I agree that lerk needs more range with spores and spikes. I like how much damage the lifeform does again structures, though -- very effective at taking down res and power nodes.
Is the assault rifle with the GL upgrade still affected by weapon upgrades? It always feels slightly underpowered to me late in the game compared to the vanilla LMG.
<!--quoteo(post=1864955:date=Jul 30 2011, 09:02 PM:name=BazZz)--><div class='quotetop'>QUOTE (BazZz @ Jul 30 2011, 09:02 PM) <a href="index.php?act=findpost&pid=1864955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can not find any server with 183 - anyone else having the problem as well?<!--QuoteEnd--></div><!--QuoteEEnd--> Try starting a server yourself first, then opening the server list.
<!--quoteo(post=1864955:date=Jul 30 2011, 09:02 PM:name=BazZz)--><div class='quotetop'>QUOTE (BazZz @ Jul 30 2011, 09:02 PM) <a href="index.php?act=findpost&pid=1864955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can not find any server with 183 - anyone else having the problem as well?<!--QuoteEnd--></div><!--QuoteEEnd-->
Sometimes the in game server list is buggy for me and things won't show up. Try clicking the different options to see if that brings it back, or more simply, look at the server list here <a href="http://www.play4dead.com/ns2/" target="_blank">http://www.play4dead.com/ns2/</a> and then directly type 'connect [server address]' to the one you want to join.
I have a connection issue where in long games I'll suddenly lose connection, which will manifest itself by all units running in place. The connection will sometimes re-establish, but most of the time it won't, and if I'm a commander or I'm evolving, I can't back out into the menu and have to close the game. If I can go to the menu, joining another server sometimes fixes it, and when I rejoin the server I sometimes get an "Authentication failed" error or I immediately lose connection once I rejoin my team, and then it's practically guaranteed that I lose connection like this every five minutes.
I connect from a VPN so that may have something to do with it. I'll post in getsatisfaction, but I need to know if anyone has my kind of issues first.
<!--quoteo(post=1864782:date=Jul 30 2011, 12:51 AM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Jul 30 2011, 12:51 AM) <a href="index.php?act=findpost&pid=1864782"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not everything works in NS2 yet - it's still an early beta. However, Bile Bomb does work, if your commander has researched it (at the Mature Whip, confusing, I know) and you've evolved it as Gorge.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think he means why isn't it effective, rather than why is it not available.
Bile bomb does kill turret farms, because it scales with the farm, you place half a dozen turrets in one place and it will kill all of them fairly fast, because the damage increases the more turrets there are (because of the area effect). This is especially true in corridors.
However, against one or two turrets, it's not as effective, because it's pretty easy to keep one or two turrets alive and spread out enough to avoid bile bomb, but that's still enough to get in the way of a serious attack. Particularly if you spread them around a room which is where it's best to use turrets most of the time due to their extremely wide firing angle.
It's also terrible compared to the grenade launcher, and the gorge is so vulnerable that it can't do anything if there are marines defending as well, because the marines are protected by the turrets and therefore can freely hang out in front of them, blocking gorge line of sight.
<!--quoteo(post=1864999:date=Jul 31 2011, 12:56 AM:name=kaffaljidhma)--><div class='quotetop'>QUOTE (kaffaljidhma @ Jul 31 2011, 12:56 AM) <a href="index.php?act=findpost&pid=1864999"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a connection issue where in long games I'll suddenly lose connection, which will manifest itself by all units running in place. The connection will sometimes re-establish, but most of the time it won't, and if I'm a commander or I'm evolving, I can't back out into the menu and have to close the game. If I can go to the menu, joining another server sometimes fixes it, and when I rejoin the server I sometimes get an "Authentication failed" error or I immediately lose connection once I rejoin my team, and then it's practically guaranteed that I lose connection like this every five minutes.
I connect from a VPN so that may have something to do with it. I'll post in getsatisfaction, but I need to know if anyone has my kind of issues first.<!--QuoteEnd--></div><!--QuoteEEnd-->
So I kept track using net_stats or whatever, and I found something funny going on
While I had a good connection, my ping was showing up as 357 - even though I clearly had a better ping and response rate while I was playing. Messages sent was usually at 0, and my tickrate and the server's tickrate were about 80 and 25, respectively.
