Natural Selection 2 News Update - NS2 Build 215 released

13

Comments

  • Bl4ckH4wkBl4ckH4wk Join Date: 2009-07-21 Member: 68216Members, Reinforced - Shadow
    Anyone else had problems with power nodes not powering up buildings after being repaired (the ones that has already been built when the power went out)? (intended or not?)
  • phoenixbbsphoenixbbs Join Date: 2003-02-10 Member: 13379Members, Constellation, NS2 Playtester, Subnautica Playtester
    After running a local server running Docking as the map, I noticed a problem with animations playing - or more to the point, NOT playing.

    I noticed that the arcing effect in generator wasn't doing a lot, and tended to change very infrequently - this could sometimes be "hurried up" by moving your view position around (mainly with the mouse)

    In the following images, I took the snapshots 5 or 6 seconds apart to show what I mean;


    <img src="https://d37wxxhohlp07s.cloudfront.net/s3_images/769838/1.jpg" border="0" class="linked-image" />

    <img src="https://d37wxxhohlp07s.cloudfront.net/s3_images/769839/2.jpg" border="0" class="linked-image" />

    <img src="https://d37wxxhohlp07s.cloudfront.net/s3_images/769840/3.jpg" border="0" class="linked-image" />
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited July 2012
    <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->positive:<!--colorc--></span><!--/colorc-->

    <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Nano construct removed! Thank you UWE. It was a cool idea but realistically a balance nightmare, very impressed that you removed it.

    <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Increased nano shield cost, perhaps not the best solution but it should help with the frequency of use. I also like the vortex-proof attribute that was added, you may be on to something there ;)

    <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Lerk and Fade AP/HP changes - these were needed

    <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Fade double jump - very cool.

    <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Alien Vision revert - thank you!

    <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Interpolation delay reduction!!!! This is so exciting, and it's very noticeable in game. How low can we go? :P The optimizations are always nice as well.

    <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Powernode change - I think something was needed to make powernodes "important" again and this one seems like it's playing out well so far. I feel like they are important to both sides now.

    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->critique:<!--colorc--></span><!--/colorc-->

    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Gorge Heal change is pretty out of control! It's an excersize in futility to shoot any structure that's getting healsprayed. I don't understand this change, I feel it was not warranted- maybe the only thing he needed was a tiny bit more Hive healing, but he now has the ability to make anything he touches damn near immortal.

    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Fade Shadowstep really needs to change. It's relatively spammable and it's hugely effective when done- even bad fades won't die if they mash their shadowstep key. It has no disincentive to stop it from being spammed and it's ridiculously effective. Fades also need to be more visible while blinking, this is another point that contributes heavily to the "immortal fade" problem (good fades never die).

    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->-<!--colorc--></span><!--/colorc--> The armory change - The community seems to be split on this one but I would have to disagree with it. I felt like this was an area of the game that NS2 had improved upon from NS1 and I feel like it was a step backwards. I'll repost part of what I <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=119553&view=findpost&p=1953851" target="_blank">said in the other thread</a>: You could probably balance the game around either option, it's just that one road makes the game all-around more enjoyable and the other adds onto a list of chores marines have to do. I'm not saying to straight up revert the change, armory healing/repair rate was too fast imo. But to eliminate it entirely seems like overkill, and for me personally I find the game less enjoyable because of it. And as GORGEous said, I really don't think it contributes to any kind of depth to the game. It's just tedious and annoying having to rely completely on someone else knowing what to do and when to do it.


    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Suggestions:<!--colorc--></span><!--/colorc-->

    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Revert the gorge healing change- maybe give him a tiny boost to Hive healing from what he had before

    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->-<!--colorc--></span><!--/colorc-->Make Shadowstep cost energy and give it back diminishing returns, remove the cooldown. Make Fades more visible while blinking.
    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->
    -<!--colorc--></span><!--/colorc-->Partially revert the armory change- allow it to heal armor again but reduce the HP and AP heal rate but 25-50% to reduce the effectiveness of armory humping



    p.s. please for the love of all that is holy <b>please</b> fix marine crouch-jumping
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    <!--quoteo(post=1954134:date=Jul 27 2012, 02:16 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jul 27 2012, 02:16 AM) <a href="index.php?act=findpost&pid=1954134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->
    -<!--colorc--></span><!--/colorc-->Partially revert the armory change- allow it to heal armor again but reduce the HP and AP heal rate but 25-50% to reduce the effectiveness of armory humping<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agree on all but this one.
    The armory healed 10 AP/s so you had to stand 9s beside it to armorup.
    Now the EXO would need around 25s to heal up.

