slow) when an alien starts attacking me?
Also, drifters seem to get stuck behind stuff alot.
Bile bombs don't seem to hurt arcs for some reason. I don't know if this is intentional, or if it is a bug. I thought since I had bile bomb, I would have been able to attempt to protect my group of hydras from getting annihilated, but that doesn't seem to be the case. I still get steamrolled. Also, do/did bile bombs ever eat away marine armor in NS1? And if so, does it do the same in NS2?
<u><b>Flayra:</b> Bile bombs damage ARCs in the next patch. Not sure what to do about armor.</u>
<!--quoteo(post=1853374:date=Jun 15 2011, 09:58 PM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Jun 15 2011, 09:58 PM) <a href="index.php?act=findpost&pid=1853374"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bile bombs don't seem to hurt arcs for some reason. I don't know if this is intentional, or if it is a bug. I thought since I had bile bomb, I would have been able to attempt to protect my group of hydras from getting annihilated, but that doesn't seem to be the case. I still get steamrolled. Also, do/did bile bombs ever eat away marine armor in NS1? And if so, does it do the same in NS2?<!--QuoteEnd--></div><!--QuoteEEnd-->
It should hurt ARCs, at least it did to seige in NS1. Also, bile did not do anything to marine armor in NS1.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
Please put a limit to the amount of turrets in a certain area. Laggy turret walls have been the name of the recent patches.
Also a very nice marine commander was placing turrets outside the map at the north entrance of surface access. And using pathing exploits to put arcs inside rockfaces near crossroads.
Judging from the current gameplay, I don't think fade armor needed to be nerfed.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
Played a couple games. Seemed to be the standard for both teams to have plenty of team res, but p-res seemed like it was coming in at the right pace. As marines turtling we were strapped, but then on the next round when we had most of the map as aliens and were hammering on marines, we had enough but not too much.
team-res seemed to skyrocket for both sides though, had around 400 t-res and nothing to spend it on except relocations every time aliens started to take out the base.
maybe we can make the comm-droppable weapons cost t-res but be more expensive, like double the cost of p-res. not sure how to handle on aliens side. it doesn't seem as much of a problem since crags and whips are always useful.
well, balancing seem nice, don't know about the rest. Can 179 really make such a dif.....
*enter NS2, join server - 20 players Summit - bases, turrets, crags and hydras all over the place - play for 1.5 hour, tick rate averages 15 and <i>never </i>drops below 10 - smoothest game I played for a while*
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
I had quite a bit of fun tonight with this for the first time! It felt like playing ns again, but with amazing graphics, which is quite high praise. :)
Having a well performing server makes an incredible difference.
Nice, massive patch and seems like most people have good feedback about it, I'll make sure to try it out and maybe start playing regularly again if it is good enough.
I dont know if this is since this patch but the alienview doesnt seem to work like before i cant really recognize marine players when they are far away. and the bile bomb looks super ugly.
Well, unfortunately I've barred myself from playing any games until my exams are over, but out of interest, I looked at the stats for this build, balance has improved about 30% of game wins are Marines now, improvement over the last build which was around 19%. Still biased in favor of Aliens but making good progress.
Glad they released another well-needed patch, but really holding out on 180 being a good'n, occlusion culling optimization will hopefully relieve some CPU strain and allow me to record HD videos on my i5.
<!--quoteo(post=1853428:date=Jun 16 2011, 10:20 AM:name=GrapeVine)--><div class='quotetop'>QUOTE (GrapeVine @ Jun 16 2011, 10:20 AM) <a href="index.php?act=findpost&pid=1853428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice, massive patch and seems like most people have good feedback about it, I'll make sure to try it out and maybe start playing regularly again if it is good enough.<!--QuoteEnd--></div><!--QuoteEEnd--> Verified cache integrity > works now.
This is my nightmare. Nightmare I tell you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
edit: broke the game. Creating or joining games is now history. Watching and listening the menu music is the present. ps. Why's the forum time Chico-Chico-islands time zone!!
<!--quoteo(post=1853521:date=Jun 16 2011, 03:58 PM:name=Bricksolid)--><div class='quotetop'>QUOTE (Bricksolid @ Jun 16 2011, 03:58 PM) <a href="index.php?act=findpost&pid=1853521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone notice that you can walk on the sky in summit? Is there no tool for stopping wall climbing in the dev tools?<!--QuoteEnd--></div><!--QuoteEEnd-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1853521:date=Jun 16 2011, 02:58 PM:name=Bricksolid)--><div class='quotetop'>QUOTE (Bricksolid @ Jun 16 2011, 02:58 PM) <a href="index.php?act=findpost&pid=1853521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone notice that you can walk on the sky in summit? Is there no tool for stopping wall climbing in the dev tools?<!--QuoteEnd--></div><!--QuoteEEnd--> in NS we had "tools" to make them go way from the skybox "trigger_hurt, trigger_push". In NS2 we have the hurt box of death (a trigger hurt) and we can use Tig's find (inverted faces on which you canae wallwalk, added to the CommanderInvisible group). Doesn't mean we need more clipbrush (Collission Geometry) types though :D
Comments
Still no air control for aliens??
