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
edited September 2012
<!--quoteo(post=1984407:date=Sep 28 2012, 09:27 PM:name=Gravity Grave)--><div class='quotetop'>QUOTE (Gravity Grave @ Sep 28 2012, 09:27 PM) <a href="index.php?act=findpost&pid=1984407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Love the new fade movement. Feels a lot more balanced.
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.<!--QuoteEnd--></div><!--QuoteEEnd--> 1) I'll check on that 2) this isnt swapped, its just not a heart, its a shield.. for armor. :) the cross is naturally your health. I didnt see this, but one other PT said the same thing.. which depicts its not intuitive enough obviously.
and yes you can click play and look at the server browser list while connected already to a server in 221 <!--quoteo(post=1984425:date=Sep 28 2012, 10:55 PM:name=deathshroud)--><div class='quotetop'>QUOTE (deathshroud @ Sep 28 2012, 10:55 PM) <a href="index.php?act=findpost&pid=1984425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->questions...
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?<!--QuoteEnd--></div><!--QuoteEEnd--> 1. Ns2_Refinery and before launch it <i>should </i>be ready 2. Post 1.0 3. Idk if this is even possible in the editor currently, but tools will become more of a focus post 1.0 they have said
Seems like a good patch, although I just played a few rounds. One thing I'm sure though, I don't like the new blink. I was having so much fun with the old blink + celerity combination, now blink feels really slow, lost it's old fun.
<!--quoteo(post=1984414:date=Sep 29 2012, 03:48 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Sep 29 2012, 03:48 PM) <a href="index.php?act=findpost&pid=1984414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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<!--QuoteEnd--></div><!--QuoteEEnd--> Awesome...thanks good to know.
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=1984390:date=Sep 28 2012, 08:41 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Sep 28 2012, 08:41 PM) <a href="index.php?act=findpost&pid=1984390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd--> Eh.. they disabled initial blink force to give fades "a reason to use shadow step as well." Which i think means they want to promote shadow step more in combat or at least to use in an escape before travel?
Personally i like it, but mostly because i can more accurately predict where a fade is going to go after he attacks, <i>finally</i>. (and only because blink is broken visually, imo)
<!--quoteo(post=1984414:date=Sep 29 2012, 12:48 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Sep 29 2012, 12:48 AM) <a href="index.php?act=findpost&pid=1984414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, the skulk bite cone was widened and should be much better now, but that must have been accidentally left out of the patchnotes.
<!--quoteo(post=1984410:date=Sep 28 2012, 09:34 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Sep 28 2012, 09:34 PM) <a href="index.php?act=findpost&pid=1984410"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So then I unsubscribed to all the mods, tried joining the all in #1 server and got the client and server differ from game problem.
Fun. I guess I'll try playing tomorrow.<!--QuoteEnd--></div><!--QuoteEEnd--> I had this too. Pull down the console if you get this error: it tells you what files aren't passing consistency. Delete those files in your ns2 directory (steam/steamapps/common/natural selection 2/) and then verify NS2 through steam (right click on NS2, hit Properties > Local Files > Verify Integrity...)
Sound bug was came with build 220 is still not fixed. Sound cuts in a out all the time. Please tell me this is known and is being worked on. What ever sound changes u make to 3d sound in 220... undo them!
First impressions everything seems like a good change. Can't tell how much of a difference the skulk bite change makes because hitreg is still unbearable and skulks instakilling you from 10 feet away still happens really often.
- MACs were reluctant to build observatories - Crouching while firing flamethrower didn't damage aliens - If you are under a walkway and can see an alien structure above, you can shoot it and goo splashes out, but no damage is done
Not sure if it was just the 2 servers I played on tonight but I noticed that the different sounds the marine rifle makes based on upgrade level wasn't there. The level 3 upgrade gives it a kind of scream or high pitched whine which I noticed definitely was missing.
Also MACs while very useful and important are very annoying, they get in the way, block doorways, and sometimes if a group comes up to you to automatically repair your armor they surround you and you can get stuck. Also when they are being moved by the commander and they come up from behind you and pass you while you are in an EXO-suit they throw you up into the air. To be honest, I kind of feel that marine units should be able to noclip through MACs.
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
edited September 2012
Some impressions.
Removing the initial forward momentum from blink to force an application on shadow step that had already been working perfectly is ridiculous. What's more ridiculous is the reason for this change, so that shadow step is used. Shadow step is actually a very useful ability, especially now that blink is limited to the forward direction. Strafing from side to side to dodge bullets, using it in the air to compensate for jetpack movement, quickly getting around a corner to escape are just a few circumstances.