    If you reduce the rate more it is just holding the players off the fronline instead of maybe dealing the last important shot with you las bit of health.
    If the armory repairst the AP again alot won't buy welders on pub and it would end in a back and forth to the armory again.

    If the AA would heal AP it would be even worse, all the Marines would phase back to base because the forward armory isn't an AA.
    It would end in travelling long distances back to base, staying at the AA for a long time and travel back for a long time again.

    And the welders is a pure cysts killing machine so it is even usefull from the beginning.
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    Now that I've read the patch notes, I wanted to make a few follow up comments to my <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=119553&view=findpost&p=1953901" target="_blank">earlier reaction</a>

    Firstly there is a lot of good stuff in this patch. An excellent list of "Fixes" and "Optimisations", well done :)

    <ul><li>Lerk Carapace reduction - a step in the right direction. It might not be enough but we first have to get marines to undo the learned behavior of not bothering to shoot at lerks.</li><li>Increasing the cost and cooldown of nano-shield will reduce the impact it has on games, so that's good... but... Using NanoS on Extractors was the one place I thought added to gameplay. It b214 the cost effectiveness of using NanoS on extractors was debatable. It's now cost prohibitive. NanoS is 50% of the extractor's replacement cost, so I'd rather rebuild as required. In a more general sense, I can easily imagine pub commanders wasting loads of tRes for little or no effect.</li><li>Nano-shield preventing vortex. An interesting change, but one with little influence. I thought about this for a while and the only situation I can see that it might be useful is on a remote Phase Gate (to keep the PG operational while a group of marines phase through). A fade can sustain the threat of vortex simply by being, so NanoS is only cost effective against vortex where a short window is required, not a sustained immunity. Ultimatley the only effetive time to use NanoS will be when marines have a commanding economy anyway.</li><li>Parasite change - might be good for gameplay but I can't hide my frustration at finally being able to identify parasited marines without the need for voice communications only for it to become redunant information after just one build!! Since there's no longer anything the commander can do about it, the yellow colouring for parasited marine names should be removed.</li></ul>
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    anyone else having trouble with the alien evolve menu? when I hit B the circle pops up and never leaves, and I can't evolve to anything. If I hold down B, then my game crashes.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited July 2012
    On Tram, had some major issues with aliens being stuck in place after popping out of an egg. Seemed like it was particular egg locations that were trouble, while others were fine. People started saying "oh no, i'm spawning in the stuck egg!" One in particular I remember is immediately east of the warehouse hive, on the ledge.

    Marines seem a lot more deadly, probably the optimizations and interpolation changes taking effect. Despite the changelog looking pretty strongly anti-marine, I've seen more marine wins in 215 than I saw in 214, which is good.
  • KasperleKasperle Join Date: 2004-09-29 Member: 31990Members
    <!--quoteo(post=1954172:date=Jul 26 2012, 10:06 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Jul 26 2012, 10:06 PM) <a href="index.php?act=findpost&pid=1954172"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On Tram, had some major issues with aliens being stuck in place after popping out of an egg. Seemed like it was particular egg locations that were trouble, while others were fine. People started saying "oh no, i'm spawning in the stuck egg!" One in particular I remember is immediately east of the warehouse hive, on the ledge.

