...should be 259.
Any information on what are the focus points for this next build ?
Bug fixes will be welcomed of course but i believe it's a point where some little things have to change.
What is the road map ? 260 ? 261 ?
Pls enlighten us ?
Here is hoping for more bug fixing and optimizations coming soon.
From IronHorse in the Bug Fixes Thread:
DISCLAIMER: Any of these items are subject to change and may in fact not fix anything. It may not even come out in the next patch or ever. It might be a complete lie. Do not get your hopes up and do not say i promised you anything. :bz:
dead end gorge tunnel entrances can no longer be entered. They will show now a specific pose depending on if they are connected or not to fix the confusion when having multiple tunnel entrances in one room
Fixed nano shield sometimes failing or possible to apply at dead units but still costing resources
Improved behavior and client side misprediction of grenades
Waypoints and pings will now fade out when aiming at their direction
Dynamic props now have a default model (Thanks Samusdroid)
Optimized animation computations
Fixed moved crags/shade/shifts being ignored by sentries and ARCs
improved behavior of flame thrower fire effect when colliding with a surface
fixed main menu background sound continuing playing when menu is closed (thanks Mendasp)
fixed wrong side of the gorge tunnel flinching when attacked
fixed some icons staying greyed out in alien tech map once requirements have been reached
fixed skulk aligning their model in mid air to other players / entities they are about to collide with
fixed gorge tunnels dropable in areas which marines can\'t reach
fixed heal spray effects being visible to marine commander without LOS
fixed script error preventing an unbuilt gorge tunnel entrance to be consumed when a third one is being build
fixed marine HUD health bar appearing corrupted when leaving command station at low health
fixed biomass UI and tech map sometimes not showing tooltip info for commanders
Fixed lighting and other graphical artifacts in OpenGL
Fixed Old Gorge tunnel exit still visible on minimap after moving it
Fixed Gorge Healspray effect visible to marine comm without line of sight
Fixed Linux/OpenGl Alt tabbing while loading map results in black textures
fixed skulk aligning their model in mid air to other players / entities they are about to collide with
Hmm hopefully this will fix the issue with Skulk bites not hitting when they should.
fixed gorge tunnels dropable in areas which marines can't reach
Wow, I can think of over a dozen different places this might eliminate. Like Agri Lab in Biodome, or Chasm in Refinery... Talk about killing the effectiveness of gorge tunnels lol.
Besides jetpack marines can reach all those areas....
Besides jetpack marines can reach all those areas....
^ This, You can have jetpacks out by the 5 or 6 minute mark. Not to mention grenade launchers, hand grenades, or a buddy boost can get you to practically every tunnel spot.
I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build. Only time will tell what changes actually make it into the game.
Personally I am OK with the gorge tunnel change as long as it takes into account only places where marines really cannot realistically get to and not ones that take a little effort on 1 or 2 marines part. This would still allow landing pad tunnel on docking and repair vent on tram for example. But I also almost never play gorge so I am clearly biased on this one.
I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build. Only time will tell what changes actually make it into the game.
Personally I am OK with the gorge tunnel change as long as it takes into account only places where marines really cannot realistically get to and not ones that take a little effort on 1 or 2 marines part. This would still allow landing pad tunnel on docking and repair vent on tram for example. But I also almost never play gorge so I am clearly biased on this one.
I guess we just need more information, like HOW is it fixed? Did they find every spot on the map they deemed too cruel for marines, and put some commandernobuild geo there? Or did they just increase the required placement radius for the tunnel?
I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build..
YUP! >_<
Thanks for posting the disclaimer though.
Also partially my fault, there's supposed to be zero balance items and features in the list i provided. That one snuck through.
Personally i think it'd make more sense to throw tunnels back to commander research-able, instead of taking away a big part of what makes them fun: The creativity in which they are deployed.
But as long as its freely available from 00:00 in the round, (which i don't think was necessary) i suppose there has to be some restrictions.
I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build..
YUP! >_<
Thanks for posting the disclaimer though.
Also partially my fault, there's supposed to be zero balance items and features in the list i provided. That one snuck through.
Personally i think it'd make more sense to throw tunnels back to commander research-able, instead of taking away a big part of what makes them fun: The creativity in which they are deployed.
