Update 302 now live on steam! - Natural Selection 2
System
Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Update 302 now live on steam! - Natural Selection 2
This week is all about fixes and fun! As you will see in the changelog below we have made many adjustments to all of the maps including our newest awesome...
Comments
You now have until Monday, 6/13, to earn the Abyss skulk skin by playing on Caged! Enjoy the extra couple of days.
You could always just hangout in the ready room or do nothing until 12 players show up.
Could we get some screens of the Abyss skulk?
Love the flamethrower buffs, that thing is difficult to find a use for.
Is there some options for server ops to disable the "warmup" feature?
Edit (After reading the explanation of why it was changed): Yeah, still, put the numbers back.
Yea very entertaining to camp in the ready room.
What do you want?
Edited for double negative.
"So we put PG+ into the game, but we're not acknowledging that we did or that such a thing as PG+ exists."
Not really a fan of making the lerk spores see-through for marines; Tactically obscuring vision with them was a thing. And would have been more of a thing if commanders ever got lerk ups.
At the SCC maptests every sunday we usually take a look at updated maps before playing them. We explicitly do not use PG+ there because it's annoying to get killed while taking a look at the map. I'm sure server operators would be thankful for an option to turn it off.
That is also true for every official map when you play a normal round. So I am not really interested to get killed everytime when I just want to run around the map.
just leaving this here:
True, but then again the only times where it will be enabled is under 12 (6v6)
Surely you aren't complaining about it making the wait longer for a comm while seeding? That's just silly.
Besides on your server it shouldn't be a problem, like ever... Unless you start a lot of games with less than 12 people in the server...
I'd say it's one of the best improvements they've done... Especially adding bots to it. (bots are great for seeding)
Well now spores are useful and commanders will get them. And lerks won't need to die to use them. So, those are plusses. And most people will disagree with you about the value of vision obscuration in the ability. It's not necessary for balance with projectiles like it was with cropdust
Vision obscuring anything is out of place in the combat dynamic of NS in general. It's why cysts aren't as crazy obscuring as they once were. It's not that useful, but it IS that annoying.
.... why? ....
Most really competent players would agree that marine mobility is too high in NS2, especially in the early game. Sprint has always been a feature that NS2 never needed.
This actually makes more sense to me. Sprint should just be on by default.
There is a walk button actually, "alternative movement" or something. Mine is on Caps.
I mean I want to silently walk slower without resulting to doing the duck walk. Could add the function to holding the use key, like how it worked for hl1 & it's mods such as ns1.
that was comp mod, tyr.
comp mod had it reduced to 5.75 for reasons already said here. edit: what I don't understand is how the patch is reducing it from 6.25 to 6 when i'm 99% certain it's always been 6.0 by default.
can't be going crazy because the comp mod documentation shows that as well
You would have to ask him if you want more than that.
I have agreed with that for over 5 years now.
http://forums.unknownworlds.com/discussion/114195/sprinting-do-we-still-need-it/p1
Sprinting has caused nothing but problems to the game flow and engagement balance ever since it was introduced. People say you can't have a good game without sprinting but look at the popularity of CS:GO.
This seems especially well paired with the gorge tunnel delay.
This.
It was needed to protect the lerk when crop dusting directly above your head, but since you can just momentarily peek around a corner and deploy it from a distance now.. that feature isn't needed.
And obscuring mechanics suck as much as restricting movement.
That being said, you'll notice that I've modified the spores to have slightly more obscuration than aliens used to see before, because the shape and parameters were not clear with the previous material when changing to a large sphere. (Specifically, I increased the amount of the effects, halved their opacity, and added a very transparent animated green cloud.)
So it's still distracting and obvious when you're dead center inside of it.. but it's still less obscuring than before.
I'm always trying to reduce obscuration as much as possible without negatively impacting the communication that effects provide.
So if anyone has feedback on the looks please feel free to provide it.
http://tvtropes.org/pmwiki/pmwiki.php/Laconic/YouHaveResearchedBreathing