Why the alien vision nerf? I can't remember 1 thread of people complaining it was OP. Haven't played yet but it seems like using leap with alien vision is totally useless?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1950679:date=Jul 11 2012, 06:43 PM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Jul 11 2012, 06:43 PM) <a href="index.php?act=findpost&pid=1950679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->dunno if it's because I'm testing out the new alien comm with cheats 1 on but.. while laying down cysts after a while i couldn't drop anything else.. cysts, rt's, etc. can <i>sometimes</i> be fixed by reentering hive but this is frequently happening.<!--QuoteEnd--></div><!--QuoteEEnd--> We tend to avoid using cheats when reproducing bugs, it usually adds a whole different bag of tricks to to mix when you do use cheats :)
invTempestJoin Date: 2003-03-02Member: 14223Members, Constellation, Squad Five Blue
Only around 800 MB worth of files are actually being delivered via the steamcmd tool. I have tried both updating a server that is running 212 (log file says it is running 213 however doesn't show up on the list and can't manually connect) and doing a complete new install from steam and neither work. This is with using app_id 4940.
Only listen servers that run from the client will be available until this is fixed.
<!--quoteo(post=1950669:date=Jul 12 2012, 04:22 AM:name=simba)--><div class='quotetop'>QUOTE (simba @ Jul 12 2012, 04:22 AM) <a href="index.php?act=findpost&pid=1950669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fade shift movement no longer takes energy.<!--QuoteEnd--></div><!--QuoteEEnd--> shadow step, yeah... I guess that clears up fades being able to escape flamethrowers. It also doesn't seem to have the same capacity/storage mechanic that it used to. It felt to me like you could just keep shadow stepping every 1s or so, and go the full distance each time... Fade having 300 hp is an obvious response to shotguns still being normal damage -_-
My observations (was generating this list over the past few, so sorry if it duplicates)
<b>Aliens</b> Infestation spike requires 2 hives. Leap, Spikes, Bile bomb, Blink require 2 hives. Stomp requires 3 hives. cyst cooldown = ~2 seconds, but infestation creep perhaps begins more quickly? new cloaking effect. feint is researchable from shade hive, but I don't know what it does. adrenaline researchable from shift hive; drastically lowers energy usage for abilities. Or rather, drastically improves energy replenishment. shift ability (hatch) creates eggs nearby for 1 res. Infestation spikes last only (~5) seconds but have (~8) second cooldown - same dumb placement dynamic new "alert" ability which puts a waypoint on alien hud for players - lasts ~10 sec - activate near comm minimap blink now lasts as long as you hold down the m2 button, but i feel speed while blinked is drastically reduced. no longer any "black smoke" around marine structures on infestation infestation spike placement does not activate until player sees marine (no using it to cheat) Hive upgrades - healing bed, bacterial receptors and shift general bonus - seem to be removed?
<b>Marines</b> perhaps just a cheats mode thing, but I started with 0 resources as a player? 2 command stations required for proto lab "each command station supports three extractors". tooltip text on command centre nano shield cooldown ~7 sec - no cooldown on medpac or ammo nano seems to last ~2 sec longer than cooldown arcs have no natural LOS. They seem need marines or scans to fire. interestingly arcs will fire when player aliens are viewed by arcs, but it's not clear what they're firing at (in my example, nothing but cysts were visible, other than bot skulk) marine commander also has "alert" function. advanced armory: research nerve gas is an option on GL research (but not available after researched) proto no longer has options to research improvements for jps new models in armory purchase screen, and armory has a big medic cross rotating above it. new waypoint direction line - arrows instead of line
invTempestJoin Date: 2003-03-02Member: 14223Members, Constellation, Squad Five Blue
<!--quoteo(post=1950689:date=Jul 11 2012, 01:58 PM:name=dePARA)--><div class='quotetop'>QUOTE (dePARA @ Jul 11 2012, 01:58 PM) <a href="index.php?act=findpost&pid=1950689"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Strange thing is: the NAPT server is shown. And im sure this is an dedcated one.<!--QuoteEnd--></div><!--QuoteEEnd-->
The NAPT server is ran from the internal build files which at this point are the same as the 213 release files (hence why you could see/play on it). The server doesn't get its updates from steam like all the other dedicated servers.
Granted I haven't played this patch yet but this sounds terrible.
I turn AV on 99.9% of the time when fighting marines. Why....because I find it almost impossible to track a marine when we are both jumping and moving around at such a fast pace. The marines tend to blend into the surroundings and w/out AV on, I have had to actually stop and look around to locate my target again, which will get you dead fast.
So now I'm going to have to be turning AV on/off during combat if I want both energy and to stay alive......that will be annoying as hell.