But as long as its freely available from 00:00 in the round, (which i don't think was necessary) i suppose there has to be some restrictions.
Yes, give babblers with no research and return tunnels back to research.
Some of the Gorge tunnel locations are just extremely unfair, researched or not. It's really a mapping issue though. Most of them were designed before tunnels even existed.
I was hopping for real jobs to be started :
-Key assignment
-Key stroke checks
-Commander key assignment option panel
-Multiple switchable key configuration and such...
(see here)
and...
*Alien "Blind" Vision
*Strafe jump
Bugs are bugs and there will be always bugs. You can't chase bug all the time while there are so many other things to do in order to improve the game. There are some things that are difficult to do. Some other can be done without losing too much time on it.
NS2 starts to look like a Diva that show a real nice and perfect image. Problem : it cannot move without looking/feeling cranky. Cosmetics should be delayed a little. Reading the forum show without any doubt that we experience plenty of issues not really related to cosmetics.
I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build..
YUP! >_<
Thanks for posting the disclaimer though.
Also partially my fault, there's supposed to be zero balance items and features in the list i provided. That one snuck through.
Personally i think it'd make more sense to throw tunnels back to commander research-able, instead of taking away a big part of what makes them fun: The creativity in which they are deployed.
But as long as its freely available from 00:00 in the round, (which i don't think was necessary) i suppose there has to be some restrictions.
Yes, give babblers with no research and return tunnels back to research.
Yikes no please don't, we've been there and it completely breaks the early game with unkillable skulks, especially if used with mucous membrane.
I feel like IronHorse is going to beat me up for posting those here now, those are all tentative, I assume those are just what is currently in the test build..
YUP! >_<
Thanks for posting the disclaimer though.
Also partially my fault, there's supposed to be zero balance items and features in the list i provided. That one snuck through.
Personally i think it'd make more sense to throw tunnels back to commander research-able, instead of taking away a big part of what makes them fun: The creativity in which they are deployed.
But as long as its freely available from 00:00 in the round, (which i don't think was necessary) i suppose there has to be some restrictions.
Yes, give babblers with no research and return tunnels back to research.
Yikes no please don't, we've been there and it completely breaks the early game with unkillable skulks, especially if used with mucous membrane.
That was before when babblers had 3-4 times as much health... Now they're like shooting bubbles with well... Bullets! Not to mention mucous got a minor nerf, still powerful if used correctly but it was a nerf. I see a bigger issue giving aliens insta "phase gates" more than giving them a couple of soap suds of armor.
Cannon_FodderAUSBrisbane, AUJoin Date: 2013-06-23Member: 185664Members, Squad Five Blue, Squad Five Silver, Reinforced - Shadow
@Turbine
Actually, I liked the Reinforced (and the latest patch). The last patch gave me better performance on my old machine (E8800 3Gz duo, 4GB ram _ a Nvidia 560 card). Things were smoother (or felt smoother). I would prefer they did minor tweaks instead of the large changes (Biomass / alien upgrade change were shocks to the system.)
Reduced clutter that is created by drifter mucus and enzyme
Reduced clutter that is generated by crag's healing wave and regeneration on lifeforms
haha
I agree. I personally don't mind the effects of drifter abilities but please reduce the visual impairment caused by them. Also, use Sewlek's change to nanoshield. Please and thank you.
I haven't checked in like a week but last time I looked nano was reduced from 75% damage reduction to 35% reduction and duration was increased from 3 seconds to 5. So nano'd marines could actually be killed compared to the 3 second god mode you get right now.
