Natural Selection 2 News Update - Build 201 released

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Comments

  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    Just seeing the changelog has me really excited. Too bad MLG is on and distracting me!

    Is the lerk faster/cuter?
  • bLink`bLink` Join Date: 2012-02-18 Member: 146506Members, Reinforced - Supporter
    I haven't seen invisible marines yet, but i see some some umbra clouds in tram map?

    Overall I feel pretty good about the patch.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Hit registration seems a lot better. I'm not sure if I'm placebo'ing myself or it has actually improved, but I was killing 2-3 skulks per lmg clip.

    Skulk skilljump movement is also much more consistent. Still room for improvement here, I think, but it definitely feels on the right track.


    The whole b201 patch seems like a decent step in the right direction.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    It feels so smooth!

    •Fanatsic Lerkmovement
    •Almost perfect Walljump
    •Flash Skulks with leap (omg what a speed)
    •finally possible to kill skulk with SG (nomor ghist PB)
    •Cata well balanced
    •Well balanced marine tech
    •Awsome performance
    •unlocked pistol!!
    •proper sprint
    •etc etc

    This build is the right way to 1.0! Gj at UWE and the PTs.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited March 2012
    Smooth gameplay.

    Many in game are complaining how it feels like CO now. It's non stop shooting and combat, no time to hold areas just shoot shoot shoot. Non stop alien onslaught for marines.

    Aliens won all 6 games I played, over 3 or 4 servers. Does anyone have the w/l stats?
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1916879:date=Mar 23 2012, 10:52 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Mar 23 2012, 10:52 PM) <a href="index.php?act=findpost&pid=1916879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Smooth gameplay.

    Many in game are complaining how it feels like CO now. It's non stop shooting and combat, no time to hold areas just shoot shoot shoot. Non stop alien onslaught for marines.

    Aliens won all 6 games I played, over 3 or 4 servers. Does anyone have the w/l stats?<!--QuoteEnd--></div><!--QuoteEEnd-->

    This bodes well. It means people can start fitting the strategy part of the game to a proper FPS backbone, instead of building stuff in isolation and then fighting when they're not doing the 'strategy' part (kinda like half the matchups in SC2 where you just macro because attacking is impossible on bad maps loaded with chokes/rocks).

    There's already another thread complaining about the fast pace, but the reality is that you can take advantage of the fast pace as a player/team. If you want to survive into the late game and exercise map control/tech in order to win, learn to play defensive early on and minimize your losses. If you want to win earlier but risk screwing it up and being left hopeless in the later stages, focus on attacking relentlessly and that kind of thing. This is how a good strategy game looks.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    My only complaint with combat was that it was the same every game, if you stick NS strategic mechanics into combat level action, that sounds more or less ideal to me.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited March 2012
    Resource towers are more important than hives now it seems. Aliens can get RTs faster than marines. They can respond much faster than marines when RTs are under attack. Maybe that is why aliens are doing so well.

    Marines will have to have jet packs from the start to compete now.

    All the bases feel like 'ninja' bases. I miss when rooms were really built up with mines and turrets, not just a phase and an armoury. There is less of the feeling of being invested in the matches.
    We don't have to work for anything just rush to get res don't hold hive rooms and defend a hive while its going up...at the end of the rounds I feel bored and drained. It's the same feeling I got from BF3, with all its non stop shooting and getting killed every few seconds, whichever team has the best shooter wins, everything feels like its in fast forward.

    Something totally unrelated:

    The super bright places in the map make it impossible to read the chat text

    <img src="http://i.imgur.com/7tsge.jpg" border="0" class="linked-image" />
  • Salraine_ChiSalraine_Chi Join Date: 2011-07-03 Member: 107669Members, Reinforced - Shadow
    edited March 2012
    +

    -Huge performance increase for me. The last ten builds have seen my FPS drop a lot and now its smooth again. Thank you so much.
    -Balance seems better as marines won a lot more in the 4 hours I have played tonight and the matches were maybe 60-40 in the Marines favour.
    -Love the map changes. Watched the live stream the other night and enjoyed that very much, but it was good to play them. Love tram now and I never get tired of Summit. Well done to the map designers. Its a sign of great map design when I can play it hundreds of times and never get tired of it and every match is different.
    -Stronger CC was a good idea as Skulk rushes were way to effective in recent builds.
    -Like the new sounds a lot too. Especially the Skulk death sound and the res tower/node sounds.
    -Hit reg seems better for me on low ping servers. Joined an American one at one point though and it didn't seem as good. Prob ping related though.
    -Loving the jet-pack even though I hated it in NS1. Fantastic feel to it and and the flight time seems perfect. Way too cheap now though. A jet-pack for the same price as a welder...really?
    -Skulk bite sound is great now and just the right volume.
    -Marine speed is much better now but would like to see a slightly slower acceleration on it. A walk key would be great too.
    -Like the Skulk now and it feels just right. Took a while to get used to after the speed after 199 but it was a good decision by UW to slow it down a touch. I still cant get the hang of wall jumping though.


