Natural Selection 2 News Update - NS2 Build 217 ("Titanium") changelog

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Please post comments on the topic Natural Selection 2 News Update - NS2 Build 217 ("Titanium") changelog here
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  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I'm guessing there are no comments because everyone is playing right now.

    I am actually more scared playing aliens now then marines... BRRRRRRRRRR BRRRRRRRRR BRRRRRRRRRR
  • oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
    edited August 2012
    I love the patch so much, everything is working grea. Love the new hive sign. So sweet you can see aliens in front of you better and also the amazing animation through the walls. Very logical :D love it. Love of it ALL !!!!!!!!! :D This is the best patch ever !!!!!!!

    But what I dislikes:

    - I'm not a big fan of the mini map though, I do understand the background is getting blurry but please dont blur the "map itself" when pressing c. Needs to be more shaper and highlighted. No soft gray, Soft gray doesnt fit blurry background. :(

    - Also when marine commander drop structors, you'll see the blue animation of the structor, once you as a player click on it it just rechange animation to orginal colour. From super bright to normal colour in one micro second. It's not nice in visual perspactive :(

    - The button of the screen when a hive is under attack or command station, you can't barely see the text, also a very ugly animation with text. Hopefully uwe improves that upon release.

    - No more marine health bars off comm view :(

    - Once entered a server, I cannot look in the server browser for other servers :( :( :(
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    Just pasting the text from the 'It's up!'-thread.


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

    Great!!!
    Didn't get less than 35 FPS for 10 minutes (well some mili-second-freezes like always) and ruled the server - then the server crashed. HUGE performance increase for me. I hope you have more ideas like physics changes.
























    THEY'LL DO IT.

    EDIT: Had to play at 15 FPS before the patch
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Pickup feature looks cool but it would be nice if it had a playerlist and chat. It can be a bit boring just staring at the screen waiting for people to join.
  • TheIcarusKidTheIcarusKid Join Date: 2012-03-23 Member: 149258Members
    The lack of comments here is proof of a good patch. Nobody can stop playing. :)
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    edited August 2012
    I am not a fan of the removal of marine health bars from command view. Those were critical to seeing unit hp as they are in all RTS's.

    I am happy that the "tooltips" can be turned off so I can stop complaining about them.

    Exosuit is kickass and way better/cooler than I thought it would be.

    I am unsure about having the exosuit beying Pres, I think the idea of a commander dropping an Exosuit with Tres, having players build it, and then having a designated driver would offer a lot more strategy and teamwork. But I can understand the more "noob friendly" way of having players just buy them. I just don't like how half the team saves up their money and as soon as exosuits are researched you have this surge of 10 exosuits at once.

    Also I think the exosuit would be alot cooler if marines could enter and exit them, say hop out, and repair it up yourself while being vulnerable, it would add alot of gameplay elements.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    "Added dynamic music when attacking Hives and Command Stations. Also added round start music."

    Please work more on this and put emphasis on it, like the singleplayer in Half-Life 1 and 2. Make it tasteful and impactful, and it will sell the game to some people on its own.
    Not joking here.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited August 2012
    Polygons eh? I think not.

    <!--quoteo(post=1967848:date=Aug 28 2012, 08:55 PM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Aug 28 2012, 08:55 PM) <a href="index.php?act=findpost&pid=1967848"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am not a fan of the removal of marine health bars from command view. Those were critical to seeing unit hp as they are in all RTS's.

    I am happy that the "tooltips" can be turned off so I can stop complaining about them.

    Exosuit is kickass and way better/cooler than I thought it would be.

    I am unsure about having the exosuit beying Pres, I think the idea of a commander dropping an Exosuit with Tres, having players build it, and then having a designated driver would offer a lot more strategy and teamwork. But I can understand the more "noob friendly" way of having players just buy them. I just don't like how half the team saves up their money and as soon as exosuits are researched you have this surge of 10 exosuits at once.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Keep in mind this is patch day and everyone is wanting to play exos, I imagine people will be more willing to buy other stuff as time goes on.
  • BeelzebubBeelzebub Join Date: 2012-08-12 Member: 155506Members
    edited August 2012
    <!--quoteo(post=1967848:date=Aug 28 2012, 08:55 PM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Aug 28 2012, 08:55 PM) <a href="index.php?act=findpost&pid=1967848"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am unsure about having the exosuit beying Pres, I think the idea of a commander dropping an Exosuit with Tres, having players build it, and then having a designated driver would offer a lot more strategy and teamwork. But I can understand the more "noob friendly" way of having players just buy them. I just don't like how half the team saves up their money and as soon as exosuits are researched you have this surge of 10 exosuits at once.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just played a game where that happened and everyone bought exosuits and went after the hive.. they had 2 hives and took down our base before we could even start going to the 2nd hive. People will stop waiting for exosuits once the "omg exosuits" hype wears down and they will start working as a team.

    Cannot beacon an exosuit= fail if everyone gets one.
  • Admiral0Admiral0 Join Date: 2005-02-10 Member: 40666Banned, Constellation
    Performance improvement exceeded expectations. I'd still like to see further work, but it's now in the "acceptable" range.

