Some good improvements but still some annoying bugs, local server still doesn't work for single/dual cores and that was all i really wanted to see fixed for map testing.
I see there's more visual clutter and annoying sounds this patch, uwe really need to tone it down a bit, i don't think many like the turret and menu sounds, also do we really need to see circuit diagrams when we're being repaired?
I still don't understand why turrets have gone through so many unnecessary changes, i don't think a single person had any problem with how they were, limiting them to a reasonable number per location would have been good enough.
<!--quoteo(post=1996782:date=Oct 25 2012, 12:36 PM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Oct 25 2012, 12:36 PM) <a href="index.php?act=findpost&pid=1996782"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->also do we really need to see circuit diagrams when we're being repaired?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. Finally people notice that I'm welding them, without me having to spam the mic.
<!--quoteo(post=1996787:date=Oct 25 2012, 11:40 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Oct 25 2012, 11:40 AM) <a href="index.php?act=findpost&pid=1996787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes. Finally people notice that I'm welding them, without me having to spam the mic.<!--QuoteEnd--></div><!--QuoteEEnd-->
The issue is it's more in your face visual clutter, something more subtle would be better, that goes for most things.
I got a new problem with 224 with custom bindings & AZERTY keyboard :
I got "AZERTY" keyboard and <b><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->my customs bindings works fine in the readyroom but they didn't in game.<!--colorc--></span><!--/colorc--></b> Just S & D touchs work (move back & move right)
QWERTY = WASD AZERTY = ZQSD (my bindings)
I tried to change keyboard region with windows (FR => EN keyboard) and nothing happen.
To solve the problem I play with ESDF to move but it is not my habit.
<!--quoteo(post=1996789:date=Oct 25 2don:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Oct 25 2don) <a href="index.php?act=findpost&pid=1996789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The issue is it's more in your face visual clutter, something more subtle would be better, that goes for most things.<!--QuoteEnd--></div><!--QuoteEEnd-->
The only thing it could possibly be "obscuring" is your hands and weapon, which you don't need to see... It's a very elegant use of screenspace, only affecting that which was useless before.
No huge performance gains here unfortunately, so can't really comment on these new performance tweaks, I was testing mineshaft and it still slows down to +- 30 FPS in combat. It's been like that for several builds, I think out of combat my FPS may have gone up with 5 or so, but nothing too noticeable. At 30 and above I consider it playable, though it would be really nice if it was taken a little higher. (I was playing mineshaft, no doubt the worst offender on FPS)
Really happy to see the sentries make a comeback, though I'm a little skeptical about them being hardcapped AND so vulnerable, I believe bilebomb takes out a sentry in 3 - 4 hits? There won't be much use for them this way, lategame, a small HP buff wouldn't be out of place to be honest.
Really not sure about the obs tied to armory change, I feel that this change simply cuts down on possible strategies for the marine commander, you could have just increased phase tech build time and/or cost, or phase gate cost to achieve a similar result without forcing an armory to be built.
Skulk bite is definitely more forgiving this way, and this change primarily improves multiple skulks trying to hit the same target, which is a good thing. I still feel the wall jump- mechanic and movement could receive some work though, skulks have a harder time manoeuvring than marines at the moment.
Overall a good patch, though I guess the expectations were set a little too high :P
<!--quoteo(post=1996804:date=Oct 25 2012, 07:10 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 25 2012, 07:10 AM) <a href="index.php?act=findpost&pid=1996804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No huge performance gains here unfortunately, so can't really comment on these new performance tweaks, I was testing mineshaft and it still slows down to +- 30 FPS in combat. It's been like that for several builds, I think out of combat my FPS may have gone up with 5 or so, but nothing too noticeable. At 30 and above I consider it playable, though it would be really nice if it was taken a little higher. (I was playing mineshaft, no doubt the worst offender on FPS)<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry if you've already posted this but what is your CPU, RAM, GPU, HDD and OS?
Chances are if you're not getting a performance boost, type r_stats. If you're "Waiting on GPU" is higher than 0 - then your GFX card is holding back your system now.
Lev SteelJoin Date: 2012-10-13Member: 162274Members, Reinforced - Shadow
edited October 2012
Celerity still does not kick in as a gorge when Bilebomb, Spit, Hydra is "hitting" something. Same when catching bullets. Very hard to escape from a rine still :(
<!--quoteo(post=1996667:date=Oct 25 2012, 01:07 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Oct 25 2012, 01:07 AM) <a href="index.php?act=findpost&pid=1996667"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just so you aren't going to be devastated on release, I'll break the bad news to you now. Bullet holes (decals) are unfortunately not going to make it into 1.0, due to the ridiculous amount of other high priority stuff needing to get done. But I expect it won't be too many patches after release before they make an appearance.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the update Cory, I'm glad to hear it was not forgotten.
Also, I got a really bad error spam on the All-In servers, I am not sure what was going on there but no one could move and we all left.
