Natural Selection 2 News Update - NS2 Build 211/212 changelog

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  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    This game has gone far downhill, i can't say whats the problem because well.
    EVERYTHING IS THE PROBLEM.
    This game has gone from excellent, to good, to average, to Terrible, and i'm almost ready for a refund, This is excruciatingly painful to watch a great game less enjoyable than watching grass grow. come the hell on, what is your design focus? Make the game either unplayable, ballanced, or fun?
    Cos the last 2 are out of your reach atm
    Your chances to leap out and grab "ballance" and "fun" have been far off mark
    The latest ballance changes to "problems" have just worsened the game by a far margin.
    Don't drag the game down to the abyss, go back up to the hill and climb the cliff.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1947659:date=Jun 29 2012, 04:58 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Jun 29 2012, 04:58 AM) <a href="index.php?act=findpost&pid=1947659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This game has gone far downhill, i can't say whats the problem because well.
    EVERYTHING IS THE PROBLEM.
    This game has gone from excellent, to good, to average, to Terrible, and i'm almost ready for a refund, This is excruciatingly painful to watch a great game less enjoyable than watching grass grow. come the hell on, what is your design focus? Make the game either unplayable, ballanced, or fun?
    Cos the last 2 are out of your reach atm
    Your chances to leap out and grab "ballance" and "fun" have been far off mark
    The latest ballance changes to "problems" have just worsened the game by a far margin.
    Don't drag the game down to the abyss, go back up to the hill and climb the cliff.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Good job for not even naming one thing which is broken/unbalanced from your point of view..... That's the best criticism that's possible. Without any clues for the developers what to improve...
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    Looks like a good patch overall. The fade change was essential. Still a long ways to go though.

    Infestation spikes are an abomination.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    edited June 2012
    Mostly good changes.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Carapace changed so it gives more armor, but slows down aliens a little (it's more of a tradeoff and changes how you play, instead of simply making you better in all circumstances).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Don't like the slowdown. Slower aliens take more hits before reaching their target, which sort of cancels out the armour advantage.
    Btw, in case you want unupgraded lifeforms and lifeforms with carapace to be on par, but play differently, carapace should be free.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Added MAC EMP blast (research at the Robotics Factory). Gives MACs the ability to trigger an EMP blast, draining half of nearby alien energy.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No warning, not counterable, promotes entrenchments.
    I think the flamethrower has shown that draining energy is not a fun mechanic.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Command Stations can no longer be vortexed to prevent unintended strategies (multiple Fades could vortex a whole room and take down the command station).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Command Stations can still be vortexed in build 212, I just tried it.
    Maybe I don't understand this. It doesn't really matter if the CS can be vortexed or not, because everything else in the room can be vortexed regardless.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Changing sentries to be more powerful when marines are nearby and less when they aren't, to address the "feels like we're playing tower defense" problem. Lots of changes to their targeting also.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I thought you didn't like hidden modifiers? Lone sentries were already weak when no marine guarded them, but sentry spam is a pain in the ass. Perhaps increasing their cost would have been the better idea.

    <!--quoteo(post=1947671:date=Jun 29 2012, 01:53 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Jun 29 2012, 01:53 PM) <a href="index.php?act=findpost&pid=1947671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Infestation spikes are an abomination.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Also, this.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited June 2012
    well considering i've been spending the past 5 builds outlining problems and giving solutions and i haven't got a single response from them, why bother spending an hour typing up an essay of big problems and big fixes needed when they wont even read them? given up on that.

    But if you insist so, I'll go on an outline of some of the problems that i find in immediate need;
    team work, doesn't exist. incentive to listen to commander, not very high. Strategy, uhm, "get everything" and "spam whips/turrets/arcs/onoses" seems to be the only one atm.
    Lets see, Aliens have poor actual defense, gorge needs a re look at. (free hydras is the most stupid idea)
    Res income needs a dramatic reduction, there's no branch of the tech tree anymore, it's just one big tree which you have access to everything no matter what way you start from. The worst problem:
    Fun factor is 0, balance factor is 0 (a bunch of people with a bunch of op equally overly powered abilities does not equal balance)
    Need i go on?
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    Still no game improvements on fps and such? Well then, I'll check back in another few weeks. :/
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1947678:date=Jun 29 2012, 06:10 AM:name=SloppyKisses)--><div class='quotetop'>QUOTE (SloppyKisses @ Jun 29 2012, 06:10 AM) <a href="index.php?act=findpost&pid=1947678"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Still no game improvements on fps and such? Well then, I'll check back in another few weeks. :/<!--QuoteEnd--></div><!--QuoteEEnd-->