When my connection got interrupted, my ping went down to 60 - as it was advertised in the server browser, and while waiting while everyone was frozen, I noticed that my tickrate was still changing, but the server's tickrate was stuck at 24.something. It wasn't going down; it was hovering around 70. Messages received went from around 200 to 0, so both messages sent and received were at 0, but my tickrate kept chugging at about 70.
There may be a fundamental miscommunication error in the way a client recognizes the connection status.
I think I pretty much know how the evolve menu bug happens:
Server lags while you're evolving, or somewhere in the process of it, and packet loss causes the game to forget to remove your evolve menu GUI. When you try to evolve again, a different evolve menu is displayed and taken down, and the first one is left hanging.
There's one convenience fix that would take out some of the frustration if the bugs can't be corrected: make the server take a continual log of personal res by username each round. That way if a person has to rejoin, he gets back all his res.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited July 2011
In regard to game balance, Grenade Launchers are absolutely brutal against both lifeforms and structures now. Alien siege abilities, both melee (Skulk/Fade) and ranged (Gorge), on the other hand, could be better.
Marines can sometimes make a comeback from one base, as their tech are not severely restricted. Hell, even after losing the Advance Armory, Marines can simply rebuild a basic Armory and continue to roll out Flamethrowers and GLs. It is unfair that Aliens are forced to expand, but usually never to recover after they lose their second hive, as Marines start to lock down tech points with Sentries. Bilebomb and Leap need to be permanently unlockable to give aliens a fighting chance against tier 2 Marine tech and Sentries.
I've just noticed while playing that after a marine has died with a flamethrower it stops working. Everytime i pick up a dead marine's flamethrower it refuses to fire and just shoots air... Is it just me or does anyone have the same experience?
<!--quoteo(post=1865089:date=Jul 31 2011, 08:40 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jul 31 2011, 08:40 AM) <a href="index.php?act=findpost&pid=1865089"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In regard to game balance, Grenade Launchers are absolutely brutal against both lifeforms and structures now. Alien siege abilities, both melee (Skulk/Fade) and ranged (Gorge), on the other hand, could be better.
Marines can sometimes make a comeback from one base, as their tech are not severely restricted. Hell, even after losing the Advance Armory, Marines can simply rebuild a basic Armory and continue to roll out Flamethrowers and GLs. It is unfair that Aliens are forced to expand, but usually never to recover after they lose their second hive, as Marines start to lock down tech points with Sentries. Bilebomb and Leap need to be permanently unlockable to give aliens a fighting chance against tier 2 Marine tech and Sentries.<!--QuoteEnd--></div><!--QuoteEEnd-->
well said.
that is why locations need to be tied with tech, if marines lose second cc, they should lose their tech.
I again (happened once already in 181) encountered this bug:
While wallclimbing around ask Skulk, the camera movement limits for pitch (looking up/down) suddenly changed by -90 degrees. So if the normal limits are, say, -90 to +90, mine were -180 to 0. Movement was accordingly restricted.
If the marines can keep all the bases powered and reinforced with sentries all the time, then they should win. Otherwise, snipe the weakest base, then spam hives. I'd like to see any marine team kill 3 growing hives without at least one of them maturing.
the gameplay needs to be more balanced but it becomes enjoyable,
something I noticed during a game is the impossibility to quickly secure a base against skulks camping at IPS for example, it happens very often in NS1 and we use mines for this problem.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Removed male.model from the project<!--QuoteEnd--></div><!--QuoteEEnd-->
Fade special effect bugs - get stuck in blink view even when no longer blinking, have to blink again to return to normal. - keep hearing blinking sound after blinking
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2011
<!--quoteo(post=1865701:date=Aug 2 2011, 12:03 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Aug 2 2011, 12:03 PM) <a href="index.php?act=findpost&pid=1865701"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fade special effect bugs - get stuck in blink view even when no longer blinking, have to blink again to return to normal. - keep hearing blinking sound after blinking<!--QuoteEnd--></div><!--QuoteEEnd--> Sounds similar to these two bugs: <a href="http://www.youtube.com/watch?v=OTxMD1M5QoI" target="_blank">Bug Report - 23-july-2011</a><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><!--coloro:#696969--><span style="color:#696969"><!--/coloro--> - Fade Blink energy crisis<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> <a href="http://www.youtube.com/watch?v=io1VR88jT5s" target="_blank">Bug Report - 23-july-2011</a><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><!--coloro:#696969--><span style="color:#696969"><!--/coloro--> - Fade Blink, the voices from the Nether wont stop!<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
Only you don't stay in blink FX, it's just the blink speed with energy loss. Could you reproduce the bug in question so it can be caught on camera so to speak :P
<!--quoteo(post=1865004:date=Jul 30 2011, 08:37 PM:name=kaffaljidhma)--><div class='quotetop'>QUOTE (kaffaljidhma @ Jul 30 2011, 08:37 PM) <a href="index.php?act=findpost&pid=1865004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I kept track using net_stats or whatever, and I found something funny going on
While I had a good connection, my ping was showing up as 357 - even though I clearly had a better ping and response rate while I was playing. Messages sent was usually at 0, and my tickrate and the server's tickrate were about 80 and 25, respectively.