You magnificent ######s, When I preordered NS2 years ago I was hoping it would turn out great but throughout the alpha and beta it never performed well on any of my systems keeping me from enjoying it. This patch just magically fixed it, it literally did god damn magic.
Thanks Flyra and everyone at unknown worlds, now I can give my extra copy to my sister knowing her system will run NS2 just as smoothly as mine.
Is there a dopefish located somewhere in Docking to be found? I have not seen him since the shareware Commander Keen 4 demo or Wacky Wheels. I hear of him appearing in some other games, but I have not looked for him. Been re-playing Max Payne and Quake, will find him there soon.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
Please remove glancing melee hits. Have ONE cone for melee attacks. There are currently no way for aliens to find out what armor level the marines are at, since you can't tell if you make a full hit or a glancing hit. Also, it encourages holding mouse1, something you wanna discourage.
<!--quoteo(post=1996839:date=Oct 25 2012, 06:58 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Oct 25 2012, 06:58 AM) <a href="index.php?act=findpost&pid=1996839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please remove glancing melee hits. Have ONE cone for melee attacks. There are currently no way for aliens to find out what armor level the marines are at, since you can't tell if you make a full hit or a glancing hit. Also, it encourages holding mouse1, something you wanna discourage.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1996839:date=Oct 25 2012, 02:58 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Oct 25 2012, 02:58 PM) <a href="index.php?act=findpost&pid=1996839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please remove glancing melee hits. Have ONE cone for melee attacks. There are currently no way for aliens to find out what armor level the marines are at, since you can't tell if you make a full hit or a glancing hit. Also, it encourages holding mouse1, something you wanna discourage.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can tell that type of hit it via the damage numbers, 25, 50, 75. They are always constant.
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
<!--quoteo(post=1996844:date=Oct 25 2012, 01:05 PM:name=Onii-chan)--><div class='quotetop'>QUOTE (Onii-chan @ Oct 25 2012, 01:05 PM) <a href="index.php?act=findpost&pid=1996844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can tell that type of hit it via the damage numbers, 25, 50, 75. They are always constant.<!--QuoteEnd--></div><!--QuoteEEnd--> Both damage numbers and hit indicator are client side (in other words; useless, you may as well turn them off (I have)).
Glancing bite seems like an interesting idea that could work well, but swalk's concern is valid. Perhaps more important, is the concern that aliens will no longer be able to "count bites".
Will reserve my judgement on the patch and glancing bites until I've properly tested it, though.
<!--quoteo(post=1996826:date=Oct 25 2012, 12:44 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Oct 25 2012, 12:44 PM) <a href="index.php?act=findpost&pid=1996826"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there a dopefish located somewhere in Docking to be found? I have not seen him since the shareware Commander Keen 4 demo or Wacky Wheels. I hear of him appearing in some other games, but I have not looked for him. Been re-playing Max Payne and Quake, will find him there soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dopefish is in docking. Not disclosing his location :P
<!--quoteo(post=1996839:date=Oct 25 2012, 07:58 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Oct 25 2012, 07:58 AM) <a href="index.php?act=findpost&pid=1996839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please remove glancing melee hits. Have ONE cone for melee attacks. There are currently no way for aliens to find out what armor level the marines are at, since you can't tell if you make a full hit or a glancing hit. Also, it encourages holding mouse1, something you wanna discourage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the glancing melee hits, I can still find out what armor level they are at and it doesn't encourage holding down mouse one the game always encouraged it. In fact there was a whole thread on it before glancing hits was even an idea lol, where people were arguing holding down the mouse button was better then trying to time your attacks.
Glancing melee hits is great, it rewards a precision strike with full dmg and less precise strikes get 50/25 dmg but it is no where near as unforgiving as the previous system of 75 dmg or go home. When I was using it in b224 I honestly tried my best to get the 75 dmg hits but it didn't always work out that way, marine Juking/jumping/bunnyhopping around turned what would have been a precise hit into a glancing hit and I think that is what it should be. The marine made an effort to dodge my attack and was rewarded with a lower dmg number, I made an effort to keep my aim on him and wasn't outright punished for him not being directly in the center of my screen. I didn't miss, and he Didn't dodge completely there has to be an in between and This glancing melee hits is it.
Oh yea I did have a note about Genarator, you changed the vent that previously went to stability monitoring. In the games since 224 Marines have continually used that vent the same way the one in locker rooms was getting used as a impenetrable fortress of gunfire. While sitting in the vent a skulk can not approach from front or back without dieing instantly and from this vent the marines can egg lock the hive without having to leave the vent.
Comments
Also, the grenade launcher has no crosshair.
Shameless server plug: zaggynl's test server or 141.138.149.66
I see there's more visual clutter and annoying sounds this patch, uwe really need to tone it down a bit, i don't think many like the turret and menu sounds, also do we really need to see circuit diagrams when we're being repaired?