The point is shadow step was used, just not to get around the map quickly. Hopping around with blink is very enjoyable, and using it in combat with shadow step as a supplement has been providing a rewarding experience up until now. Now we're in slow and clunky town with the most fast paced, hit and run capable life form. Hooray.
There's a reason the lerk isn't working. Buffing the armour, lowering speed, increasing dps, removing all transparency is the sad, <b>sad</b> reality of jamming a flawed mechanic where it doesn't fit. Looking at you trailing spores.
New cloak effect is nice.
Removing rifle stun is excellent.
Commander help indicators look great, explore mode looks like it's going to be of great help also when it's polished a bit more.
Spawning from an infantry portal isn't a complicated concept, remove the hologram of a marine - it looks dumb.
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=1984461:date=Sep 29 2012, 09:51 AM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Sep 29 2012, 09:51 AM) <a href="index.php?act=findpost&pid=1984461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First impressions everything seems like a good change. Can't tell how much of a difference the skulk bite change makes because hitreg is still unbearable and skulks instakilling you from 10 feet away still happens really often.<!--QuoteEnd--></div><!--QuoteEEnd-->
"Skulks may be closer than they appear" - you can blame Einstein for this. If he hadn't made the speed of light absolute, we wouldn't have latency and wouldn't need lag compensation.
Basically, you are seeing where the skulk were ~200ms ago. On HIS screen, you are right up in his face, within comfortable biting distance, and because you are not moving, you will take 2 quick bites and die in .45 seconds.
You have to time your movement so you dodge on HIS screen, not your own. Which basically means its time to dodge a lot earlier than you think - when the skulk is about 3-4m away at normal skulk speed should be enough.
<!--quoteo(post=1984358:date=Sep 29 2012, 04:39 AM:name=SabaHell)--><div class='quotetop'>QUOTE (SabaHell @ Sep 29 2012, 04:39 AM) <a href="index.php?act=findpost&pid=1984358"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FIRST<!--QuoteEnd--></div><!--QuoteEEnd--> seems like the one guy was right, playtesters are trolls :P
@Build, bad frames (~30fps) on the map mineshaft but as spectator its like 40-70. @the creator of mineshaft, please fix this point, if you touch it, and just TOUCH the wall, it will grab you and hold you like a demon. <img src="http://imageshack.us/a/img195/914/2012092900011.jpg" border="0" class="linked-image" />
Loading, loading, loading, not sure if its just me but the NS2 crashed 4 times before I could even get into a server and after playing for 10 mins teh game crashed again.
I think the axe range should be increased a little bit due to a marine crouching ontop of an afk skulk and his axe won't reach the skulk.
You finally had fade movement nailed and U take away the best part to make shadow step more useful... News flash, shadow step was already crazy useful. Please change this back
New lerk buffs make it more powerful than it should be. Lerks primary role is that of support, instead with the new buffs players are using it as an attacking unit, the spike buff plus stronger bite and more armor makes it more useful and harder to kill than a fade.
<!--quoteo(post=1984478:date=Sep 29 2012, 07:05 PM:name=matso)--><div class='quotetop'>QUOTE (matso @ Sep 29 2012, 07:05 PM) <a href="index.php?act=findpost&pid=1984478"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Skulks may be closer than they appear" - you can blame Einstein for this. If he hadn't made the speed of light absolute, we wouldn't have latency and wouldn't need lag compensation.
Basically, you are seeing where the skulk were ~200ms ago. On HIS screen, you are right up in his face, within comfortable biting distance, and because you are not moving, you will take 2 quick bites and die in .45 seconds.
You have to time your movement so you dodge on HIS screen, not your own. Which basically means its time to dodge a lot earlier than you think - when the skulk is about 3-4m away at normal skulk speed should be enough.
After a while, it becomes second nature.<!--QuoteEnd--></div><!--QuoteEEnd--> Are there plans to reduce interp? Its still much on the high side relative to games like cs/quake and is obviously a problem where fast movement occurs. Take 2 players with 50 ping, interp is responsible for <b>75%</b> of the delay.
Regarding b221, Skulk bite was overbuffed in usual fashion. The rest, i cbb commenting on since its becoming apparant alot of it goes to the wind.