    It's hard to judge the exosuits at the moment. Everyone's hoarding resources to try it out. I doubt you'll see this kind of hoarding 2 weeks from now, because they seem to require a lot of marine support via welding.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Alien movement feels strange to me but its probably just a question of use.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    - Veil is great. It's an example of how maps should be made from now on.
    - "pheremones" and "marine vision" isn't very good, it's worse than the previous "green goo" parasite because now everthing is highlighted the same colour, and there is way too much clutter because of this, at least you can turn off the terrible hive/cc highlight now.
    - not sure if new commander hud is an improvement, everything is transparent and the same colour.
    - good balance changes, good to be able to do things without adrenaline now.
    - I still get stuck in places on maps.
    - update news page has quite a lot of formatting/spelling errors!
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited August 2012
    What is going on with walljump?

    Is it now intended to stack up negative vertical velocity so you are not able to chainjump on walls and built up speed properly?

    At least It feels like that, the harder i try to walljump without touching the ground in between - the harder the game wants to smash me back on the ground and not allow me to do so properly.
  • RowenRowen Join Date: 2012-05-04 Member: 151545Members
    edited August 2012
    <!--quoteo(post=1967853:date=Aug 29 2012, 02:59 AM:name=Admiral0)--><div class='quotetop'>QUOTE (Admiral0 @ Aug 29 2012, 02:59 AM) <a href="index.php?act=findpost&pid=1967853"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Performance improvement exceeded expectations. I'd still like to see further work, but it's now in the "acceptable" range.

    It's hard to judge the exosuits at the moment. Everyone's hoarding resources to try it out. I doubt you'll see this kind of hoarding 2 weeks from now, because they seem to require a lot of marine support via welding.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I welded 2 skulks to death while repairing an exo in combat!

    Another thing, I don't know if it's a feature or a bug, but I got a tooltip help for the secondary skulk fire (the parasite) that didn't went away. It became a problem because it's a rather large human silhouette and it became intrusive.

    My aim as marine seems to have improved, but now I'm even worse as a skulk. I can't think why.
  • dethovudethovu Join Date: 2009-06-23 Member: 67906Members
    Super awesome polished patch. Wow.

    My only gripe is on something that isn't there: Surround Sound support.

    Where is it? Will it make it to 1.0?
  • nadylinadyli Join Date: 2007-11-01 Member: 62791Members, Squad Five Blue
    edited August 2012
    I don't believe I'm gonna say this but good job on the patch! The overall feel of the game and movement(which is core aspect of ns) has improved so much. Only if we could get skulks on bar with rest of the aliens (combine bunnyhop with the current wallhop :D! one can hope). Marine movement could use some minor tweaks aswell but thats about it. Some FPS drops still but at least you've peaked my intrest in this game again big time.
  • Admiral0Admiral0 Join Date: 2005-02-10 Member: 40666Banned, Constellation
    <!--quoteo(post=1967872:date=Aug 28 2012, 08:26 PM:name=Rowen)--><div class='quotetop'>QUOTE (Rowen @ Aug 28 2012, 08:26 PM) <a href="index.php?act=findpost&pid=1967872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I welded 2 skulks to death while repairing an exo in combat!

    Another thing, I don't know if it's a feature or a bug, but I got a tooltip help for the secondary skulk fire (the parasite) that didn't went away. It became a problem because it's a rather large human silhouette and it became intrusive.

    My aim as marine seems to have improved, but now I'm even worse as a skulk. I can't think why.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Your skulk performance may change because:

    1. Skulk bite hit area changed.

    2. All the marines will become vastly better at aiming in this patch due to FPS increases.
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    Ran around on mineshaft to take a look at the changes. Seems like Ore Extraction pretty much became the only viable 2nd hive as drill repair is too close to operations still and refinery transfer is past ore extraction. The right side of the map seems even more barren than before. I'll have to play a few matches on it but seems a bit off.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Changed commander ping to use Alt+click (was previously shift+click which will interfere with selection).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Haven't played the build just yet - have only read the notes. Isn't the default key for voice-chat Alt? Whilst Alt-click is better than shift-click, this should be changed to something different to avoid voice-chat being triggered everytime a commander wants to alert a location. Or perhaps change the default voice-chat button to something other than Alt.
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    Congratulations on the milestone!

