Also as it has been said many many many times before, UWE Play Testers have no say in balance, we offer some insight on things we like and dont like but we are there to make sure the build works and is as bug free as possible, not talk about balance all day. Stop blaming the volunteers who spend almost as much time as a normal job testing this game, cause your upset at a change that has nothing to do with us.
<!--quoteo(post=1984658:date=Sep 30 2012, 02:21 AM:name=WasabiOne)--><div class='quotetop'>QUOTE (WasabiOne @ Sep 30 2012, 02:21 AM) <a href="index.php?act=findpost&pid=1984658"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nothing like waking up the day after a patch release and enjoying the comics of the forums :P A lot of valid points in here, but again so much negativity, how do you expect to be heard when you phrase your responses so harshly? Cant we all just be a little more civil? Also showing numbers, examples of why a change is bad and some details as to what you think would help fix it goes a long way.
As always, I like many others value everyone's feedback, but come on be a little nicer guys.<!--QuoteEnd--></div><!--QuoteEEnd-->
100% agree. I personally feel bad cause I think UWE does such a great job, their decisions on game play however simply show they don't play their own game.
well wasabione, it's like the devs don't even play the game, and make balance fixes according to looking at spreadsheets which aren't even tracking the right data. 'force more people to use shadowstep'???
for reals??? people already used shadowstep a lot, it was extremely useful in combat, that's like saying only 5% of lerk buttonpresses are for bite so we need to nerf spores and spikes so that 30% of lerk buttonpresses are bite. It just doesn't make sense.
<!--quoteo(post=1984658:date=Sep 29 2012, 12:21 PM:name=WasabiOne)--><div class='quotetop'>QUOTE (WasabiOne @ Sep 29 2012, 12:21 PM) <a href="index.php?act=findpost&pid=1984658"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nothing like waking up the day after a patch release and enjoying the comics of the forums :P A lot of valid points in here, but again so much negativity, how do you expect to be heard when you phrase your responses so harshly? Cant we all just be a little more civil? Also showing numbers, examples of why a change is bad and some details as to what you think would help fix it goes a long way.
As always, I like many others value everyone's feedback, but come on be a little nicer guys.<!--QuoteEnd--></div><!--QuoteEEnd-->
okay fade balance was perfect. Now it's not. That's the feedback. The reason for the change too was so that newer players would use shadowstep more. Does this even make sense?
The devs do play their own game, you would be surprised if you knew their in game names. I dont believe that was the only reason for the fade blink change, but it probably was a big factor. Your feedback has so much more power than you even know.
Being exo in the readyroom and then choosing a team leads to having still the armor/weapon upgrade icons on the right side and the readyroom-icons of the teams you added with this build are staying where they are... kinda irritating during gameplay.
And marines still can walk up very steep walls, allowing them to get into vents and stuff.
And being within the exo the chatmenu ("need orders" etc.) is still <b>not</b> working.
<!--quoteo(post=1984687:date=Sep 30 2012, 03:04 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Sep 30 2012, 03:04 AM) <a href="index.php?act=findpost&pid=1984687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Taunt is still broken too :(<!--QuoteEnd--></div><!--QuoteEEnd--> More like, "hey i got a great idea - lets put taunt and request meds on the same binded key!". And while we're at it, lets disable ingame server browsing!
Auto team balance? nah, lets just prevent people from spawning (retarded change, and there is no nicer way of saying it).
Everyone in the server that i was in, had "No Name" but when typing it was fine,
also no Cross Hairs for Skulk Parasite, i hear that their isn't any for marines either.
and no score board when you hit tab
*Edit* must have been server, jumped into another server and all is fine.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah that sounds like a bug we had with ns2stats.
the new tutorial video is linking to <a href="http://www.youtube.com/watch?v=v0cS53HQBAg&feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=v0cS53HQBAg...eature=youtu.be</a> I think the maximized version would be better <a href="http://www.youtube.com/v/v0cS53HQBAg" target="_blank">www.youtube.com/v/v0cS53HQBAg</a>
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
<!--quoteo(post=1984697:date=Sep 29 2012, 06:20 PM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Sep 29 2012, 06:20 PM) <a href="index.php?act=findpost&pid=1984697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait, blink momentum got removed? Talk about a step backwards.<!--QuoteEnd--></div><!--QuoteEEnd--> No, the momentum is still there, the acceleration is just really slow. You can't tap blink anymore, basically.
patch sux, file check sux, map change loading times = 5 minutes, fade nerf sux, exo trains of bull###### still there, wtf?
lets nerf everything down to the same lvl, so it makes no difference if u play marine or alien. you just flat out the gameplay even more, moving into the same way like CoD and all the other ###### games.