    Marines seem a lot more deadly, probably the optimizations and interpolation changes taking effect. Despite the changelog looking pretty strongly anti-marine, I've seen more marine wins in 215 than I saw in 214, which is good.<!--QuoteEnd--></div><!--QuoteEEnd-->

    On summit in flight control the same issue. There are at least 3 eggs, that get u stucked. I managed to report one of them so far.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited July 2012
    <!--quoteo(post=1954024:date=Jul 27 2012, 05:23 AM:name=-Azona-)--><div class='quotetop'>QUOTE (-Azona- @ Jul 27 2012, 05:23 AM) <a href="index.php?act=findpost&pid=1954024"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Where can I ask in refund?

    game changed way to much sins when started playing beta, when I started playing game was fun, lots of fun, after build 200 it getting less fun, more stupid with every patch and really getting tiny bit pissed that these days developers seems to keep ruining games now even in beta they starting with it.

    I liked the game, but getting more less enjoyable.

    Most element I liked are gone, gorge was fun its ruined, marines where fun also getting ruined, I starting get dislike the game more and more. thanks for it. where can I get refund?<!--QuoteEnd--></div><!--QuoteEEnd-->

    you do realise this isn't the final build? The game will be tweaked until release, and you can bet it will be tweaked after release until it plays perfectly. UWE are a small team putting together a large and complicated puzzle, not everything can be done in go - especially in a 2 week patch period. You can bet the gorge will get a few more changes before release and after to ensure its fun.

    as for all of the other people being drama queens - please understand that most of the patches have game play changes that get the game ready for new but not yet existing components, so the changes might not make sense or good balance right now, but they will in the future.

    For example the armory healing marine armor change :- if you think ahead a little, you can be sure that this is for when the Exo Suit arrives - which if its anything like Heavy Armor in NS1 it will give you 300ish armor. So you can imagine that having the armory healing the Exo Suit back to 300hp for free / automatically in the middle of combat would be a little bit overpowered.

    NS is all about team play too hence you can weld yourself.

    <!--quoteo(post=1954029:date=Jul 27 2012, 05:34 AM:name=mobetta)--><div class='quotetop'>QUOTE (mobetta @ Jul 27 2012, 05:34 AM) <a href="index.php?act=findpost&pid=1954029"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They should just make sentrys good then tie a limit per robo.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree that turrets should be very powerful(perhaps with low damage for 0.5-1 second as the turret winds up into full RPM, so that aliens dont instantly die, they get a warning to evade, so its not cheap.) -

    however I would say that its a better idea to have them either overheat or run out of ammo (before automatically reloading without player intervention)

    So after firing for a while there would be break while they either cool down, or reload their ammo - This would make the lerk spores very useful, as the turrets would waste ammo/heat shooting at nothing and then open up an oppurtunity for aliens to destroy them.

    You'd have a little red light on the turrets that starts to flash as the heat/ammo is about to stop the turret from firing - then a solid red light as turret is out of order. Then an orange light that starts to flash as the turret gets close to firing again - and a green light once its back online.

    Aliens would spore the turrets up, wait for the red light, go in and do as much damage as possible, and then escape again as they start to come back online.

    This would make the turrets useful and awesome, but not overpowered, and would add to the teamplay for the alien team.
    WIN! :)
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited July 2012
    <!--quoteo(post=1954075:date=Jul 26 2012, 02:30 PM:name=GibbyLOL)--><div class='quotetop'>QUOTE (GibbyLOL @ Jul 26 2012, 02:30 PM) <a href="index.php?act=findpost&pid=1954075"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There should be a keybind for last weapon picked. Like in Counter-strike, the button is Q where you can switch between main gun/grenade or main gun/pistol. etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Its on the high priority list. :)
    So is marine crouch jumping

    edit:
    Thank you for that great feedback rantology! love the format!
  • RiseRise Join Date: 2012-04-17 Member: 150595Members
    -Welders should not require research when they are required to restore power.

    -One of two thigns has to happen:
    1.Welders should be able to self repair.
    2. Advanced armories can repair armor, even if it's slower.

    -Sentries should have their damage and HP upped now that marines are no longer as powerful on defense, lacking quick armor repair from armories.
    It should not be tied to the proximity of marines regardless, it's not inuitive, it's a hidden modifier.

    -Carapace should be returned to original, especially if you're forced to make exceptions to the onos speed and lerk armor, demonstrating there is something fundamentally wrong with it to begin with. Skulks are still too strong with it.
    The solution to carapace is simply to create more compelling options in the other hives.

