Natural Selection 2 News Update - NS2 Build 221 released (lockdown)
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
EXCEPT: no rifle but stun :( why?
I'm very disappointed. Unless there is something i'm doing wrong, the speed cap is way to low and you have to look down to get speed.
UWE don't get it.
edited:
<!--quoteo(post=0:date=:name=Comprox)--><div class='quotetop'>QUOTE (Comprox)</div><div class='quotemain'><!--quotec-->most of the work done on wall jump did not make it into this patch as it was not ready.<!--QuoteEnd--></div><!--QuoteEEnd-->
UWE don't get it.<!--QuoteEnd--></div><!--QuoteEEnd-->
most of the work done on wall jump did not make it into this patch as it was not ready.
Everyone in the server that i was in, had "No Name" but when typing it was fine,
also no Cross Hairs for Skulk Parasite, i hear that their isn't any for marines either.
and no score board when you hit tab
*Edit* must have been server, jumped into another server and all is fine.
Really?
UWE don't get it.<!--QuoteEnd--></div><!--QuoteEEnd-->
It propels you upward but yeah it still feels a little slow. At least in combination with leap or cele you can actually jump from wall to wall in a hallway now.
Thanks comprox. Good to have this confirmed
Edit:
Is it just me or when you click mods are all the names blank?
Awww yeah!
Really?<!--QuoteEnd--></div><!--QuoteEEnd-->
You have no idea.. :\
Highly disapoint.
I love that shadow step propels you in the direction you're facing now(is that from 221?). Not wild about the way Blink feels though. No propulsion means you're only using it for continuous blinks, but it drains energy super fast for how slow it moves. Shadow step should be used for energy efficiency, you don't have to nerf Blink physics to accomplish that.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Renamed Infestation Spike to Bone Wall for clarity.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is supposed to be Natural Selection 2, not Diablo 2 lol
wow..... I really like this.
Possible bugs I've found:
1) You can no longer tell which upgrades are researching at buildings -- I see the indicator showing how long it takes but nothing saying what's researching.
2) The art for alien health and armor may be swapped? The heart-looking thing is on armor, and the plus sign is on health. Seems like it should be opposite.
Still no way to look at server list when currently connected to server??
Also, bite cone of skulk was fixed, but I didn't see that in the patch notes.
Fun. I guess I'll try playing tomorrow.
Yes, the skulk bite cone was widened and should be much better now, but that must have been accidentally left out of the patchnotes.
--Cory
Fun. I guess I'll try playing tomorrow.<!--QuoteEnd--></div><!--QuoteEEnd-->
All-In servers are working for me. I have whitelisted the minimal alien vision mod on it as well.
Wow.
Edit: So I decided to give 221 a go since I skip all of 220 cause borderlands 2 and torchlight 2 has been occupying my free time. Played one game as aliens, I'll pass on playing any more.
Skulk feels like and plays like a fat dog that have been fed a strict diet of little debbie cakes. It's like they removed the slowdown on carapace and just made it baseline on all lifeforms instead. Wall jump, good god what an abomination that is.
Playing a Fade gave me a good laugh, because it's gotten so bad. Nerfing blink so people would use shadow step more, and nerfing it even more because using it effectively (initial blink thrust) meant that the new joke adren upgrade wasn't needed. The back and forth between shadow step and blink in the end has butchered any fun the fade had. Now we're left with two barely useful abilities on their own instead of just removing shadow step completely, making blink a proper ability and bringing back metabolize or acid rockets... But no, let Fades have less than what they had in NS1 and let their game play suffer. I still used celerity over adren because the extra energy makes nothing as fades are pieces of paper; health will go down faster because you can even use the extra energy.
No idea about lerks or onos. Not going to touch those two with a 10 foot pole. I've seen no actual improvements towards gameplay for them. It's a bunch of number changes that is completely meaningless in the end because the root problem lies in their terrible tech line.
Summary: Aliens feel like slugs. Gameplay contains zero enjoyment as it is still an empty shell of it's former glory in NS1.
1. in the trailer there was a map previewed with flowing lava? i guess this will come after release?
2. Babbler ability for crags? was this done away with or is it a planned upgrade for later?
3. in NS1 i loved the lifts, combining lifts with power nodes i could see some intense gameplay involving them, will we get lifts and working trams at a later date?
2. Lerk is interesting. I think I like the changes, but more testing is required.
3. MACs still need a little bit of a nerf (not sure in what way exactly, maybe some kind of cap so marines can't have 5+ MACs per exo). MAC trains are still strong for supporting exos. Even with 3-4 gorges bilebombing, we couldn't hit them all to keep them from repairing.
4. Not sure what I think of the FT DoT damage increase, but I do NOT like the change to the cost if it's so "new players don't think it's "better" than the GL".... *facepalm*
5. As alien, sometimes the little lockout symbol for slots on the upgrades screen is borked. As in we have 2 hives, but it only shows 1 slot open, it shows more slots open than we have hives, it shows the shift slot open when we have crag upgrades. Other things like that.
6. As alien, when healing yourself (not sure if it does this when healing anything/anyone else) if you watch your health bar and numbers, they will rise during the spray, but then fall down after the spray ends. Just sitting still and healing myself, I was healing ~10 armour per spray. If this is the correct healing amount, then the health bar/numbers should be changed so that they do not go higher than you actually healed. If the heal should be healing more, then by all means, fix it :).
Overall, I feel that this patch is MUCH better than 220.
I'd still like to see some improvement on wall jump and I still feel that JPs are a bit too strong (not sure if a change is in the pipes or not). And some way for the alien khamm to tell what upgrades have been researched/lost would be amazing. Maybe a side bar that has the symbols light up when the upgrades are active and darkened when they're not built/destroyed?
Oh, and Xenocide, please make it worth using? Atm, it does not even close to enough damage to warrant a death and thus less pres gain.