Best Of
Re: Redeem In-Game Badges - Natural Selection 2
is there anyway to do this anymore. Hive have been retired.
Re: The Commander Experience
Trying to place a medpack on a marine who is being attacked can be very difficult especially if the marine is jumping around going in random directions
ns2_veil_cured
An attempt to balance the different Alien Starts and reduce frustrating stalemates especially regarding System Waypointing.
publish_id = "575b854c"
https://steamcommunity.com/sharedfiles/filedetails/?id=1465615692
Changelog:
-Moved Pipeline and Neck closer to the center of the map
-Removed vent exit into pipe
-Added another big crate in Cargo near the res node
-Added half closed door in Sub Sector similar to the ones at the res node platform
-Added and moved crates in Overlook for better Gorge Tunnel spots and defense
-Added a vent from Overlook to System Waypointing
-Minor changes to System Waypointing geometry and more Terminals on upper level for cover



publish_id = "575b854c"
https://steamcommunity.com/sharedfiles/filedetails/?id=1465615692
Changelog:
-Moved Pipeline and Neck closer to the center of the map
-Removed vent exit into pipe
-Added another big crate in Cargo near the res node
-Added half closed door in Sub Sector similar to the ones at the res node platform
-Added and moved crates in Overlook for better Gorge Tunnel spots and defense
-Added a vent from Overlook to System Waypointing
-Minor changes to System Waypointing geometry and more Terminals on upper level for cover




Re: Funny Subnautica pictures and memes
I do agree with the points you put across. I have decided to make another sea base in the grand reef.

All I have to bother with is squidwards and it has a sustainable source of krabby patties.

All I have to bother with is squidwards and it has a sustainable source of krabby patties.
Re: No Bath or Shower? What`s wrong with this idea?
Good idea I guess, but is it rly top priority? The player can manage to survive without sleeping. What would the consequences be for not having one?
Re: Functional Combat System
Subnautica is not about combat.
It's about exploration.
If you want a game centered on combat, NS2 is a good place to start. It's by the same company, so I'm sure you'll have a ton of fun on that.
But as stated on many other threads, weapons would ruin the way people play Subnautica. It would become combat oriented, which would really detract from the original gameplay.
It's about exploration.
If you want a game centered on combat, NS2 is a good place to start. It's by the same company, so I'm sure you'll have a ton of fun on that.
But as stated on many other threads, weapons would ruin the way people play Subnautica. It would become combat oriented, which would really detract from the original gameplay.
Re: Some ideas
NS-Soldier wrote: »Leap as default ability -
marine has the ability to jump backwards 5 feet to avoid being bitten, to counter this, skulks need to have leap as default ability. To balance this, make leap uses 60% of energy that leaves only 2 bites.
That would make the aliens unreasonably powerful early-game, even with the increased energy consumption.
I believe your thinking about this the wrong way. Giving aliens only 2 bites would be terrible unless pack play was always done properly (which usually doesn't happen, especially on pub servers). Many skulks would run around by themselves engaging with leap first with only 2 bites left, marines do not die in 2 bites, giving them 2 seconds of a skulk at their feet able to do nothing because they ran out of energy, unless parasite was used often by they alien team. Average skulk play is abysmal and this sounds like a horrible noob trap more then an early game advantage increase.
I've always said aliens should be able to research leap with 1 hive instead of needing 2 hives for the unlock, even at the current energy use it still wouldn't be overpowered because in most cases weapons 1 / armor 1 will have been researched by that time. Having leap come out mid game around the 6 to 8 min mark when weapons 2 / armor 2 are likely to have dropped always seemed kinda useless, it doesn't move you as far / fast as you would think and still takes a hefty toll on your energy. It always felt to me like a tool that should be available earlier in game.
One thing i do agree on is not having skulks start with it by default, as having it out before weapons 1 / armor 1 would make skulks considerably harder to deal with. Putting it behind the research unlock negates this.
Re: XBox One status update (Dec. 19th)
I don't guess this game is ever going to release on Xbox. Shame.
Re: Mineshaft fixes?
@Handschuh he said in the post to AVOID balance related changes and only focus on bugs like occlusion issues, stuck spots etc.
Must say though the vent exit at waterpumps is clunky as fuck. You'd better drop the X-Beam to the floor or something
Must say though the vent exit at waterpumps is clunky as fuck. You'd better drop the X-Beam to the floor or something