Natural Selection 2 News Update - NS2 Build 220 released

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Comments

  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    I think the massive kick in the alien balls was a little bit too hard.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited September 2012
    my fps increased, up to 85 in ready room now (with 2.3 ghz!). combat performance is hard to judge as i couldnt play on any EU server yet.

    skulk bite range works okay for me, but that is probably because i changed my habbit from bite-spam into actually timing the bites quite a while ago. requires decent fps to do so, but it's very rewarding whenever it actually works.

    damage indicator is awesome and viable, i love it!

    saw some people complaining/wondering about rookie status but there was always someone there to tell them that they can turn it off (not counting myself). i guess it's waaay too early to judge the actual benefit of the system yet.

    lerk seems indeed more viable now. spikes are more fun to play, especially in combination with the damage draw.

    weapons level 3 sounds a bit odd, but maybe that's a matter of getting used to it (it used to be that way with the exo minigun).

    edit: adrenaline actually tripples your capacity: its PLUS 200%. to me it seems even a bit more powerful than before (leapspam), you simply need some longer breaks inbetween combat. if you dont pay attention to your energy at all, it's obviously not as viable as before.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    skulks sound so nerfed now, bite cone reduced too much and now -20% bit range. my one and only fun class is reduced to tears and spit on my monitor from yelling.

    Adrenaline was only ever usefull on lerks/gorges and most of all fades. Probably onos' too but i dont onos much, waste of res. Celerity MUST HAVE.
  • 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
    <!--quoteo(post=1979973:date=Sep 18 2012, 08:08 PM:name=deaglecrazy)--><div class='quotetop'>QUOTE (deaglecrazy @ Sep 18 2012, 08:08 PM) <a href="index.php?act=findpost&pid=1979973"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-Ok played a bit now and daaaamn the skulk is completely worthless now, thats crazy! -20 percent for the skulk bite range is suuuch a huge amount :'( adren seems worthless now as well ><

    -Also when you bite a blue power node(w/e u wanna call it) it just keeps popping up -0 (for the damage) every time you bite

    -Not sure if this was part of the update or just a coincidence but I connected to the server a lot faster than usual :P

    EDIT:

    Just wanna say besides that theres tons of great updates here, I remember playing alpha (although I sometimes wish I didn't lol) and its amazing how great this game has become, can't wait for the 1.0 release<!--QuoteEnd--></div><!--QuoteEEnd-->
    The -0 is reported fyi.

    As far as the bite range. it went from 1.5 to 1.2. see the below picture for the minimum distance required to bite.. imo its pretty far still. (latency effects this judgement obviously)
    1920x1080 default fov, if i click mouse1 at this distance i hit him.
    <img src="http://i.imgur.com/GYsBN.jpg" border="0" class="linked-image" />
  • bLink`bLink` Join Date: 2012-02-18 Member: 146506Members, Reinforced - Supporter
    edited September 2012
    Skulk bites are a bit too nerfed, imo. The air control for skulk is different now also. My movement is messed up again :[ & skulks are easier to hit now because of that.

    I like the skulk movement last patch.
  • G1RG1R Join Date: 2012-08-23 Member: 156275Members
    fps increased a bit, lowest FPS i got raised by about 5 fps ...which is good ( but was on NA server...with high ping....). But frames vary way too much....hope we get some stable fps soon ( or at least let us set a max fps ...)

    Skulks got nerfed a bit too much imo.

    Regards

    ( if you keep optimizing like that...will be awesome...)
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    The NS2 skulk is bigger, slower and less manoeuvrable so it having the same range bite as NS1 skulk doesn't make sense...
  • Cat-PokerCat-Poker Join Date: 2012-08-28 Member: 156670Members
    <!--quoteo(post=1979972:date=Sep 18 2012, 10:05 PM:name=snooggums)--><div class='quotetop'>QUOTE (snooggums @ Sep 18 2012, 10:05 PM) <a href="index.php?act=findpost&pid=1979972"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulk bite reduction has made me useless as a skulk, I went from even K/D to 0/27 tonight :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, I need to work more with the new skulk bite to relearn when to chomp.
    Celerity and skulk bite are not friends for me anymore, just can't seem to find the target.
  • dethovudethovu Join Date: 2009-06-23 Member: 67906Members
    -Added wait for vertical sync and triple buffering options.
    -Changed the game to use the speaker configuration that was designated in the Windows control panel.

    WOOOHOOO!!!
  • dethovudethovu Join Date: 2009-06-23 Member: 67906Members
    <!--quoteo(post=1979945:date=Sep 18 2012, 10:19 PM:name=Flipper)--><div class='quotetop'>QUOTE (Flipper @ Sep 18 2012, 10:19 PM) <a href="index.php?act=findpost&pid=1979945"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->VSync reverts to off when toggled on?

    Anyone else get this?<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yeah, it won't hold for me, either.