    _

    -Not sure about unlocking life forms from hive amount. Or the fact marines can get jet packs so soon at such a low cost. Seeing Onos and Jet-packs after only 10 minutes in game sometimes doesn't feel right. Takes the buzz away from eventually building up to them and saving res etc. They were something to strive for. Undecided about this but will have to play more.
    -Its annoying to get, say a Fade on two hives and then lose a hive soon after and lose Blink. I think the life form should keep their upgrades until they die as that would seem fairer.
    -Hydras need a bit of a buff. People are put off going Gorge.
    -Lots of very short games now. I prefer the game when its slow and tactical, and am hoping NS2 wont turn into yet another "twitch shooter". I prefer the epic long matches using not just combat but tactics. Very little build up in the last few builds just SG and Skulk rushes. Its starting to feel a bit like combat mode for NS1 and that would not be good for NS2. 30 minutes minimum and 60 mins max is good. Lots of 5 and 10 minute games tonight...not good.
    -I didn't find the HUD overload as bad as I initially thought I would but still don't like it at all for either side and would still like to see the option to disable them. Especially the banner across the screen which is totally misplaced as nothing should be anywhere near the centre of the screen. The information they give should be the commanders job anyway and they all seem geared toward new players but for those of us that have been around for ages they are just very distracting and an immersion killer.
    -I never once saw a "your team has won" or "your team has lost" message all night. Taken out or a bug? The game also needs something at the end like a win/lose splash screen with maybe player stats/time played etc a bit like BF3.
    -Kept seeing yellow clouds in certain areas. Seemed like Umbra that just wouldn't go away. Happened mainly on Summit but saw it once on Tram.
    -Tying Lerk spikes to their energy bar has made getting kills even harder as this life form. I am now very wary to spend 30 res on evolving to Lerk. Spores do little and now spikes are less useful.
    -Marine jump spam. Must be a lot of loose nearly broken space bars out there judging by the amount of mashing and bashing they get daily. Still the worst thing in the game. Its now being used as tactic to make the Lerk even less effective. Marines see you coming so you try and fly over their heads and spore and they start jumping like idiots trying to catch you with their heads which makes you stop dead and drop at their feet for an easy kill. Only works in the tight corridors of the maps obviously but an annoying way to die and lose 30 res.

    Overall a good build though and it has been an absolute pleasure taking part in the alpha and beta. I seriously cant complain as I am heading towards the 300 hours mark and feel I have already had my moneys worth and it isnt even retail yet.

    Great decision to employ Hugh too btw. He will be a huge asset to UW and with the passion and love he has for NS2 I am sure he will serve you well.

    Cheers UW.

    Sal
  • goblingoblin Join Date: 2004-09-05 Member: 31412Members
    edited March 2012
    just loved this new build, the last one that i have played was 199

    and i can say, it's really good now, the new hud is just awesome

    it is the only build that i played for 2 hours in a row, and it was just impressive

    it was the first time that i played onos and it was awesome (i just loved that i didn't have to press CTRL all the time)

    there is just a few things that is bothering me:

    1) GL with JP it too "OP", it doesn't require any skill and you even get the machine gun to shoot (i think that gl should be a dedicated weapon or have less grenades)
    2) Fade without blink is just paper fade (maybe blink could cost more energy with just one hive, or make it be a bit opaque)
    3) A console command like "bind" to be possible to bind keys to join teams and to drop structres with gorge (like when it was ns1 i could just hit F5 and drop a OC, or hit F6 and drop a DC...)



    ( every build is making the make more polished, it's going to the 1.0 version, and i like the ways it's going, I am just imagining when transparency is going on, it will look more awesome, and this is making me sh*t bricks! )

    EDIT: I just forgot to mention the 10 seconds fade that strayder did in the 201 build stream, it was a EPIC FAIL!
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    <!--quoteo(post=1916809:date=Mar 24 2012, 02:18 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Mar 24 2012, 02:18 AM) <a href="index.php?act=findpost&pid=1916809"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yimmasabi, can you email Max (max@unknwownworlds.com) about this issue? With as much relevant system information as possible, and any solutions you may have already tried out, such as uninstalling and reinstalling, etc.

