Natural Selection 2 News Update - Build 205 released

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Comments

  • rhombusrhombus Lerk Queen Join Date: 2011-06-23 Member: 106055Members, Constellation, Squad Five Blue
    <!--quoteo(post=1927370:date=Apr 19 2012, 05:00 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Apr 19 2012, 05:00 PM) <a href="index.php?act=findpost&pid=1927370"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh yeah, the server software will be released next week on monday.<!--QuoteEnd--></div><!--QuoteEEnd-->


    50 DKP minus, Kouji, for successfully misleading someone.
  • WolpertingerWolpertinger Join Date: 2011-12-24 Member: 138958Members
    <!--quoteo(post=1927373:date=Apr 19 2012, 11:05 PM:name=Bicsum)--><div class='quotetop'>QUOTE (Bicsum @ Apr 19 2012, 11:05 PM) <a href="index.php?act=findpost&pid=1927373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->verify game files<!--QuoteEnd--></div><!--QuoteEEnd-->

    You lied, it didn't help anything.
  • hotd0ghotd0g Join Date: 2004-03-19 Member: 27419Members
    pffff change the ###### alien flashlight already
    it's so bad...
  • Salraine_ChiSalraine_Chi Join Date: 2011-07-03 Member: 107669Members, Reinforced - Shadow
    <!--quoteo(post=1927368:date=Apr 19 2012, 08:48 PM:name=Wolpertinger)--><div class='quotetop'>QUOTE (Wolpertinger @ Apr 19 2012, 08:48 PM) <a href="index.php?act=findpost&pid=1927368"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Client and server differ.

    <img src="http://profile.ak.fbcdn.net/hprofile-ak-snc4/276487_144279749000551_1124798353_n.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Anyone using the menu mod may find this message when trying to join. Just use the in game server browser for now as that works until a new version of the menu mod comes out.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    MenuMod works without issue over at this end though.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    just extracted the files with my script, noticing there is no mature mini-cyst, although there are mature normal cysts.
    is this intended? one could argue that mini-cysts are created by gorges instead of the commander, but so are hydras which have a mature version.
  • jeffcojeffco Join Date: 2011-02-14 Member: 81785Members
    edited April 2012
    I love this build but my client just crashed. I tried to send a crash report but that didn't work :(

    edit: I have noticed the client didn't save its settings because of the crash. Now, I have to adjust the mouse sensitivity again. Not cool...
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    Might be a hilarious bug in the new version. . .

    Someone reportedly turned into a lerk when they evolved carapace as a skulk

    Also the new sounds are taking some getting used to
    <i>(The new marine chew noise is much "Chewier?" than the old hive bite noise)</i>

    I've heard Onos is super loud also so fair warning if you use headphones
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    onos sound is hilarious.

    alien expansion rate seems to be nerfed a bit tooooo much. Cysts now costs 2 tres each which is seriously hurting expansion abilities.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Cysts were supposed to cost 1 t.res each AFAIK
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    Just played 7 matches with people joining and leaving and playing on both teams myself. Aliens won every match, even if they got taken out way more than marines. It felt exactly the same as every match before this build, with the exception that one out of eight players now went gorge a bit faster. Bile still screwed over every marine building that wasn't surrounded by the entire team, marines still got raped by fades before being able to get armor 2, aliens were still able to harass with suicidal skulks without any team effort.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited April 2012
    The difference I notice is that the game is the same as the last build but it takes aliens a bit longer to win.

    I can fly through a marine base as a lerk and drop 2 or 3 bile bombs and still get out alive, despite there being 5 marines in the room and sentries.

    Game still crashes as frequently as the last build.

    Sentry spam still a problem.

    Acid effect is very cool.

    When the marine comm scans an area, that causes the infestation to vanish from the alien commander's view.
  • BiglinesBiglines Join Date: 2003-12-07 Member: 24094Members, Constellation
    Just played an hour long gather. I don't know much about the mechanics of the game yet, but the skulk hit registration is abysmal. I was standing on the ground next to a marine, and it just would NOT hit him. and in the fights themselves, 70% of all bites that would have hit in previous builds, didn't register AT ALL.

    Pretty please, change back skulk hit mechanics to what they used to be, because they are really bad at the moment, most of the bites from floor level simply do not hit, and the ones in normal fights manage not to hit in about 50% of the bites. (and no, it's not that I suck at skulk, I had double the kills of the next player in the gather (surprisingly)).