<!--quoteo(post=1950694:date=Jul 11 2012, 03:09 PM:name=MiniH0wie)--><div class='quotetop'>QUOTE (MiniH0wie @ Jul 11 2012, 03:09 PM) <a href="index.php?act=findpost&pid=1950694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Granted I haven't played this patch yet but this sounds terrible.
I turn AV on 99.9% of the time when fighting marines. Why....because I find it almost impossible to track a marine when we are both jumping and moving around at such a fast pace. The marines tend to blend into the surroundings and w/out AV on, I have had to actually stop and look around to locate my target again, which will get you dead fast.
So now I'm going to have to be turning AV on/off during combat if I want both energy and to stay alive......that will be annoying as hell.<!--QuoteEnd--></div><!--QuoteEEnd--> true bro ... same here. NOw skulks vs 2 or more marines are death meat!
well to everyone who thinks that skulks are underpowered ... just equip feint and use xeno ;) xeno will stuck and you'll deal ca. 20xdamage ^^ (kills everything in a second)
<!--quoteo(post=1950697:date=Jul 11 2012, 02:16 PM:name=Gamerkatze)--><div class='quotetop'>QUOTE (Gamerkatze @ Jul 11 2012, 02:16 PM) <a href="index.php?act=findpost&pid=1950697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well to everyone who thinks that skulks are underpowered ... just equip feint and use xeno ;) xeno will stuck and you'll deal ca. 20xdamage ^^ (kills everything in a second)<!--QuoteEnd--></div><!--QuoteEEnd-->
It's about time they buffed Xeno HA!
Seriously, I hope this isn't a game buster bug....
<!--quoteo(post=1950697:date=Jul 11 2012, 03:16 PM:name=Gamerkatze)--><div class='quotetop'>QUOTE (Gamerkatze @ Jul 11 2012, 03:16 PM) <a href="index.php?act=findpost&pid=1950697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well to everyone who thinks that skulks are underpowered ... just equip feint and use xeno ;) xeno will stuck and you'll deal ca. 20xdamage ^^ (kills everything in a second)<!--QuoteEnd--></div><!--QuoteEEnd-->
Aliens can finally do something about late game marine turtling!
To those concerned about alien vision not allowing you to regenerate energy - it doesn't prohibit it, it just nerfs it. Getting the adrenaline upgrade, you will notice that you regenerate energy, just a bit slower than you would if you have alien vision off.
<!--quoteo(post=1950703:date=Jul 11 2012, 02:25 PM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Jul 11 2012, 02:25 PM) <a href="index.php?act=findpost&pid=1950703"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To those concerned about alien vision not allowing you to regenerate energy - it doesn't prohibit it, it just nerfs it. Getting the adrenaline upgrade, you will notice that you regenerate energy, just a bit slower than you would if you have alien vision off.<!--QuoteEnd--></div><!--QuoteEEnd--> Oh thats ok then. I thought it was just a flat off switch. Kind of makes adrenaline a mandatory upgrade though.
<!--quoteo(post=1950703:date=Jul 11 2012, 02:25 PM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Jul 11 2012, 02:25 PM) <a href="index.php?act=findpost&pid=1950703"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To those concerned about alien vision not allowing you to regenerate energy - it doesn't prohibit it, it just nerfs it. Getting the adrenaline upgrade, you will notice that you regenerate energy, just a bit slower than you would if you have alien vision off.<!--QuoteEnd--></div><!--QuoteEEnd-->
So it doesn't stop it completely, just slows it down?
<!--quoteo(post=1950695:date=Jul 11 2012, 02:11 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Jul 11 2012, 02:11 PM) <a href="index.php?act=findpost&pid=1950695"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=1950694:date=Jul 11 2012, 02:09 PM:name=MiniH0wie)--><div class='quotetop'>QUOTE (MiniH0wie @ Jul 11 2012, 02:09 PM) <a href="index.php?act=findpost&pid=1950694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--> Granted I haven't played this patch yet but this sounds terrible.
I turn AV on 99.9% of the time when fighting marines. Why....because I find it almost impossible to track a marine when we are both jumping and moving around at such a fast pace. The marines tend to blend into the surroundings and w/out AV on, I have had to actually stop and look around to locate my target again, which will get you dead fast.
So now I'm going to have to be turning AV on/off during combat if I want both energy and to stay alive......that will be annoying as hell.<!--QuoteEnd--></div><!--QuoteEEnd--> true bro ... same here. NOw skulks vs 2 or more marines are death meat!<!--QuoteEnd--></div><!--QuoteEEnd-->
If you want L4D like glowing outlines, go play it. U need to be able to track them whitout alien fleslight, its called skill.
You can go for adrealine, but youll be sacrificing celerity, which is in most cases far more better choice.