    A lot of people have improved performance...
  • iKossuiKossu Join Date: 2002-12-30 Member: 11593Members
    <!--quoteo(post=1947678:date=Jun 29 2012, 02:10 PM:name=SloppyKisses)--><div class='quotetop'>QUOTE (SloppyKisses @ Jun 29 2012, 02:10 PM) <a href="index.php?act=findpost&pid=1947678"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Still no game improvements on fps and such? Well then, I'll check back in another few weeks. :/<!--QuoteEnd--></div><!--QuoteEEnd-->

    Even build 210 boosted my fps with like 10-20. I haven't tested this one yet.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    Server side is crap. And that'd a huge issue.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    In a recent game we had
    - invincible alien structures and eggs (1% health, all mature and disconnected from infestation I think) and
    - teleporting ARCs (like the good old teleporting MACs).
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Don't like the slowdown. Slower aliens take more hits before reaching their target, which sort of cancels out the armour advantage.
    Btw, in case you want unupgraded lifeforms and lifeforms with carapace to be on par, but play differently, carapace should be free.<!--QuoteEnd--></div><!--QuoteEEnd-->

    True.
    The only way to mitigate the reduced velocity is to reduce the distance at which you start approaching the marines, so carapace skulks should try to ambush more and play sneakily to maximize their advantage.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Carapace + Celerity should work out nicely.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--quoteo(post=1947675:date=Jun 29 2012, 07:00 AM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Jun 29 2012, 07:00 AM) <a href="index.php?act=findpost&pid=1947675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't like the slowdown. Slower aliens take more hits before reaching their target, which sort of cancels out the armour advantage.
    Btw, in case you want unupgraded lifeforms and lifeforms with carapace to be on par, but play differently, carapace should be free.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Canceling out the armor advantage is the whole point, that's why they buffed it. I disagree though, I think carapace is way better than it was before which is a problem. Skulks with Leap + Bunnyhop and Fades with Blink are barely inconvenienced by the slowdown. They can still get right in a marine's face, and at that point the amount of armor they have now is crazy.

    I don't necessarily dislike the slowdown - I think being very powerful with a downside makes the upgrade more interesting, like NS1's Focus. I don't think the numbers are working though.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    In NS1 you had to make the decision between carapace and celerity. Now the first thing to do is make cara, no matter what, because celerity doesn't help at all in fights. There's nothing equal to regen and cara in another tech-tree right now....I think this should be adressed?
  • SkiTSkiT Join Date: 2012-05-22 Member: 152452Members
    Leap 40 sec after the begining it's not fun for the marines side.... and just too easy to kill for a skulk ealry game with cara leap vs marines weapon 0 and armor 0... Just make sure leap comming with the second hive for the next build please..
  • ScrajmScrajm Join Date: 2011-10-17 Member: 127859Members
    Or increase the cost of leap to 40. 25 is still too low. The idea is that you shouldn't be able to research it in the beginning without sacrificing anything else. Getting early leap should hurt economy.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    Anyone else have problems as Marine comm not being able to build structures?

    I could not for the life of me drop anything for a while until I logged out of the chair and back in again. Then later in the game it happened a couple more times.
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    make aliens with carapace expend more energy, so using bite, leap, blink, you will run out of energy faster with carapace on

    idea being they have more weight to carry around so they use more energy .. duh !
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1947671:date=Jun 29 2012, 06:53 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Jun 29 2012, 06:53 AM) <a href="index.php?act=findpost&pid=1947671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...
    Infestation spikes are an abomination.<!--QuoteEnd--></div><!--QuoteEEnd-->

    enjoy my modeling skills! :D
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    <!--quoteo(post=1947578:date=Jun 28 2012, 10:54 PM:name=Perestroika)--><div class='quotetop'>QUOTE (Perestroika @ Jun 28 2012, 10:54 PM) <a href="index.php?act=findpost&pid=1947578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I got a bug where logging out of the commander chair broke the fps stuff, so like i could walk around with wasd but i still had the yellow pointer and couldnt aim, not sure what happen