    -Hypermutation should be a global upgrade, it makes no sense as an individual evolution, it's akward to have to evolve it before changing lifeform to conserve your resources.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited July 2012
    <!--quoteo(post=1954024:date=Jul 27 2012, 05:23 AM:name=-Azona-)--><div class='quotetop'>QUOTE (-Azona- @ Jul 27 2012, 05:23 AM) <a href="index.php?act=findpost&pid=1954024"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Where can I ask in refund?

    game changed way to much since when started playing beta, when I started playing game was fun, lots of fun, after build 200 it getting less fun, more stupid with every patch and really getting tiny bit pissed that these days developers seems to keep ruining games now even in beta they starting with it.

    I liked the game, but getting more less enjoyable.

    Most element I liked are gone, gorge was fun its ruined, marines where fun also getting ruined, I starting get dislike the game more and more. thanks for it. where can I get refund?<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1 though i wouldn't go so far to get a refund, as schkorpio said, still "Beta" (lol, alpha irl anybudy, i mean, alpha = not all the features complete, <a href="http://en.wikipedia.org/wiki/Video_game_development#Milestones" target="_blank">Right</a>? and the source code is being released so the modders will be able to make the game GOOD or BETTER again, seriously, this game has gone from the best beta ever to the worst in just a few builds. lets hope UWE picks up their feet if they want to release the game any time soon.

    So as a balance patch.
    Terrible terrible terrible.
    If ns1 is the thinking mans fps.
    Then ns2 is currently the cod kids strategy game. i.e no strategy just grind grind grind.
    Turrets glass, hydras are mobile fortresses just there to force marines to either go around, or prepare to siege. 1 person holds off 4 people, not good balance wise.
    Armories prevented aliens from winning....huh? not in my experience, it was the super fast marine spawn time that did that.
    (like, 2-3 seconds maybe?)
    and the fact aliens didn't know how to group up as a team, not the games fault, its the player, so don't compensate for the players because the game was perfectly fine for how it was. also, the change does nothing, NOTHING, to apply for what you supposed it would change. /sigh.
    more like the one time where its practically pointless to worry about.

    Some things i must note, not relevant to the current build notes but still somethings i would love to see changes.


    *Hydras still are free, in a res based game, having anything free, even if it is limited, is plain terrible
    This isn't tf2, as this has a res model, tf2 doesn't, so there it works, here it does not.
    * Energy still gone, makes me sad. 3 res system is much easier to balance than a 2 res system, especialy the way it worked. in relation to abilities. Nano construct was never a problem when it costed energy, for example. maybe have a room based energy pool, instead of a structure based energy pool? so just rebuild a power node didn't mean you had max functionality, as it would take a bit of time to get its max energy back which would = max efficiency. not sure how to show this with aliens though.
    * Aliens haven't had their wave spawn removed, this is ridiculus, it is buggy, it doesn't make sense, as they gestate from eggs, they don't spawn in from another location like marines. and it doesn't promote teamwork in any way, this feature would work much more with marines, and it would work on the one problem you tried to address but failed dismally(with something that didn't relate to the problem as well!) : one base stalemates.
    * Not an apparent problem, but i would love to see the role of cysts changed, and the dynamic infestation model brought back and worked upon. i see cysts as a problem solver for a problem that has been solved. now they can come back, surely? give bored flamers something to do, slow alien res getting instead of making it almost imperative to have a gorge hanging around? Surely this big orange circle makes no sense as the infestation from 2 borderline cysts don't even connect when they have grown fully?
    * Turret targeting needs to be fixed, its either 1 of two things good sirs, good targetting, or more hp. I made a video on this, they ail to target even for a split second whilst moving skulks or lerks. even a few centimeters away.
    <a href="http://www.youtube.com/watch?v=CHrzq2KJTT8&feature=plcp" target="_blank">http://www.youtube.com/watch?v=CHrzq2KJTT8&feature=plcp</a>


    Apart from that, i'm enjoying the performance fixes.

