<!--quoteo(post=2061380:date=Jan 16 2013, 05:25 PM:name=DamDSx)--><div class='quotetop'>QUOTE (DamDSx @ Jan 16 2013, 05:25 PM) <a href="index.php?act=findpost&pid=2061380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So X person makes Y promise and then fails to deliver, and the person complaining, who happens to be the one promised Y by X, is ungrateful for pointing it out?
Color me surprised, I thought promises were meant to be kept, man, maybe im wrong after all!
You missunderstood my post alright, you also tried being funny and failed. You also discredit a problem I very much have with the game simply because you "have not seen others complain about this", which is ok, youre not a dev, thankfully, so I dont expect approval of my problem from you. And now you are all apologetic and trying to elaborate a post trying to do who knows what. news flash, I dont care what you have to say, I never bashed the game, I pointed out a failure on a promise, you took it to levels I never went to, and made a fool of yourself by doing so (specially that crappy joke, seriously, what were you thinking?)<!--QuoteEnd--></div><!--QuoteEEnd-->
The only one making a fool of himself are you. You are behaving like a spoiled, immature brat. Roo is totally right.
Oh and to keep it in your language, so you may understand finally: Newsflash kiddo, they PROMISED you nothing. They talked about their plans to the community. (and plans can change) Taking it as a promise only shows how immature you are. I get really sick reading post like yours...
<!--quoteo(post=2061387:date=Jan 16 2013, 07:46 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Jan 16 2013, 07:46 AM) <a href="index.php?act=findpost&pid=2061387"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only one making a fool of himself are you. You are behaving like a spoiled, immature brat. Roo is totally right.
Oh and to keep it in your language, so you may understand finally: Newsflash kiddo, they PROMISED you nothing. They talked about their plans to the community. (and plans can change) Taking it as a promise only shows how immature you are. I get really sick reading post like yours...<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought it was a mildly funny joke :)
Can anyone who has played the patch comment on the hitreg changes...still at work here.
Docking feels more intuitive and balanced with east wing and courtyard deepened the way it is. Nice.
One huge pet peeve, though. Just played mineshaft- the southern of the central drilling RTs was difficult enough to cyst (popping up on the catwalk above), but now with the minimum cyst distance I either can't get close enough or the infestation didn't travel up the little steps to its locations.
<!--quoteo(post=2061387:date=Jan 16 2013, 11:46 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Jan 16 2013, 11:46 AM) <a href="index.php?act=findpost&pid=2061387"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only one making a fool of himself are you. You are behaving like a spoiled, immature brat. Roo is totally right.
Oh and to keep it in your language, so you may understand finally: Newsflash kiddo, they PROMISED you nothing. They talked about their plans to the community. (and plans can change) Taking it as a promise only shows how immature you are. I get really sick reading post like yours...<!--QuoteEnd--></div><!--QuoteEEnd-->
I know plans can change, but if you divulge a plan to someone (in this case, the community) said plan changes, shouldnt you at least say it changed so people dont hopelessly wait for something that you said youd do? that would be the proper way to handle it in my opinion.
Far from spoiled and far from a kid, nice try though.
<!--quoteo(post=2061361:date=Jan 16 2013, 09:39 AM:name=MiniH0wie)--><div class='quotetop'>QUOTE (MiniH0wie @ Jan 16 2013, 09:39 AM) <a href="index.php?act=findpost&pid=2061361"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you totally skip over the whole part where hit registration for Marines was improved!?!?<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought it was hit reg for skulks running on walls only. Can anyone confirm that hit reg overall is improved?
<!--quoteo(post=2061394:date=Jan 16 2013, 12:06 PM:name=Gorgenapper)--><div class='quotetop'>QUOTE (Gorgenapper @ Jan 16 2013, 12:06 PM) <a href="index.php?act=findpost&pid=2061394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought it was hit reg for skulks running on walls only. Can anyone confirm that hit reg overall is improved?<!--QuoteEnd--></div><!--QuoteEEnd-->
According to the patch notes, youre right, but something may may have slipped in, as seems to be the case with Hitreg all the time. Quite complex feature, always changing, id like to know as well, as my game skill took a toll since the last update, I cant hit crap now.
