Caged as a mod was already more popular than many official maps. I think it will be fine
I think it will be fine, but I don't think it was *that* popular. I've seen a server die after it got voted for just a week ago, and I haven't seen it being voted for that often. Of course, this is anecdotal.
Do you forget I have all the stats? Let me get home and I will prove it by posting a graph.
Caged as a mod was already more popular than many official maps. I think it will be fine
I think it will be fine, but I don't think it was *that* popular. I've seen a server die after it got voted for just a week ago, and I haven't seen it being voted for that often. Of course, this is anecdotal.
Nordic is referring to the data we've tracked. There have been more games played on caged than some of the official maps, and the balance on caged better than some official as well.
Oh! Well, that is a pleasant surprise. Apart from eclipse - which official maps are less popular than caged?
Caged as a mod was already more popular than many official maps. I think it will be fine
I think it will be fine, but I don't think it was *that* popular. I've seen a server die after it got voted for just a week ago, and I haven't seen it being voted for that often. Of course, this is anecdotal.
Do you forget I have all the stats? Let me get home and I will prove it by posting a graph.
HandschuhJoin Date: 2005-03-08Member: 44338Members, NS2 Playtester, NS2 Community Developer
While rushing sewer on caged I noticed something really annoying.. for some reasen the commander used mist on the higher level which made me unable to target the skulks below in the lower level .. dont know if its a general issue.. but I think its annoying.
HURRAY FOR FLATERECTOMY!... Caged is honestly one of my favourite maps of any game ever. Great game play and so much love and attention poured into its every corner. Its three years well spent! GG
@Flaterectomy I think it's really awesome that you mention me on that sign in the secret room, and I thank you very much for it, but... you spelled my name wrong I:<
@Flaterectomy I think it's really awesome that you mention me on that sign in the secret room, and I thank you very much for it, but... you spelled my name wrong I:<
Oh balls, I did? I'm sorry dude. I literally made that texture 15 minutes before my deadline. I will make sure it's fixed with the next patch.
@Flaterectomy I think it's really awesome that you mention me on that sign in the secret room, and I thank you very much for it, but... you spelled my name wrong I:<
Oh balls, I did? I'm sorry dude. I literally made that texture 15 minutes before my deadline. I will make sure it's fixed with the next patch.
players who play on caged for two hours or more within the first week of release will unlock a new skulk skin
Are the 2 hours required counted in Hive Time (only ranked servers)?
The time is counted independently from hive And you also don't have to play 2 hours at once but total over the next 7 days.
Someone asked a good question to expand this further... does it count time spent in the ready room? or does it have to be time accumulated during rounds?
I was lucky enough to join a server running nothing but Caged and got the skin... and it looks awesome. Also really liking the flamethrower change as it no longer feels like a useless weapon, I was able to actually kill skulks with it.
In order for time to be accumulated, you must:
- Be on caged
- Be on marines or aliens
- The game must be in the middle of a match.
- Be on a dedicated server (not a listen server).
Hehehehe... I was online yesterday, telling people how to get the skin, and one guy says "LOL I'll just idle in listen server", and he left before I could tell him that wouldn't work. Wonder how long they waited for? :P
Do the FL changes now mean im supposed to burn through a clip far far faster now? Seems like a nerf rather than making it functional again.
Anyone? I know the FL is pretty much the red headed step child of the weapon list but I quite like to cleanse the unclean now and again, Just wondered if the increase in fire rate making the tank burn a lot quicker is intentional.
I think one of the best server browser improvements has been that server ping is now shown as a vague bar instead of a number. I think this should be implemented to indicate how full the server is as well. For an average gamer, it's too difficult to see with a quick glance which servers can be joined, and a more intuitive and deprived-of-information interface would definitely help. While we're at it, just replace the entire server browser with a huge signal bar that tells you your chances of getting to play NS2 today.
I think one of the best server browser improvements has been that server ping is now shown as a vague bar instead of a number. I think this should be implemented to indicate how full the server is as well. For an average gamer, it's too difficult to see with a quick glance which servers can be joined, and a more intuitive and deprived-of-information interface would definitely help. While we're at it, just replace the entire server browser with a huge signal bar that tells you your chances of getting to play NS2 today.
I think one of the best server browser improvements has been that server ping is now shown as a vague bar instead of a number. I think this should be implemented to indicate how full the server is as well. For an average gamer, it's too difficult to see with a quick glance which servers can be joined, and a more intuitive and deprived-of-information interface would definitely help. While we're at it, just replace the entire server browser with a huge signal bar that tells you your chances of getting to play NS2 today.
Do the FL changes now mean im supposed to burn through a clip far far faster now? Seems like a nerf rather than making it functional again.
Anyone? I know the FL is pretty much the red headed step child of the weapon list but I quite like to cleanse the unclean now and again, Just wondered if the increase in fire rate making the tank burn a lot quicker is intentional.
I went and asked a dev directly on discord for you. You are welcome.
With the increased fire rate of the flamethrower, you now use the fuel faster. This was not directly intended. They decided to keep it lower because it made the flamethrower's sustained fire time more consistent with the rest of the weapons.