When my connection got interrupted, my ping went down to 60 - as it was advertised in the server browser, and while waiting while everyone was frozen, I noticed that my tickrate was still changing, but the server's tickrate was stuck at 24.something. It wasn't going down; it was hovering around 70. Messages received went from around 200 to 0, so both messages sent and received were at 0, but my tickrate kept chugging at about 70.
There may be a fundamental miscommunication error in the way a client recognizes the connection status.<!--QuoteEnd--></div><!--QuoteEEnd-->
ive noticed this problem too i have like 60-80 ping on a server then message like connection problems shows up and i have ping of over 250 and no matter what it keeps happening it randomly does it on higher ping servers even though actual ping is much lower. this needs to be looked in to as i believe it is a bug that makes your ping not go back below 230
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1865733:date=Aug 2 2011, 02:59 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Aug 2 2011, 02:59 PM) <a href="index.php?act=findpost&pid=1865733"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have no idea how the constant blink effected happened sorry so I cannot reproduce it.
at the time I got really excited and thought i had perma-blink + ability to attack :D ...those wishes were shot down, literally.<!--QuoteEnd--></div><!--QuoteEEnd--> Don't ya mean painfully, but yeah there seems to be something odd about the weapons being stuck in a certain FX so to speak. LMG and Fade blink are related to entering a CS or Hive and also to "too fast" weapon switching I think.
Evolve menu doesn't close sometimes, stays like this until I quit.
<i><b>image removed for quote purposes.</b></i>
Very annoying.<!--QuoteEnd--></div><!--QuoteEEnd--> I totally got this bug once and it was extremely annoying. The only way I was able to fix it was to exit out of NS2.exe and re-boot the game. Luckily, this has only happened once..
<!--quoteo(post=1865240:date=Jul 31 2011, 06:17 PM:name=kaffaljidhma)--><div class='quotetop'>QUOTE (kaffaljidhma @ Jul 31 2011, 06:17 PM) <a href="index.php?act=findpost&pid=1865240"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the marines can keep all the bases powered and reinforced with sentries all the time, then they should win. Otherwise, snipe the weakest base, then spam hives. I'd like to see any marine team kill 3 growing hives without at least one of them maturing.<!--QuoteEnd--></div><!--QuoteEEnd--> I'd like to see any game where an Alien team has 150 res without having a second hive...
<!--quoteo(post=1865089:date=Jul 31 2011, 03:40 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jul 31 2011, 03:40 AM) <a href="index.php?act=findpost&pid=1865089"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In regard to game balance, Grenade Launchers are absolutely brutal against both lifeforms and structures now. Alien siege abilities, both melee (Skulk/Fade) and ranged (Gorge), on the other hand, could be better.
Marines can sometimes make a comeback from one base, as their tech are not severely restricted. Hell, even after losing the Advance Armory, Marines can simply rebuild a basic Armory and continue to roll out Flamethrowers and GLs. It is unfair that Aliens are forced to expand, but usually never to recover after they lose their second hive, as Marines start to lock down tech points with Sentries. Bilebomb and Leap need to be permanently unlockable to give aliens a fighting chance against tier 2 Marine tech and Sentries.<!--QuoteEnd--></div><!--QuoteEEnd--> I disagree.
If the Aliens allowed it to get to that point, then the game is approaching the near end and win for the Marines. That's the whole point of the game, to out play the other team. This isn't TF2 where things unlock to "benefit" people to create a long drawn out game for no reason. If it get's to that point, then you didn't do a good job at defending.
That's like saying "If Aliens get fades, Marines should automatically get Weapons 3 and Armor 3 or Flamethrowers". Umm, no.