    AMD 6850 / Catalyst 12.8
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1979996:date=Sep 19 2012, 01:59 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Sep 19 2012, 01:59 PM) <a href="index.php?act=findpost&pid=1979996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as the bite range. it went from 1.5 to 1.2. see the below picture for the minimum distance required to bite.. imo its pretty far still. (latency effects this judgement obviously)
    1920x1080 default fov, if i click mouse1 at this distance i hit him.
    <img src="http://i.imgur.com/GYsBN.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    The most puzzling thing is that in my previous experience with 1.5 distance and many hours of slow-mo fraps analysing of my own, that screenshot should be out of range. Which then leads me to ask, does the gun sticking out extend the reach of the marine model? Because the body/position of the feet is certainly out of range. Very interesting indeed.

    Would love to see how this changes if you test it from behind.
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    edited September 2012
    <!--quoteo(post=1979991:date=Sep 18 2012, 08:51 PM:name=ChickenOfWar)--><div class='quotetop'>QUOTE (ChickenOfWar @ Sep 18 2012, 08:51 PM) <a href="index.php?act=findpost&pid=1979991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Uh, yeah. It is useless. You'd have to be a complete fool now not to take celerity in every case.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Celerity only makes you faster outside of combat. More energy makes you faster outside of combat, inside of combat, allows you to remain in combat for longer, spam costly abilities like Bile Bomb, etc etc (depending on the lifeform).
  • LutherLuther Join Date: 2012-05-29 Member: 152714Members
    I love the rookie system i myself just don't like being called one when I have 375 hours played, but in another month or two every single rookie you see will most likely really be a rookie.
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    <!--quoteo(post=1980021:date=Sep 18 2012, 11:50 PM:name=Luther)--><div class='quotetop'>QUOTE (Luther @ Sep 18 2012, 11:50 PM) <a href="index.php?act=findpost&pid=1980021"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love the rookie system i myself just don't like being called one when I have 375 hours played, but in another month or two every single rookie you see will most likely really be a rookie.<!--QuoteEnd--></div><!--QuoteEEnd-->


    You know you can make yourself not a rookie in the options...
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    <!--quoteo(post=1980018:date=Sep 19 2012, 12:38 AM:name=Kopikat)--><div class='quotetop'>QUOTE (Kopikat @ Sep 19 2012, 12:38 AM) <a href="index.php?act=findpost&pid=1980018"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Celerity only makes you faster outside of combat. More energy makes you faster outside of combat, inside of combat, allows you to remain in combat for longer, spam costly abilities like Bile Bomb, etc etc (depending on the lifeform).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Leap/blink/flapping/belly slide/charge will instantly bring you to max celerity speed.

    Next?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    I've got to say guys, the real surprise star of this update for me was damage numbers. It's giving me great Lerk and Skulk feedback on hits, miles away from anything I've experienced previously.

    Great addition!
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    <!--quoteo(post=1980023:date=Sep 18 2012, 09:54 PM:name=ChickenOfWar)--><div class='quotetop'>QUOTE (ChickenOfWar @ Sep 18 2012, 09:54 PM) <a href="index.php?act=findpost&pid=1980023"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Leap/blink/flapping/belly slide/charge will instantly bring you to max celerity speed.

    Next?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not really sure what that has to do with anything. It's still not a combat ability, since the Marines should be shooting you during the engagement (Otherwise it's not actually combat) and that nulls Celerity.

    Have you tried new Adrenaline yet, or are you complaining just to complain? (Before it gets brought up, no, I haven't used it myself. But I'm not the one claiming it's useless now, either)
  • RockyMarcRockyMarc Join Date: 2009-11-24 Member: 69519Members, Reinforced - Shadow
    <!--quoteo(post=1980024:date=Sep 19 2012, 12:57 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Sep 19 2012, 12:57 PM) <a href="index.php?act=findpost&pid=1980024"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've got to say guys, the real surprise star of this update for me was damage numbers. It's giving me great Lerk and Skulk feedback on hits, miles away from anything I've experienced previously.

    Great addition!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Man can't wait for the weekend to give this a shot :( Lucky buggers!
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    New adrenaline sucks, too much waiting not enough killing. And dat bite range, so bad. Why was that change needed at all?

    now the skulk is crappy. All the changes from ns1 to ns2 is whats nerfing aliens. (ie. adrenaline, and celerity differences)
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    <!--quoteo(post=1980025:date=Sep 19 2012, 12:58 AM:name=Kopikat)--><div class='quotetop'>QUOTE (Kopikat @ Sep 19 2012, 12:58 AM) <a href="index.php?act=findpost&pid=1980025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not really sure what that has to do with anything. It's still not a combat ability, since the Marines should be shooting you during the engagement (Otherwise it's not actually combat) and that nulls Celerity.

    Have you tried new Adrenaline yet, or are you complaining just to complain? (Before it gets brought up, no, I haven't used it myself. But I'm not the one claiming it's useless now, either)<!--QuoteEnd--></div><!--QuoteEEnd-->

    You dont leap/blink/flap lerk wings/charge/belly slide to escape while in combat? You're not taking damage 100% of the time and thus can leap/blink/etc. while engaged with a marine! Oh man and you were wondering how all those high kdr players were so good.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    edited September 2012
    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-Snip (Obby)<!--colorc--></span><!--/colorc-->

    This is what I think of patch 220! Patch in the true meaning of the word it is supposed to fix things, not break more things.

