FrozenNew York, NYJoin Date: 2010-07-02Member: 72228Members, Constellation
@F0rdPrefect Actually you probably shouldn't be able to sprint as fast as they do in full body armor. They run as it is, they should have a walk function.
But they should upgrade their armor to sprint, reasonably.
@F0rdPrefect Actually you probably shouldn't be able to sprint as fast as they do in full body armor. They run as it is, they should have a walk function.
But they should upgrade their armor to sprint, reasonably.
Much as I like the idea of having armour affecting your run speed, I don't think it belongs in NS2 leave those mechanics in slower paced games i.e Arma 3, Insurgency etc.
This separate upgrade would improve the armor's quality/fit and enable a weight reduction without sacrificing protection thus allowing its wearers to sprint.
Now it's not in the "you have researched breathing" trope.
Just saying.
Also I think in a game like ns2 something ultra-basic like human sprinting should not be an upgrade. Of course, they run pretty fast, but that's just due to the roots of the game and it's... arcadey? What's the opposite of realism? feel. I'm fine with the reduction in speed.
Actually you probably shouldn't be able to sprint as fast as they do in full body armor.
Disregarding the fact that marines move super humanly fast anyway (probably counts as Acceptable Break from Reality), you'd be surprised how mobile one is even in a full set of medieval plate armor, and the marine armor doesn't even look that heavy. Of course, it's still armor. You could add a sprint meter to compensate for that.
Nobody excited about level editor lighting option or the prefab tool.
EDIT: Oops, looks like prefab tool didn't make it into the changelog, still there though.
What can you do with prefab tool?
The intent (for me, at least) is to create a bunch of basic graybox room designs so you guys can go crazy and make snap-map type maps in NS2 for testing purposes.
Noticed that my mods keep turning off every time I restart the game. In the past they were disabled after a new update, but once I restarted them, they would always default to On until the next patch came out.
I think there is some bug with 302 which means the game doesn't remember that we have re-activated the mods.
Please fix, it's annoying to have restart the mods after every game launch.
Nobody excited about level editor lighting option or the prefab tool.
EDIT: Oops, looks like prefab tool didn't make it into the changelog, still there though.
What can you do with prefab tool?
The intent (for me, at least) is to create a bunch of basic graybox room designs so you guys can go crazy and make snap-map type maps in NS2 for testing purposes.
So basically mapping for people who don't want to spend several hours learning how to map? That's me!
Nobody excited about level editor lighting option or the prefab tool.
EDIT: Oops, looks like prefab tool didn't make it into the changelog, still there though.
What can you do with prefab tool?
The intent (for me, at least) is to create a bunch of basic graybox room designs so you guys can go crazy and make snap-map type maps in NS2 for testing purposes.
So basically mapping for people who don't want to spend several hours learning how to map? That's me!
no worries they work very good @BeigeAlert but i would like more and better entities like move props/entities or a player move entity (like booster) And ofcourse water entitiy!
Nobody excited about level editor lighting option or the prefab tool.
EDIT: Oops, looks like prefab tool didn't make it into the changelog, still there though.
What can you do with prefab tool?
The prefab tool is basically just saving pre-made selections no differently than using the clipboard. The advantages are 1) you can build up a library of prefabs, 2) you click to place them where you want them, rather than having to copy, paste, move it into position (even more steps if it's on a different map!), and 3) you get a nice list of thumbnails to preview them.
BTW, prefabs (.pfb files) are saved in the "%appdata%\Natural Selection 2\Editor\Prefabs\" directory, so you can share them with friends!
6 months ago build 278 halved the ns2 player base, 302 now we got 300ish players so for the FEW players still hoping for the game to get better again, you change running speeds instead make broken phasegates work or make xenocide expload insted of deal 0 dmg and suicide instead of getting kills do nothing, CC´s can still be built CLOSED and nothing can be built or ips dropped from a lost cc and aliens win by default even after 2 hour game and 200Tres you cant build sh*t with closed locked cc´s...
6 months ago build 278 halved the ns2 player base, 302 now we got 300ish players so for the FEW players still hoping for the game to get better again, you change running speeds instead make broken phasegates work or make xenocide expload insted of deal 0 dmg and suicide instead of getting kills do nothing, CC´s can still be built CLOSED and nothing can be built or ips dropped from a lost cc and aliens win by default even after 2 hour game and 200Tres you cant build sh*t with closed locked cc´s...
Maybe they've been trying to figure out how to fix those bugs all this time while they work to improve other stuff.. After all they have to be able to reproduce the bug so they can figure it out, and those 3 you listed are extremely rare in my experiences...