So i think its a very good change, AV helps me definately much now, because my framerate is pretty bad but when it gets better ill have no issues on tracking marines. You shouldn't have too.
<!--quoteo(post=1950697:date=Jul 11 2012, 09:16 PM:name=Gamerkatze)--><div class='quotetop'>QUOTE (Gamerkatze @ Jul 11 2012, 09:16 PM) <a href="index.php?act=findpost&pid=1950697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well to everyone who thinks that skulks are underpowered ... just equip feint and use xeno ;) xeno will stuck and you'll deal ca. 20xdamage ^^ (kills everything in a second)<!--QuoteEnd--></div><!--QuoteEEnd--> Oh man, this is silly. Even kills CC's and everything around them in one xeno.
<!--quoteo(post=1950694:date=Jul 12 2012, 05:09 AM:name=MiniH0wie)--><div class='quotetop'>QUOTE (MiniH0wie @ Jul 12 2012, 05:09 AM) <a href="index.php?act=findpost&pid=1950694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So now I'm going to have to be turning AV on/off during combat if I want both energy and to stay alive......that will be annoying as hell.<!--QuoteEnd--></div><!--QuoteEEnd--> Exactly. Strangest change ever for a whole gamut of reasons involving balance, accessibility, fun, intuitiveness, minimalism and more. It goes against every single design principle NS2 supposedly follows and exarcerbates problems that previous design decisions tried to minimise. Having players need to switch AV on and off mid combat only makes playing against 'jumping marines' even harder and in a bad way. This change solves no problems and adds a whole heap more.
Just because players are using something all the time doesn't mean it must be discouraged for the sake of it. Especially when its a crucial tool that provides feedback and improved accessibility without compromising balance. This change really just blows my mind but I won't say i'm surprised it got through - bad base assumptions lead to bad design decisions.
I'm sorry. I really wanted to test this build out, especially the other changes, but this is a real fun killer. ew.
<!--quoteo(post=1950707:date=Jul 11 2012, 02:33 PM:name=sebu)--><div class='quotetop'>QUOTE (sebu @ Jul 11 2012, 02:33 PM) <a href="index.php?act=findpost&pid=1950707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you want L4D like glowing outlines, go play it. U need to be able to track them whitout alien fleslight, its called skill.
You can go for adrealine, but youll be sacrificing celerity, which is in most cases far more better choice.
So i think its a very good change, AV helps me definately much now, because my framerate is pretty bad but when it gets better ill have no issues on tracking marines. You shouldn't have too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fine, then they should just removed AV completely because people who use it don't have enough skill..........
Funny, NS1 had glowing outlines and nobody complained about it.
Comments
We tend to avoid using cheats when reproducing bugs, it usually adds a whole different bag of tricks to to mix when you do use cheats :)
Only listen servers that run from the client will be available until this is fixed.
shadow step, yeah... I guess that clears up fades being able to escape flamethrowers. It also doesn't seem to have the same capacity/storage mechanic that it used to. It felt to me like you could just keep shadow stepping every 1s or so, and go the full distance each time... Fade having 300 hp is an obvious response to shotguns still being normal damage -_-
<b>Aliens</b>
Infestation spike requires 2 hives.
Leap, Spikes, Bile bomb, Blink require 2 hives.
Stomp requires 3 hives.
cyst cooldown = ~2 seconds, but infestation creep perhaps begins more quickly?
new cloaking effect.
feint is researchable from shade hive, but I don't know what it does.
adrenaline researchable from shift hive; drastically lowers energy usage for abilities. Or rather, drastically improves energy replenishment.
shift ability (hatch) creates eggs nearby for 1 res.
Infestation spikes last only (~5) seconds but have (~8) second cooldown - same dumb placement dynamic
new "alert" ability which puts a waypoint on alien hud for players - lasts ~10 sec - activate near comm minimap
blink now lasts as long as you hold down the m2 button, but i feel speed while blinked is drastically reduced.
no longer any "black smoke" around marine structures on infestation
infestation spike placement does not activate until player sees marine (no using it to cheat)
Hive upgrades - healing bed, bacterial receptors and shift general bonus - seem to be removed?
<b>Marines</b>
perhaps just a cheats mode thing, but I started with 0 resources as a player?
2 command stations required for proto lab
"each command station supports three extractors". tooltip text on command centre
nano shield cooldown ~7 sec - no cooldown on medpac or ammo nano seems to last ~2 sec longer than cooldown
arcs have no natural LOS. They seem need marines or scans to fire. interestingly arcs will fire when player aliens are viewed by arcs, but it's not clear what they're firing at (in my example, nothing but cysts were visible, other than bot skulk)
marine commander also has "alert" function.
advanced armory: research nerve gas is an option on GL research (but not available after researched)
proto no longer has options to research improvements for jps
new models in armory purchase screen, and armory has a big medic cross rotating above it.
new waypoint direction line - arrows instead of line
Same, and server browser is really screwed. Servers appearing on top of eachother in the list. Well I guess no NS tonight.