Comments
From IronHorse in the Bug Fixes Thread:
DISCLAIMER: Any of these items are subject to change and may in fact not fix anything. It may not even come out in the next patch or ever. It might be a complete lie. Do not get your hopes up and do not say i promised you anything. :bz:
Fixed nano shield sometimes failing or possible to apply at dead units but still costing resources
Improved behavior and client side misprediction of grenades
Waypoints and pings will now fade out when aiming at their direction
Dynamic props now have a default model (Thanks Samusdroid)
Optimized animation computations
Fixed moved crags/shade/shifts being ignored by sentries and ARCs
improved behavior of flame thrower fire effect when colliding with a surface
fixed main menu background sound continuing playing when menu is closed (thanks Mendasp)
fixed wrong side of the gorge tunnel flinching when attacked
fixed some icons staying greyed out in alien tech map once requirements have been reached
fixed skulk aligning their model in mid air to other players / entities they are about to collide with
fixed gorge tunnels dropable in areas which marines can\'t reach
fixed heal spray effects being visible to marine commander without LOS
fixed script error preventing an unbuilt gorge tunnel entrance to be consumed when a third one is being build
fixed marine HUD health bar appearing corrupted when leaving command station at low health
fixed biomass UI and tech map sometimes not showing tooltip info for commanders
Fixed lighting and other graphical artifacts in OpenGL
Fixed Old Gorge tunnel exit still visible on minimap after moving it
Fixed Gorge Healspray effect visible to marine comm without line of sight
Fixed Linux/OpenGl Alt tabbing while loading map results in black textures
RIP mezzanine
RIP Landing Pad.
Hmm hopefully this will fix the issue with Skulk bites not hitting when they should.
fixed gorge tunnels dropable in areas which marines can't reach
Wow, I can think of over a dozen different places this might eliminate. Like Agri Lab in Biodome, or Chasm in Refinery... Talk about killing the effectiveness of gorge tunnels lol.
Besides jetpack marines can reach all those areas....
Aren't the aliens all about having more mobility than the marines? That'd be a terrible game design choice.
^ This, You can have jetpacks out by the 5 or 6 minute mark. Not to mention grenade launchers, hand grenades, or a buddy boost can get you to practically every tunnel spot.
Personally I am OK with the gorge tunnel change as long as it takes into account only places where marines really cannot realistically get to and not ones that take a little effort on 1 or 2 marines part. This would still allow landing pad tunnel on docking and repair vent on tram for example. But I also almost never play gorge so I am clearly biased on this one.
FTFY
Oh shit, this made me laugh pretty damn hard.
I guess we just need more information, like HOW is it fixed? Did they find every spot on the map they deemed too cruel for marines, and put some commandernobuild geo there? Or did they just increase the required placement radius for the tunnel?
Thanks for posting the disclaimer though.
Also partially my fault, there's supposed to be zero balance items and features in the list i provided. That one snuck through.
Personally i think it'd make more sense to throw tunnels back to commander research-able, instead of taking away a big part of what makes them fun: The creativity in which they are deployed.
But as long as its freely available from 00:00 in the round, (which i don't think was necessary) i suppose there has to be some restrictions.
Yes, give babblers with no research and return tunnels back to research.
-Key assignment
-Key stroke checks
-Commander key assignment option panel
-Multiple switchable key configuration and such...
(see here)
and...
*Alien "Blind" Vision
*Strafe jump
Bugs are bugs and there will be always bugs. You can't chase bug all the time while there are so many other things to do in order to improve the game. There are some things that are difficult to do. Some other can be done without losing too much time on it.
NS2 starts to look like a Diva that show a real nice and perfect image. Problem : it cannot move without looking/feeling cranky. Cosmetics should be delayed a little. Reading the forum show without any doubt that we experience plenty of issues not really related to cosmetics.
Yikes no please don't, we've been there and it completely breaks the early game with unkillable skulks, especially if used with mucous membrane.
- fixed drifter (and MACs?) not responding to commands (especially after patrolling or waypointing, I think)
That was before when babblers had 3-4 times as much health... Now they're like shooting bubbles with well... Bullets! Not to mention mucous got a minor nerf, still powerful if used correctly but it was a nerf. I see a bigger issue giving aliens insta "phase gates" more than giving them a couple of soap suds of armor.
This game went from good, to bad, to absolutely horrid after reinforced.
Actually, I liked the Reinforced (and the latest patch). The last patch gave me better performance on my old machine (E8800 3Gz duo, 4GB ram _ a Nvidia 560 card). Things were smoother (or felt smoother). I would prefer they did minor tweaks instead of the large changes (Biomass / alien upgrade change were shocks to the system.)
You should be pleased.
Reduced clutter that is created by drifter mucus and enzyme
Reduced clutter that is generated by crag's healing wave and regeneration on lifeforms
haha
I agree. I personally don't mind the effects of drifter abilities but please reduce the visual impairment caused by them. Also, use Sewlek's change to nanoshield. Please and thank you.