    Good things: love the bilebomb visuals, I think the new alien commander might be good (haven't tried myself, but upgrading at the hive, and then losing those upgrades felt like a big loss, like it should be). I think nutrient mist works better than catalyse, and I think the marine hit registration is very much improved (I keep missing because I'm used to leading my aim in front of skulks instead of on skulks, but others seemed to have way better aim now).

    All in all, the only thing I really really really dislike is the skulk hit registration, which is so incredibly frustrating that the skulk has gone from my favourite class to my least favourite.
  • RyneRyne Join Date: 2012-02-25 Member: 147408Members, NS2 Map Tester
    <!--quoteo(post=1927405:date=Apr 19 2012, 03:28 PM:name=Biglines)--><div class='quotetop'>QUOTE (Biglines @ Apr 19 2012, 03:28 PM) <a href="index.php?act=findpost&pid=1927405"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played an hour long gather. I don't know much about the mechanics of the game yet, but the skulk hit registration is abysmal. I was standing on the ground next to a marine, and it just would NOT hit him. and in the fights themselves, 70% of all bites that would have hit in previous builds, didn't register AT ALL.

    Pretty please, change back skulk hit mechanics to what they used to be, because they are really bad at the moment, most of the bites from floor level simply do not hit, and the ones in normal fights manage not to hit in about 50% of the bites. (and no, it's not that I suck at skulk, I had double the kills of the next player in the gather (surprisingly)).<!--QuoteEnd--></div><!--QuoteEEnd-->

    I wouldn't be so hasty to say the hit registration is so far off. I did not have any of these problems as skulk, and people I were playing against that were skulks were doing fine.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2012
    <!--quoteo(post=1927405:date=Apr 19 2012, 10:28 PM:name=Biglines)--><div class='quotetop'>QUOTE (Biglines @ Apr 19 2012, 10:28 PM) <a href="index.php?act=findpost&pid=1927405"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All in all, the only thing I really really really dislike is the skulk hit registration, which is so incredibly frustrating that the skulk has gone from my favourite class to my least favourite.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The Skulk bite had an internal hitreg fix as well as tweaks to the biting cone. It was VERY frustrating during testing and they tweaked it a bit more to the point where I found it acceptable as was quite able to kill marines. It just required a bit more attention to where you aim and when you time your bites. But it will at least now register the bite every time you expect it, because of the hitreg fix. no more none-registered bites from what I can see..].

    I'm a Skulk player mostly (that is forced into Fade when the grenades come calling :( ), but yeah I can see it could be harder compared to the old version. Perhaps I should have been a bit more critical about it, will have a look at it some more... The thing is, it's a touchy thing to tweak as it is the most played alien and not everyone plays the same.


    The way it currently works is to have the marine on the center of your screen, think of it as a vertical line coverering 50% of the screen around your "crosshair" from top to bottom. You need to time the bites when you are up close and personal. Previously you could get away with having the marine on the side of your screen and still hit him. The range, from what I can see has been reduced a tinyl bit. I think it should at least have a bit more range again and maybe go back to a wider cone to some extent, I don't want it to go back to the hitreg on the side of the screen though...
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    edited April 2012
    #205

    (+) aliens weaker, better balanced

    (-) getting killed by a Onos is <b>SOOOOO LOUUUUUD</b>
    (-) sentries should be more expensive, just played a game where comm dropped 1 million of them
    (-) the lerk bilebomb green stuff on alien buildings and weapons is quite annoying. it also kills lots of fps
    (-) if a marine has low health and enters CC, the screen is still red and blurry
  • croncron Join Date: 2010-06-21 Member: 72122Members
    You got a lot right with this patch, the game feels much more mature in terms of gameplay and balancing from what I can tell so far. If you keep improving the game at this rate it will be great when it goes gold at the end of summer.
    I'd almost say it's time to stop worrying about performance for three patches and get the infestation final and add the last bits of the tech tree for the marines. After that you are very close to the finishing line and can solely concentrate on performance. Or not, whatever your call is; my point being that the game plays well enough to introduce the last big features and get all that off your agenda.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited April 2012
    <!--quoteo(post=1927381:date=Apr 19 2012, 01:35 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Apr 19 2012, 01:35 PM) <a href="index.php?act=findpost&pid=1927381"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just extracted the files with my script, noticing there is no mature mini-cyst, although there are mature normal cysts.
    is this intended? one could argue that mini-cysts are created by gorges instead of the commander, but so are hydras which have a mature version.<!--QuoteEnd--></div><!--QuoteEEnd-->
    interesting..
    I'll bring this up.