    Thanks.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you , Im doing it now :)
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Had a great batch of fun games tonight.

    A little problem is how easy it is for mines to be destroyed, they need a little damage buff at least to offset their fragile short lifespan. And perhaps some anti armor damage so they can be of some use against higher lifeforms. Otherwise it feels like you wasted 15 res down the drain unless you can cluster them up for the unsuspecting fade. Not that they should solo high lifeforms as they are only 15 res.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    from the videos I watch, those banners with the binary background really kill any readability.
  • RustInPiecesRustInPieces Join Date: 2008-10-15 Member: 65210Members
    Lerk can use Bile Bomb through the glass above Marine Start on Mineshaft, can kill the CC and anything placed behind it.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    thoughts about the UI: the banner notifications should be presented in a small font, in a displays the last banner message with a high amount of transparency. then, you can expand this with a list of like the last 3-5 messages with timestamps (10 seconds ago, 1 minute ago, etc) just like you press a button to bring up the minimap.

    also, armor values are really hard to read alien side right now.
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    edited March 2012
    Balance is much better...

    The UI I'm sorry but it sucks... They taught us something in design school which was the best interface is the one you can't see sadly this is not the case in NS2..

    Marine colour scheme is just bad
    The marine UI style looks very amateurish
    Mini map is to intrusive
    Old mini map icons are significantly better
    Health bars colouring doesn't gel
    Commander shouldn't need to select marines to see their health
    There is just to much UI stuff on the screen at once
    Fonts need a better style
    Death is effect doesn't serve a purpose and is annoying

    There seems to be a bug when you upgrade the ARC at the armoury you can't build turrets any more... Also we had massive lag in our game unsure why.

    Also one thing with power nodes, there is not point really killing an alien before he completely kills your power node since you can't really repair them in the field if you didn't buy a welder so if you just let him kill it you can rebuild it very quickly and it gets 100% health again..
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=1916936:date=Mar 24 2012, 12:19 AM:name=RustInPieces)--><div class='quotetop'>QUOTE (RustInPieces @ Mar 24 2012, 12:19 AM) <a href="index.php?act=findpost&pid=1916936"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lerk can use Bile Bomb through the glass above Marine Start on Mineshaft, can kill the CC and anything placed behind it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lerk bile bomb can also hit power nodes from the safety of many vents in summit.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I still can't speak to the balance of the Lerk but I've been playing around with bile bomb and I think the current trajectory leads to some pretty odd gameplay. Since it preserves 100% of your momentum it effectively shoots straight forward, and so the safest way to bomb a base is to fly up to the door, let loose a bomb and then immediately do a 180 back to safety while the bomb flies forward. Which is basically just a convoluted imitation of how the Gorge always did things. Maybe the bombs should be propelled downwards instead to force the Lerk to fly over the base during bombing runs, which I assume was the intent? The current approach might be realistic for real planes but the Lerk is able to turn on a dime so that changes the dynamic a lot.

    One other issue is that there's no feedback for the effect your bombs are having which is not very satisfying. I think there should be a sound effect that changes somehow depending on how many structures you hit.
  • PerestroikaPerestroika Join Date: 2011-07-24 Member: 111955Members, NS2 Map Tester
    Ok so after playing a bit more, some people are suggesting that the "invisible marine" bug has something to do with umbra being carried over to the next round or something
  • BVKnightBVKnight Join Date: 2012-02-26 Member: 147496Members
    My observations:

    -Marine pistol still gets stuck firing when in secondary mode. Seems to happen when you jump.
    -Voice chat indicator covers up builder tool percentage, can't tell how far you are along
    -Why is the onos so slow? It seems like it's half as fast. Are you tuning it down for celerity?
    -Bug when upgrading. I went fade with one hive and got one upgrade. After 2nd hive, I evolved 2nd upgrade, but instead it removed my first upgrade from me.
    -Skulk is a little sticky in weird ways. Seems like I have a hard time running off of walls naturally.
    -The marine hud is biiiiig. Does it get smaller if you play on higher resolutions, or is it the same for each?

    I'm not saying that the build is all bad. I'm enjoying it :) But that's what has stuck out to me so far.
  • NominousNominous Baltimore, MD Join Date: 2012-02-18 Member: 146518Members
    UWE, I love you guys, especially because of the new wall jump. Now skulks don't need to headbutt walls in order to regain momentum, but instead they use the side of their body like in b199 and before. Furthermore, momentum is much easier to regain. This is just about perfect; thank you!
  • BleizBleiz Join Date: 2012-03-20 Member: 149053Members
    edited March 2012
    Awesome patch! Can't stop playing now.