    kill command did not help :(<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1947581:date=Jun 28 2012, 11:01 PM:name=Hunter.S.T.)--><div class='quotetop'>QUOTE (Hunter.S.T. @ Jun 28 2012, 11:01 PM) <a href="index.php?act=findpost&pid=1947581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yeah, that happened to be as well, had to retry in console, the command chair arrow continued to appear through the loading stage, and only disappeared around the time i enterd the ready room.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have had this happen as well and reported it in the Mantis bug tracker. Unfortunately I was not able to reproduce it afterwards. If you find this happens again, please save the console log (script errors?) and report them at the forum so we can have it looked at.

    <!--quoteo(post=1947659:date=Jun 29 2012, 05:58 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Jun 29 2012, 05:58 AM) <a href="index.php?act=findpost&pid=1947659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...
    EVERYTHING IS THE PROBLEM.
    ...<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1947676:date=Jun 29 2012, 07:00 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Jun 29 2012, 07:00 AM) <a href="index.php?act=findpost&pid=1947676"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...
    team work, doesn't exist. incentive to listen to commander, not very high. Strategy, uhm, "get everything" and "spam whips/turrets/arcs/onoses" seems to be the only one atm.
    Lets see, Aliens have poor actual defense, gorge needs a re look at. (free hydras is the most stupid idea)
    Res income needs a dramatic reduction, there's no branch of the tech tree anymore, it's just one big tree which you have access to everything no matter what way you start from. The worst problem:
    Fun factor is 0, balance factor is 0 (a bunch of people with a bunch of op equally overly powered abilities does not equal balance)
    Need i go on?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't agree with you. Apparently, some of the choices that were made were unfortunate ones for you personally. I know for a fact that many other players (including myself) can have loads of fun with the game. Also, some parts are actually fairly balanced already.

    This doesn't mean that it's done - it's not yet. Performance and balance are the top priorities for UWE right now. The PT team and devs are constantly discussing new ways to improve the situation. We'll get there, eventually.

    Always keep in mind it's a beta. New features won't be added for 1.0 release, but afterwards anything can happen. If you feel something can be improved, try to outline it in a thread, without getting angry. The forums are being read by those involved in the balancing process, but we can't answer every single thing. Keep hope, soldier, redemption may just come.

    <!--quoteo(post=1947671:date=Jun 29 2012, 06:53 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Jun 29 2012, 06:53 AM) <a href="index.php?act=findpost&pid=1947671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks like a good patch overall. The fade change was essential. Still a long ways to go though.

    Infestation spikes are an abomination.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I actually like the spikes! Perhaps the implementation can be improved, but a way for the alien commander to temporarily block marines <b>on infestation</b> adds a lot of strategy to the game. Either block them from getting close, or put spikes behind them so they can't run from aliens. It'll make them think twice before they run into infestation alone and unprepared.

    <!--quoteo(post=1947688:date=Jun 29 2012, 08:10 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jun 29 2012, 08:10 AM) <a href="index.php?act=findpost&pid=1947688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Carapace + Celerity should work out nicely.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You've got a good point there.

    <!--quoteo(post=1947691:date=Jun 29 2012, 08:25 AM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ Jun 29 2012, 08:25 AM) <a href="index.php?act=findpost&pid=1947691"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In NS1 you had to make the decision between carapace and celerity. Now the first thing to do is make cara, no matter what, because celerity doesn't help at all in fights. There's nothing equal to regen and cara in another tech-tree right now....I think this should be adressed?<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's being looked at, carapace is one of those difficult things to balance.

    <!--quoteo(post=1947699:date=Jun 29 2012, 09:13 AM:name=MiniH0wie)--><div class='quotetop'>QUOTE (MiniH0wie @ Jun 29 2012, 09:13 AM) <a href="index.php?act=findpost&pid=1947699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone else have problems as Marine comm not being able to build structures?