    <!--quoteo(post=1927382:date=Apr 19 2012, 01:44 PM:name=jeffco)--><div class='quotetop'>QUOTE (jeffco @ Apr 19 2012, 01:44 PM) <a href="index.php?act=findpost&pid=1927382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love this build but my client just crashed. I tried to send a crash report but that didn't work :(<!--QuoteEnd--></div><!--QuoteEEnd-->
    go into your %appdata%/roaming/naturalselection2/log.txt and post the error in the tech support forums, or PM me.
    if you run the game after the crash, the log is erased.

    <!--quoteo(post=1927405:date=Apr 19 2012, 02:28 PM:name=Biglines)--><div class='quotetop'>QUOTE (Biglines @ Apr 19 2012, 02:28 PM) <a href="index.php?act=findpost&pid=1927405"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know much about the mechanics of the game yet, but the skulk hit registration is abysmal.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The skulk camera position was too far forward, creating a slew of issues. (tracking marines jumping, being inside a marine etc) Now that it has been adjusted (moved back slightly) the degree of the cone that is the bite area is perceive-ably "smaller". i am sure this will be looked into /adjusted.

    <!--quoteo(post=1927392:date=Apr 19 2012, 02:02 PM:name=Rover)--><div class='quotetop'>QUOTE (Rover @ Apr 19 2012, 02:02 PM) <a href="index.php?act=findpost&pid=1927392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played 7 matches with people joining and leaving and playing on both teams myself. Aliens won every match, even if they got taken out way more than marines. It felt exactly the same as every match before this build, with the exception that one out of eight players now went gorge a bit faster. Bile still screwed over every marine building that wasn't surrounded by the entire team, marines still got raped by fades before being able to get armor 2, aliens were still able to harass with suicidal skulks without any team effort.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Culprit: starting Personal Res.
    IMO of course.

    have fun studying this table: (thanks scardy!)

    <img src="http://i.imgur.com/XIDw6l.png" border="0" class="linked-image" />
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    <!--quoteo(post=1927392:date=Apr 19 2012, 06:02 PM:name=Rover)--><div class='quotetop'>QUOTE (Rover @ Apr 19 2012, 06:02 PM) <a href="index.php?act=findpost&pid=1927392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played 7 matches with people joining and leaving and playing on both teams myself. Aliens won every match, even if they got taken out way more than marines. It felt exactly the same as every match before this build, with the exception that one out of eight players now went gorge a bit faster. Bile still screwed over every marine building that wasn't surrounded by the entire team, marines still got raped by fades before being able to get armor 2, aliens were still able to harass with suicidal skulks without any team effort.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think it would be naive to think this change would solve all balance issues, the way I see it there's still one glaring issue left; higher alien lifeforms early in the gam.
    Rushing fade and (particularl) onos (since they rely less on their abilities) is still as effective as ever, and marines simply can't deal with 4 - 5 of them early-mid game. IMO starting p.res should go down, or p.res income rates should be dropped.

    Those tables are excellent in highlighting the issue, a 3 - 5 min fades are just unacceptable imo, as are 5 - 10 min onos.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited April 2012
    What exactly changed on the hit-detection?

    While it does feel better most of the time, it also feels fishy especially if there is speed, choke or lower tickrate involved... (skulk especially, sometimes you fail to aim and it still hits, and sometimes you aim correct and it doesnt and a lot more strange stuff...)

    Also overall i feel like performance is a step back with this patch :/

    Maybe its just server performance related, that i feel its fishy sometimes....
  • Unknown_SoldierUnknown_Soldier Join Date: 2002-11-03 Member: 6395Members
    edited April 2012
    <!--quoteo(post=1927419:date=Apr 19 2012, 07:07 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 19 2012, 07:07 PM) <a href="index.php?act=findpost&pid=1927419"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it would be naive to think this change would solve all balance issues, the way I see it there's still one glaring issue left; higher alien lifeforms early in the gam.
    Rushing fade and (particularl) onos (since they rely less on their abilities) is still as effective as ever, and marines simply can't deal with 4 - 5 of them early-mid game. IMO starting p.res should go down, or p.res income rates should be dropped.