Worth noting Im working and I havent tested this new patch yet.
<!--quoteo(post=2061355:date=Jan 16 2013, 02:14 PM:name=hozz)--><div class='quotetop'>QUOTE (hozz @ Jan 16 2013, 02:14 PM) <a href="index.php?act=findpost&pid=2061355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd really like to know... Why was the RT in Courtyard removed? Because usually Aliens got it even if it's right in front of the Marine base? Why was the shortcut in Courtyard removed? What inspired the new vent from Maintenance/Courtyard to Locker?<!--QuoteEnd--></div><!--QuoteEEnd-->
RT in courtyard was always a bit unnecessary, it's the room that connects to everything and to have an RT in it as well made it a bit overkill. The shortcut was removed because marines can sprint into Lockers way too quickly. To get to the RT quicker.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Update view angles before firing weapon (fixes some hitreg issues)<!--QuoteEnd--></div><!--QuoteEEnd--> ...I don't want to be flippant or anything, but perhaps UW should assign one person to go through the entire user input, netcode, client and server gamestate update, and rendering process.
Feature request:<ul><li>Show up observatory detection radius zone when placing an observatory as a commander, and in spectator mode</li><li>Show up scan detection radius zone when scanning as a commander, and in spectator mode</li><li>Show up Shift's move radius zone that it encompasses when placing and building it as a khammander</li><li><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>Allow Lua mods to specify an additional custom script file entrypoint(e.g. LoadEntryPoint="lua\mymod5.lua") which loads when all other stuff has loaded, to avoid compatibility issues with other mods, the tiring procedure to revision the code with the latest build code for modders and server admins, and avoiding the overriding usage of the game_setup.xml file.</b><!--colorc--></span><!--/colorc--></li></ul> MAC movement restriction bug: In the following building configuration depicted in the image, the MAC can not move through to the move-order / unbuilt phase gate, because it is surrounded by marine buildings. I understand that the MAC can't move through the CC & Armory, but it should be able to jump over the railing or move through the IP, it levitates LOL! <img src="http://img46.imageshack.us/img46/7959/2013011600002.jpg" border="0" class="linked-image" />
Mine-laying animation and arming restriction bug; repeat these steps to duplicate the bug: <ol type='1'><li>Respawn as marine.</li><li>Drop Rifle and Pistol.</li><li>Buy Welder.</li><li>Enter CC, leave CC.</li><li>Buy Mines.</li></ol>I confirmed it with a teammate and he also experienced the bug.
Now you will have the mine-laying animation play over and over again, and you can't place mines either. When you click primary fire, others will see that you're placing a mine with an animation but no mine gets placed and the mine ammo doesn't decrease. If you switch weapons / drop and pickup the mines again it still doesn't work. You have to pickup the rifle/pistol or buy another primary weapon in order for it to work.
This hasn't been fixed since a couple of builds back.
MedPacks and AmmoPacks dropping bug on Tech Points. If you drop e.g. meds on an unbuilt tech-point, which should count as normal ground, the medpack spawns inside the tech-point floor and can not be used by any marines walking over it. The server receives the message:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Warning: A MedPack went out of bounds, destroying...<!--c2--></div><!--ec2-->
Tech-point animation is bugged by not resetting when opposite team reconstructs it. E.g. A hive occupies a tech-point and the marines kill it, builds a CC on it, see image: <img src="http://img600.imageshack.us/img600/6903/2013011100001u.jpg" border="0" class="linked-image" />
Stick-to-wall Shift-key function is bugged for the Skulk, it stopped working a couple of builds ago. When wall/ceiling-walking as a Skulk and holding shift, you will not stick to the wall or ceiling, and you will fall off pretty fast unless you look against the plane's direction.
