<!--quoteo(post=1919953:date=Mar 31 2012, 03:02 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 31 2012, 03:02 AM) <a href="index.php?act=findpost&pid=1919953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm hopeful. Outside of the weirdness I was getting, the game looks really good right now and it's nice to see. Thanks :)<!--QuoteEnd--></div><!--QuoteEEnd-->
It really only is once per installing the game, other games have this too but usually during the installation process so you don't notice it.
<!--quoteo(post=1919920:date=Mar 30 2012, 08:27 PM:name=criogenics)--><div class='quotetop'>QUOTE (criogenics @ Mar 30 2012, 08:27 PM) <a href="index.php?act=findpost&pid=1919920"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Game looks great but there's a VERY noticeable input lag that makes it almost impossible to aim, especially shotgun vs skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
having the complete opposite experience. the last few builds i couldn't hit worth a damn with a shotgun. 2 games this patch with shotgun and I'm getting a k/d of 4 or 5:1.
I agree, the flashlight is useless. It actually makes it harder to see in the half dark, and it's twice as hard if another 'rine in front of you has his light on.
Mines are too big. A charge that size would be able to take out a tank.
Some sparks flying out of the sentry guns would be a nice effect. Not necessary to do tracers.
I can't hit a darn thing with the shotgun. In NS1 it was my favorite weapon. I used to solo fades with it all the time. (At least, the fades that weren't Jamon)
YbarraJoin Date: 2012-03-29Member: 149621Members, Squad Five Blue
edited March 2012
Experienced a few minutes of "seizing" where the whole game just stopped, and came back after a few moments. Aside from that - which by the way cleared up - the Marine FOV is a bit too extreme, giving the impression that your head is being squished in a vice.
New name* font is awesome, actual chat text needs work*. Liking the winning Victory / Losing pop-ups though.
FPS for me is way down, not that it has ever been high. I think that UWE might need to stop looking at automatically reported stats on FPS for the game, as generally people with better FPS are much more likely to keep playing... i know atleast 5 people that will not play the game at all because they get between 5 and 25 FPS in combat, which is about what mine is.
Also are collisions predicted client side? As sometimes there is momentary lag and you appear to fall into or through the map.
<!--quoteo(post=1919932:date=Mar 30 2012, 09:01 PM:name=ÒŗăNģё)--><div class='quotetop'>QUOTE (ÒŗăNģё @ Mar 30 2012, 09:01 PM) <a href="index.php?act=findpost&pid=1919932"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gore can out DPS smash, why? What is the purpose of smash now? Smash was fine before, took lots of energy and only hurt buildings. A flamer could stop the onos from proceeding his smash rampage while others could kill it simply as it burned and tried to regain its energy.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1, swapping them makes little sense. Should have just reduced smash dmg or added a delay.
<!--quoteo(post=1919935:date=Mar 30 2012, 09:08 PM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Mar 30 2012, 09:08 PM) <a href="index.php?act=findpost&pid=1919935"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh and the new font...isn't very good looking. Everyone in the game I was playing hated the chat font.
Specifically the spacing is horrible.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1 for alien font being wierd, marine font I'm on the fence
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1919969:date=Mar 30 2012, 07:12 PM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Mar 30 2012, 07:12 PM) <a href="index.php?act=findpost&pid=1919969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I fired off a few error reports where I can.<!--QuoteEnd--></div><!--QuoteEEnd-->
can you PM me those logs please? and any steps to reproduce it, if you can.
<!--quoteo(post=1919979:date=Mar 31 2012, 04:47 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 31 2012, 04:47 AM) <a href="index.php?act=findpost&pid=1919979"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can you PM me those logs please? and any steps to reproduce it, if you can.<!--QuoteEnd--></div><!--QuoteEEnd--> I'm afraid not, it appears my logs and dumps folders are empty... the crashes were entirely random though, first one was in game doing nothing special, second one was a couple of seconds post-game in the ready room.
the font is terrible. covers half the screen and is far too spaced out. you can probably fit 4 lines at max on the screen. although, i only played as aliens so maybe it's better for marines.
another issue is that marines being under attack in the marine minimap briefly look like aliens.
on a side note: the font on the screen telling you what is under attack makes the game look really cheesey tbh.... it should only tell you if something game-ending is being under attack. otherwise, you have the commander and the map to see what's under attack. it looks too dumbed-down.