    Those tables are excellent in highlighting the issue, a 3 - 5 min fades are just unacceptable imo, as are 5 - 10 min onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Those times aren't bad. What's bad is that the majority of the team can do it.

    The problem still exists that the Alien Commander has removed the early game resource sink that was the Gorge from NS1 (upgrade chambers, RT's, hives). The result is that you have almost the entire team with nothing to spend early resources on other than lifeforms, whereas in NS1 you may have only had a few people save directly for Fade/Onos.

    This patch marginally slowed down Alien Commander expansion and forced a single person to go Gorge (assuming AC is expanding in one direction), but the problem still exists that the majority of the Alien team can save straight up for Fade or Onos.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1927420:date=Apr 20 2012, 12:14 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Apr 20 2012, 12:14 AM) <a href="index.php?act=findpost&pid=1927420"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What exactly changed on the hit-detection?

    While it does feel better most of the time, it also feels fishy especially if there is speed, choke or lower tickrate involved... (skulk especially, sometimes you fail to aim and it still hits, and sometimes you aim correct and it doesnt and a lot more strange stuff...)

    Also overall i feel like performance is a step back with this patch :/

    Maybe its just server performance related, that i feel its fishy sometimes....<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree. I think the only thing that changed is matso fixed the delay on firing the shotgun, so now it fires right away instead of 30ms after you click.
  • deaglecrazydeaglecrazy Join Date: 2010-07-27 Member: 73106Members
    Anyone else who has complained about the new onos sound.. I COMPLETELY agree.. oo man everytime I'm an onos and attack someone its bruuutal, I even have my volume pretty low to barely hear everything else and it just stands out like crazy ><
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    Like the new skulk sound, the new onos sound is obnoxious however. Skulk hit reg feels different (sometimes a little iffy even), though I don't entirely agree it's necessarily worse. Maybe a little more finetuning is needed but overall at least for me it hasn't made killing as a skulk harder. (I consider myself to be a pretty good skulk player)

    Performance also feels a little better midgame, though it still quickly falls deep later on.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    played a few games and i have to say i really love these changes :)
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited April 2012
    <!--quoteo(post=1927430:date=Apr 19 2012, 03:58 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Apr 19 2012, 03:58 PM) <a href="index.php?act=findpost&pid=1927430"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree. I think the only thing that changed is matso fixed the delay on firing the shotgun, so now it fires right away instead of 30ms after you click.<!--QuoteEnd--></div><!--QuoteEEnd-->

    All weapons including bite, except for the LMG (looping issue) fire on the same frame that you click, instead of waiting for the animation.

    concerning skulk bite missing sometimes see my earlier post in this thread.
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117895&view=findpost&p=1927417" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1927417</a>
  • bLink`bLink` Join Date: 2012-02-18 Member: 146506Members, Reinforced - Supporter
    This patch made the game 30-60 mins long instead of being 10 mins and below lol. I like it, it can go either way if a team is playing well together.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    Played a few games. . . Yet to see marine win one

    Early skulk pressure is out of control now with free carapace upgrade

    Mines will probably need to be lowered to 10 PRes since it now takes 2 most of the time to kill one

    Also Khammander can now jump out full of res and put up a ton of hydras that never existed before or fast evolve Onos with the mist cloud
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited April 2012
    The onos hit sound is so loud that it makes me not want to play. I can't even begin to appreciate any of the other new changes because if I join a game with an onos in it my speakers will pop and I'll go deaf.
  • BiglinesBiglines Join Date: 2003-12-07 Member: 24094Members, Constellation
    edited April 2012
    What I really like is that rines can take out the starting hive in the midgame, and pretty much remove all the upgrades, even if aliens have 4 hives, making rine comebacks possible. Not sure about balance, we'll have to play a lot more organized matches to be able to give an honest opinion about that.

    but koruyo has a point, the person I had the most bull###### registration with (sitting still right smack in front of him on the floor, right up against him, and still not registering), was an american player (I'm eu and playing on eu server). I get the feeling that the actual clipping of the skulk (his body) gets in the way in certain predicted instances, not reaching the player or something.

    and I feel the fade should get a health/armour boost, because he's soooo bloody easy to hit now with the new sg reg.
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