The flamethrower has a weird effect when burning walls, it looks like the fire is levitating in mid-air, this should not be prioritized but I just wanted to make a note of it. Image: <a href="http://imageshack.us/a/img833/205/2013011600003z.jpg" target="_blank">http://imageshack.us/a/img833/205/2013011600003z.jpg</a>
I don't know if this is a bug but the flamethrower does no longer have a remaining total ammo horizontal indicator at the top/bottom of the display.
The flamethrower firing animation looks like it doesn't originate from the muzzle, but instead on top of the muzzle closest to the player camera. I couldn't catch a clear picture of this occurrence.
<!--quoteo(post=2061394:date=Jan 16 2013, 10:06 AM:name=Gorgenapper)--><div class='quotetop'>QUOTE (Gorgenapper @ Jan 16 2013, 10:06 AM) <a href="index.php?act=findpost&pid=2061394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought it was hit reg for skulks running on walls only. Can anyone confirm that hit reg overall is improved?<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't say that hit reg was improved overall. I just said that it was improved which is a buff to Marines that MrChoke left out of his post.
It would be nice if hig reg globally was improved though.
<!--quoteo(post=2061297:date=Jan 16 2013, 01:53 PM:name=philogl)--><div class='quotetop'>QUOTE (philogl @ Jan 16 2013, 01:53 PM) <a href="index.php?act=findpost&pid=2061297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So the Vote Concede option is completely useless seeing as there's no feedback or prompt to other players that someone on your team is suggesting to concede. It's literally the same as pressing F4 and waiting for other people to get the message. Why not at the very least have some kind of global chat say "1 player has voted to concede the round, requires X more votes"? I appreciate the addition of a concede vote but it's actually not achieving anything on top of what the game already offered.<!--QuoteEnd--></div><!--QuoteEEnd-->
Umm, pardon me, but why does there needs be any feedback?
So that the rest of the team gets all depressed and decides to surrender too?
I would probably rather it a silent vote. You toggle your "surrender" -on, and keep playing normal. If enough people surrender it's game over.
I mean, who continues to play normally when you're sitting at 6/7 votes for surrendering? Everyone just stops and waits for the last vote.
I find it much easier to kill skulks now. As in if the interp issues did not exist where you waste twice the number of shots you fire on already a dead skulk it would be possible to kill 4 skulks in one magazine without upgrades.
<!--quoteo(post=2061425:date=Jan 16 2013, 06:05 PM:name=Mestaritonttu)--><div class='quotetop'>QUOTE (Mestaritonttu @ Jan 16 2013, 06:05 PM) <a href="index.php?act=findpost&pid=2061425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Umm, pardon me, but why does there needs be any feedback?
So that the rest of the team gets all depressed and decides to surrender too?
I would probably rather it a silent vote. You toggle your "surrender" -on, and keep playing normal. If enough people surrender it's game over.
I mean, who continues to play normally when you're sitting at 6/7 votes for surrendering? Everyone just stops and waits for the last vote.
My 2 cents.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, the way it is implemented now, pretty much every server will rather use the surrender mod, so it's effectively non-existent. And toggling it on silently doesn't make sense. If someone thinks the game is over, he is likely going to write that in chat anyway (and probably in a more "depressing" way than the feature itself would do that in a neutral tone). And if a game that he deems over is still going on, the guy will simply F4, which defeats the purpose of the surrender system in the first place.
And when they announced "tons of bugfixes", I was actually hoping that some of the technical issues got fixed. But no, I still suffer from texture memory leaks, red plugs of death and "slide show rendering when the Steam connection goes down". I played the game three times today, but zero times did I actually deliberately shut it down.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I didn't say that hit reg was improved overall. I just said that it was improved which is a buff to Marines that MrChoke left out of his post.