Comments
Maybe I'm just crazy
Try starting a server yourself first, then opening the server list.
Sometimes the in game server list is buggy for me and things won't show up. Try clicking the different options to see if that brings it back, or more simply, look at the server list here <a href="http://www.play4dead.com/ns2/" target="_blank">http://www.play4dead.com/ns2/</a> and then directly type 'connect [server address]' to the one you want to join.
I connect from a VPN so that may have something to do with it. I'll post in getsatisfaction, but I need to know if anyone has my kind of issues first.
I think he means why isn't it effective, rather than why is it not available.
Bile bomb does kill turret farms, because it scales with the farm, you place half a dozen turrets in one place and it will kill all of them fairly fast, because the damage increases the more turrets there are (because of the area effect). This is especially true in corridors.
However, against one or two turrets, it's not as effective, because it's pretty easy to keep one or two turrets alive and spread out enough to avoid bile bomb, but that's still enough to get in the way of a serious attack. Particularly if you spread them around a room which is where it's best to use turrets most of the time due to their extremely wide firing angle.
It's also terrible compared to the grenade launcher, and the gorge is so vulnerable that it can't do anything if there are marines defending as well, because the marines are protected by the turrets and therefore can freely hang out in front of them, blocking gorge line of sight.
<!--quoteo(post=1864999:date=Jul 31 2011, 12:56 AM:name=kaffaljidhma)--><div class='quotetop'>QUOTE (kaffaljidhma @ Jul 31 2011, 12:56 AM) <a href="index.php?act=findpost&pid=1864999"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a connection issue where in long games I'll suddenly lose connection, which will manifest itself by all units running in place. The connection will sometimes re-establish, but most of the time it won't, and if I'm a commander or I'm evolving, I can't back out into the menu and have to close the game. If I can go to the menu, joining another server sometimes fixes it, and when I rejoin the server I sometimes get an "Authentication failed" error or I immediately lose connection once I rejoin my team, and then it's practically guaranteed that I lose connection like this every five minutes.
I connect from a VPN so that may have something to do with it. I'll post in getsatisfaction, but I need to know if anyone has my kind of issues first.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had that as well.
While I had a good connection, my ping was showing up as 357 - even though I clearly had a better ping and response rate while I was playing. Messages sent was usually at 0, and my tickrate and the server's tickrate were about 80 and 25, respectively.
When my connection got interrupted, my ping went down to 60 - as it was advertised in the server browser, and while waiting while everyone was frozen, I noticed that my tickrate was still changing, but the server's tickrate was stuck at 24.something. It wasn't going down; it was hovering around 70. Messages received went from around 200 to 0, so both messages sent and received were at 0, but my tickrate kept chugging at about 70.
There may be a fundamental miscommunication error in the way a client recognizes the connection status.
Evolve menu doesn't close sometimes, stays like this until I quit.
<img src="http://dl.dropbox.com/u/1579090/2011-07-31_00002.jpg" border="0" class="linked-image" />
Very annoying.
And yeah its quite annoying, you need to rejoin the server to get rid of it.
Server lags while you're evolving, or somewhere in the process of it, and packet loss causes the game to forget to remove your evolve menu GUI. When you try to evolve again, a different evolve menu is displayed and taken down, and the first one is left hanging.
There's one convenience fix that would take out some of the frustration if the bugs can't be corrected: make the server take a continual log of personal res by username each round. That way if a person has to rejoin, he gets back all his res.
Marines can sometimes make a comeback from one base, as their tech are not severely restricted. Hell, even after losing the Advance Armory, Marines can simply rebuild a basic Armory and continue to roll out Flamethrowers and GLs. It is unfair that Aliens are forced to expand, but usually never to recover after they lose their second hive, as Marines start to lock down tech points with Sentries. Bilebomb and Leap need to be permanently unlockable to give aliens a fighting chance against tier 2 Marine tech and Sentries.
One little cosmetic bug I found:
When a turret fires, it emits smoke from the barrel; as the barrel swivels while tracking a target, the smoke emitter moves with it
Marines can sometimes make a comeback from one base, as their tech are not severely restricted. Hell, even after losing the Advance Armory, Marines can simply rebuild a basic Armory and continue to roll out Flamethrowers and GLs. It is unfair that Aliens are forced to expand, but usually never to recover after they lose their second hive, as Marines start to lock down tech points with Sentries. Bilebomb and Leap need to be permanently unlockable to give aliens a fighting chance against tier 2 Marine tech and Sentries.<!--QuoteEnd--></div><!--QuoteEEnd-->
well said.
that is why locations need to be tied with tech, if marines lose second cc, they should lose their tech.