    Damn site went under 'maintinence' for a few minutes as i posted this, now it seems the text is all fuggled. :(
    Particularly the spoilers just made everything black, and copied the text.. hm..
  • DrFlammableDrFlammable Join Date: 2012-04-18 Member: 150705Members
    why is UWE still changing skulk movement this late in the development cycle? the recent nerf to strafe air control is digusting.
  • DecipherDecipher Join Date: 2003-06-19 Member: 17512Members
    edited July 2012
    3 Crashes tonight at random points, I also see alot of people not moving so I assume its much more common this patch.

    EDIT:
    After 6 crashes tonight I am out until next patch.
  • deathmongerdeathmonger Join Date: 2012-07-06 Member: 153953Members
    When playing aliens this patch is awesome...marines don't stand a chance! I love raping an entire team after a lerk does a quick gas attack, running around the corner, regenning, and running back to rape them again. It's like putting the game on easy mode...highly enjoyable.

    On the flip side, I don't think I'm going to play as marines until next patch. I spend all my res on welders so I can't afford any weapons when the fades come into play. We try to keep each other welded up but it's just not as effective as gorge heal and well we don't have regen to stack on top of it so it's almost better to just take your chances and bite the pillow so to speak.
  • ubikjamubikjam Join Date: 2011-10-04 Member: 125618Members
    I'm getting a freeze just after the menu music comes on but before twitter appears. Tried uninstalling and reinstalling/verifying etc. Probabally bad luck, i'll just tinker with it, download some Cpu's and reinstall my gigahertz... Anyone had a similar problem recently?
  • VoodooHexVoodooHex Join Date: 2012-06-14 Member: 153264Members
    <!--quoteo(post=1954126:date=Jul 26 2012, 03:54 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Jul 26 2012, 03:54 PM) <a href="index.php?act=findpost&pid=1954126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way, concerning alien vision... I'm glad the energy cost was taken back, but it still has the same problems as before. I leave vision on more often than not - begrudgingly, because it ruins the art assets once the coolness of the effect has worn off. I still maintain that alien night vision goggles are a failed experiment. They need vision augmentation almost all the time, so they should just have constant vision enhancement and be done with it. Some new effect that makes marines stand out but is otherwise subtle, more along the lines of NS1.

    I realize you guys are strapped for time pre-release and probably won't get to do anything fancy, but for now I would take any quick fix that makes the effect more subtle and doesn't completely kill all the textures.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think it was the first Alien vs. Predator game that had this type of visual enhancement. When playing as the xeno, humans had a ghostly blue glow around them while the predators had a green glow. Because the xenos were so fast this allowed.easier targeting while not obscuring the details of the environment.
  • FooKerFooKer Join Date: 2003-07-31 Member: 18622Members, NS1 Playtester, Constellation
    <!--quoteo(post=1954126:date=Jul 26 2012, 07:54 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Jul 26 2012, 07:54 PM) <a href="index.php?act=findpost&pid=1954126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way, concerning alien vision... I'm glad the energy cost was taken back, but it still has the same problems as before. I leave vision on more often than not - begrudgingly, because it ruins the art assets once the coolness of the effect has worn off. I still maintain that alien night vision goggles are a failed experiment. They need vision augmentation almost all the time, so they should just have constant vision enhancement and be done with it. Some new effect that makes marines stand out but is otherwise subtle, more along the lines of NS1.

    I realize you guys are strapped for time pre-release and probably won't get to do anything fancy, but for now I would take any quick fix that makes the effect more subtle and doesn't completely kill all the textures.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not much more to add besides saying that I would have to agree with you.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1954320:date=Jul 27 2012, 09:12 AM:name=ubikjam)--><div class='quotetop'>QUOTE (ubikjam @ Jul 27 2012, 09:12 AM) <a href="index.php?act=findpost&pid=1954320"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm getting a freeze just after the menu music comes on but before twitter appears. Tried uninstalling and reinstalling/verifying etc. Probabally bad luck, i'll just tinker with it, download some Cpu's and reinstall my gigahertz... Anyone had a similar problem recently?<!--QuoteEnd--></div><!--QuoteEEnd-->

