Natural Selection 2 News Update - NS2 Build 182 released

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Please post comments on the topic Natural Selection 2 News Update - NS2 Build 182 released here
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  • WasabiOneWasabiOne Co-Lead NS2 CDT Join Date: 2011-06-15 Member: 104623Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Pistachionauts
    thanks guys, looks like you took care of the big bugs from the last build cant wait to see how it goes!
  • DrDopehatDrDopehat Join Date: 2009-09-04 Member: 68696Members
    edited July 2011
    From the perspective of a Kharaa player, the following has occured to me in build 182 so far:

    * Massive console spam of something about textures (sorry I should have noted it down)
    * Drifters having major problems building anything at all (you literally have to try and build something several times before it succeeds, and even then, some RT's won't build no matter what you do.
    * Drifters, and perhaps MAC's too, seem to be stuttering a lot, as if stuck in some animation loop or bumping against something
    * Menus are (still? not sure) horribly dysfunctional, in the sense that in order to build something you have to select, de-select, select, go into a sub menu, go back, de-select and select before it'll work.
  • Ender_74Ender_74 Join Date: 2011-01-28 Member: 79329Members
    Thanks a lot for patching things so quickly.

    Hum I think the skulk ate too many marines during 181 because he doesn't seem to fit in vents anymore.
    I've had troubles getting in vents in pipe junction (entering from the pipe side is now impossible) or between SA and reactor for instance.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Haven't played it yet, but from the first few reports, it doesn't look good. Fix one thing and break 2 others. :(
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    lerk payback time.
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    Most annoying thing is that drifters refuse to build -- this goes for all structures, not only harvesters.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    edited July 2011
    Skulks can't enter certain vents now. The one at pipe junction on summit can only be entered from one side.

    It also seems that drifters won't build if they're next to other buildings. I kept trying to place a whip near the hive and it just wouldn't work. I also had problems placing a RT as marines, it just wouldn't let me place it even after exiting the com chair and selecting other buildings.
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    Havent got a chance to play, but I would rather have glitched vents than lerks with beastly spores and skulks that bite like speed gonzalez
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    Also, crag bug is still around. This absolutely needs to be fixed as it has been in the last 3-4 builds. Upon new game, crags are disabled and says "Crags cannot be built until 2 hives". You build two hives, crag is still greyed out in menu and says "Crags cannot be built until 3 hives". Super frustrating, immediately gives game to the marines with no healing structure or armor upgrades.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    edited July 2011
    Whats up with all those Mixin classes being created all of sudden? Could we possibly get some documentation about them?
    it seems to me as they have some engine functionalit or such as the table:_initmixin() function seems to get called when you use the InitMixin(table,table) function, but I cant find the source code for InitMixin. This makes me wonder, what other functionality do they have?.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    looking forward to playing properly later tonight but for now 2 minor pathing issues i've noticed on summit. Dahm the pathing is so smooth now though! But drifters and macs seem almost a bit too fast? not sure if skulks will be able to catch scouting macs.

    <a href="http://www.youtube.com/watch?v=xXnIiAqtBUE" target="_blank">http://www.youtube.com/watch?v=xXnIiAqtBUE</a>
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    <!--quoteo(post=1863667:date=Jul 26 2011, 02:19 PM:name=hf_)--><div class='quotetop'>QUOTE (hf_ @ Jul 26 2011, 02:19 PM) <a href="index.php?act=findpost&pid=1863667"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, crag bug is still around. This absolutely needs to be fixed as it has been in the last 3-4 builds. Upon new game, crags are disabled and says "Crags cannot be built until 2 hives". You build two hives, crag is still greyed out in menu and says "Crags cannot be built until 3 hives". Super frustrating, immediately gives game to the marines with no healing structure or armor upgrades.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ah, I didn't realize this had to do with game reset. I've been trying to track this one down for awhile. Checking into it now.
  • VicVic Join Date: 2010-11-20 Member: 75106Members
    Short feedback after 3 games:
    - Drifters are a real pain in this build, to the point where I'd suggest hotfixing the hotfix and reverting the pathing changes or whatever is causing them to 181 behavior.
    - Alien upgrades are a pain to trigger and they sometimes eat twice the res if you mash the button
    - People reported lower tickrates and laggier games - skulks teleporting, animation loops etc (I didn't have net_stats on and I can't give feedback on this since I mostly com'd)
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    ARCs are no longer deploying. Anyone else have this problem or was it just the round I was on?
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    From what I've seen the tickrate was starting at 25-30 and going down around 5-10 after a couple of minutes.

    Good job anyway, I'm sure the new bugs will get fixed soon!
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    îve seen somewhere in the code that when you build a tech structure, the required numbers of hives for the next (different type) tech structure is incremented by 1.
    I guess this counter gets not reseted under some conditions.

    hope that helped
  • falcfalc Join Date: 2011-03-18 Member: 87128Members
    It feels like the server is a bit heavier loaded doing calculations than in the builds before, resulting in a fairly drop of the tickrate and jerkiness while moving around - even in early game progress. Before it only got this low when the game has hit end game and there would be many entities. This problem persisted through a server restart.

    I couldn't play build 181 personally, so i cant say if this problem already existed in the build before (someone on my server stated this started with 181). Eventually the new pathing system introduced a little performance hit on the server, but i'm just guessing. ;)
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited July 2011
    Either this build is incredibly laggy, or the clanplanet servers are incredibly crap.

    <!--quoteo(post=1863682:date=Jul 26 2011, 11:06 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Jul 26 2011, 11:06 PM) <a href="index.php?act=findpost&pid=1863682"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ARCs are no longer deploying. Anyone else have this problem or was it just the round I was on?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hit the stop command and then hit the deploy command.