I don't see this as an issue myself. The flamethrower was buffed in a good way. It is more responsive and feels great, although it may not be all that strong in a PvP setting still.
Do the FL changes now mean im supposed to burn through a clip far far faster now? Seems like a nerf rather than making it functional again.
Anyone? I know the FL is pretty much the red headed step child of the weapon list but I quite like to cleanse the unclean now and again, Just wondered if the increase in fire rate making the tank burn a lot quicker is intentional.
I went and asked a dev directly on discord for you. You are welcome.
With the increased fire rate of the flamethrower, you now use the fuel faster. This was not directly intended. They decided to keep it lower because it made the flamethrower's sustained fire time more consistent with the rest of the weapons.
I don't see this as an issue myself. The flamethrower was buffed in a good way. It is more responsive and feels great, although it may not be all that strong in a PvP setting still.
Flamethrowers are fundamentally flawed as they are right now and I don't think a simple fire rate change is the fix it needs. If you continued to make the flamethrower stronger as it is right now, it would prevent aliens from fighting in their strongest range. Marines are all about long range and keeping their distances(save for the shotgun), which is why I believe making the flamethrower a weapon that is weak up close but strong at long distance engagements is the way to go.
Lerks without spikes? Yeah Sounds like a great idea. Maybe it helps rookies so they cannot become frustrated by getting spiked down by Lerks. We should also consider removing Fade swipe because it is no fun for rookies to get killed by unkillable Godly Fades.
What I hate about lerk spikes is it allows them to do damage literally every second they are in a room until either they or their target dies. At least with fades they actually have to get close to do any damage, which puts them at risk of getting squished or 2-3 shotted by a shotgun.
In NS1 3.2, lerks only had two means of attack which were ranged spores and bite, which kept lerks as a strong support class for most players as they would often opt for the long range damage over time rather than swoop in for the risky but high damage bite, it also made them vulnerable if they wanted to harass structures as they would have to be in the same range a skulk would be. In NS2, due to the spikes, lerks are able to dish out continuous damage to their targets at any given distance which means they don't have a predictable range of motion like the other lifeforms have.
I do like how recent patches have been slowly introducing NS1 features back.
Have to try out the spores
But Spores have always been in NS2. They just nerfed them.
Making it a ranged weapon is more than a "nerf" tho.
Interesting one as it give lerk some interdiction capacity, but may be a bit op (a bit op, lol, go figure !) when attacking marine strongpoints.
Comments
Do you forget I have all the stats? Let me get home and I will prove it by posting a graph.
Oh! Well, that is a pleasant surprise. Apart from eclipse - which official maps are less popular than caged?
Please do, I'd love to see them.
I think you'll find it has 11 Resource Points...
^^ yep.. Was counting them last night..
Marine start
Stability
DAT1
Generator
Shipping
Ventilation
Purification
Sewer
Lower waste flow
Sanitation
Central
=11
Oh balls, I did? I'm sorry dude. I literally made that texture 15 minutes before my deadline. I will make sure it's fixed with the next patch.
I forgive you.
For now.
:P
Now to figure out how many rooms you've changed since i last looked at it. ...that's going to be "fun".
In order for time to be accumulated, you must:
- Be on caged
- Be on marines or aliens
- The game must be in the middle of a match.
- Be on a dedicated server (not a listen server).
Hehehehe... I was online yesterday, telling people how to get the skin, and one guy says "LOL I'll just idle in listen server", and he left before I could tell him that wouldn't work. Wonder how long they waited for? :P
Try to find all the gorge plushies! There's one in every room, and they are deviously hidden
I like the map.
hera doesn't play ns2 anymore? :? 0 hours in the past 2 weeks
Anyone? I know the FL is pretty much the red headed step child of the weapon list but I quite like to cleanse the unclean now and again, Just wondered if the increase in fire rate making the tank burn a lot quicker is intentional.
Please post again so I can awesome you twice
I went and asked a dev directly on discord for you. You are welcome.
With the increased fire rate of the flamethrower, you now use the fuel faster. This was not directly intended. They decided to keep it lower because it made the flamethrower's sustained fire time more consistent with the rest of the weapons.
I don't see this as an issue myself. The flamethrower was buffed in a good way. It is more responsive and feels great, although it may not be all that strong in a PvP setting still.
Flamethrowers are fundamentally flawed as they are right now and I don't think a simple fire rate change is the fix it needs. If you continued to make the flamethrower stronger as it is right now, it would prevent aliens from fighting in their strongest range. Marines are all about long range and keeping their distances(save for the shotgun), which is why I believe making the flamethrower a weapon that is weak up close but strong at long distance engagements is the way to go.
Not sure if this is a joke or you didn't see my recent tangent on it.
http://forums.unknownworlds.com/discussion/comment/2291984/#Comment_2291984
So yeah, I don't think lerks should have spikes.
But Spores have always been in NS2. They just nerfed them.
Making it a ranged weapon is more than a "nerf" tho.
Interesting one as it give lerk some interdiction capacity, but may be a bit op (a bit op, lol, go figure !) when attacking marine strongpoints.