6 months ago build 278 halved the ns2 player base, 302 now we got 300ish players so for the FEW players still hoping for the game to get better again, you change running speeds instead make broken phasegates work or make xenocide expload insted of deal 0 dmg and suicide instead of getting kills do nothing, CC´s can still be built CLOSED and nothing can be built or ips dropped from a lost cc and aliens win by default even after 2 hour game and 200Tres you cant build sh*t with closed locked cc´s...
"Hey guys, I have a great idea! Why don't we simply fix the phase gate bug?"
*face palms* "Jesus, you are right! Why haven't we thought of that sooner? I'll get to it and be done by wednesday."
6 months ago build 278 halved the ns2 player base, 302 now we got 300ish players so for the FEW players still hoping for the game to get better again, you change running speeds instead make broken phasegates work or make xenocide expload insted of deal 0 dmg and suicide instead of getting kills do nothing, CC´s can still be built CLOSED and nothing can be built or ips dropped from a lost cc and aliens win by default even after 2 hour game and 200Tres you cant build sh*t with closed locked cc´s...
Tried to replicate voluntarily outside of playtest hours in the past.
Needless to say if it was that easy to fix it would of been fixed already.
Its not extremely rare it happens every day i play, if only my pc could handle recording and playing at the same time...just the gate thing happen 3 times yesterday we was going to base rush cargo from the dome and half the players spawned back in main base after using phasegate where we just got beaconed to seconds ago...what if the tunnel was taking every alien back to where they entered it? would that not been considered a issue worth looking into? i post this 3 issues on every update in hopes that it will in at least my lifetime get fixed or atleast looked at so thank you for realizing their existence and hopefully adress them. Thanks #F0rdPrefect then i will play ns2 especially wednesday just like any other day.
The phase gate bug has been looked at. We just don't have reliable reproduction steps. A video would be best, but if you can make a list of actions that reliably lead to the phase gate bug it can that would be helpful
Comments
But they should upgrade their armor to sprint, reasonably.
Much as I like the idea of having armour affecting your run speed, I don't think it belongs in NS2 leave those mechanics in slower paced games i.e Arma 3, Insurgency etc.
Now it's not in the "you have researched breathing" trope.
Also I think in a game like ns2 something ultra-basic like human sprinting should not be an upgrade. Of course, they run pretty fast, but that's just due to the roots of the game and it's... arcadey? What's the opposite of realism? feel. I'm fine with the reduction in speed.
Disregarding the fact that marines move super humanly fast anyway (probably counts as Acceptable Break from Reality), you'd be surprised how mobile one is even in a full set of medieval plate armor, and the marine armor doesn't even look that heavy. Of course, it's still armor. You could add a sprint meter to compensate for that.
Wait... we had that, didn't we?
EDIT: Oops, looks like prefab tool didn't make it into the changelog, still there though.
What can you do with prefab tool?
The intent (for me, at least) is to create a bunch of basic graybox room designs so you guys can go crazy and make snap-map type maps in NS2 for testing purposes.
Prefabs are awesome, but you do have to tell us about them :P
I think there is some bug with 302 which means the game doesn't remember that we have re-activated the mods.
Please fix, it's annoying to have restart the mods after every game launch.
So basically mapping for people who don't want to spend several hours learning how to map? That's me!
Hehe... good luck.
The prefab tool is basically just saving pre-made selections no differently than using the clipboard. The advantages are 1) you can build up a library of prefabs, 2) you click to place them where you want them, rather than having to copy, paste, move it into position (even more steps if it's on a different map!), and 3) you get a nice list of thumbnails to preview them.
BTW, prefabs (.pfb files) are saved in the "%appdata%\Natural Selection 2\Editor\Prefabs\" directory, so you can share them with friends!
Unfortunately this community rejects any new or unknown map as bad and unbalanced... It makes me sad...
kek
lel
Maybe they've been trying to figure out how to fix those bugs all this time while they work to improve other stuff.. After all they have to be able to reproduce the bug so they can figure it out, and those 3 you listed are extremely rare in my experiences...
Ever think of that??
"Hey guys, I have a great idea! Why don't we simply fix the phase gate bug?"
*face palms* "Jesus, you are right! Why haven't we thought of that sooner? I'll get to it and be done by wednesday."
Tried to replicate voluntarily outside of playtest hours in the past.
Needless to say if it was that easy to fix it would of been fixed already.
Otherwise, games seem ok. I think players are slowly adapating to the 10-minute, 3-RT onosplosion issue.