It would be nice if hig reg globally was improved though.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=2061317:date=Jan 16 2013, 07:59 AM:name=Tane)--><div class='quotetop'>QUOTE (Tane @ Jan 16 2013, 07:59 AM) <a href="index.php?act=findpost&pid=2061317"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Finally hitreg is back to level it should be! The game is sooo much better now and it seems like that marines are now overpowered. Too bad you didnt increase fade's hp, because with this hitreg you can solo fade with a lmg clip.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I'm wondering about this statement by Tane. How often are you shooting skulks off walls, as opposed to shooting them running at you / hopping around you on the floor? Chances are that the majority of marine vs skulk encounters are the latter.
<!--quoteo(post=2061435:date=Jan 16 2013, 06:30 PM:name=ServerModerator)--><div class='quotetop'>QUOTE (ServerModerator @ Jan 16 2013, 06:30 PM) <a href="index.php?act=findpost&pid=2061435"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Look how long that list is! I love it!<!--QuoteEnd--></div><!--QuoteEEnd-->
A lot in that list are actually patch notes from the last update.
Minimal infestation is really screwed up in the new patch (for me). There are large areas of discoloration (it's like an especially dark infestation - almost brown/black), and the infestation appears as almost hula hoop-like bands on areas where the floor meets the wall, especially on the inner edges of doorways.
<!--quoteo(post=2061432:date=Jan 16 2013, 07:26 PM:name=CrushaK)--><div class='quotetop'>QUOTE (CrushaK @ Jan 16 2013, 07:26 PM) <a href="index.php?act=findpost&pid=2061432"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, the way it is implemented now, pretty much every server will rather use the surrender mod, so it's effectively non-existent. And toggling it on silently doesn't make sense. If someone thinks the game is over, he is likely going to write that in chat anyway (and probably in a more "depressing" way than the feature itself would do that in a neutral tone). And if a game that he deems over is still going on, the guy will simply F4, which defeats the purpose of the surrender system in the first place.<!--QuoteEnd--></div><!--QuoteEEnd--> I don't really follow.
What is the reason for needing the demoralizing effect? You're saying that if they can't have the info presented on-screen, they'll proceed to more radical methods to get their opinion across. I think it's pretty pointless. If you think the game is lost, fine, but why do you have to convince everyone else to agree?
I think a silent vote improves the chances of everyone giving it their 100% before the actual surrendering happens. And if they really feel the need, they can use the chat to convince others to give up. Don't think they need additional tools for that.
Great update so far, looking forward to testing more (specially performance improvements during combat). Anyhow, wanted to bring up a weird issue I found in ns2_docking. The minimap looks to be way off. I am running an odd resolution, though.... 1024x768 on a widescreen monitor with a native of 1680x1050.
<!--quoteo(post=2061451:date=Jan 16 2013, 12:52 PM:name=semihandy)--><div class='quotetop'>QUOTE (semihandy @ Jan 16 2013, 12:52 PM) <a href="index.php?act=findpost&pid=2061451"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great update so far, looking forward to testing more (specially performance improvements during combat). Anyhow, wanted to bring up a weird issue I found in ns2_docking. The minimap looks to be way off. I am running an odd resolution, though.... 1024x768 on a widescreen monitor with a native of 1680x1050.
Haven't played a LOT yet but the hitreg does seem a bit nicer on the skulks ;) The infestation is a bit "uglier" for me now though. I'm running in native but it just doesn't seem as fluid as before(like the previous post with a pic). And it would be REALLY helpful to have a highlighted green area for placing infestation now. With the greater restrictions I only end up actual dropping 1 out of 3 cysts I try to drop. It was complex before the limitations/map levels and now is mildly maddening... With the lower health of the cysts now the Alien Comm will be dropping a LOT more cysts in future games so some help would be nice. Overall great update guys. Thanks!!!
