Natural Selection 2 News Update - Beta Build 223 is Live
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
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<!--quoteo(post=1990466:date=Oct 12 2012, 08:03 PM:name=SixtyWattMan)--><div class='quotetop'>QUOTE (SixtyWattMan @ Oct 12 2012, 08:03 PM) <a href="index.php?act=findpost&pid=1990466"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's hard to believe you released a patch without nerfing aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
... if you don't like watching development, leave.
In 222, dropping phase gates after selecting a direction do NOT drop facing the direction shown in the comm interface. I can select it and face it south only to see it facing southwest or even west.
After losing 2nd hive, we still had access to all hive upgrades (on the hive, don't know if they'd apply to the aliens). Stomp still sometimes available for 2-hive commander dropped onos.
For the sake of sanity and simplicity for new players, revert the "can't build structures that are infested, but you can drop the blueprint" change. It's unintuitive, the commander has no way of knowing whether or not his PG is too close to the infestation without a costly (and very obvious) scan or putting it far away from infestation (The Neck, Cargo on Veil are both good examples of locations where being able to drop a PG very close to infestation is important. And even worse, if you drop a structure on cloaked infestation you'll have a new guy standing there not understanding why his E button is broken (most people rarely notice the sloshing sound infestation makes when walking over it, it seems). What was wrong with the 221 approach? No blueprints droppable on infestation, but once dropped buildable with NO exceptions.
Not an enjoyable build, all in all.
Agreed, even though I knew it, it took me 10sec to understand why I couldn't build the armory... So I can easily see players that do not read changelogs or new players understand why they can't build.
Same here, webport works now tho.
Change -webpass to -webpassword ;) Works now, thanks devicenull!
In 222, dropping phase gates after selecting a direction do NOT drop facing the direction shown in the comm interface. I can select it and face it south only to see it facing southwest or even west.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know if this is related and perhaps it was even fixed in 222, but...
The robotics factory seems to try and place in the exact opposite (180 deg) from how I set it. If I try to put the back of it near a wall, it turns red and is unplaceable, BUT if I put the arc/cone towards the wall end (effectively making the opening into the wall) it will let me place it.
Giving the option of model rotation on all structures for marines would be particularly nice. A two-click drop process. Or if hotkeyed, a two button press.
The robotics factory seems to try and place in the exact opposite (180 deg) from how I set it. If I try to put the back of it near a wall, it turns red and is unplaceable, BUT if I put the arc/cone towards the wall end (effectively making the opening into the wall) it will let me place it.
Giving the option of model rotation on all structures for marines would be particularly nice. A two-click drop process. Or if hotkeyed, a two button press.<!--QuoteEnd--></div><!--QuoteEEnd-->
There is a known rotation bug right now. Yes, it was not looked at for this patch.
Agreed, I found myself trying to build a few PGs and Extractors only to wonder why E was broken.
Saw a lot of other confused marines as well.
Also a lot more 'getting shot behind walls' by the looks of it, though maybe it was just server tickrate falling?
This is to balance the alien nerfs and give shades more power. Sounds like it was planned this way.
+1
I do love the game though, its a masterpiece but skulks feel so frustrating to play right now. Hope you can fix it. Would be nice if skulks don't show up on the minimap for marines when they are standing still/moving slowly to make ambushing easier for one.
;)
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Thanks for the quick server fix guys, about to update - will report back on any issues in a manic and unhelpful way just like last night =P
Also please fix these ridiculous drifter and MAC rushes, just saw extertus kill a server using it. (It's not just incredibly frustrating to play against, mac spam is actually pretty effective AND terribly laggy)
Also please fix these ridiculous drifter and MAC rushes, just saw extertus kill a server using it. (It's not just incredibly frustrating to play against, mac spam is actually pretty effective AND terribly laggy)<!--QuoteEnd--></div><!--QuoteEEnd-->
It's well known that servers simply can't cope with either drifters or macs in numbers above 30, for people to spam either in a public server is in VERY bad taste.
I'm not comfortable commenting without seeing the Q & A; but with regard to server performance, i'd be very interested in what machine can cope with a 30 drone attack on an 18 slot server 30-40 minutes into a game and still keep tick above 25.
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My servers seem to be fine after this patch - was able to bind ports to each web interface instance just like 221. For admins still having trouble, be sure -webdir isn't a command line option anymore, as was mentioned it's now obsolete. That caused me issues and very shortly after, a facepalm.
Yeah I know this is all about the balance, but im not sure skulk bite is the place to go for nerfing, everyone from NS1 vets to COD to any male over the age of 4 has experience with shooting (granted this is a little tougher then the good old days of N64 goldeneye) but being able to land a bite shouldnt be the hardest part, it should be hard to land 2-5 bites... Im now seeing 2-4 skulks jumping all over a rine where none of them are landing a bite, In my opinion if you have 4 skulks climing all overyou you should have died long ago.
Yes i know it shouldnt be an instant win for the skulk just because he got close, but once he is close he should have a BIG BIG advantage, I dont care how competitive you are if you have 2+ skulks on top of you you should die....
Might be the result letting even more clientside stuff beeing handled by the server, in attempt to improve client performance.
Might be the result letting even more clientside stuff beeing handled by the server, in attempt to improve client performance.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't really have any perf data on mine since 221 - but i'll gather and compare on my next server-fill and edit this post with the results.
I experienced exactly the same thing while I was playing build 223 some minutes ago.
Destroyed power nodes can be repaired as quick as if they would have been dropped for the first time.
For aliens its completely useless to bite powernodes now for 30 seconds while a single marine rebuilds it in just 4 or 5.
This highly effects attacking marine bases as aliens, cuz powerlosts aren't any major problem for them anymore.
I even saw some marines running for the lost powernodes in their base to quickly rebuild it instead of shooting the 3 aliens which are attacking him in the meantime. And they were successful.
Oh come on Runteh, that was funny!
The good:
- Server browser is excellent, great job on that.
- Much better performance in late when there is a ton of structures.
The bad:
- Found skulk bites often not registering unless on a low ping server.
- MAC's try to build structures where infestation has not yet cleared.
- Marines still auto call for ammo, remove it, let people request when they really need it.
- Destroyed power nodes are really quick to rebuild.
I was an exo, and there were total of 4 exos killing a hive, infestation everywhere, skulks as well. Didn't lag once!! And was very very playable. At least 20 fps. The performance went up dramatically for me. and no more checkerboards!!
THANK YOU UWE!!
Job WELL DONE
Just as I wrote this and went back to the game, played for like 30 sec and the screen went black suddenly. I could hear myself moving or shooting. but black screen.
When I left the server the screen popped back on