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Re: Functional Combat System
AnomalyDetected wrote: »Attention all Aurora passengers!
Due to recent events regarding Obraxis Prime, survival fabricators can no longer create weaponry. This is due to the abuse of a lifepod's survival fabricator on the ship A-348, in which a group of citizens abused it to create functioning weapons and massacre the planet's inhabitants. Sadly, to prevent further abuse, the Survival Knife is the only weapon available to be crafted in the event of an emergency. If you have any concerns, please contact Alterra Customer Service at 1-800-Alterra on a long-range transmitter. Please, enjoy your trip on the Aurora.
What he said
Re: Understanding High ping gameplay
- hitreg:
Generally, I think it is fine, sometimes you have lags, very rare I had rubberbanding (that is mostly when my mobile Phone had bad connection, not due to routing).
You were playing on your phone???
Re: Sooooo windows edition?
Alright, think of it like this:
See where I'm going with this. I mean, these companies didn't exactly become market leaders from being non-profit organisaties, so to speak
- Microsoft get's a cut from UWE's Subnautica sales on Xbox Live, for which Microsoft provides the Xbox marketplace, hosts the game files and runs/handles the distribution servers.
- Valve Software get's a cut from UWE's Subnautica sales on Steam, for which Valve Software provides them with the Steam marketplace, Steamworks, hosts the game files and runs/handles the distribution servers.
- And "soon", Sony will get a cut from UWE's Subnautica sales on the PlayStation Network, for which Sony will provide them with the PlayStation marketplace, hosts the game files and runs/handles the distribution servers.
See where I'm going with this. I mean, these companies didn't exactly become market leaders from being non-profit organisaties, so to speak

Mineshaft fixes?
C'mon folks, name all the things (and provide pictures if you can) of any/all issues that you have with Mineshaft, though I do ask that you avoid "balance" related issues, no layout changes etc will be made at the moment, I'm just looking for power issues, commander clutter, structure placement oddities, flickering textures, broken collision etc.
Please do keep all issues relating to Mineshaft, at a later date I will be going through the other maps too, so we will eventually get around to those pesky issues for all of the maps.
Please do keep all issues relating to Mineshaft, at a later date I will be going through the other maps too, so we will eventually get around to those pesky issues for all of the maps.
Understanding High ping gameplay
Hello, this is my explanation of high ping gameplay within NS2. Feel free to correct me if i have posted wrongly or whatnot.
I have played with high ping(~250ms) for quite awhile now. So this is what i feel high ping gameplay is like.
Do note: high ping =/= inconsistent ping(spiking ping or teleporting)
1000ms = 1 second
High Ping would be about 200 - 300ms
i feel that 250 and below is playable to a degree and above 250 is really hard to play as you tend to lose more bullets/bites. But you have to understand that community is really small and there's a few populated servers out there.
Advantages:
1) You tend to able to do dmg before the opponent is able to be aware of it. This results in you seeing that particular skulk doing Long Bites or marines doing dmg behind walls(Line of Sight/POV).
2) As a lifeform, you tend to run away even though you still have armor to counter the fact that you might still get shot past the Line of Sight((behind walls).
3) Because you know you are on high ping, as an alien, you tend to bite when you are touching the marine.
Disadvantages:
1) You tend to get Long Bites and get dmg when you already past the pov even though that player is low ping. It is even worse when the player has high ping.
2) Even though you run away early and with more health, you still die because you can't see your health in real time(your latency)
3) You sometimes get pullbacks on doors(that open and close) and players/structures.
4) Out of 5 bullets, constantly 1-2 will not reg at all.(not sure if this is me but from hitreg sounds in ns2plus confirms this vs low ping)
5) You tend to overshoot/bite a structure/player because you don't see their health/deaths fast enough(latency)
6) You tend to see yourself doing up to 2 bites or couple of shots not being counted because you have already died
7) some players tend to walk through you casually. This happens because on their screen you aren't there yet.
If you notice, the advantages also relates to the disadvantage. The only advantage you really have is more towards the awareness you get when you are on high ping.
eg: you tend not to take more risk because you can't see your actual real-time health...etc
Do note: This post this for people who are curious or want to understand what to expect playing with high ping
Also, understand that the reason why high ping feels particularly obvious in this game is due to the fact that there are quite a number of fast moving lifeforms and the game rewards high accuracy. So if a high ping player has good aim, you tend to feel like its instant death.
tl;dr version:
any advantage you gain, you get the same disadvantage. eg: you can shoot behind corners, you gonna get shot behind corners as well.