are you even testing your builds? i'd never release such a piece of shame with 5 Minutes map loading times and stuff. jeez, im pissed off!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1984748:date=Sep 29 2012, 06:41 PM:name=n0_FX)--><div class='quotetop'>QUOTE (n0_FX @ Sep 29 2012, 06:41 PM) <a href="index.php?act=findpost&pid=1984748"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->are you even testing your builds? i'd never release such a piece of shame with 5 Minutes map loading times and stuff. jeez, im pissed off!<!--QuoteEnd--></div><!--QuoteEEnd--> What are you running it on, because when I load the map initially it is a bit longer, but the second time its very fast... Also next time try and post a bit more coherent, I'd advice you should post after you've cooled down a bit...
I'm fine with limiting the momentum preservation coming out of a blink if shadowstep is meant to be used for that instead. But blink without an initial acceleration boost just feels bad. And it sort of feels like shadowstep itself is starting to transform into NS1's blink - maybe NS2's blink should go back to a full invisibility teleport(with energy/duration limitations)?
<!--quoteo(post=1984610:date=Sep 29 2012, 07:18 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Sep 29 2012, 07:18 AM) <a href="index.php?act=findpost&pid=1984610"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->interesting to read that. i had more fun with the new blink. made me watch my energy and be even more carefully with my engagements. try: shadow step -> blink.<!--QuoteEnd--></div><!--QuoteEEnd-->
try: fixing the sound that you broken in 220. it cuts in and out like crazy and u release 221 and its still not fixed at all. wtf come on.
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
<!--quoteo(post=1984752:date=Sep 29 2012, 07:47 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Sep 29 2012, 07:47 PM) <a href="index.php?act=findpost&pid=1984752"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm fine with limiting the momentum preservation coming out of a blink if shadowstep is meant to be used for that instead. But blink without an initial acceleration boost just feels bad. And it sort of feels like shadowstep itself is starting to transform into NS1's blink - maybe NS2's blink should go back to a full invisibility teleport(with energy/duration limitations)?<!--QuoteEnd--></div><!--QuoteEEnd--> Why in gods name would you want that, when we finally had a blink that felt nice in b220? The only problem with it was that the blink graphics made it too hard for the marines to predict the fade's movement, and that the initial energy drain was a bit too low.
<!--quoteo(post=1984740:date=Sep 29 2012, 02:34 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Sep 29 2012, 02:34 PM) <a href="index.php?act=findpost&pid=1984740"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, the momentum is still there, the acceleration is just really slow. You can't tap blink anymore, basically.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1984771:date=Sep 29 2012, 03:37 PM:name=Reeke)--><div class='quotetop'>QUOTE (Reeke @ Sep 29 2012, 03:37 PM) <a href="index.php?act=findpost&pid=1984771"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are we ever going to be able to bind the mousewheel? I'd like to make mwheeldown specifically for slot3 instead of scrolling through them.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yea they said that it's not something of "priority" even though anybody can do it themselves by adding in the option for mouse input in one line of code in 15 seconds.
Played an hour-long game last night and it was pretty fun. Seemed very balanced and made for some pretty intense fights. Most of the game was 2 hives/2 comm chairs with a lot of RT fighting.
There was some weird lag that everyone was getting. Could have been fixed now after a server reboot for all I know, but it was a latency/rubberbanding issue.
This seemed to cause the sound to lag as well.
When the sound was lagging, Leap in surround sound is nausea inducing. It spins around your head 234234 times.
New Onos sounds are amazing and creepy.
Where are the marine voices? I would consider that a major feature, so seeing "lockdown" is confusing.
Didn't really notice a difference in Lvl3 gun sounds, which I liked in 220 (not the actual drill sound, mind you).
Overall, great patch! Haven't played enough fade to notice the nerf, but I didn't mind for the little bit I did play.
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> : <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The lerk changes are another step in the right direction (will need to play it more to give more feedback than that) <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> T-Res drops being equivalent to their P-Res counterparts, this was extremely needed! Thank you <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The new marine spawning animations look awesome <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The onos changes, he feels pretty formidable now instead of worrying about your lack of mobility all the time <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Removal of the Rifle Butt stun, hallelujah. <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Steam Workshop and Consistency checks ! <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Docking changes
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->: <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->The new fade blink :( It's back to being verrry slow and "floaty" again and I find that I seldom use it now. Also shadow step still feels buggy, sometimes you can't use it while jumping. I feel if Shadow Step is to be forced into being the primary movement mechanic for fades then this bug/feature should be fixed/removed :/ <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->The game <i>desperately</i> needs more keybind options in the default menu (things like menumod are unusable atm due to consistency checks). The current keybind options feel very primitive. (where have all the taunts gone :( ) <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->Skulk Walljump still feels... well non-existant. The momentum you do get is very very easy to gain. The lack of the feedback sounds while jumping off walls makes it feel as if the feature was just removed. For a skill-based movement that's meant to help skulks counter marine aiming skill, it's really not there. at all. :/
Over all a nice patch. The biggest letdown for me right now is alien movement (fade and skulk in specific).