I still don't understand why turrets have gone through so many unnecessary changes, i don't think a single person had any problem with how they were, limiting them to a reasonable number per location would have been good enough.
Yes. Finally people notice that I'm welding them, without me having to spam the mic.
The issue is it's more in your face visual clutter, something more subtle would be better, that goes for most things.
I got a new problem with 224 with custom bindings & AZERTY keyboard :
I got "AZERTY" keyboard and <b><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->my customs bindings works fine in the readyroom but they didn't in game.<!--colorc--></span><!--/colorc--></b>
Just S & D touchs work (move back & move right)
QWERTY = WASD
AZERTY = ZQSD (my bindings)
I tried to change keyboard region with windows (FR => EN keyboard) and nothing happen.
To solve the problem I play with ESDF to move but it is not my habit.
The only thing it could possibly be "obscuring" is your hands and weapon, which you don't need to see... It's a very elegant use of screenspace, only affecting that which was useless before.
Really happy to see the sentries make a comeback, though I'm a little skeptical about them being hardcapped AND so vulnerable, I believe bilebomb takes out a sentry in 3 - 4 hits? There won't be much use for them this way, lategame, a small HP buff wouldn't be out of place to be honest.
Really not sure about the obs tied to armory change, I feel that this change simply cuts down on possible strategies for the marine commander, you could have just increased phase tech build time and/or cost, or phase gate cost to achieve a similar result without forcing an armory to be built.
Skulk bite is definitely more forgiving this way, and this change primarily improves multiple skulks trying to hit the same target, which is a good thing. I still feel the wall jump- mechanic and movement could receive some work though, skulks have a harder time manoeuvring than marines at the moment.
Overall a good patch, though I guess the expectations were set a little too high :P
Sorry if you've already posted this but what is your CPU, RAM, GPU, HDD and OS?
Same when catching bullets. Very hard to escape from a rine still :(
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the update Cory, I'm glad to hear it was not forgotten.
Also, I got a really bad error spam on the All-In servers, I am not sure what was going on there but no one could move and we all left.
When I preordered NS2 years ago I was hoping it would turn out great but throughout the alpha and beta it never performed well on any of my systems keeping me from enjoying it.
This patch just magically fixed it, it literally did god damn magic.
Thanks Flyra and everyone at unknown worlds, now I can give my extra copy to my sister knowing her system will run NS2 just as smoothly as mine.
There are currently no way for aliens to find out what armor level the marines are at, since you can't tell if you make a full hit or a glancing hit.
Also, it encourages holding mouse1, something you wanna discourage.
There are currently no way for aliens to find out what armor level the marines are at, since you can't tell if you make a full hit or a glancing hit.
Also, it encourages holding mouse1, something you wanna discourage.<!--QuoteEnd--></div><!--QuoteEEnd-->
looooool
seen it all now.
There are currently no way for aliens to find out what armor level the marines are at, since you can't tell if you make a full hit or a glancing hit.
Also, it encourages holding mouse1, something you wanna discourage.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can tell that type of hit it via the damage numbers, 25, 50, 75. They are always constant.
There's a blue outline around the larger icon, and the other icon - what's that?
<img src="http://i.imgur.com/zqxWn.jpg" border="0" class="linked-image" />
Do the greyish icons represent armour and weapon level 1? Maybe they shouldn't be different shapes from the colour image in that case.
<img src="http://i.imgur.com/2JjlM.jpg" border="0" class="linked-image" />
Both damage numbers and hit indicator are client side (in other words; useless, you may as well turn them off (I have)).
Glancing bite seems like an interesting idea that could work well, but swalk's concern is valid. Perhaps more important, is the concern that aliens will no longer be able to "count bites".
Will reserve my judgement on the patch and glancing bites until I've properly tested it, though.
Dopefish is in docking. Not disclosing his location :P
There are currently no way for aliens to find out what armor level the marines are at, since you can't tell if you make a full hit or a glancing hit.
Also, it encourages holding mouse1, something you wanna discourage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the glancing melee hits, I can still find out what armor level they are at and it doesn't encourage holding down mouse one the game always encouraged it. In fact there was a whole thread on it before glancing hits was even an idea lol, where people were arguing holding down the mouse button was better then trying to time your attacks.
Glancing melee hits is great, it rewards a precision strike with full dmg and less precise strikes get 50/25 dmg but it is no where near as unforgiving as the previous system of 75 dmg or go home. When I was using it in b224 I honestly tried my best to get the 75 dmg hits but it didn't always work out that way, marine Juking/jumping/bunnyhopping around turned what would have been a precise hit into a glancing hit and I think that is what it should be. The marine made an effort to dodge my attack and was rewarded with a lower dmg number, I made an effort to keep my aim on him and wasn't outright punished for him not being directly in the center of my screen. I didn't miss, and he Didn't dodge completely there has to be an in between and This glancing melee hits is it.
This was some pretty bad gameplay.