The NAPT server is ran from the internal build files which at this point are the same as the 213 release files (hence why you could see/play on it). The server doesn't get its updates from steam like all the other dedicated servers.
Granted I haven't played this patch yet but this sounds terrible.
I turn AV on 99.9% of the time when fighting marines. Why....because I find it almost impossible to track a marine when we are both jumping and moving around at such a fast pace. The marines tend to blend into the surroundings and w/out AV on, I have had to actually stop and look around to locate my target again, which will get you dead fast.
So now I'm going to have to be turning AV on/off during combat if I want both energy and to stay alive......that will be annoying as hell.
I turn AV on 99.9% of the time when fighting marines. Why....because I find it almost impossible to track a marine when we are both jumping and moving around at such a fast pace. The marines tend to blend into the surroundings and w/out AV on, I have had to actually stop and look around to locate my target again, which will get you dead fast.
So now I'm going to have to be turning AV on/off during combat if I want both energy and to stay alive......that will be annoying as hell.<!--QuoteEnd--></div><!--QuoteEEnd-->
true bro ... same here. NOw skulks vs 2 or more marines are death meat!
xeno will stuck and you'll deal ca. 20xdamage ^^ (kills everything in a second)
xeno will stuck and you'll deal ca. 20xdamage ^^ (kills everything in a second)<!--QuoteEnd--></div><!--QuoteEEnd-->
It's about time they buffed Xeno HA!
Seriously, I hope this isn't a game buster bug....
Doesnt help that i have freezes on every 1-20 secs or so. Lunge in wrong time and boom your dead before you even know it.
we just tested it out on the gather server and it really kills EVERYTHING ....
xeno will stuck and you'll deal ca. 20xdamage ^^ (kills everything in a second)<!--QuoteEnd--></div><!--QuoteEEnd-->
Aliens can finally do something about late game marine turtling!
Oh thats ok then. I thought it was just a flat off switch. Kind of makes adrenaline a mandatory upgrade though.
So it doesn't stop it completely, just slows it down?
And Adrenaline helps speed it back up again?
Granted I haven't played this patch yet but this sounds terrible.
I turn AV on 99.9% of the time when fighting marines. Why....because I find it almost impossible to track a marine when we are both jumping and moving around at such a fast pace. The marines tend to blend into the surroundings and w/out AV on, I have had to actually stop and look around to locate my target again, which will get you dead fast.
So now I'm going to have to be turning AV on/off during combat if I want both energy and to stay alive......that will be annoying as hell.<!--QuoteEnd--></div><!--QuoteEEnd-->
true bro ... same here. NOw skulks vs 2 or more marines are death meat!<!--QuoteEnd--></div><!--QuoteEEnd-->
If you want L4D like glowing outlines, go play it. U need to be able to track them whitout alien fleslight, its called skill.
You can go for adrealine, but youll be sacrificing celerity, which is in most cases far more better choice.
So i think its a very good change, AV helps me definately much now, because my framerate is pretty bad but when it gets better ill have no issues on tracking marines. You shouldn't have too.
xeno will stuck and you'll deal ca. 20xdamage ^^ (kills everything in a second)<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh man, this is silly. Even kills CC's and everything around them in one xeno.
Exactly. Strangest change ever for a whole gamut of reasons involving balance, accessibility, fun, intuitiveness, minimalism and more. It goes against every single design principle NS2 supposedly follows and exarcerbates problems that previous design decisions tried to minimise. Having players need to switch AV on and off mid combat only makes playing against 'jumping marines' even harder and in a bad way. This change solves no problems and adds a whole heap more.
Just because players are using something all the time doesn't mean it must be discouraged for the sake of it. Especially when its a crucial tool that provides feedback and improved accessibility without compromising balance. This change really just blows my mind but I won't say i'm surprised it got through - bad base assumptions lead to bad design decisions.
I'm sorry. I really wanted to test this build out, especially the other changes, but this is a real fun killer. ew.
but I like what they do ith flamer (it kills cysts in no time!)
You can go for adrealine, but youll be sacrificing celerity, which is in most cases far more better choice.
So i think its a very good change, AV helps me definately much now, because my framerate is pretty bad but when it gets better ill have no issues on tracking marines. You shouldn't have too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fine, then they should just removed AV completely because people who use it don't have enough skill..........
Funny, NS1 had glowing outlines and nobody complained about it.