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited January 2013
<!--quoteo(post=2061391:date=Jan 16 2013, 07:55 AM:name=DamDSx)--><div class='quotetop'>QUOTE (DamDSx @ Jan 16 2013, 07:55 AM) <a href="index.php?act=findpost&pid=2061391"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know plans can change, but if you divulge a plan to someone (in this case, the community) said plan changes, shouldnt you at least say it changed so people dont hopelessly wait for something that you said youd do? that would be the proper way to handle it in my opinion.<!--QuoteEnd--></div><!--QuoteEEnd--> They said in blog updates and in these forums that the content patch would be late Jan / early Feb. It is neither of those.
<ul><li>Mac and drifter movement are intentionally blocked by your own team's structures.</li><li>Thanks for the repro with mines</li><li>Medpacks on techpoints is known. Happens on most structures.</li><li>Tech point animation bugged when reused is a tough bug to solve supposedly.. i think the eventual decision was to just let that bug go into the wild, as the solution was too much for such a small visual discrepancy</li><li>Stick to wall function has worked like this intentionally for many builds now.. people didnt like being so "sticky" on the walls. This is not a bug.</li><li>Flamethrower issues known</li><li>particle setting intentionally defaults to low.</li></ul>
After the new update i noticed much larger pings at UWE Official EU servers. Before the update it was 60-80 and now it's 110-150.
I've pasted tracert if that's any help.
2 1 ms 1 ms 1 ms sta3-213-139-183-241.psoasnet.fi [213.139.183.241] 3 1 ms 1 ms 1 ms sta3-213-139-183-229.psoasnet.fi [213.139.183.229] 4 1 ms 2 ms 2 ms oul2-tr1.dnaip.fi [62.78.105.202] 5 12 ms 12 ms 12 ms oul1-tr1.dnaip.fi [62.78.107.24] 6 19 ms 27 ms 12 ms lah1-tr1.dnaip.fi [62.78.107.54] 7 13 ms 11 ms 12 ms hel5-tr3.dnaip.fi [62.78.107.126] 8 13 ms 12 ms 12 ms hel1-tr2.dnaip.fi [62.78.107.124] 9 12 ms 11 ms * 212.73.248.5 10 43 ms 43 ms 43 ms ae-8-8.ebr1.Dusseldorf1.Level3.net [4.69.148.166] 11 55 ms 48 ms 49 ms ae-7-7.ebr1.Dusseldorf1.Level3.net [4.69.142.170] 12 43 ms 43 ms 43 ms ae-46-46.ebr3.Frankfurt1.Level3.net [4.69.143.170] 13 43 ms 43 ms 43 ms ae-83-83.csw3.Frankfurt1.Level3.net [4.69.163.10] 14 * 43 ms 44 ms ae-3-80.edge5.Frankfurt1.Level3.net [4.69.154.137] 15 81 ms 105 ms 81 ms xe-4-3-2.fra44.ip4.tinet.net [77.67.95.13] 16 126 ms 99 ms 99 ms so-1-2-0.lon12.ip4.tinet.net [213.200.82.1] 17 96 ms 96 ms 99 ms multiplay-gw-1.ip4.tinet.net [213.200.78.82] 18 102 ms 104 ms 103 ms cr0.ams.as35028.net [85.236.110.26] 19 100 ms 101 ms 101 ms amse301.multiplay.co.uk [85.236.109.71]
Comments
Color me surprised, I thought promises were meant to be kept, man, maybe im wrong after all!
You missunderstood my post alright, you also tried being funny and failed. You also discredit a problem I very much have with the game simply because you "have not seen others complain about this", which is ok, youre not a dev, thankfully, so I dont expect approval of my problem from you. And now you are all apologetic and trying to elaborate a post trying to do who knows what. news flash, I dont care what you have to say, I never bashed the game, I pointed out a failure on a promise, you took it to levels I never went to, and made a fool of yourself by doing so (specially that crappy joke, seriously, what were you thinking?)<!--QuoteEnd--></div><!--QuoteEEnd-->
The only one making a fool of himself are you. You are behaving like a spoiled, immature brat. Roo is totally right.