    -Love everything in the new marine ui. While some ppl think it may be a lil too overcrowded, I find it really feels like you're wearing an augmented reality helmet.

    -Huge performance improvement. It does a get a little more clunky in big battles with lots of buildings, but maybe that's just my system and it's bearable.

    -Alien UI is good, but I feel it could be a little more... alien-y

    -Experienced the invisible marine bug once.

    -Experienced the umbra effect bug where the particle effect stays on your screen and will not go away unless you restart client.

    -It's kinda weird jetpacks are cheaper than shotguns

    I've played many rounds, and overall it seems rather balanced. Played games where marines kept winning and aliens would rant about how OP marines were, only to hear the same thing on the marine team when aliens started winning.
  • deaglecrazydeaglecrazy Join Date: 2010-07-27 Member: 73106Members
    It actually seems pretty balanced, just finished a loong game, seemed like aliens were going to win, then marines were sure to win, then 2 onos's came in and commander didn't have enough res for another chair... even though we had control of all other areas lol DAMN YOU COMMANDER! ><

    but yes for me so far this seems to be the most balanced its been since I've been playing ns2, UI looks great now and realllly can't wait to see everything else thats added.. especially gorges new abilities or what have you :D
  • Gravity GraveGravity Grave California Join Date: 2012-03-10 Member: 148556Members, Reinforced - Shadow
    Patch is great, I do think it's becoming more balanced.

    Bug I noticed that I believe was mentioned elsewhere (can't find the post though) -- when ARCs die they still take a last shot after they die. Happened on Tram, killed it as a skulk.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited March 2012
    This build is really good. Lerk is playable (if not more), and I can see the direction they're taking it in (damage over time, support etc).

    Feedback during combat is still really bad with the crosshair colours and spike accuracy spread, though.


    <!--quoteo(post=1916945:date=Mar 24 2012, 12:38 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Mar 24 2012, 12:38 AM) <a href="index.php?act=findpost&pid=1916945"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since it preserves [...] your momentum<!--QuoteEnd--></div><!--QuoteEEnd-->

    Dear UWE: Put this on spores and you will fix 90% of the problems with the lerk. Thanks!
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    <!--quoteo(post=1916962:date=Mar 24 2012, 06:28 AM:name=Bleiz)--><div class='quotetop'>QUOTE (Bleiz @ Mar 24 2012, 06:28 AM) <a href="index.php?act=findpost&pid=1916962"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've played many rounds, and overall it seems rather balanced. Played games where marines kept winning and aliens would rant about how OP marines were, only to hear the same thing on the marine team when aliens started winning.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This reminds me.
    Teamstacking is back on good servers.

    I would love so much for there to be a server *option* of automated random all based on the previous matches scores... seperate the good players kind of thing.
    it sucks being on the none stacked team (sucks is a relative term ofc, its still great, but less so).

    I like playing with friends, but would really welcome the option to play auto balanced games.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited March 2012
    Great, can't wait to test it out!
    Edit:
    like it!
    had a game which takes like 40 minutes at all.
    First aliens got a second hive, but marines kill it, so aliens build another hive, marines kill it with arcs.
    Aliens got only one hive, so i rush their mainbase and kill the power, after that my mates kill their second base, what a wonderful round, i realy though it was lost.
    And no leaver, it was 8vs8.
    But if marines notice me in their base, i guessed aliens lost, it sounds easy for aliens, but marines got a good buff.
    Flamethrower hurt a lot ^^
    Funny first round with 201, wonder how marines will be.

    And i love how the lerk is now changes, now he is more forced to use spore instead of spikes.