Did you guys change the FOV, or make the UI elements larger? (Although I'm inclined to believe the former).
When I logged in to the new build I immediately felt like I was zoomed in (aliens and marines both). I had to double and triple check my resolution settings to make sure they didn't get changed accidentally. It really does feel like I'm playing at 640x480 or something similar now (maybe not quite that extreme), compared to the 1280x1024 I was at before.
<!--quoteo(post=1919988:date=Mar 31 2012, 12:38 AM:name=BVKnight)--><div class='quotetop'>QUOTE (BVKnight @ Mar 31 2012, 12:38 AM) <a href="index.php?act=findpost&pid=1919988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you guys change the FOV, or make the UI elements larger? (Although I'm inclined to believe the former).
When I logged in to the new build I immediately felt like I was zoomed in (aliens and marines both). I had to double and triple check my resolution settings to make sure they didn't get changed accidentally. It really does feel like I'm playing at 640x480 or something similar now (maybe not quite that extreme), compared to the 1280x1024 I was at before.<!--QuoteEnd--></div><!--QuoteEEnd-->
Can I just take this opportunity to say that fov needs to be higher for skulks to make melee combat less disorienting? Thanks!
Also, the new crosshair feedback for the lerk is excellent.
Oh, and the FPS drop is from trying to chat too many times with the outdated menumod.
Basically what I'm saying is this is a good build and I'm a kneejerking slob!
I don't know if the lag is better or worse in this one.
Better because there's no input lag anymore, and it's fun to shoot with an instant feedback. But worse because this new "random" lag is atrocious. It's hard to tell when and why it happens. You move and BANG, you freeze 1 or 2 seconds for no reason.
As a marine, switching guns to rifle-pistol, pistol-rifle lags horribly. I can't even switch to pistol now in a fight, because the lag gets me killed every time. Oddly, switching to the axe is ok.
Onos are still the game over button. I've just finish a 4vs4, and we could not kill an onos. We never had enough firepower, especially with a gorge. I really don't understand how you can kill it. If at least the ARCs could shoot the Onos, it could give the marines a chance.
<!--quoteo(post=1919964:date=Mar 30 2012, 09:38 PM:name=Ybarra)--><div class='quotetop'>QUOTE (Ybarra @ Mar 30 2012, 09:38 PM) <a href="index.php?act=findpost&pid=1919964"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Experienced a few minutes of "seizing" where the whole game just stopped, and came back after a few moments.<!--QuoteEnd--></div><!--QuoteEEnd-->
Date: 03/31/12 Time: 08:23:01 -------------------------------------------------------------- Build 202 Starting Natural Selection 2 RenderDevice: NVIDIA GeForce 8800 GT (8.17.12.9610) Error: Invalid format for resource 'models/props/generic/terminals/generic_terminalscreen_06.swf' Error: Invalid format for resource 'models/props/generic/terminals/generic_terminalscreen_06.swf' Connected to Steam servers Connecting to server 127.0.0.1:27015 Error: Couldn't open file 'models/marine/prototype_module/prototype_module.model' Error: Couldn't open file 'models/alien/shift/shift.model' Error: Couldn't open file 'models/alien/shift/shift.animation_graph' Error: Couldn't open file 'models/alien/cocoon/cocoon.model' Error: Couldn't open file 'models/marine/exosuit/exosuit_mm.model' Error: Couldn't open file 'models/marine/exosuit/exosuit_mm_view.animation_graph' Error: Couldn't open file 'models/marine/exosuit/exosuit_mm_view.model' Loading 'maps/ns2_mineshaft.level' Client connecting (127.0.0.1) Error: PhysX: Adjacencies::CreateDatabase: can't work on non-manifold meshes. Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed! Error: PhysX: Error cooking body 5 of model models/props/refinery/refinery_rock_stalagtite_08.model
All of my other games are OK. But this game is still crashing (Build 190-Build 202). Reinstalled NS2, Nvidia and PhysX, Directdrive from the NS2 directory. I disable all services and enabled all.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1920030:date=Mar 31 2012, 03:36 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Mar 31 2012, 03:36 AM) <a href="index.php?act=findpost&pid=1920030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ÃŽ have no idea what you guys did, but the hit detection seems to be very good now. Maybe it was the server, i have no idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
we predict now damage (and death) and as a side effect every consquence from hitting something (flinch animation and effects).