    <ul><li>Automatic medpack/ammo requests bombards/overwhelms the commander. The requests can come from marines standing beside an armoury or even completely surrounded by aliens (about to die, no matter what). It just puts more burden on the commander who already has the most intense jobs in the game.</li><li>Removing marine health/armour info from the commander's view. Was this intentional (a balance change)? It also makes the Cmdr's job harder.</li><li>Map alerts. I found myself triggering a lot of alerts by mistake while trying to use the voice chat. Can we go back to shift+click? Was there a reason that needed to be changed?</li></ul>
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->•Increased jetpack fuel use amount by 25%.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Jetpack going up or even backwards should use more fuel than jetpack going forwards - this makes dodgying manouvers expensive fuel wise without punishing marines that want to fly quickly from location to location


    BTW AWESOME PATCH! :)
  • 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
    Great feedback khyron, completely agree on all 3 points.

    my only feedback so far this build (non bug related): larger player counts are showing the 3 person spawn queue not scaling with player counts and thus biased in favor of marines.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited August 2012
    <!--quoteo(post=1967856:date=Aug 29 2012, 02:07 AM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Aug 29 2012, 02:07 AM) <a href="index.php?act=findpost&pid=1967856"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Veil is great. It's an example of how maps should be made from now on.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Cargo hive is a disaster; jetpack heaven. Sub-sector is almost as bad; very little cover and easy to spawncamp.

    Desperately need some way to turn the "dynamic" music off. That is annoying the hell out of me.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Congrats on officially feature complete!

    As usual, need to play alot more to give solid feedback on changes all with the exception of this one

    <i>-Increased Drifter health to 300 (from 100).</i>
    I can tell you right now this is incredibly game breaking. A certain strategy on aus servers is now OP perhaps to the point of exploit.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I'm a bit confused by Veil's retro layout, isn't it unfair to marines now that all three tech points are on the far side of the map?
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    <!--quoteo(post=1967901:date=Aug 28 2012, 10:03 PM:name=Khyron)--><div class='quotetop'>QUOTE (Khyron @ Aug 28 2012, 10:03 PM) <a href="index.php?act=findpost&pid=1967901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Automatic medpack/ammo requests bombards/overwhelms the commander. The requests can come from marines standing beside an armoury or even completely surrounded by aliens (about to die, no matter what). It just puts more burden on the commander who already has the most intense jobs in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1 - I kept on thinking people were stupidly spamming the system until I realized that hitting Q is an automatic ammo request. I actually liked 216's removal of the system, it forced people to use comms to describe what they needed and where.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Removing marine health/armour info from the commander's view. Was this intentional (a balance change)? It also makes the Cmdr's job harder.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1 - coupled with the above, I now don't know how many med packs or ammo packs are required to be dropped. I wish there could be small tickers next to each marine's name tag (yes! I like this) that indicate their health level, armor level, and ammo level.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Map alerts. I found myself triggering a lot of alerts by mistake while trying to use the voice chat. Can we go back to shift+click? Was there a reason that needed to be changed?<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1 - happened in every game I played today. I would almost make it that you can only use the alert function inside the mini map. Half the time I try to use it on the field it doesn't work, anyway.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Amazing patch! Wow! What have you guys done with your game. It feels extremely polished. There are tiny little problems that have already been mentioned here. But apart from that I'm extremely happy with the direction and with what you have achieved. Many games have been released in a far worse state, and NS2 isn't even finished yet.
  • [R8]DJBourgeoisie[R8]DJBourgeoisie Join Date: 2007-09-05 Member: 62176Members
    My summary of this build after having not played in 3 months or so.
    <ul><li>General FPS is higher (walking around with no action) but my performance tanks when I see an enemy and have to shoot which as you can imagine instantly ruins a lot of potential enjoyment for me.</li><li>Player feedback for objectives is better (way-pointing and teammate locations), but at times too much information I feel is being displayed (attack/repair/build etc). I was also seeing red hive markers through walls? I can tell you from experience if you ever show a red icon to a player who does not know what it is, they will either A) shoot it, B) run towards it. </li><li>I got lost quite a bit in Veil even though I know the original like the back of my hand. Some vents were too twisty/turny and were very confusing.</li><li>Jetpack control feels really good, but the recharge on the burn felt a little too restrictive.</li><li>I still hate power nodes, I hate them so much I'm too polite to tell you how much I hate that "feature" in NS2.</li><li>Arcs are still useless, unless you create a dozen of them and send them on their way. Flayra if you are reading this, sieges worked perfect in NS1, you did not need to change them.</li><li>Still find the majority of the new re-searchable upgrades pretty unnessesary and only adding confusion to the game when you require a certain number of com stations to use them.</li><li>Exo-suits as I understand it just went in this build so I'll reserve judgement, but they seemed quite OP given they only needed 2 comm chairs (which is really confusing btw).</li></ul>

    In a perfect world, I wish I could play NS2 without power nodes, sieges instead of arcs, less re-searchable upgrades/abilities and fix the remaining performance issues. I'll try again at release and keep my fingers crossed.
  • WalsaWalsa Join Date: 2011-06-28 Member: 106813Members, Reinforced - Shadow
    edited August 2012
    Its me, or the gorge lost his taunt?, the sheepy, cute, loving sound of a helpless animal?
    The only sound I get is one of the common ones, in "z" or "x" menu. :(

    By the way, excellent update, I am really enjoying it
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    edited August 2012
    Slowdown on carapace needs to go.

    Dual minigun exosuit should require 3 tech points.

    Edit: Lerk still god awful. Now that spores require 2 hives, give them back ranged spores.
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