    Edit2:
    <!--quoteo(post=1916790:date=Mar 24 2012, 12:36 AM:name=Hemi)--><div class='quotetop'>QUOTE (Hemi @ Mar 24 2012, 12:36 AM) <a href="index.php?act=findpost&pid=1916790"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it just me, or are the marines just getting less and less powerfull with each update. Full armor upgrades, 2 fade slashes and im gone...might need some tweaking :-)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Its just you and the other complaining people...
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lowered costs for many marine upgrades to help 'smooth out' tech tree and give more viable game choices.
    Reduced jetpack cost from 20 to 10.
    Changed mines to detonate other mines within 3 meters (was 4)
    Reduced mine arm time from 0.22 to 0.17 seconds.
    Removed Frenzy and Swarm (no longer fit anywhere, and make Fade too harsh)
    Increase cyst/mini cyst build time from 1 second to 4/6 seconds.
    Reduced Command Station cost to 15.
    Increased Command Station health from 2000 to 3000 health (so Marines don’t have to constantly respond to attacks or leave Marine in base always)
    Reduced Robotics Factory costs from 20 to 15.
    Reduced ARC cost from 20 to 10.
    Reduced prototype lab cost from 40 to 30.
    Reduced jetpack research cost from 35 to 25.
    Reduced advanced armory cost to 20.
    Reduced Fade Swipe damage from 70 to 65 (increases # of hits to kill an unarmored Marine from 1 to 2 and a Armor L2 Marine from 2 to 3)
    Decreased Catalyst time from 10 seconds to 5.
    Adjusting Fade shadow step to be more about tactics instead of a big combat advantage. Reduced duration from 0.08 to 0.45.<!--QuoteEnd--></div><!--QuoteEEnd-->
    All these changes are good for marines where is the "less powerfull"?
    The flamethrower feels again very powerfull which i like, lerks have no chance :)
    But yes, its kinda harder to play marines, if nobody play in team and the commander sucks...
    I had 5 matches now with b201 and aliens won 3 of them, most times because they rush into marine base and the marines don't play in team.
    Thats a big problem on public matches.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    <!--quoteo(post=1916943:date=Mar 24 2012, 05:35 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Mar 24 2012, 05:35 AM) <a href="index.php?act=findpost&pid=1916943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Balance is much better...

    The UI I'm sorry but it sucks... They taught us something in design school which was the best interface is the one you can't see sadly this is not the case in NS2..<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not having a go at you here, but if you think you can come up with a better one I encourage you to design and post it up. Things can always change in a Beta, so if you have good ideas on HUD design it would be good to see them.

    <!--quoteo(post=1916943:date=Mar 24 2012, 05:35 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Mar 24 2012, 05:35 AM) <a href="index.php?act=findpost&pid=1916943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There seems to be a bug when you upgrade the ARC at the armoury you can't build turrets any more... Also we had massive lag in our game unsure why.<!--QuoteEnd--></div><!--QuoteEEnd-->

    We already have this logged. Thanks.

    <!--quoteo(post=1916943:date=Mar 24 2012, 05:35 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Mar 24 2012, 05:35 AM) <a href="index.php?act=findpost&pid=1916943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also one thing with power nodes, there is not point really killing an alien before he completely kills your power node since you can't really repair them in the field if you didn't buy a welder so if you just let him kill it you can rebuild it very quickly and it gets 100% health again..<!--QuoteEnd--></div><!--QuoteEEnd-->

    Good point. I'll add this to my list.
  • Cyborg16Cyborg16 Join Date: 2006-11-18 Member: 58656Members
    edited March 2012
    <!--quoteo(post=1916783:date=Mar 24 2012, 12:17 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Mar 24 2012, 12:17 AM) <a href="index.php?act=findpost&pid=1916783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. Having friendlies turn red when attacked is extremely confusing since that's the color used for enemies as well! Can't tell the difference!
    2. For some reason I was unable to purchase a grenade launcher at one point. Happened at one armory during one life, not sure if it was a problem with the armory or a general bug for me during that life.<!--QuoteEnd--></div><!--QuoteEEnd-->
    1. ditto
    2. This has been a problem for a while: get an advanced armoury, research grenade launcher/flamethrower and it shows up as available on all armouries, although it can only be purchased from advanced ones. Shouldn't show up at all on non-advanced armouries IMO.

    <!--quoteo(post=1916962:date=Mar 24 2012, 06:28 AM:name=Bleiz)--><div class='quotetop'>QUOTE (Bleiz @ Mar 24 2012, 06:28 AM) <a href="index.php?act=findpost&pid=1916962"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-It's kinda weird jetpacks are cheaper than shotguns<!--QuoteEnd--></div><!--QuoteEEnd-->
    Only if you lose your shotgun: quite often you can just pick it up again. I quite like it.

    What happened to the key bindings? I had to rebind nearly everything! You switch from key characters to scan codes or something? It works (perhaps better than before); just surprised me and not on changelog.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    <!--quoteo(post=1916988:date=Mar 24 2012, 10:46 AM:name=Cyborg16)--><div class='quotetop'>QUOTE (Cyborg16 @ Mar 24 2012, 10:46 AM) <a href="index.php?act=findpost&pid=1916988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What happened to the key bindings? I had to rebind nearly everything!<!--QuoteEnd--></div><!--QuoteEEnd-->
    maybe your pc?
    i had nothing to change, and weaponpickup at G was already in b200
    and i have set map on Q and on.
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