Oh and to keep it in your language, so you may understand finally: Newsflash kiddo, they PROMISED you nothing. They talked about their plans to the community. (and plans can change) Taking it as a promise only shows how immature you are. I get really sick reading post like yours...
and I will reiterate (proper way of spelling it by the way), cool updates, delive on the promises, or at least say why you cant.
an old boss of mine used to say "Do as you say, or say early why you cant", took it very seriously, this is business and words mean a lot, you lied.
I think it is quite obvious that I want gorges to be useful. healspraing gets boring, a lot.
Oh and to keep it in your language, so you may understand finally: Newsflash kiddo, they PROMISED you nothing. They talked about their plans to the community. (and plans can change) Taking it as a promise only shows how immature you are. I get really sick reading post like yours...<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought it was a mildly funny joke :)
Can anyone who has played the patch comment on the hitreg changes...still at work here.
One huge pet peeve, though. Just played mineshaft- the southern of the central drilling RTs was difficult enough to cyst (popping up on the catwalk above), but now with the minimum cyst distance I either can't get close enough or the infestation didn't travel up the little steps to its locations.
Oh and to keep it in your language, so you may understand finally: Newsflash kiddo, they PROMISED you nothing. They talked about their plans to the community. (and plans can change) Taking it as a promise only shows how immature you are. I get really sick reading post like yours...<!--QuoteEnd--></div><!--QuoteEEnd-->
I know plans can change, but if you divulge a plan to someone (in this case, the community) said plan changes, shouldnt you at least say it changed so people dont hopelessly wait for something that you said youd do? that would be the proper way to handle it in my opinion.
Far from spoiled and far from a kid, nice try though.
I thought it was hit reg for skulks running on walls only. Can anyone confirm that hit reg overall is improved?
According to the patch notes, youre right, but something may may have slipped in, as seems to be the case with Hitreg all the time. Quite complex feature, always changing, id like to know as well, as my game skill took a toll since the last update, I cant hit crap now.
Worth noting Im working and I havent tested this new patch yet.
Why was the RT in Courtyard removed? Because usually Aliens got it even if it's right in front of the Marine base?
Why was the shortcut in Courtyard removed?
What inspired the new vent from Maintenance/Courtyard to Locker?<!--QuoteEnd--></div><!--QuoteEEnd-->
RT in courtyard was always a bit unnecessary, it's the room that connects to everything and to have an RT in it as well made it a bit overkill.
The shortcut was removed because marines can sprint into Lockers way too quickly.
To get to the RT quicker.
...I don't want to be flippant or anything, but perhaps UW should assign one person to go through the entire user input, netcode, client and server gamestate update, and rendering process.
MAC movement restriction bug:
In the following building configuration depicted in the image, the MAC can not move through to the move-order / unbuilt phase gate, because it is surrounded by marine buildings. I understand that the MAC can't move through the CC & Armory, but it should be able to jump over the railing or move through the IP, it levitates LOL!
<img src="http://img46.imageshack.us/img46/7959/2013011600002.jpg" border="0" class="linked-image" />
Mine-laying animation and arming restriction bug; repeat these steps to duplicate the bug:
<ol type='1'><li>Respawn as marine.</li><li>Drop Rifle and Pistol.</li><li>Buy Welder.</li><li>Enter CC, leave CC.</li><li>Buy Mines.</li></ol>I confirmed it with a teammate and he also experienced the bug.
Now you will have the mine-laying animation play over and over again, and you can't place mines either. When you click primary fire, others will see that you're placing a mine with an animation but no mine gets placed and the mine ammo doesn't decrease. If you switch weapons / drop and pickup the mines again it still doesn't work. You have to pickup the rifle/pistol or buy another primary weapon in order for it to work.
