Natural Selection 2 News Update - NS2 Build 220 released
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
Gonna try this sucker out once its all updated, feedback to come
The new LMG sound comes across like a baby Exo along with the high pitched whine. :sadface:
Anyone else get this?
Maybe another time...
Maybe another time...<!--QuoteEnd--></div><!--QuoteEEnd-->
Hahaha. Wow...just...wow.
Making this game for you guys is sooo much fun sometimes :p
--Cory
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Changed arms lab upgrades to cost 15/25/35.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Marine weapons and armor research costs reduced from 20/30/40 to 10/20/30.<!--QuoteEnd--></div><!--QuoteEEnd-->
which is it?
/edit also, ignore him guys, i love the constant updates and interaction, so do a lot of others
Also,
+ like the better Lerk spike accuracy
+ like how Skulk walljumping actually works now
+ like the new "scan" effect for aliens
- dislike the new alien HUD
everyone starts as rookie now as there is no backtracking for your game-hours. you can simply turn it off.
in case anyone is wondering about
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Changed arms lab upgrades to cost <b>15/25/35</b>.<!--QuoteEnd--></div><!--QuoteEEnd-->
and
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Marine weapons and armor research costs reduced from 20/30/40 to <b>10/20/30</b>. Weapons/Armor1 time increased by 20 seconds, Weapons/Armor2 increased by 10 seconds (reducing increased res. usage of marine economy and promoting dual Arms Labs).<!--QuoteEnd--></div><!--QuoteEEnd-->
the 15/25/35 is correct for rescost.
times are now 80/100/120.
i also found a change in SporesDustCloudRadius, it is increased from 1.5 to 2.0
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Lerk Celerity effect reduced a bit, Fade Celerity bumped up a bit.<!--QuoteEnd--></div><!--QuoteEEnd-->
in detail, this is 0.25->0.2 for lerk and 0.35->0.45 for fade.
minor thing: EXO now gives +20 score instead of +15.
looks like a great patch, gonna try it out now.
Making this game for you guys is sooo much fun sometimes :p
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
We still <3 you guys.
Patch every week (pretty much), damn fine work I say.
Chock-full of great changes including the following outstanding ones.
-Slowdown with Carapace removed (drawbacks are implicit in choices, not within traits themselves).
-Tightened Lerk spike accuracy (supposed to be in 219).
-Adjusted walljump vertical speed to be closer to b216.
-Adrenaline upgrade now increases total energy pool by 200% instead of energy regeneration.
-Recycling structures now count as inactive.
Concerned about
-bilebomb/exo
-5tres shade/crag
-very cheap armslab upgrades
but we shall see.
Great patch again. I think the rookie system is going to prove to be very well implemented. No changes to gameplay - simply relying on the social pressure of being that "non-green" player.
Yeah, double energy is so useless. Game ruined. /sarcasm
Edit: Should expound on this a bit. When was the last time anyone ever picked anything but Adrenaline (provided that Adren was up)?
-Also when you bite a blue power node(w/e u wanna call it) it just keeps popping up -0 (for the damage) every time you bite
-Not sure if this was part of the update or just a coincidence but I connected to the server a lot faster than usual :P
EDIT:
Just wanna say besides that theres tons of great updates here, I remember playing alpha (although I sometimes wish I didn't lol) and its amazing how great this game has become, can't wait for the 1.0 release
Just fyi something went wrong, other then that all great stuff XD!!
Woah do not alt+tab when looking at the servers list, can I say glitch or I will say every server appears in the same line.
Turrets should not be offensive, marines have absolutely no defensive capabilities atm and with their stats, they wont contribute much to an end game scenario (i.e turtles)
NAmely because the marines do that, increase marine spawn time and increase turret usability please.
Edit: Should expound on this a bit. When was the last time anyone ever picked anything but Adrenaline (provided that Adren was up)?<!--QuoteEnd--></div><!--QuoteEEnd-->
Uh, yeah. It is useless. You'd have to be a complete fool now not to take celerity in every case.