The only difference would be you get pullbacks and you are at a handicap of reaction time due to latency, this includes seeing your own health as well.
edited: POV edited to Line of Sight
Feel free to ask any question
I have played with high ping(~250ms) for quite awhile now. So this is what i feel high ping gameplay is like.
Do note: high ping =/= inconsistent ping(spiking ping or teleporting)
1000ms = 1 second
High Ping would be about 200 - 300ms
i feel that 250 and below is playable to a degree and above 250 is really hard to play as you tend to lose more bullets/bites. But you have to understand that community is really small and there's a few populated servers out there.
Advantages:
1) You tend to able to do dmg before the opponent is able to be aware of it. This results in you seeing that particular skulk doing Long Bites or marines doing dmg behind walls(Line of Sight/POV).
2) As a lifeform, you tend to run away even though you still have armor to counter the fact that you might still get shot past the Line of Sight((behind walls).
3) Because you know you are on high ping, as an alien, you tend to bite when you are touching the marine.
Disadvantages:
1) You tend to get Long Bites and get dmg when you already past the pov even though that player is low ping. It is even worse when the player has high ping.
2) Even though you run away early and with more health, you still die because you can't see your health in real time(your latency)
3) You sometimes get pullbacks on doors(that open and close) and players/structures.
4) Out of 5 bullets, constantly 1-2 will not reg at all.(not sure if this is me but from hitreg sounds in ns2plus confirms this vs low ping)
5) You tend to overshoot/bite a structure/player because you don't see their health/deaths fast enough(latency)
6) You tend to see yourself doing up to 2 bites or couple of shots not being counted because you have already died
7) some players tend to walk through you casually. This happens because on their screen you aren't there yet.
If you notice, the advantages also relates to the disadvantage. The only advantage you really have is more towards the awareness you get when you are on high ping.
eg: you tend not to take more risk because you can't see your actual real-time health...etc
Do note: This post this for people who are curious or want to understand what to expect playing with high ping
Also, understand that the reason why high ping feels particularly obvious in this game is due to the fact that there are quite a number of fast moving lifeforms and the game rewards high accuracy. So if a high ping player has good aim, you tend to feel like its instant death.
tl;dr version:
any advantage you gain, you get the same disadvantage. eg: you can shoot behind corners, you gonna get shot behind corners as well.
The only difference would be you get pullbacks and you are at a handicap of reaction time due to latency, this includes seeing your own health as well.
edited: POV edited to Line of Sight
Feel free to ask any question
Re: Can Prawn arm controls be used simultaneously?
I remember having this problem on XBox a long time ago. I don't have the issue on PC.
It may be something else they're working on, but I'd report it as a bug.
It may be something else they're working on, but I'd report it as a bug.
Re: Some words about the Power increase of NS2
On a side note, it'd be nice to see some more/new abilities and passive upgrades for the alien comm & the team as a whole, that were attached to biomass.
Passive research could be such a good idea, like
Crag-Redemption-30res: each new lifeform is given a single redemption
Shift-Control-30res: increased air control for all lifeforms
Shade-Hallucination-20res: spawn a hallucination when reaching 50% e-hp, every 2 minutes
Or fade-double swipe-40 res: upon landing a 4th swipe without missing within a 2s duration, deal double damage for that swipe
or lerk-primal scream-30 res: when at full energy, taunts grant nearby units +30% attack speed
or marines-augment speed: bring marines walk speed closer to skulk base speed
or lmg augment: clip size 60
Just stuff to make the late game more interesting and changing over time, cause right now in one of these "amazing 45 minute games" we have:
early game:3 mins
mid game:10 mins
late game:32 minutes
And late game really isn't very fun for that long. And passives could just be number tweaks so "i presume" a reasonable development time.
I think these specific examples are terrible ideas, but the having passive upgrades does sound interesting.
Re: Some words about the Power increase of NS2
A key question is whether you're trying to help the winning team win faster, or help the losing team make a comeback.
For the aliens, an approach for both situations would be to add some more powerful abilities.
If you want them to be used to speed up victory, make them available from biomass 9+. If you want them to be used in a comeback, make them expensive and available from biomass 5-6+.
On a side note, it'd be nice to see some more/new abilities and passive upgrades for the alien comm & the team as a whole, that were attached to biomass.
For the aliens, an approach for both situations would be to add some more powerful abilities.
If you want them to be used to speed up victory, make them available from biomass 9+. If you want them to be used in a comeback, make them expensive and available from biomass 5-6+.
On a side note, it'd be nice to see some more/new abilities and passive upgrades for the alien comm & the team as a whole, that were attached to biomass.
Re: Ice Shelf Biome Notion
Yeah, I think there was a bit of creative licence taken in that pic.