Natural Selection 2 News Update - NS2 Build 182 released
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
* 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.
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.
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.
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?.
<a href="http://www.youtube.com/watch?v=xXnIiAqtBUE" target="_blank">http://www.youtube.com/watch?v=xXnIiAqtBUE</a>
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.
- 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)
Good job anyway, I'm sure the new bugs will get fixed soon!
I guess this counter gets not reseted under some conditions.
hope that helped
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. ;)
<!--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.
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
They are probably going to have to up the lerk hp to compensate for the increased damage area.
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.
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.
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 */
Yes, seems to be a bug with the new build.
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)
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 :).