    Apparently "Fixed an issue where ARC/Drifters would not get out of the move state which would prevent them from deploying or doing the order correctly" is a load of rubbish, as that's more or less exactly what they're doing. In fact they're doing it almost every time I use them, which is consistent at least but in the wrong direction.
  • A[L]CA[L]C Join Date: 2010-07-25 Member: 72801Members
    Hi Chris, interesting game we had there.


    I must say, I am disappointed with this patch. My comments:

    - Drifters are incredibly bugged now. Had real trouble placing any structures, the drifter just sat next to where the cursor was clicked. Took me about 10 retries to get the hive to go down.
    - Skulk speed seems too slow.
    - Lerks seem to die too easily (could just be my noobness with lerk). Perhaps a little hp boost needed now that the hitpoint membranes are sorted.
    - Does anyone else feel that the lerk spikes drop too much? You have to aim really high, and can only really see where they are going in alien view (not sure if this is intended)
    - Everything just seems laggier
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1863689:date=Jul 26 2011, 03:39 PM:name=A[L]C)--><div class='quotetop'>QUOTE (A[L]C @ Jul 26 2011, 03:39 PM) <a href="index.php?act=findpost&pid=1863689"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Lerks seem to die too easily (could just be my noobness with lerk). Perhaps a little hp boost needed now that the hitpoint membranes are sorted.<!--QuoteEnd--></div><!--QuoteEEnd-->
    They are probably going to have to up the lerk hp to compensate for the increased damage area.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited July 2011
    I was able to one shot a lerk with a shotgun, which i think is a bit excessive for a 25 res lifeform.
    They'd be ok if they kept at range, but the rather dubious 'lerk 2.0' changes mean that your only real chance to do anything is to flap around like an idiot in front of marines.
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    Game feels smooth to me, particularly with skulk. I like the speed of the skulk currently. Marines should have the advantage at range, and skulks should have the advantage point-blank. I find this to be the case with the current build -- early game is fun and fast.

    My main complaint (aside from bugs) is that the alien team cannot easily kill marine structures. When marines turret up, the alien team has trouble destroying bases. The same isn't true for marines who not only have ARCs, but also grenade launchers. Not sure what the solution should be, but I think it's something that warrants a look. I don't think the Onos should be the answer, either. Aliens need a way to combat marine expansion mid-game. Fades are great for hit and run, lerks are good at area of denial, but aliens don't have a method of taking out structures. I haven't played with the new bile bomb much, so maybe I'll hold my breath after bombing some structures.
  • ShadowFaxShadowFax Join Date: 2003-02-23 Member: 13858Members
    Game won't load for me now... I had it set for window mode... will have to go manually edit the XML file again now and see if full screen works.
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    edited July 2011
    grenades don't go far enough to clear buildings from a safe distance, or even far enough to avoid damage when they explode.
    as has been mentioned, drifters are troublesome

    to me though, most importantly...
    tick rate seems to have taken a hit (though I was playing on a pretty busy server).

    keep up the good work (really, this game will be the best out there. full stop), but if I might be so bold, I would like to see a focus on the tick rate/ optimisation before anything else :D
    it seems premature to be balancing with the quality of play so varied between servers (and so often flaky on the larger ones).

    I would happily forgo any gameplay additions for the next 20 patches if each one tightened the feel of the play.
    I appreciate this is probably more complex to make happen than a new feature however.

    /* edit : woo - post 1000, and I used it to tell you how to do your job! :S */
  • ShadowFaxShadowFax Join Date: 2003-02-23 Member: 13858Members
    edited July 2011
    Quick follow up... I can get the game to load in fullscreen. But, on a side note, even with cheats <u><b>OFF</b></u> I can <b>censored temporarily - thanks for telling us! Fixing.</b>
  • KujiKuji Join Date: 2011-07-26 Member: 112386Members
    Is it just me or is the GL broken. I fire the grenade off at the target and it seems as though as long as the explosion can line of sight me i take massive self damage even if its ridiculously far away. Anyone else notice this ?
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Is it just me or is the GL broken. I fire the grenade off at the target and it seems as though as long as the explosion can line of sight me i take massive self damage even if its ridiculously far away. Anyone else notice this ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, seems to be a bug with the new build.
  • jeffcojeffco Join Date: 2011-02-14 Member: 81785Members
    hi guys... here are some bugs i would like to emphasize

    new in build 182:
    - the stubborn drifter bug (nuff said)
    - drifter and mac speed (i don not think it was intended to be like this)

    bugs inherited from older builds:
    - 3 hives for crag bug
    - frequently not working cyst placing
    - frequently not working structure menus
    - not respawning alien bug (but actually i do not know whether this one is fixed or not)
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    This is a very laggy build, and on summit i saw millions of fades, gorges and arcs, just sitting around really wierd.
  • MaGicBushMaGicBush Join Date: 2002-12-02 Member: 10378Members
    edited July 2011
    <!--quoteo(post=1863706:date=Jul 26 2011, 06:19 PM:name=Kuji)--><div class='quotetop'>QUOTE (Kuji @ Jul 26 2011, 06:19 PM) <a href="index.php?act=findpost&pid=1863706"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it just me or is the GL broken. I fire the grenade off at the target and it seems as though as long as the explosion can line of sight me i take massive self damage even if its ridiculously far away. Anyone else notice this ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yea, and didn't notice this last patch so the new explosions or whatever are causing issues it seems.

    Great job on getting a quick update out, and that's a massive bug fix for just a couple of days since the last release. However it seems you guys rushed a bit to much hah, and didn't test some of these "fixes." Overall at least the exploits are gone, can't wait for the next hotfix in a few days :).
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