Natural Selection 2 News Update - NS2 Build 160 released

MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Posts: 1,650Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts
Please post comments on the topic Natural Selection 2 News Update - NS2 Build 160 released here
Max McGuire
Technical Director, Unknown Worlds Entertainment
«134

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,482Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited December 2010
    QUOTE (Max @ Dec 21 2010, 09:37 PM) »
    Please post comments on the topic Natural Selection 2 News Update - NS2 Build 160 released here

    You're late, my ninja skills served me well in updating the tutorial map to meet build160 before the news post image

    "Eggs!"
    Yay!

    "Improved the blood and flamethrower effects"
    I really like these new FX!

    "Added afterburner jets for MAC"
    Saw them on NS2HD's playtest vids, they're awesome!

    "Removed the jetpack from the UI until it's released"
    Odd, I still see it on localhost...
    Post edited by Unknown User on

    Forum Admin "guardian of the magic cookiejar" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

    Existence Unknown

    98 1HP Skulk escapes and counting

  • PaiSandPaiSand Join Date: 2005-01-07 Member: 33487Posts: 418Members
    edited December 2010
    So far so good, game load faster, still trying to find a not full server =)
    Post edited by Unknown User on
    image
  • AvalonAvalon Join Date: 2007-03-04 Member: 60224Posts: 239Members
    So many little nuances fixed, I get the feeling this is going to add up to a big experience change when I get to play it after work :D
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Posts: 2,426Members
    edited December 2010
    ;P

    Fixed players being blineded when they were hit by the flamethrower
    Added pre-game where players are forozen during countdown

    The sweet new alien minimap, and new res node in rockdown for those who haven't seen it:
    image

    The red square commander alerts are too big
    image

    Messed up alien UI won't go away even when switching teams
    image
    Post edited by Unknown User on
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Posts: 6,132Members, Constellation
    It looks really good in the movie, it's amazing what playing a game on LAN does for your impression compared to online play.
    blah blah blah
  • SoulzzSoulzz Join Date: 2010-05-02 Member: 71597Posts: 17Members
    I will test it out when I get back from work :).
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Posts: 128Members, Retired Developer
    QUOTE (Kouji_San @ Dec 21 2010, 04:02 PM) »
    "Improved the blood and flamethrower effects"
    I really like these new FX!


    They're just small tweaks for now. Effects are gonna have a big pass done all across the board once Charlie finishes the new implementation system.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Posts: 3,365Members
    edited December 2010
    I can't find the patch notes.

    EDIT: I r stupid... found it.
    Post edited by Unknown User on
    helping bring perspective and learning since the olde days

    QUOTE
    <jenny> What's the plural of 'Onos'?
    <Mexican> For a while, I thought it was 'Oh ######'!


    Vote on your Ideas/Suggestions!
    http://www.unknownworlds.com/forums/index....howtopic=125347
  • RUben1RUben1 Join Date: 2010-11-24 Member: 75246Posts: 71Members
    QUOTE (BreadMan @ Dec 21 2010, 11:41 PM) »
    They're just small tweaks for now. Effects are gonna have a big pass done all across the board once Charlie finishes the new implementation system.


    Indeed, flames should not move with the gun obviously. But that's known already.

    I really dislike the slow backwards walking, close combat for marines (without flamethrower) is a no go right now..
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Posts: 2,373Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Community Dev Team
    jeah, love the new backpedaling for marines :) good old ns1 times :)
    Ollj: "ns_napo, the first good custom map ever" ns_napo
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Posts: 2,131Members, Constellation, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Awesome patch. You should really update the moddb/indiedb page with the new stuff and the 2 for 1 deal. I'm sure there would be lots of sales.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Posts: 6,445Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts admin
    QUOTE (Thaldarin @ Dec 21 2010, 03:38 PM) »
    It looks really good in the movie, it's amazing what playing a game on LAN does for your impression compared to online play.


    Amazing how the majority of that footage was taken from online tests with people across the world.
    NAPT
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,482Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    edited December 2010
    QUOTE (BreadMan @ Dec 21 2010, 10:41 PM) »
    They're just small tweaks for now. Effects are gonna have a big pass done all across the board once Charlie finishes the new implementation system.

    Small tweaks or not, they look good already. Can't wait for the new stuff then...


    QUOTE (Comprox @ Dec 21 2010, 11:03 PM) »
    Amazing how the majority of that footage was taken from online tests with people across the world.


    Yeah, I was thinking the same thing. A pacific ocean for example is not a small thing D:
    Post edited by Unknown User on

    Forum Admin "guardian of the magic cookiejar" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

    Existence Unknown

    98 1HP Skulk escapes and counting

  • TrekTrek Join Date: 2009-05-09 Member: 67375Posts: 3Members
    edited December 2010
    Love the patch, much more stable. Only thing that is getting me is the marine speed reduction while walking backwards. Seems I can no longer try and dodge anything as the backwards speed makes it so I may as well stand in the same place or run at the guy. The fact that it also slows lateral movement while walking backwards really kicks my butt.