Bigger maps like summit clearly need alien use on hives like in NS1. Chance of getting any of your teammates to hive that is being attacked is marginal.
Default bind for minimap is M which doesn't fit WASD scheme at all. As far as I remember it was C in NS1 (I have it set to C). Why is it important? I need to know that all my teammates can figure out what area I'm talking about within 5 seconds. Not just those that bound stuff on their own.
<u><b>Flayra:</b> Fixed for new installs, although you'll have to manually rebind it.</u>
Gorge bilebomb is effective but you either have gorges who don't equip it or teammates who don't cover bilebomb gorge. For instance there was lerk firing spikes at buildings: there were around 5-10 sentries near and a single marine behind. I go in, take 2-3 down with bilebomb and die like an idiot because lerk kept firing spikes at turrets and ignored marine even though his damage/s is 10-20x lower than mine.
I'm not sure if bilebomb should collide with aliens.
50% of summit is disorienting if navigating without minimap. At the start of the game every room is empty so it's easier to spot differences. 20 minutes into the round everything is spammed with sentries, armories, marines and whatever rines can fit in there. It all starts to look like one big blob of metal/rocks.
Aliens get bugged when it comes to respawning. You can wait forever and you won't be able to respawn. There's also disorienting mix of having to click to spawn and being in spectator mode while waiting. Going to ready room seems to reset spawning to working state.
Commander mode tends to get stuck - unit is selected, order given but nothing happens. After selecting another unit and then the original one you can order what you wanted.
Spectator mode jerks around even in chase cam mode. Easiest to notice on fades. It also fails prediction of collision of freelook spectator with ground/structures.
<u><b>Flayra:</b> Fixed in next patch.</u>
Aliens can't evolve into lifeforms when "not on ground". Instead of telling me how I'm 1cm above the ground it should find a clear spot and evolve in there. Sounds like not such a big problem but with sticky movement, low FPS, hives filled with stuff and grenades flying around it matters a lot.
Commander name(s) should be at top left part of the screen. It should flash red for ~10 s if commander leaves hive/chair. Resource tower count could be put there too or with total team res on scoreboard.
Round timer would be nice.
Also, drifters seem to get stuck behind stuff alot.
<u><b>Flayra:</b> Bile bombs damage ARCs in the next patch. Not sure what to do about armor.</u>
It should hurt ARCs, at least it did to seige in NS1.
Also, bile did not do anything to marine armor in NS1.
Also a very nice marine commander was placing turrets outside the map at the north entrance of surface access. And using pathing exploits to put arcs inside rockfaces near crossroads.
Judging from the current gameplay, I don't think fade armor needed to be nerfed.
team-res seemed to skyrocket for both sides though, had around 400 t-res and nothing to spend it on except relocations every time aliens started to take out the base.
maybe we can make the comm-droppable weapons cost t-res but be more expensive, like double the cost of p-res. not sure how to handle on aliens side. it doesn't seem as much of a problem since crags and whips are always useful.
*enter NS2, join server - 20 players Summit - bases, turrets, crags and hydras all over the place - play for 1.5 hour, tick rate averages 15 and <i>never </i>drops below 10 - smoothest game I played for a while*
holy s...
is anyone else's update size 3 gig?
Having a well performing server makes an incredible difference.
It feels like the first releases of NS1, marines have to rush before 2nd hive is up or game is lost.
2 Fades + 1 gorge are almost impossible to beat.
We need the weapon drop on death asap now.
It is very frustrating to save for a good weapon and to get snipped by a fade in the next 10 sec.
I dont know if this is since this patch but the alienview doesnt seem to work like before
i cant really recognize marine players when they are far away.
and the bile bomb looks super ugly.
fade blink is super awesome now.
Glad they released another well-needed patch, but really holding out on 180 being a good'n, occlusion culling optimization will hopefully relieve some CPU strain and allow me to record HD videos on my i5.
Verified cache integrity > works now.
Game keeps getting better and better!
Already found a couple of bugs to report..
Had 3 gorges Bilbombing me :-) couldn't shoot because i was ROFL!
Gameclient patching
Thought they removed this from the existence
But no
This is my nightmare. Nightmare I tell you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
edit: broke the game. Creating or joining games is now history. Watching and listening the menu music is the present.
ps. Why's the forum time Chico-Chico-islands time zone!!
I'd like an option to NOT have forward momentum though until I press forward, can that be done?
So I don't move anywhere unless im doing so with my regular keybinds, but when I do move, its a lot faster?
Not yet as far as I know.
had a few massive games just now full 18 max and 24 max rounds
Barely any lag, skulking is fun.
in NS we had "tools" to make them go way from the skybox "trigger_hurt, trigger_push". In NS2 we have the hurt box of death (a trigger hurt) and we can use Tig's find (inverted faces on which you canae wallwalk, added to the CommanderInvisible group). Doesn't mean we need more clipbrush (Collission Geometry) types though :D