This hasn't been fixed since a couple of builds back.
MedPacks and AmmoPacks dropping bug on Tech Points. If you drop e.g. meds on an unbuilt tech-point, which should count as normal ground, the medpack spawns inside the tech-point floor and can not be used by any marines walking over it. The server receives the message:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Warning: A MedPack went out of bounds, destroying...<!--c2--></div><!--ec2-->
Tech-point animation is bugged by not resetting when opposite team reconstructs it. E.g. A hive occupies a tech-point and the marines kill it, builds a CC on it, see image:
<img src="http://img600.imageshack.us/img600/6903/2013011100001u.jpg" border="0" class="linked-image" />
Stick-to-wall Shift-key function is bugged for the Skulk, it stopped working a couple of builds ago. When wall/ceiling-walking as a Skulk and holding shift, you will not stick to the wall or ceiling, and you will fall off pretty fast unless you look against the plane's direction.
The flamethrower has a weird effect when burning walls, it looks like the fire is levitating in mid-air, this should not be prioritized but I just wanted to make a note of it. Image: <a href="http://imageshack.us/a/img833/205/2013011600003z.jpg" target="_blank">http://imageshack.us/a/img833/205/2013011600003z.jpg</a>
I don't know if this is a bug but the flamethrower does no longer have a remaining total ammo horizontal indicator at the top/bottom of the display.
The flamethrower firing animation looks like it doesn't originate from the muzzle, but instead on top of the muzzle closest to the player camera. I couldn't catch a clear picture of this occurrence.
Particle setting is LOW.
I didn't say that hit reg was improved overall. I just said that it was improved which is a buff to Marines that MrChoke left out of his post.
It would be nice if hig reg globally was improved though.
Umm, pardon me, but why does there needs be any feedback?
So that the rest of the team gets all depressed and decides to surrender too?
I would probably rather it a silent vote. You toggle your "surrender" -on, and keep playing normal. If enough people surrender it's game over.
I mean, who continues to play normally when you're sitting at 6/7 votes for surrendering? Everyone just stops and waits for the last vote.
My 2 cents.
So that the rest of the team gets all depressed and decides to surrender too?
I would probably rather it a silent vote. You toggle your "surrender" -on, and keep playing normal. If enough people surrender it's game over.
I mean, who continues to play normally when you're sitting at 6/7 votes for surrendering? Everyone just stops and waits for the last vote.
My 2 cents.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, the way it is implemented now, pretty much every server will rather use the surrender mod, so it's effectively non-existent.
And toggling it on silently doesn't make sense. If someone thinks the game is over, he is likely going to write that in chat anyway (and probably in a more "depressing" way than the feature itself would do that in a neutral tone). And if a game that he deems over is still going on, the guy will simply F4, which defeats the purpose of the surrender system in the first place.
And when they announced "tons of bugfixes", I was actually hoping that some of the technical issues got fixed.
But no, I still suffer from texture memory leaks, red plugs of death and "slide show rendering when the Steam connection goes down". I played the game three times today, but zero times did I actually deliberately shut it down.
It would be nice if hig reg globally was improved though.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=2061317:date=Jan 16 2013, 07:59 AM:name=Tane)--><div class='quotetop'>QUOTE (Tane @ Jan 16 2013, 07:59 AM) <a href="index.php?act=findpost&pid=2061317"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Finally hitreg is back to level it should be! The game is sooo much better now and it seems like that marines are now overpowered. Too bad you didnt increase fade's hp, because with this hitreg you can solo fade with a lmg clip.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I'm wondering about this statement by Tane. How often are you shooting skulks off walls, as opposed to shooting them running at you / hopping around you on the floor? Chances are that the majority of marine vs skulk encounters are the latter.
A lot in that list are actually patch notes from the last update.