    I can see not being able to sprint backwards, but I do hope the reverse speed is increased a bit. I know I can walk backwards (well, at angles) while shooting in real life.
    Post edited by Unknown User on
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Posts: 2,426Members
    The link posted on twitter links to an old news item about 158

    NS2 Build 160 patch notes released (and dev gameplay footage):
    http://bit.ly/gJAHfL
    about 1 hour ago via TweetDeck
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Posts: 1,566Members
    YESS!! The Gorge has been returned to his former glory :D

    I've yet to encounter Flamerthrowers, but from NS2HD's videos I can tell those won't be as rage-inducing as before. The explosion bug is still there, and infinite sparks come out of the MAC when a player holds +use on him (love the MAC responses btw)

    Thanks for putting out yet another patch, but don't work yourselves too hard :D
    Natural Selection 2 Quick Tabs

    Official Site | NS2HD Blog | Community Hub | NS2 Wiki

    "Comatose on the floor in the office giggling uncontrollably with the most immeasurable happiness" - Strayan, Halloween 2012
  • syprosypro Join Date: 2009-10-31 Member: 69195Posts: 35Members
    Great build guys, you are getting there. Can't wait for the day, that the game finnaly releases on Steam. I love your dedication so much it's unreal. I wonder what other studio's think of you Max. You are hardcore to the bone and remind me allot of Carmack. I just now found out you worked at Iron Lore, i played Ttitan Quest to dead.

  • ArakashArakash Join Date: 2010-01-07 Member: 69954Posts: 18Members, Reinforced - Supporter
    i didn't read anything about hydra optimisation, but NS2HD said, that they are spammable in this patch?
    can somebody confirm whether the hydra lag was fixed?
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Posts: 934Members, Reinforced - Shadow
    QUOTE (Arakash @ Dec 21 2010, 07:54 PM) »
    i didn't read anything about hydra optimisation, but NS2HD said, that they are spammable in this patch?
    can somebody confirm whether the hydra lag was fixed?


    The videos NS2HD keeps posting show considerable spam without server performance issues. That being said, it doesn't look like UWE is stopping there. Improving that stability is still on their "to-do" list as usual.
    <--- Tastes Like Skittles IGN
    image
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Posts: 1,650Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts
    QUOTE (Thaldarin @ Dec 21 2010, 03:38 PM) »
    It looks really good in the movie, it's amazing what playing a game on LAN does for your impression compared to online play.

    The recording was done by NS2HD, who was in Australia (the server is in our office in San Francisco). That said, we know the experience isn't smooth for everyone when playing online, so we're still working on it. There weren't too many performance/networking related changes in this patch, but that's only because we're working on some larger changes that take more than a week to finish.
    Max McGuire
    Technical Director, Unknown Worlds Entertainment
  • Stele007Stele007 Join Date: 2004-07-23 Member: 30063Posts: 161Members
    edited December 2010
    I'm really digging this patch. The minimap makes it so much easier to manage stuff now. And all the games feel like actual games. I've mostly commanded marine games, so the main issue I noticed was an easy exploit. If you build a sentry (which are awesome now, btw), they cost 20 plasma, but when recycled return 10 carbon. It hopefully is an easy fix, but it's very exploitable when you need just a little more for upgrades and can sacrifice some carbon (in fact, with a coordinated team, multiple people could hop in the chair, drop some sentries, then recycle them for some very quick carbon).

    Additionally, if you have multiple MACs selected and attempt to build a sentry, it will drop a sentry for each MAC you have selected, all stacked on each other. It's rather annoying as deselecting units is buggy, and it burns all my plasma. Oh, and if there are several sentries near each other, I can't drop any buildings in a very large radius around them (larger than normal buildings). It's especially annoying when you have sentries guarding a res tower. If the res tower is destroyed but sentries are up, you have to recycle the sentries before dropping another tower.

    The flow of games is a little uneven. Marines rush to get a 2nd CC up, start researching 2nd tier, then can abandon/recycle the 2nd CC. As long as they can hold out, they can get GL/flamethrowers and eventually push back. It will be nice once sieges are in because aliens seem to have a tough time finishing off marines.

    Also, on Rockdown it's easy for aliens to just build 2 hives straight up (the central and western points) and lock the marines down. If marines can't take down a hive (which is tough), they're stuck with only tech 1.
    Post edited by Unknown User on
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Posts: 815Members
    Server is very unstable again (again)

    Bottlenecks like clock work about every 3 seconds spiking CPU and mem then crashes after about five minutes of this. I had no server issues with 159 so i dunno whats up with this one if anything has changes in the server.exe but it definitely isn't as stable for me on this build (160). Several clients noted lag spikes when server choked.

    Headless
    Dedicated Blade
    Q6600 Quad Core
    8GB Ram
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Posts: 372Members
    ty
    Esenja Energy Management and Engineering, Mechanics, Electrics and Software LCC
    http:/www.esenja.com
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Posts: 526Members
    WAY laggyier than before. :(
    FT much improved although the flames are still a bit much.