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1920032:date=Mar 31 2012, 11:05 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Mar 31 2012, 11:05 AM) <a href="index.php?act=findpost&pid=1920032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->we predict now<!--QuoteEnd--></div><!--QuoteEEnd--> Ha! The word order exposes you as the writer of the change logs. :>
The walljump timing is too easy now. Didn't need many minutes of practice to have almost 100% perfect timed jumps. Also wouldn't mind if you increased the speed just a little :)
<!--quoteo(post=1920032:date=Mar 31 2012, 10:05 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Mar 31 2012, 10:05 AM) <a href="index.php?act=findpost&pid=1920032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->we predict now damage (and death) and as a side effect every consquence from hitting something (flinch animation and effects).<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks for the informations. Well, it works great i guess (just had 4 rounds with 202, 2 of them won by marines and 2 of them by aliens, in this order.). It feels like the "hit-lag/not hitting even if you should hit" is finaly gone. i hope you don't change it back ^^
But there is some bad thing in 202 i notice that and other people confirm it. There is a weird lag if you run far or from one room to another, but not everytime. It feels like something is loading and so the game freeze for 1-2 seconds. Some people said its the "shader loading" i have no idea about that bug. Also i can confirm, the white effect on infestation. And the stuck problem is realy a big issue, sometimes i get stuck in marines, specialy if i move through a phase gate. Are the hitboxes to small or whats the problem with that? Also getting stuck very much in objects or other playerentitys :( (in the 4 rounds, a lot of people said there are stuck) But the hit detection seems to be great!
<!--quoteo(post=1920037:date=Mar 31 2012, 10:15 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 31 2012, 10:15 AM) <a href="index.php?act=findpost&pid=1920037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i made a fix for this because it was driving my eyes crazy :)
put the attached file in ns2/models/alien/infestation<!--QuoteEnd--></div><!--QuoteEEnd-->
Can't see a attacked file in your post
Edit: Crazy Build, had never in a build so much fun and sweated so much... Take a look at the round time. It was like marines own 3 parts of the map, aliens own 2 parts. Then alien beat down marine at sub which leads into a victory, they don't had a second commandstation. But marine destroyed crossroads, while aliens killed sub. This take over 70 Minutes. At the end, marines rush marine base in data core and won. This was realy fun.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<!--quoteo(post=1919999:date=Mar 31 2012, 07:11 AM:name=bobrun)--><div class='quotetop'>QUOTE (bobrun @ Mar 31 2012, 07:11 AM) <a href="index.php?act=findpost&pid=1919999"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Onos are still the game over button. I've just finish a 4vs4, and we could not kill an onos. We never had enough firepower, especially with a gorge. I really don't understand how you can kill it. If at least the ARCs could shoot the Onos, it could give the marines a chance.<!--QuoteEnd--></div><!--QuoteEEnd-->
Onos require lots of marines to kill, so in a 4v4 game, you don't have a real chance - yet. You might get a chance once the Exo makes it appearance.
Getting the Onos balance as a hive 1 lifeform will take some time.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->we predict now damage (and death) and as a side effect every consquence from hitting something (flinch animation and effects).<!--QuoteEnd--></div><!--QuoteEEnd-->
It does feel better, but does that mean we should see dead players come back to life sometimes ?
I had 2 or three instances of the game freezing for a couple seconds, just as it was expected from reading the change log, and then never again. Could it be that for the people who keep experiencing those freezes the shader cache fails to work somehow?
ZeikkoJoin Date: 2007-12-16Member: 63179Members, Squad Five Blue, NS2 Map Tester
<!--quoteo(post=1920053:date=Mar 31 2012, 12:47 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Mar 31 2012, 12:47 PM) <a href="index.php?act=findpost&pid=1920053"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It does feel better, but does that mean we should see dead players come back to life sometimes ?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm curious about this too. How can damage and deaths be predicted without issues like this raising up?
<!--quoteo(post=1919950:date=Mar 31 2012, 02:52 AM:name=Sannom)--><div class='quotetop'>QUOTE (Sannom @ Mar 31 2012, 02:52 AM) <a href="index.php?act=findpost&pid=1919950"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Correct me if I'm wrong ( And I might very well be ), but I don't recall Onos stomp putting people to the ground ( Alt fire )... I could throw any group of marine to the ground WAY too easily this way, and I'm pretty certain they felt helpless on the ground while I typed, staring at them; " Oh my, Stomp is very OP. I'll go back to my hive now. ", as I walked away, feeling that killing them would be too cheap.