And toggling it on silently doesn't make sense. If someone thinks the game is over, he is likely going to write that in chat anyway (and probably in a more "depressing" way than the feature itself would do that in a neutral tone). And if a game that he deems over is still going on, the guy will simply F4, which defeats the purpose of the surrender system in the first place.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't really follow.
What is the reason for needing the demoralizing effect? You're saying that if they can't have the info presented on-screen, they'll proceed to more radical methods to get their opinion across. I think it's pretty pointless. If you think the game is lost, fine, but why do you have to convince everyone else to agree?
I think a silent vote improves the chances of everyone giving it their 100% before the actual surrendering happens. And if they really feel the need, they can use the chat to convince others to give up. Don't think they need additional tools for that.
<img src="http://farm9.staticflickr.com/8077/8386413849_1d812dd5cf_b.jpg" border="0" class="linked-image" />
<img src="http://farm9.staticflickr.com/8077/8386413849_1d812dd5cf_b.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
You are using a modded map. That map isn't accurate now. You'll need to turn it off.
<img src="http://puu.sh/1OvSW.png" border="0" class="linked-image" />
They said in blog updates and in these forums that the content patch would be late Jan / early Feb. It is neither of those.
<ul><li>Mac and drifter movement are intentionally blocked by your own team's structures.</li><li>Thanks for the repro with mines</li><li>Medpacks on techpoints is known. Happens on most structures.</li><li>Tech point animation bugged when reused is a tough bug to solve supposedly.. i think the eventual decision was to just let that bug go into the wild, as the solution was too much for such a small visual discrepancy</li><li>Stick to wall function has worked like this intentionally for many builds now.. people didnt like being so "sticky" on the walls. This is not a bug.</li><li>Flamethrower issues known</li><li>particle setting intentionally defaults to low.</li></ul>
Thanks for the awesome feedback!
Before the update it was 60-80 and now it's 110-150.
I've pasted tracert if that's any help.
2 1 ms 1 ms 1 ms sta3-213-139-183-241.psoasnet.fi [213.139.183.241]
3 1 ms 1 ms 1 ms sta3-213-139-183-229.psoasnet.fi [213.139.183.229]
4 1 ms 2 ms 2 ms oul2-tr1.dnaip.fi [62.78.105.202]
5 12 ms 12 ms 12 ms oul1-tr1.dnaip.fi [62.78.107.24]
6 19 ms 27 ms 12 ms lah1-tr1.dnaip.fi [62.78.107.54]
7 13 ms 11 ms 12 ms hel5-tr3.dnaip.fi [62.78.107.126]
8 13 ms 12 ms 12 ms hel1-tr2.dnaip.fi [62.78.107.124]
9 12 ms 11 ms * 212.73.248.5
10 43 ms 43 ms 43 ms ae-8-8.ebr1.Dusseldorf1.Level3.net [4.69.148.166]
11 55 ms 48 ms 49 ms ae-7-7.ebr1.Dusseldorf1.Level3.net [4.69.142.170]
12 43 ms 43 ms 43 ms ae-46-46.ebr3.Frankfurt1.Level3.net [4.69.143.170]
13 43 ms 43 ms 43 ms ae-83-83.csw3.Frankfurt1.Level3.net [4.69.163.10]
14 * 43 ms 44 ms ae-3-80.edge5.Frankfurt1.Level3.net [4.69.154.137]
15 81 ms 105 ms 81 ms xe-4-3-2.fra44.ip4.tinet.net [77.67.95.13]
16 126 ms 99 ms 99 ms so-1-2-0.lon12.ip4.tinet.net [213.200.82.1]
17 96 ms 96 ms 99 ms multiplay-gw-1.ip4.tinet.net [213.200.78.82]
18 102 ms 104 ms 103 ms cr0.ams.as35028.net [85.236.110.26]
19 100 ms 101 ms 101 ms amse301.multiplay.co.uk [85.236.109.71]
infestation fps loss seems to be worse this update.