    I could not for the life of me drop anything for a while until I logged out of the chair and back in again. Then later in the game it happened a couple more times.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If this happens again, please check the console for script errors and post at the forum if there are any. Thanks!
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    Client side my frame rate has gone up but server side is still taking a heavy toll late game. Praying for that performance improvement!
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    <!--quoteo(post=1947687:date=Jun 29 2012, 09:09 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jun 29 2012, 09:09 AM) <a href="index.php?act=findpost&pid=1947687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->True.
    The only way to mitigate the reduced velocity is to reduce the distance at which you start approaching the marines, so carapace skulks should try to <b>ambush more and play sneakily to maximize their advantage.</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    I can do that without carapace already. I did that all last night without taking a single upgrade because I rather save the pres for fade.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Don't like the slowdown. Slower aliens take more hits before reaching their target, which sort of cancels out the armour advantage.
    Btw, in case you want unupgraded lifeforms and lifeforms with carapace to be on par, but play differently, carapace should be free.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This.

    The marine Commander could go cook dinner, take a shower, walk his dog, practice on the piano, brush his teeth, take a nap and then return to the com chair to beacon the marines back into the base as a Carapace Onos waddles in, and the Marines will still manage to take the Onos down before he touches the power node.

    You are going to be a ton more effective staying as a skulk and just leaping into the marine base to take out the observatory/power node/arms lab than an onos and that is from experience.
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    edited June 2012
    Anybody else seeing games not reset properly once they're over? Two of the not-very-many games I played last night were like this. The first time there were an onos and skulk model from the last game just hanging out in the subsequent game doing nothing. The second time there were random entities like a drifter, some whips, and a cloaked crap persistent in the next game, and the CS and hive failed to appear, making the game unplayable/unwinnable.
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    Yes, I am getting that also Serpico.
  • cake.cake. Join Date: 2012-01-12 Member: 140165Members
    Great changes, the game feels much smoother to me, hitting things finally as a marine, much less "what the hell just happened??" moments when i get fragged. The balance seems like it got a fundamental change, still dont know what that is though... But in general, i must say that from the first impressions, im really loving this build!
  • LankaLanka Join Date: 2012-04-26 Member: 151106Members
    <!--quoteo(post=1947687:date=Jun 29 2012, 04:09 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jun 29 2012, 04:09 PM) <a href="index.php?act=findpost&pid=1947687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->True.
    The only way to mitigate the reduced velocity is to reduce the distance at which you start approaching the marines, so carapace skulks should try to ambush more and play sneakily to maximize their advantage.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Skulk ambushes? Not in my NS2.. i gave up even trying after 100th time being shot from ceiling 0.1 seconds after marine walks to the room.

    Observatories really need to be nerfed in that sense if UWE wants aliens to be able to sneak around&ambush marines. IMHO they should only pick up running/flying aliens and show structures only if scanned.


    How's the nano shield atm? I see no mention of balance/fix in the patchnotes; are they still spammed to all marines&structures making alien ambushes even more useless?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    I like the change log. Great job guys, I will have to try it later.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Ya, looks like a nice solid patch here. Pity about the freezing.
  • RowenRowen Join Date: 2012-05-04 Member: 151545Members
    edited June 2012
    <!--quoteo(post=1947723:date=Jun 29 2012, 06:01 PM:name=Lanka)--><div class='quotetop'>QUOTE (Lanka @ Jun 29 2012, 06:01 PM) <a href="index.php?act=findpost&pid=1947723"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulk ambushes? Not in my NS2.. i gave up even trying after 100th time being shot from ceiling 0.1 seconds after marine walks to the room.

    Observatories really need to be nerfed in that sense if UWE wants aliens to be able to sneak around&ambush marines. IMHO they should only pick up running/flying aliens and show structures only if scanned.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've set up skulk ambushes many times in the following conditions:

    - I was immobile or holding shift, so I wasn't making any noise
    - I was completely out of the marine's field of vision
    - I knew there wasn't any nearby observatories
    - The area wasn't scanned

    Yet the marine infallibly raises his weapon and shoots me down. It doesn't <i>look</i> for ambushing skulks, instead points at me at once the very second he enters the room. It happens commonly with the same kind of people, which makes me suspect there's something fishy going on.
  • {GGs} Chicken{GGs} Chicken Join Date: 2011-11-22 Member: 134663Members, NS2 Map Tester
    You guys are just being outplayed. Skulks don't sit in the middle of the room, so it's pretty obvious they'll be usually on the wall surrounding the entrance or in a corner somewhere. People always get amazed when I look up and shoot them as if being on the ceiling cancels out all marine common sense, usually with a reply of "wow ok".
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