While wallclimbing around ask Skulk, the camera movement limits for pitch (looking up/down) suddenly changed by -90 degrees.
So if the normal limits are, say, -90 to +90, mine were -180 to 0. Movement was accordingly restricted.
Upon dying and respawning, it was ok again.
the gameplay needs to be more balanced but it becomes enjoyable,
something I noticed during a game is the impossibility to quickly secure a base against skulks camping at IPS for example, it happens very often in NS1 and we use mines for this problem.
Will you introduce mines in the future version?
Merman!
*cough*cough*
Mer<i>man</i>!
- get stuck in blink view even when no longer blinking, have to blink again to return to normal.
- keep hearing blinking sound after blinking
- get stuck in blink view even when no longer blinking, have to blink again to return to normal.
- keep hearing blinking sound after blinking<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds similar to these two bugs:
<a href="http://www.youtube.com/watch?v=OTxMD1M5QoI" target="_blank">Bug Report - 23-july-2011</a><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><!--coloro:#696969--><span style="color:#696969"><!--/coloro--> - Fade Blink energy crisis<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
<a href="http://www.youtube.com/watch?v=io1VR88jT5s" target="_blank">Bug Report - 23-july-2011</a><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><!--coloro:#696969--><span style="color:#696969"><!--/coloro--> - Fade Blink, the voices from the Nether wont stop!<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
Only you don't stay in blink FX, it's just the blink speed with energy loss. Could you reproduce the bug in question so it can be caught on camera so to speak :P
at the time I got really excited and thought i had perma-blink + ability to attack :D ...those wishes were shot down, literally.
While I had a good connection, my ping was showing up as 357 - even though I clearly had a better ping and response rate while I was playing. Messages sent was usually at 0, and my tickrate and the server's tickrate were about 80 and 25, respectively.
When my connection got interrupted, my ping went down to 60 - as it was advertised in the server browser, and while waiting while everyone was frozen, I noticed that my tickrate was still changing, but the server's tickrate was stuck at 24.something. It wasn't going down; it was hovering around 70. Messages received went from around 200 to 0, so both messages sent and received were at 0, but my tickrate kept chugging at about 70.
There may be a fundamental miscommunication error in the way a client recognizes the connection status.<!--QuoteEnd--></div><!--QuoteEEnd-->
ive noticed this problem too i have like 60-80 ping on a server then message like connection problems shows up and i have ping of over 250 and no matter what it keeps happening it randomly does it on higher ping servers even though actual ping is much lower. this needs to be looked in to as i believe it is a bug that makes your ping not go back below 230
at the time I got really excited and thought i had perma-blink + ability to attack :D ...those wishes were shot down, literally.<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't ya mean painfully, but yeah there seems to be something odd about the weapons being stuck in a certain FX so to speak. LMG and Fade blink are related to entering a CS or Hive and also to "too fast" weapon switching I think.
Evolve menu doesn't close sometimes, stays like this until I quit.
<i><b>image removed for quote purposes.</b></i>
Very annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->
I totally got this bug once and it was extremely annoying. The only way I was able to fix it was to exit out of NS2.exe and re-boot the game. Luckily, this has only happened once..
I'd like to see any game where an Alien team has 150 res without having a second hive...
Marines can sometimes make a comeback from one base, as their tech are not severely restricted. Hell, even after losing the Advance Armory, Marines can simply rebuild a basic Armory and continue to roll out Flamethrowers and GLs. It is unfair that Aliens are forced to expand, but usually never to recover after they lose their second hive, as Marines start to lock down tech points with Sentries. Bilebomb and Leap need to be permanently unlockable to give aliens a fighting chance against tier 2 Marine tech and Sentries.<!--QuoteEnd--></div><!--QuoteEEnd-->
I disagree.
If the Aliens allowed it to get to that point, then the game is approaching the near end and win for the Marines. That's the whole point of the game, to out play the other team. This isn't TF2 where things unlock to "benefit" people to create a long drawn out game for no reason. If it get's to that point, then you didn't do a good job at defending.
That's like saying "If Aliens get fades, Marines should automatically get Weapons 3 and Armor 3 or Flamethrowers". Umm, no.