    Found that Fade will blink out of the map in rockdown especially when trying to run away towards east wing. Happened many times.
    Skulks to the left of the me, Fades to the right, here I am, Stuck in the middle with noobs.

    image


  • weezlweezl Join Date: 2008-07-04 Member: 64557Posts: 518Members, Reinforced - Shadow
    edited December 2010
    praise:
    NOTICEABLY better fps, maybe 50% by feel i'd say - AWESOME!
    kick-ass minimap improvement


    major bugs:
    - had flamer (later, happened also with other wep), trying to buy other weps took away plasma but nothing happened
    - hydras attack scanner sweep
    - drifters can access areas through walls and build there
    - "duplicate (or something)" weps lying at armory after players bought, seen only from commander view, seemingly firing when player fires his "twin wep"
    - structures buildable on CC
    - MAJOR EXPLOIT: making sentries costs plasma, recycling them gives carbon!
    - GL projectile is oversized, and it's collision model seems grossly oversized.
    almost impossible to lob one into "the lerkvent" on rockdown (at expansion just at MS)


    minor bugs:
    - MAC stacking (not as bad as marine stacking in ns1 though ;)
    - a MAC-stack of 5-10 can repair a powernode in just a few secs. while 3-4 would fit with collision.
    - sentry stack, when building having multiple MACs selected
    - close-buy-menu-key (X) on armory doesn't work, make it closeable by pressing use again
    - MAC pathfinding is very coarse
    - sometimes, an additional thin flame from flamer


    major issue: lerk spike attacks should be NERFED!
    taking down sentry in a few secs, same with marine.
    snipe should cost more and/or much longer cooldown!
    spikes should cost more plus be MUCH LESS effective against buildings!
    Post edited by Unknown User on
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Posts: 815Members
    As i played a few rounds then watched the beta video again i realized....still no power node in rockdown hive? Am i missing something as the three rounds i played ended with armory next to hive with 4 flamethrowers going nuts hard boiling the eggs.

    I'm not saying the flamethrower is overpowered but when stacked with multiple players using them it's a real bear to hatch into. Maybe a team limit or something? Assuming the flamethrower was introduced specifically to battle DI then why is it even implemented for balance if there is no way to fully understand what the balance of it is exactly.

    Not complaining here,just wondering what exactly they where originally meant to balance against? Is the onos the answer? acid rockets for fade? Give me something to go on here as i can't sell the game to friends if flamethrowers look like a weapon hack. (general NS1 players are really turned off by them).

    One other observation. When there is no commander we should have a visual indicator showing so. Not audible like "we need builders" but a simple "!" flashing small in the corner of our view.
  • thecowsaysmoothecowsaysmoo Join Date: 2008-02-02 Member: 63557Posts: 204Members
    edited December 2010
    wow, can definitely feel the difference this time. Just played 3 awesome games in a row, some servers still laggy even with good ping though.
    Post edited by Unknown User on
    image
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,482Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    QUOTE (SN.Wolf @ Dec 22 2010, 04:27 AM) »
    As i played a few rounds then watched the beta video again i realized....still no power node in rockdown hive? Am i missing something as the three rounds i played ended with armory next to hive with 4 flamethrowers going nuts hard boiling the eggs.

    Yeah, they plan to make it impossible to build in the main hive for marines. But adding that powernode for now seems like a good temporary fix...

    Forum Admin "guardian of the magic cookiejar" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

    Existence Unknown

    98 1HP Skulk escapes and counting

  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Posts: 934Members, Reinforced - Shadow
    QUOTE (SN.Wolf @ Dec 22 2010, 12:27 AM) »
    As i played a few rounds then watched the beta video again i realized....still no power node in rockdown hive? Am i missing something as the three rounds i played ended with armory next to hive with 4 flamethrowers going nuts hard boiling the eggs.

    I'm not saying the flamethrower is overpowered but when stacked with multiple players using them it's a real bear to hatch into. Maybe a team limit or something? Assuming the flamethrower was introduced specifically to battle DI then why is it even implemented for balance if there is no way to fully understand what the balance of it is exactly.

    Not complaining here,just wondering what exactly they where originally meant to balance against? Is the onos the answer? acid rockets for fade? Give me something to go on here as i can't sell the game to friends if flamethrowers look like a weapon hack. (general NS1 players are really turned off by them).

    One other observation. When there is no commander we should have a visual indicator showing so. Not audible like "we need builders" but a simple "!" flashing small in the corner of our view.



    Maybe some life forms can be given a hard counter to flamethrowers. To be honest, the skulk and onos look more armored than half the alien structures, so maybe they should be given a high resistance to fire. This allows marines to use flamethrowers against specialty alien units and for clearing structures/DI, while allowing a core alien and a powerhouse alien to counter the flamethrower rush.
    <--- Tastes Like Skittles IGN
    image
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Posts: 322Members
    I"m enjoying the feature additions in this build but the performance feels either equal or worse. Latency is really bad and thing seemed to get really jittery in a 14-16 person game until the server crashed. Also a great deal of my textures aren't rendering (rails, walls, etc.) where they did last build. Oh and the rifle sound loop bug is still present for me or has returned somehow.
    #terror
«134
Sign In or Register to comment.