    unsubscribe from any workshop content you're subscribed to.
  • ubikjamubikjam Join Date: 2011-10-04 Member: 125618Members
    <!--quoteo(post=1954351:date=Jul 27 2012, 03:44 PM:name=6john)--><div class='quotetop'>QUOTE (6john @ Jul 27 2012, 03:44 PM) <a href="index.php?act=findpost&pid=1954351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->unsubscribe from any workshop content you're subscribed to.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I was subscribed to a few maps, but the workshop got removed a few builds ago.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited July 2012
    <!--quoteo(post=1954029:date=Jul 26 2012, 03:34 PM:name=mobetta)--><div class='quotetop'>QUOTE (mobetta @ Jul 26 2012, 03:34 PM) <a href="index.php?act=findpost&pid=1954029"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They should just make sentrys good then tie a limit per robo. So 3 per robo and make it so you can only build them within a limited radius. Making building placement important. Then it would be ok. But there brains dont seem to understand gameplay and they just take the easy way out. Make them ######.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Something along these lines seems a much more elegant and intuitive solution than the confusing crap they keep trying to fix sentry spam.

    IMO the problem with welders was not that there wasnt a need for them (a marine group with welders was vastly tougher than one without) but rather that they were ######ing retartedly difficult to use to due laughable range and no alert for the player being welded (so they would run and you would have to chase them).
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1954389:date=Jul 27 2012, 12:34 PM:name=ubikjam)--><div class='quotetop'>QUOTE (ubikjam @ Jul 27 2012, 12:34 PM) <a href="index.php?act=findpost&pid=1954389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was subscribed to a few maps, but the workshop got removed a few builds ago.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you can still get to it from steam, that's how i fixed the issue. you have to be logged in to see NS2 since it's a beta.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited July 2012
    Just played a bit. Here is some honest feedback from A Beta Tester:
    (make sure to say I don't know what I'm talking about)

    <ul><li>comms don't use scans and other things because they feel inclined to pennypinch TRes, whereas with energy it was more intuitive that these things can be used regularly (analogous to scans in Starcraft) - they used to equate with TRes in some sense anyway (more observatories means more scans, more sinews to cut in order to cripple marines etc)</li><li>other peoples' flashlights absolutely ruin marine gameplay (not a real problem in the sense that it won't happen in organized play, but still makes pubbing slightly more aggravating)</li><li>I played several games and won them as a marine, and did not see a single ARC. We boosted through vents and did all sorts of neat stuff, instead of failing for 25 minutes and then making an ARC train. This was pleasing!</li></ul>

    Over all, the game seems to be much better than it was in the last few builds. I hope we don't stay attached to the dogma of tres/pres/energy, though. I'm sure the arguments from the armchair economists are good, but the gameplay effect (equating 'research shotgun' with 'scan so I can see what happens in pipe junction while I build ventilation') is unintuitive and boring.
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    Some cool overall things, and a few I wanted to point out/question:

    Medpacks no longer remove parasites. - How come this was done? Not sure I understand the benefit.
    Nano shield prevents now from being vortexed. - Cool idea, but I don't know how often someone will really be able to use it.

    Removed alien vision costs. - This is great, needed to happen.
    Removed nano construct (it wasn't working well). - This is the best change I've seen on the list : ).

    Keep up the good work, and fix those Sentrys/Hydras soon eh?
  • HamletHamlet Join Date: 2008-08-17 Member: 64837Members, Reinforced - Shadow
    edited July 2012
    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->I need to be nicer to other posters.<!--colorc--></span><!--/colorc-->
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited July 2012
    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->I need to be nicer to other posters.<!--colorc--></span><!--/colorc-->
  • DecipherDecipher Join Date: 2003-06-19 Member: 17512Members
    edited July 2012
    Alright hopefully someone reads this. Here it goes.

    1. Fix the Crashes from the Build, obvious but critical.

    2. Reduce/remove Feign Death, the ability is stupid. You turn invisible for a while? I would prefer you lie on the ground dead, and after 2 seconds you can move but the whole time stay visible (and can be finsihed off). Atleast gives players a chance to finish them before you blink away. At the moment in a busy game a smart fade will rarely never die unless you lagg or crash.