<!--quoteo(post=1984804:date=Sep 29 2012, 08:18 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Sep 29 2012, 08:18 PM) <a href="index.php?act=findpost&pid=1984804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->The new fade blink :( It's back to being verrry slow and "floaty" again and I find that I seldom use it now. Also shadow step still feels buggy, sometimes you can't use it while jumping. I feel if Shadow Step is to be forced into being the primary movement mechanic for fades then this bug/feature should be fixed/removed :/<!--QuoteEnd--></div><!--QuoteEEnd-->
The new fade blink is much better now, it simply does not give you momentum so you have to build it up yourself and then blink with the momentum. Aka press shadowstep and then blink.
<!--quoteo(post=1984813:date=Sep 29 2012, 04:44 PM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Sep 29 2012, 04:44 PM) <a href="index.php?act=findpost&pid=1984813"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The new fade blink is much better now, it simply does not give you momentum so you have to build it up yourself and then blink with the momentum. Aka press shadowstep and then blink.<!--QuoteEnd--></div><!--QuoteEEnd-->
Have u actually tested it with debugspeed ? Cause it didnt work at all when i tried to verify this claim.
Tested multiple ways with shadowstep blink. Jump -> shadowstep gives minor momentum - results in about 17 speed, using blink nullifies the momentum, shrinking the speed. moving forward -> shadowstep give a major momentum - results in about 30 speed, using blink right after shadowstep immediatly drops speed down to 16-17. Just holding blink for a brief moment results in 16-17 speed.
I hope they return to how the fade was in 220. Another thing, I still don't know much about competitive ns2 (maybe in an organized play it's more counterable), but at least in pubs exos are destroying everything lol. I understand it's expensive and it's supposed to be really strong, but it feels a bit over the top... I was playing a pub where both teams were more or less equally (we had 3 hives, they had 2 CCs I think), but once they got exos, I felt completely powerless. Couldn't kill them obviously, nor the welders because the exos just turn around and killed me in 1 or 2 seconds, tried to force a beacon or something attacking marine bases but both had exos standing on highground, just camping there (protecting). And now that I have less mobility with the fade's blink change... I imagine it will be worse.
<!--quoteo(post=1984800:date=Sep 29 2012, 04:14 PM:name=TAPETRVE)--><div class='quotetop'>QUOTE (TAPETRVE @ Sep 29 2012, 04:14 PM) <a href="index.php?act=findpost&pid=1984800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just wonder: Why do maps still take so excruciatingly long to load?<!--QuoteEnd--></div><!--QuoteEEnd-->
optimization of loading hasnt been looked at in earnest yet. in game optimization is priority now.
Comments
As always, I like many others value everyone's feedback, but come on be a little nicer guys.<!--QuoteEnd--></div><!--QuoteEEnd-->
100% agree. I personally feel bad cause I think UWE does such a great job, their decisions on game play however simply show they don't play their own game.
'force more people to use shadowstep'???
for reals??? people already used shadowstep a lot, it was extremely useful in combat, that's like saying only 5% of lerk buttonpresses are for bite so we need to nerf spores and spikes so that 30% of lerk buttonpresses are bite. It just doesn't make sense.
As always, I like many others value everyone's feedback, but come on be a little nicer guys.<!--QuoteEnd--></div><!--QuoteEEnd-->
okay fade balance was perfect. Now it's not. That's the feedback.
The reason for the change too was so that newer players would use shadowstep more. Does this even make sense?
And marines still can walk up very steep walls, allowing them to get into vents and stuff.
And being within the exo the chatmenu ("need orders" etc.) is still <b>not</b> working.
More like, "hey i got a great idea - lets put taunt and request meds on the same binded key!". And while we're at it, lets disable ingame server browsing!
Auto team balance? nah, lets just prevent people from spawning (retarded change, and there is no nicer way of saying it).
I also think 220 was the best version of the fades movement.
Everyone in the server that i was in, had "No Name" but when typing it was fine,
also no Cross Hairs for Skulk Parasite, i hear that their isn't any for marines either.
and no score board when you hit tab
*Edit* must have been server, jumped into another server and all is fine.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah that sounds like a bug we had with ns2stats.
