Enter the Roadmap - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Enter the Roadmap - Natural Selection 2
Many of you have wondered what goes on behind the scenes, and what our long term plans are. In the earlier phases of this project we only had a 3...
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In a partially related note:
Please enable last match stats during warm up. This is clearly a "quick win" as you define it in the post
Other less important things about warm up mode:
1) Currently an alien com can drop hives everywhere and deny marines from going to most part of the map, because even unbuilt hives do this kind of damage. I suggest to apply this aura only on main bases.
2) currently this aura only does health damage and no armor damage... so it doesn't affect Exos at all (which is the only way of killing this extra hives that a random alien com can keep building)
3) if you want to make main bases as "safe zones" during warm up, then friendly fire ON makes no sense. Choose one or the other. Instead of aliens fighting marines you have marines fighting each other... If you want to keep both this "safe zones" and friendly fire, then give darwinmode to everyone while in their bases.
+1 to this
Also set friendly fire to OFF by default during warm up.
Some server owners haven't fixed this horrid mistake you made, and warm up mode is a crap experience on those servers. Skulks xenociding and teamkilling enemies in base.. Marines getting in exo and mowing down marines as they go for the armory/proto..
It is literally ONLY used for trolling, would be a ridiculously easy fix, and would improve warm up mode for everyone.
Can't imagine the benefits to enabling friendly fire in warmup mode? It's an inconsistent choice to make considering the game disables it by default except comp play.
Thanks for sharing this. Great points. I'll take a look into this when I have the time.
Yes, if it's enabled in warmup in vanilla it is a bug. Thanks for reporting this.
Just to note remi.. I reported this when warmup mode was introduced and the response I got was along the lines of "well the server owners can disable it so complain to them"
If you guys are going to fix it now then a huge thank you from me.. It's been extremely annoying.
Points 1, 2, and 3 are issues with PreGame Plus, not warmup. Ghoul has reported that these bugs have been fixed. Thank you for reporting them.
even though decysting RTs and letting the RT take cyst damage won't rly count then...
also cyst damage.. especially “subdamage“ .to dying cysts. Damage to different lifeforms, powernodes, marines with jp(different equip).. etc
Walked meters...as marine.. flown meters as lerk etc..
Weldered Marines and weldered Buildings
Just make it so that whoever did most damage to the RT gets the credit. And afaik the game is already smart enough to attribute a dying RT to a player that decysted; I'm pretty sure you get the full 15 points if you decyst it and let it die without touching it.
Aren't the points awarded to the last person who damaged it? No idea what happens if no one damaged the RT.
It also helps reinforce their importance to new players if it's displayed prominently.
- Number of RT's killed
- Number of RT's you did damage to
- Total amount of damage done to RT's
It is also useful for special events b/c players can download the entire demo after the event and then make videos ect from any angle possible.
It is more important to kill the rt than to do 90% damage. If you did 90% damage to the rt and died, a gorge could come in and heal it.
Killing the rt itself is more valuable.
At this time, to get points when an rt dies from decrypted you have to have damaged the rt.
Yea but you have to deal a good amount of damage first to kill it.
I agree for the first and third option here.
Why the first and third but not the second? That along with the number you killed would tell you how many you damaged but someone else killed..
What makes the second option bad but the other two good???
The more stats they can show the player the better.
Ideally you'd have
- RTs killed (killing blows)
- RT assist (RTs that were damaged by player and later killed before being healed to >90% HP)
- Total RT damage dealt