Then we went on to speak about how the spacing in the new font was oddly big! Is this on purpose?<!--QuoteEnd--></div><!--QuoteEEnd-->
Stomp is usless if the marines jump when you stomp.
Onos is still powerfull but with the DMG drop on smash he can't just walk in kill the armslab, heal, kill the armory, heal etc.
And those who wonder what puncture DMG does: A puncture DMG attack does +50% DMG on players but not buildings.
Comments
Thanks :)<!--QuoteEnd--></div><!--QuoteEEnd-->
It really only is once per installing the game, other games have this too but usually during the installation process so you don't notice it.
having the complete opposite experience. the last few builds i couldn't hit worth a damn with a shotgun. 2 games this patch with shotgun and I'm getting a k/d of 4 or 5:1.
Mines are too big. A charge that size would be able to take out a tank.
Some sparks flying out of the sentry guns would be a nice effect. Not necessary to do tracers.
I can't hit a darn thing with the shotgun. In NS1 it was my favorite weapon. I used to solo fades with it all the time. (At least, the fades that weren't Jamon)
Keep up the good work. It's coming alone nicely.
New name* font is awesome, actual chat text needs work*. Liking the winning Victory / Losing pop-ups though.
Edit: *
Also are collisions predicted client side? As sometimes there is momentary lag and you appear to fall into or through the map.
Font is just plain awful, looks like it was taken straight out of a Japanese game (multi-lingual font kerning, for the lose).
Weird bug where I flew through the map, froze and then teleported somewhere nearby where I jetted off from.
+1, swapping them makes little sense. Should have just reduced smash dmg or added a delay.
<!--quoteo(post=1919935:date=Mar 30 2012, 09:08 PM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Mar 30 2012, 09:08 PM) <a href="index.php?act=findpost&pid=1919935"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh and the new font...isn't very good looking. Everyone in the game I was playing hated the chat font.
Specifically the spacing is horrible.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1 for alien font being wierd, marine font I'm on the fence
can you PM me those logs please?
and any steps to reproduce it, if you can.
and any steps to reproduce it, if you can.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm afraid not, it appears my logs and dumps folders are empty... the crashes were entirely random though, first one was in game doing nothing special, second one was a couple of seconds post-game in the ready room.
another issue is that marines being under attack in the marine minimap briefly look like aliens.
on a side note: the font on the screen telling you what is under attack makes the game look really cheesey tbh.... it should only tell you if something game-ending is being under attack. otherwise, you have the commander and the map to see what's under attack. it looks too dumbed-down.
oh and ironhorse. f u lol :-P
When I logged in to the new build I immediately felt like I was zoomed in (aliens and marines both). I had to double and triple check my resolution settings to make sure they didn't get changed accidentally. It really does feel like I'm playing at 640x480 or something similar now (maybe not quite that extreme), compared to the 1280x1024 I was at before.
When I logged in to the new build I immediately felt like I was zoomed in (aliens and marines both). I had to double and triple check my resolution settings to make sure they didn't get changed accidentally. It really does feel like I'm playing at 640x480 or something similar now (maybe not quite that extreme), compared to the 1280x1024 I was at before.<!--QuoteEnd--></div><!--QuoteEEnd-->
Can I just take this opportunity to say that fov needs to be higher for skulks to make melee combat less disorienting? Thanks!
Also, the new crosshair feedback for the lerk is excellent.
Oh, and the FPS drop is from trying to chat too many times with the outdated menumod.
Basically what I'm saying is this is a good build and I'm a kneejerking slob!
Better because there's no input lag anymore, and it's fun to shoot with an instant feedback. But worse because this new "random" lag is atrocious. It's hard to tell when and why it happens. You move and BANG, you freeze 1 or 2 seconds for no reason.
As a marine, switching guns to rifle-pistol, pistol-rifle lags horribly. I can't even switch to pistol now in a fight, because the lag gets me killed every time. Oddly, switching to the axe is ok.
Onos are still the game over button. I've just finish a 4vs4, and we could not kill an onos. We never had enough firepower, especially with a gorge. I really don't understand how you can kill it. If at least the ARCs could shoot the Onos, it could give the marines a chance.
I've also experienced this in 202.