<!--quoteo(post=1984493:date=Sep 29 2012, 11:57 AM:name=Know pain)--><div class='quotetop'>QUOTE (Know pain @ Sep 29 2012, 11:57 AM) <a href="index.php?act=findpost&pid=1984493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Loading, loading, loading, not sure if its just me but the NS2 crashed 4 times before I could even get into a server and after playing for 10 mins teh game crashed again.
I think the axe range should be increased a little bit due to a marine crouching ontop of an afk skulk and his axe won't reach the skulk.<!--QuoteEnd--></div><!--QuoteEEnd--> Agree and the skulk bite is crazy now, he bite to the left and i see his model like ~2 meters away but he still hit me. I realy hope you guys can fix all the collision (stuck in walls and on, today i saw a onos stuck into mineshaft ground, was so mean for him :P )
I assume that shadowstep is now used moments before blink in order to give blink more momentum?
If this is the case, I think fade is being groomed too much as a pro's lifeform. That really is quite a complicated manoeuvre to expect novices to master. If it is a case of it simply giving you an edge in combat, then that's fine, but it sounds more like a necessary skill to avoid instant death, which makes the fade unplayable for anyone who isn't really good.
Rifle stun removed and skulk bite improved.. mhm. So marines are 100% ###### if a skulk ever gets close now.. Bye rifle 4ever, hello shotty. Gtg practice jump and shotgun. Honestly I dont see the problem with rifle stun, all you had to do was stop spamming spacebar and it was a non issue. It required a little more skill using skulk as to only jump at the right moment and the marine being quick on that melee whenver the skulk did his jump. There was nothing like the feeling of stun a skulk leaping from across the room straight on.
Maybe it was just a weird fluke or a bad team, but out of the 5 games I've played in Build 221, the Marines won 5 times. I'll be very interested to see what the balance stats look like.
<!--quoteo(post=1984510:date=Sep 29 2012, 08:59 PM:name=SanCo)--><div class='quotetop'>QUOTE (SanCo @ Sep 29 2012, 08:59 PM) <a href="index.php?act=findpost&pid=1984510"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rifle stun removed and skulk bite improved.. mhm. So marines are 100% ###### if a skulk ever gets close now.. Bye rifle 4ever, hello shotty. Gtg practice jump and shotgun. Honestly I dont see the problem with rifle stun, all you had to do was stop spamming spacebar and it was a non issue. It required a little more skill using skulk as to only jump at the right moment and the marine being quick on that melee whenver the skulk did his jump. There was nothing like the feeling of stun a skulk leaping from across the room straight on.<!--QuoteEnd--></div><!--QuoteEEnd-->
no, rifle stun was plain broken and unintuitive. The problem is once again, marine movement i.e. strafe acceleration.
Comments
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.<!--QuoteEnd--></div><!--QuoteEEnd-->
1) I'll check on that
2) this isnt swapped, its just not a heart, its a shield.. for armor. :) the cross is naturally your health. I didnt see this, but one other PT said the same thing.. which depicts its not intuitive enough obviously.
and yes you can click play and look at the server browser list while connected already to a server in 221
<!--quoteo(post=1984425:date=Sep 28 2012, 10:55 PM:name=deathshroud)--><div class='quotetop'>QUOTE (deathshroud @ Sep 28 2012, 10:55 PM) <a href="index.php?act=findpost&pid=1984425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->questions...
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?<!--QuoteEnd--></div><!--QuoteEEnd-->
1. Ns2_Refinery and before launch it <i>should </i>be ready
2. Post 1.0
3. Idk if this is even possible in the editor currently, but tools will become more of a focus post 1.0 they have said
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Awesome...thanks good to know.
Eh.. they disabled initial blink force to give fades "a reason to use shadow step as well."
Which i think means they want to promote shadow step more in combat or at least to use in an escape before travel?
Personally i like it, but mostly because i can more accurately predict where a fade is going to go after he attacks, <i>finally</i>. (and only because blink is broken visually, imo)
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://d2tq98mqfjyz2l.cloudfront.net/image_cache/1340716175680075.jpg" border="0" class="linked-image" />
no too apparent bugs
you guys forgot to make the vents yellow on tram map though
Fun. I guess I'll try playing tomorrow.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had this too. Pull down the console if you get this error: it tells you what files aren't passing consistency. Delete those files in your ns2 directory (steam/steamapps/common/natural selection 2/) and then verify NS2 through steam (right click on NS2, hit Properties > Local Files > Verify Integrity...)
That should fix it, it did for me.
<img src="http://i.imgur.com/7njNE.jpg" border="0" class="linked-image" />
There's also a cool new IP spawning animation.