<a href="http://www.youtube.com/watch?v=v0cS53HQBAg&feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=v0cS53HQBAg...eature=youtu.be</a>
I think the maximized version would be better
<a href="http://www.youtube.com/v/v0cS53HQBAg" target="_blank">www.youtube.com/v/v0cS53HQBAg</a>
reason:
<img src="http://img14.imageshack.us/img14/3116/ns2tutorial.png" border="0" class="linked-image" />
No, the momentum is still there, the acceleration is just really slow. You can't tap blink anymore, basically.
lets nerf everything down to the same lvl, so it makes no difference if u play marine or alien. you just flat out the gameplay even more, moving into the same way like CoD and all the other ###### games.
are you even testing your builds? i'd never release such a piece of shame with 5 Minutes map loading times and stuff. jeez, im pissed off!
What are you running it on, because when I load the map initially it is a bit longer, but the second time its very fast... Also next time try and post a bit more coherent, I'd advice you should post after you've cooled down a bit...
You can do this. The server browser and main menu are still laggy but you can use it while connected again.
NICE! :D , finally fixed the apply of graphical options !
try: fixing the sound that you broken in 220. it cuts in and out like crazy and u release 221 and its still not fixed at all. wtf come on.
Why in gods name would you want that, when we finally had a blink that felt nice in b220? The only problem with it was that the blink graphics made it too hard for the marines to predict the fade's movement, and that the initial energy drain was a bit too low.
What about with celerity?
Yea they said that it's not something of "priority" even though anybody can do it themselves by adding in the option for mouse input in one line of code in 15 seconds.
There was some weird lag that everyone was getting. Could have been fixed now after a server reboot for all I know, but it was a latency/rubberbanding issue.
This seemed to cause the sound to lag as well.
When the sound was lagging, Leap in surround sound is nausea inducing. It spins around your head 234234 times.
New Onos sounds are amazing and creepy.
Where are the marine voices? I would consider that a major feature, so seeing "lockdown" is confusing.
Didn't really notice a difference in Lvl3 gun sounds, which I liked in 220 (not the actual drill sound, mind you).
Overall, great patch! Haven't played enough fade to notice the nerf, but I didn't mind for the little bit I did play.
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The lerk changes are another step in the right direction (will need to play it more to give more feedback than that)
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> T-Res drops being equivalent to their P-Res counterparts, this was extremely needed! Thank you
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The new marine spawning animations look awesome
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The onos changes, he feels pretty formidable now instead of worrying about your lack of mobility all the time
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Removal of the Rifle Butt stun, hallelujah.
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Steam Workshop and Consistency checks !
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Docking changes
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->:
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->The new fade blink :( It's back to being verrry slow and "floaty" again and I find that I seldom use it now. Also shadow step still feels buggy, sometimes you can't use it while jumping. I feel if Shadow Step is to be forced into being the primary movement mechanic for fades then this bug/feature should be fixed/removed :/
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->The game <i>desperately</i> needs more keybind options in the default menu (things like menumod are unusable atm due to consistency checks). The current keybind options feel very primitive. (where have all the taunts gone :( )
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->Skulk Walljump still feels... well non-existant. The momentum you do get is very very easy to gain. The lack of the feedback sounds while jumping off walls makes it feel as if the feature was just removed. For a skill-based movement that's meant to help skulks counter marine aiming skill, it's really not there. at all. :/
Over all a nice patch. The biggest letdown for me right now is alien movement (fade and skulk in specific).
The new fade blink is much better now, it simply does not give you momentum so you have to build it up yourself and then blink with the momentum. Aka press shadowstep and then blink.
Have u actually tested it with debugspeed ? Cause it didnt work at all when i tried to verify this claim.
Tested multiple ways with shadowstep blink.
Jump -> shadowstep gives minor momentum - results in about 17 speed, using blink nullifies the momentum, shrinking the speed.
moving forward -> shadowstep give a major momentum - results in about 30 speed, using blink right after shadowstep immediatly drops speed down to 16-17.
Just holding blink for a brief moment results in 16-17 speed.
I was playing a pub where both teams were more or less equally (we had 3 hives, they had 2 CCs I think), but once they got exos, I felt completely powerless. Couldn't kill them obviously, nor the welders because the exos just turn around and killed me in 1 or 2 seconds, tried to force a beacon or something attacking marine bases but both had exos standing on highground, just camping there (protecting).
And now that I have less mobility with the fade's blink change... I imagine it will be worse.
optimization of loading hasnt been looked at in earnest yet. in game optimization is priority now.