Time: 08:23:01
--------------------------------------------------------------
Build 202
Starting Natural Selection 2
RenderDevice: NVIDIA GeForce 8800 GT (8.17.12.9610)
Error: Invalid format for resource 'models/props/generic/terminals/generic_terminalscreen_06.swf'
Error: Invalid format for resource 'models/props/generic/terminals/generic_terminalscreen_06.swf'
Connected to Steam servers
Connecting to server 127.0.0.1:27015
Error: Couldn't open file 'models/marine/prototype_module/prototype_module.model'
Error: Couldn't open file 'models/alien/shift/shift.model'
Error: Couldn't open file 'models/alien/shift/shift.animation_graph'
Error: Couldn't open file 'models/alien/cocoon/cocoon.model'
Error: Couldn't open file 'models/marine/exosuit/exosuit_mm.model'
Error: Couldn't open file 'models/marine/exosuit/exosuit_mm_view.animation_graph'
Error: Couldn't open file 'models/marine/exosuit/exosuit_mm_view.model'
Loading 'maps/ns2_mineshaft.level'
Client connecting (127.0.0.1)
Error: PhysX: Adjacencies::CreateDatabase: can't work on non-manifold meshes.
Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed!
Error: PhysX: Error cooking body 5 of model models/props/refinery/refinery_rock_stalagtite_08.model
All of my other games are OK.
But this game is still crashing (Build 190-Build 202). Reinstalled NS2, Nvidia and PhysX, Directdrive from the NS2 directory. I disable all services and enabled all.
Maybe it was the server, i have no idea.
Maybe it was the server, i have no idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
we predict now damage (and death) and as a side effect every consquence from hitting something (flinch animation and effects).
Ha! The word order exposes you as the writer of the change logs. :>
<img src="http://i.imgur.com/Juk2A.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
i made a fix for this because it was driving my eyes crazy :)
Attached is a zip. Open the zip and put the file in ns2/models/alien/infestation
Thanks for the informations.
Well, it works great i guess (just had 4 rounds with 202, 2 of them won by marines and 2 of them by aliens, in this order.).
It feels like the "hit-lag/not hitting even if you should hit" is finaly gone.
i hope you don't change it back ^^
But there is some bad thing in 202 i notice that and other people confirm it.
There is a weird lag if you run far or from one room to another, but not everytime.
It feels like something is loading and so the game freeze for 1-2 seconds.
Some people said its the "shader loading" i have no idea about that bug.
Also i can confirm, the white effect on infestation.
And the stuck problem is realy a big issue, sometimes i get stuck in marines, specialy if i move through a phase gate.
Are the hitboxes to small or whats the problem with that?
Also getting stuck very much in objects or other playerentitys :( (in the 4 rounds, a lot of people said there are stuck)
But the hit detection seems to be great!
<!--quoteo(post=1920037:date=Mar 31 2012, 10:15 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 31 2012, 10:15 AM) <a href="index.php?act=findpost&pid=1920037"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i made a fix for this because it was driving my eyes crazy :)
put the attached file in ns2/models/alien/infestation<!--QuoteEnd--></div><!--QuoteEEnd-->
Can't see a attacked file in your post
Edit:
Crazy Build, had never in a build so much fun and sweated so much...
Take a look at the round time.
It was like marines own 3 parts of the map, aliens own 2 parts.
Then alien beat down marine at sub which leads into a victory, they don't had a second commandstation.
But marine destroyed crossroads, while aliens killed sub.
This take over 70 Minutes.
At the end, marines rush marine base in data core and won.
This was realy fun.
<img src="http://img694.imageshack.us/img694/3372/43106964.jpg" border="0" class="linked-image" />
Onos require lots of marines to kill, so in a 4v4 game, you don't have a real chance - yet. You might get a chance once the Exo makes it appearance.
Getting the Onos balance as a hive 1 lifeform will take some time.
It does feel better, but does that mean we should see dead players come back to life sometimes ?
I'm curious about this too. How can damage and deaths be predicted without issues like this raising up?
Then we went on to speak about how the spacing in the new font was oddly big! Is this on purpose?<!--QuoteEnd--></div><!--QuoteEEnd-->
Stomp is usless if the marines jump when you stomp.
Onos is still powerfull but with the DMG drop on smash he can't just walk in kill the armslab, heal, kill the armory, heal etc.
And those who wonder what puncture DMG does:
A puncture DMG attack does +50% DMG on players but not buildings.
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Damage_types" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Damage_types</a>