Build 268 Live on Steam - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Build 268 Live on Steam - Natural Selection 2
Natural Selection 2 Build 268 is now live on Steam! Although it has only been a couple weeks since the release of Build 267, we bring you this new build...
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Can't get out of this state, escape does nothing, no control response, the only thing i was able to do is to access the console where i saw very fast message displaying, i hardly saw "Call Stack" and "mainmenu.opened" or something like that.
Don't know if it is easily reproducible, it just happens me right now. I'll try to check it on my next play.
CDT: "Nah, dude, take this update."
The server browser displays favorites and servers that you joined before, which may, or may not be up, so wait a bit until all the servers are updated and try again.
stoked on checking out the fixed surround sound once the servers go up
Surround being fixed is a godsend.
Only one or two remaining issues known (taunt sounds)
this frustrated me so much .. thx for fixing and overall great patch
While I do appreciate the effort the CDT puts into all this, and there are really, really, really awesome and important changes in there, I think some of those should have stayed in comp mod.
Especially the readjustment of (most of) the ressources costs as well as the mix-up of the biomass system with the pre250 individual upgrade system seems to me like it's just going to mean a lot of re-learning for your average player without any real effective change to pub play.
On a more personal note, it always annoyed me to hell that I could never jump with an empty jetpack (no fuel in my legs?) until they changed it.
Now, I know you guys playtest this stuff, and I know that this has to be approved by a bunch of people to get into the game, and I am also aware that I haven't even finished downloading this patch yet, and we probably all will adjust to it sooner or later, but I still feel the need to share this opinion. Flood me with disagrees all you want, but on first sight it looks like you tried to fix a little too much this time
(Btw, is there a toggle for the red-flashing ammo counter? Because that's actually the only HUD element I ever found distracting )
I appreciate the feedback, but of course please play it for a couple days and see what you think then. I realize a lot of people have played some of these changes in COMPMOD but as I also said above, "inspired" meaning we adjusted them more or less depending on how we felt it would effect pub players.
for a CDT this is better then some real professional studios :S
it sais todo 269 tough it appeared i the changelog above
- Glad to see a fix for the "bites not hitting" bug
- Metabolize: Yay!
- A bit sad to see Shadow Step go... it was a nice option sometimes.
- Fade without movement penalty: interesting, could be good. Phantom+Stab, anyone?
- Individual Alien ability upgrade: Awesome, I've always wanted this ^^ More strategic decisions = good.
- (But I think the Alien research table is missing Advanced Metabolize?)
- Webs @bio 5: good, now we may actually see them being used
- "Changed fade damage type to ‘light structure’ (75 damage base, ¼ damage to armor)." -> Umm... please don't tell me that Marine armor now has twice the effective HP vs. Fade? oO I don't see a change that would really counter-balance that.
- Exosuits -> "Removed ability to be beaconed." - Yay! "Force beacon+kill the exo" is back ^^
Great job @ everyone involved
PS: this issue is solved.
The damage is 'light structure'. They do normal damage to players and light damage to structures.
Honestly, even if you're completely new to the game, it doesn't take more than 1 or 2 30 minute games to master the tech trees (in any of the many builds we've had). Even faster if you actually take the time to learn it in singleplayer.
It's not going to affect any of the rookie players who havn't played alien commander before, it's only going to affect those few pub alien commanders, and they will get the hang of it real quick I'm absolutely certain.
Sure there will be some frustrations, there always is with changes in this game for some reason - but in particular the alien cost changes, are not going to affect much in my prediction when it comes to pub. If anything, it only helps bridge between pub and comp scene.
I see what you mean there, but quite honestly - I think it's a good trade off. There is a lot more versatillity with the new jetpack.