COuple of bugs
- MACs were reluctant to build observatories
- Crouching while firing flamethrower didn't damage aliens
- If you are under a walkway and can see an alien structure above, you can shoot it and goo splashes out, but no damage is done
Also MACs while very useful and important are very annoying, they get in the way, block doorways, and sometimes if a group comes up to you to automatically repair your armor they surround you and you can get stuck. Also when they are being moved by the commander and they come up from behind you and pass you while you are in an EXO-suit they throw you up into the air. To be honest, I kind of feel that marine units should be able to noclip through MACs.
Removing the initial forward momentum from blink to force an application on shadow step that had already been working perfectly is ridiculous. What's more ridiculous is the reason for this change, so that shadow step is used. Shadow step is actually a very useful ability, especially now that blink is limited to the forward direction. Strafing from side to side to dodge bullets, using it in the air to compensate for jetpack movement, quickly getting around a corner to escape are just a few circumstances.
The point is shadow step was used, just not to get around the map quickly. Hopping around with blink is very enjoyable, and using it in combat with shadow step as a supplement has been providing a rewarding experience up until now. Now we're in slow and clunky town with the most fast paced, hit and run capable life form. Hooray.
There's a reason the lerk isn't working. Buffing the armour, lowering speed, increasing dps, removing all transparency is the sad, <b>sad</b> reality of jamming a flawed mechanic where it doesn't fit. Looking at you trailing spores.
New cloak effect is nice.
Removing rifle stun is excellent.
Commander help indicators look great, explore mode looks like it's going to be of great help also when it's polished a bit more.
Spawning from an infantry portal isn't a complicated concept, remove the hologram of a marine - it looks dumb.
Blink change kinda silly, same with skulk bite, screensized tips on comm annoying causing misclicks :/
I guess I'll leave it at that not to get too depressed.
"Skulks may be closer than they appear" - you can blame Einstein for this. If he hadn't made the speed of light absolute, we wouldn't have latency and wouldn't need lag compensation.
Basically, you are seeing where the skulk were ~200ms ago. On HIS screen, you are right up in his face, within comfortable biting distance, and because you are not moving, you will take 2 quick bites and die in .45 seconds.
You have to time your movement so you dodge on HIS screen, not your own. Which basically means its time to dodge a lot earlier than you think - when the skulk is about 3-4m away at normal skulk speed should be enough.
After a while, it becomes second nature.
seems like the one guy was right, playtesters are trolls :P
@Build, bad frames (~30fps) on the map mineshaft but as spectator its like 40-70.
@the creator of mineshaft, please fix this point, if you touch it, and just TOUCH the wall, it will grab you and hold you like a demon.
<img src="http://imageshack.us/a/img195/914/2012092900011.jpg" border="0" class="linked-image" />
I think the axe range should be increased a little bit due to a marine crouching ontop of an afk skulk and his axe won't reach the skulk.
Basically, you are seeing where the skulk were ~200ms ago. On HIS screen, you are right up in his face, within comfortable biting distance, and because you are not moving, you will take 2 quick bites and die in .45 seconds.
You have to time your movement so you dodge on HIS screen, not your own. Which basically means its time to dodge a lot earlier than you think - when the skulk is about 3-4m away at normal skulk speed should be enough.
After a while, it becomes second nature.<!--QuoteEnd--></div><!--QuoteEEnd-->
Are there plans to reduce interp? Its still much on the high side relative to games like cs/quake and is obviously a problem where fast movement occurs. Take 2 players with 50 ping, interp is responsible for <b>75%</b> of the delay.
Regarding b221,
Skulk bite was overbuffed in usual fashion. The rest, i cbb commenting on since its becoming apparant alot of it goes to the wind.
I think the axe range should be increased a little bit due to a marine crouching ontop of an afk skulk and his axe won't reach the skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agree and the skulk bite is crazy now, he bite to the left and i see his model like ~2 meters away but he still hit me.
I realy hope you guys can fix all the collision (stuck in walls and on, today i saw a onos stuck into mineshaft ground, was so mean for him :P )
If this is the case, I think fade is being groomed too much as a pro's lifeform. That really is quite a complicated manoeuvre to expect novices to master. If it is a case of it simply giving you an edge in combat, then that's fine, but it sounds more like a necessary skill to avoid instant death, which makes the fade unplayable for anyone who isn't really good.
no, rifle stun was plain broken and unintuitive. The problem is once again, marine movement i.e. strafe acceleration.
Nanites.