They shouldn't counter arcs at all. In the past, ink did permanently counter arcs with shorter cd, and it was pretty dumb.
Shade is super imba now and you don't need to even play the game to know it. Will probably only play next build when hallu gets nerfed to something reasonable or scan gets an energy base. For the sake of preserving some of my sanity.
It's a pity matso's awesome change came in the same build as this hallu overhaul crap.
Skulk sounds are still ridiculously loud. They had to reduce them by 50% in the world championship and play a modded version of ns2. Why wasn't that fix included?
This and the no-alert bug when things are off of infestation for alien Khamm. Both things were the result of the last patch and should have been included into the 'hotfix.'
On the bright side... +1 to Matso's fix. I have been waiting for that for quite some time.
Been fixed in my QOL mod for over a month as well as other fixes.
Not sure if 264 related:
Played 3 games on Mineshaft, all 3 were with alien start at sorting, according to comm, couldn't cyst to cave from any direction.
I can't start a server anymore from menu (training/start game). I get black screen and then nothing. So can't test hallucinations I bet I will be ejected if I go shade first in real match.
It looks like a nav_mesh bug snuck its way in. We're currently investigating.
It's not a nav mesh bug it's an invalid triangles bug which is very obvious to see when you load the map. MEANING THAT MINESHAFT IS BROKEN.
Skulk sounds are still ridiculously loud. They had to reduce them by 50% in the world championship and play a modded version of ns2. Why wasn't that fix included?
This and the no-alert bug when things are off of infestation for alien Khamm. Both things were the result of the last patch and should have been included into the 'hotfix.'
On the bright side... +1 to Matso's fix. I have been waiting for that for quite some time.
Been fixed in my QOL mod for over a month as well as other fixes.
If this is true... why wasn't it in the patch. lol
Kinda would make sense if you had a fix for it right?
Skulk sounds are still ridiculously loud. They had to reduce them by 50% in the world championship and play a modded version of ns2. Why wasn't that fix included?
This and the no-alert bug when things are off of infestation for alien Khamm. Both things were the result of the last patch and should have been included into the 'hotfix.'
On the bright side... +1 to Matso's fix. I have been waiting for that for quite some time.
Been fixed in my QOL mod for over a month as well as other fixes.
If this is true... why wasn't it in the patch. lol
Kinda would make sense if you had a fix for it right?
Pretty much every fix that will be in 265 is from me (non map fixes) was fixed weeks before 264 was released, even days before the WC. But due to the current situation couldn't be included.
Surprised no one has mentioned the fact that hallucinations are given names now and will show up as kills in the killfeed... That is arguably the most significant buff. All sorts of deception plays are possible now that weren't before.
Surprised no one has mentioned the fact that hallucinations are given names now and will show up as kills in the killfeed... That is arguably the most significant buff. All sorts of deception plays are possible now that weren't before.
I'm seeing a whole bunch of bluffs involving lane blocking and flashed lifeforms.
I like the patch too so far or rather the idea behind it, wasn't abe to test it extensively. Something had to be done with Shade Hive. We demanded and we got it.
Maybe needs some tweeking but the outlook looks great.
Managed to play last night, it did seem very, very smooth.
I noticed no difference whatsoever, which of course may just be due to the infamous YOClan hitreg (or rather lack thereof...). Gonna see how it goes during a PCW tonight.
in all seriousness, Mineshaft is broken. Why has there not been a hotfix to fix this immediately? Samus has even fixed it in a mod. Poor Form.
I also fixed many other things like docking the same day it was broken, harvesters not flashing from taking damage from being uncysted, and many other things.
Comments
Shade is super imba now and you don't need to even play the game to know it. Will probably only play next build when hallu gets nerfed to something reasonable or scan gets an energy base. For the sake of preserving some of my sanity.
It's a pity matso's awesome change came in the same build as this hallu overhaul crap.
So what made this critical? Could you sneak to some previously unreachable place?
Maybe you could put gorge tunnels underneath out of reach of Marines.
It's not a nav mesh bug it's an invalid triangles bug which is very obvious to see when you load the map. MEANING THAT MINESHAFT IS BROKEN.
Unknown in server browser is an engine bug that I don't have access to fix.
Ah, thanks for this, sounds critical indeed
If this is true... why wasn't it in the patch. lol
Kinda would make sense if you had a fix for it right?
Pretty much every fix that will be in 265 is from me (non map fixes) was fixed weeks before 264 was released, even days before the WC. But due to the current situation couldn't be included.
Much love,
The NS2 Community
Wat.
Just release another hotfix omg, it's not like there are thousands of people playing the game at any one time anyway -_- .
I'm seeing a whole bunch of bluffs involving lane blocking and flashed lifeforms.
Maybe needs some tweeking but the outlook looks great.
This is why UWE get questioned & people get upset about dev's current work schedule & there commitement to this game.
Other then that. Matso love the fix. Noticable difference.