    3.Welders should be 2 pres. Keep them cheap. Also Mines as they currently stand should be 3 pres (1 each) they are just too expensive for what they offer. Or tweak the damage mines do (they should be linked to arms lab upgrades as well)

    4. Fix Turrets, they need to be as strong as a whip (whip/hydras hit all directions) The idea of turrets are to protect an area while you push another and should therefore not scale with marines present. To me this encourages turtling which is the most boring aspect. Perhaps impose an area limit or limit per CC to avoid spamming (5 per area/CC seems fair)

    5. Move Scans back to energy (Distress aswell perhaps?, not so fussed on this one), Comm's will not use the great ability enough until the games in its final stages because they want to conserve tres. I liked how it was previously linked to an Observtaroys energy and also helps promote making multiple obs.

    6. Onos is still useless for the most part. Perhaps they need to be a little quicker, I am not sure but I will sooner use the res for a fade than an onos. Perhaps this may change when exo suits arrive I am not sure. Perhaps they need another ability afte stomp to have them offer something else. I remember in NS1 the reason they were good was because of redemption and devour but neither exist in this (and I agree on redemption). I think they need a 4th ability. Perhaps the lerk screech you had earlier which increased the speed/attack speed of nearby aliens?

    7. I would like to see one small change to gorge. I would like to see the alien comm able to use enzym on a gorge (and players next to). The rest of the gorge is fine in my opinion(starts off strong as an area blocking tool and end game become a support tool with Bile/heal spray).

    8. Remove the need for 2 CC's for marines and jetpacks. I dont believe it offers anything. I prefer to see Marines setting up mini bases near alien hives for pushes rather than having to atleast hold another hive for the CC. If marines dont hold the hive they lose on the abilities aliens gain. I think everything marine should remain not needing a 2nd CC.
    This would offer marines more choices and less 'We must hold'.

    9. Armouries should atleast heal half armour. Pubs I find too much people running around welding near the spawn. They should be pushing out instead, In a competition I see it working well but in public it just doesnt. Perhaps armouries can only regenerate half your armour, perhaps have an upgrade from advanced armouries to regenerate the rest so that forward armouries will take a long time to regen all armour).

    10. I think the marines need 1 more gun. I would like to see the HMG return. Grenade launcher and FLamerthrower have their points (destruction/AOE and energy). But the shotgun is close range damage. Would love to see the old HMG make a return to offer that 4th option.

    11. Powerpacks needs to be fixed. They seem to not work properly they should power a radius I presume?

    These are the basic recommendations. Things I like.

    1. Abilities tiered to Hives works very well. Marines are aware leap will not come until 2 hives/ fade blink etc. There is an intensity to get or stop 2 hives. It is great for the gameplay.

    2. All alien lifeforms have about the rigght amount of armour/life at the moment.

    3. Welding Power Nodes I support 100%. Actually a strong case for eating the power now this works very well now.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    This patch I've been experiencing a<i> lot</i> of random game freezing. The kind of freezing where your game locks up, you can see the screwed up player model on your screen for 5-10 seconds and then the game resumes. It happens to me a least a few times per match. (GORGEous is experiencing the same thing at the same frequency)


    It's extremely annoying.. :/ What changed? Why so much freezing? Is this happening to everyone else, too?
  • HamletHamlet Join Date: 2008-08-17 Member: 64837Members, Reinforced - Shadow
    @ Auron:
    I've read you previous posts, so I can't say there were any surprises with this one.
  • NasderoNasdero Join Date: 2008-11-11 Member: 65423Members
    edited July 2012
    wanted to try the new build, got a flash update to 11. wahtever and now starting ns2 results in crash, the game neu frezes everytime in start i cant play it anymore...

    PLEASE GET RID OF FLASH!

    log.txt

    Date: 07/29/12
    Time: 16:10:28
    --------------------------------------------------------------
    Build 215
    Starting Natural Selection 2
    RenderDevice: NVIDIA GeForce GTX 260 (8.17.12.9610)
    Beginning update of mod: NS2 Kleos
    Downloading of "NS2 Kleos" completed. Installing...


    Solved:

    After unchecking everything from the steam workshop he did not want to instal anything anymore and the crash dissapeared NASTY BUG
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