    1. Name on the server list is broken now.
    2. Most upgrades for the alien view of the commander are just circles.
    3. STOP preventing the alien commander from placing structures/upgrades in hiding spots.
    4. So Babblers are when?
    5. NS1 heavies vs. onos, NS2 exo and onos will run away.
    6. Fades are op, a good player can do well with them but a good player/hacker/competitor will never die.
    7. Xenocide needs to be a lot and I mean a lot more destructive, look at what happen in NS1. The whole idea was for skulks to get xenocide with a third hive, then they had a siege type weapon.

    Any more?

    On a side note too many times I have seen a team f4 or loose when they shouldn’t only cause 1 person can keep and win for an entire team cause they want kills.

    Alien spawn time still broken.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    Oh and another, get rid of the damage numbers in the middle of my screen, it's just stupid!
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    edited September 2012
    <!--quoteo(post=1980052:date=Sep 18 2012, 10:56 PM:name=Know pain)--><div class='quotetop'>QUOTE (Know pain @ Sep 18 2012, 10:56 PM) <a href="index.php?act=findpost&pid=1980052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh and another, get rid of the damage numbers in the middle of my screen, it's just stupid!<!--QuoteEnd--></div><!--QuoteEEnd-->

    There's an off button. (lol)

    Actually, your entire post is why UWE should not listen to some community members. <b>Those are some of the most unintelligent comments I've read in a while.</b>

    The circles are clearly placeholder for a new UI style, Fades aren't that OP, L2P. Xenocide is fine against Marines that are wounded, they are all dead.
    Team F4 issues can't be fixed by the developers, that's just bad attitude or your typical experience in games where there are those against quitting or heavily in favor of quitting.

    Babblers are when? You really expect them to come and give you that information with the attitude you have?

    Really pathetic post overall.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    <!--quoteo(post=1980039:date=Sep 19 2012, 03:19 PM:name=ChickenOfWar)--><div class='quotetop'>QUOTE (ChickenOfWar @ Sep 19 2012, 03:19 PM) <a href="index.php?act=findpost&pid=1980039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You dont leap/blink/flap lerk wings/charge/belly slide to escape while in combat?<!--QuoteEnd--></div><!--QuoteEEnd-->

    How when you have no energy? adrenaline is false reassurance. You use your energy to get to combat to fight and to escape. Its useless you get half way around the map, have to stop and wait for 3 mins for your energy to fill up so you can fight. For skulks anyway. the ONLY fun alien to play...until now.
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    Looks good, only concern right now is the skulk bite range nerf, but we'll see how it plays. It can be very hard already vs some decent marines players who just time their hops. :)
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    edited September 2012
    Haven't had a chance to play the build yet myself, but I love what you've done with some of the changes. I think the MAC being unweldable after taking damage is a great fix to the problems we've been seeing. I'm interested to see what happens with the lowered costs of crags etc.

    I look forward to seeing how skulk vs marine play goes. No movement penalty for cara is great news, and I want to see what happens with the bite range adjustment.
  • TempesT487TempesT487 Join Date: 2009-04-15 Member: 67195Members, NS2 Playtester
    <!--quoteo(post=1980051:date=Sep 19 2012, 03:55 PM:name=Know pain)--><div class='quotetop'>QUOTE (Know pain @ Sep 19 2012, 03:55 PM) <a href="index.php?act=findpost&pid=1980051"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail fail

    This is what I think of patch 220! Patch in the true meaning of the word it is supposed to fix things, not break more things.

    1. Name on the server list is broken now.
    2. Most upgrades for the alien view of the commander are just circles.
    3. STOP preventing the alien commander from placing structures/upgrades in hiding spots.
    4. So Babblers are when?
    5. NS1 heavies vs. onos, NS2 exo and onos will run away.
    6. Fades are op, a good player can do well with them but a good player/hacker/competitor will never die.
    7. Xenocide needs to be a lot and I mean a lot more destructive, look at what happen in NS1. The whole idea was for skulks to get xenocide with a third hive, then they had a siege type weapon.

    Any more?

    On a side note too many times I have seen a team f4 or loose when they shouldn’t only cause 1 person can keep and win for an entire team cause they want kills.

    Alien spawn time still broken.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And the award for dumbest response to a new patch goes to...
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    I like the sound of most the changes, will have to see how it plays tonight. Looking forward to seeing mineshaft.
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    im liking the new adren changes, feels alot more balanced

    and i can see why people complain because i have this problem too, we are so used to easy mode infinite energy that we have developed bad habits of spamming abilities

    we shall see if 200% is enough, right now im kind of crap at managing my energy so my bias opinion atm is perhaps it should be 250%
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited September 2012
    Fast update but one thing...

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Skulk bite range reduced by 20%<!--QuoteEnd--></div><!--QuoteEEnd-->
    With the bad (broken?) hit detection since 219 it will be nearly impossible to kill a marine as skulk, i am sure!
    But lets see how it work out, with all the other stuff, i like the idea of the new rifle sound each upgrade.
    now give me da focus for aliens back :P
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