Best Of
Re: Should the DEV's add more objects and furniture to our bases
I think having some kind of a "Meditation Room" would be a good addition.
The idea I came up with was something like the Observatory, but with no windows, completely white walls, ceilings and floors, and the ability to only build small interior growbeds inside.
It would be a place of zen inside the seabase for the survivor to go to find peace from within. It would be free from the panic caused by being chased by reapers, the stresses of constantly having to find resources, and the crushing realization that you are alone on a foreign planet.
The idea I came up with was something like the Observatory, but with no windows, completely white walls, ceilings and floors, and the ability to only build small interior growbeds inside.
It would be a place of zen inside the seabase for the survivor to go to find peace from within. It would be free from the panic caused by being chased by reapers, the stresses of constantly having to find resources, and the crushing realization that you are alone on a foreign planet.
Re: Update 320 - Merry Gorgemas! - Natural Selection 2
Nintendows wrote: »
In other words, a small bus.
Re: Lethal weapons. Everything is not so stupid as it seems!
AkuMasterofMasters wrote: »Can't make weapons, but if I ended up stranded on an ocean planet and they say I can't make weapons, id say "screw that" and make my own weapons, like spears, bows and arrows, etc, handcrafted with middle fingers to Alterra. (seriously though, anyone in that kind of situation would likely do the same)
Coming from someone who's played Monster Hunter 3, I can say with utmost certainty that using bows and the like underwater is not the wisest of ideas. :P
You have reminded me of a fishing show I saw recently called Chasing Monsters, where this French-Canadian dude goes around the world catching giant fish. Anyway, in one episode he goes up the Amazon river in search of... something, doesn't matter. What matters is the native dude who is guiding him. The guy has this, uh, "bow" and "arrow" that he uses to hunt fish. And caimans. And monkeys. And I was like, that's not an arrow that's a fricking harpoon or javelin or something and the bow is its gigantic launching mechanism. It was nuts.
Native guy was also crazy accurate with the thing, not only spearing fish with it, but hitting them in a very particular spot (right behind the head) every time. It was really cool.
Re: Storm Mode
Time to put a comment here.
Weather, huh?
Well, lets start with the basics.
Weather has been hinted at by many sources. The Degasi crew experienced a large storm, the sunbeam mentions "Let's hope the weather holds..." and even the devs showed videos of weather on really old versions of the game, on the trello.
Weather should function how it does normally, but multiplied by 5 considering it's a water planet and the amount of condensation. The most common should be simple rainstorms, but two types. Either a very windy, or barley windy at all. Wind would affect the waves of the ocean, as well as make the lifepods (5 and 4) and the island bob.
Next is Thunderstorms, much less common. It's basically rainstorms but more intense, and lighting! If you get really, really unlucky (and are standing next to metal) you can get struck! Winds are around 40 km/h. (25mph) Waves are high, and can even move your lifepod (Although, it would be not able to leave the Safe Shallows, just move around it.)
Now were getting to the really rare stuff. Next is hurricanes, basically Thunderstorms x6. They also stop for about a minute before continuing, simulating the eye of the storm. They have winds of up to 129 km/h (80mph), and are really intense.
And then, we have the final weather event, and most likely the rarest. During a storm or hurricane, there should be a 0.001% chance of a Waterspout touching down. A waterspout is a weaker version of a tornado, but on the water. They are known to suck up small fish, which may rain down later. They also have winds of up to 161 km/h (100mph).
I spent a whole period in class typing this, so I hope you guys enjoy this lmao.
Weather, huh?
Well, lets start with the basics.
Weather has been hinted at by many sources. The Degasi crew experienced a large storm, the sunbeam mentions "Let's hope the weather holds..." and even the devs showed videos of weather on really old versions of the game, on the trello.
Weather should function how it does normally, but multiplied by 5 considering it's a water planet and the amount of condensation. The most common should be simple rainstorms, but two types. Either a very windy, or barley windy at all. Wind would affect the waves of the ocean, as well as make the lifepods (5 and 4) and the island bob.
Next is Thunderstorms, much less common. It's basically rainstorms but more intense, and lighting! If you get really, really unlucky (and are standing next to metal) you can get struck! Winds are around 40 km/h. (25mph) Waves are high, and can even move your lifepod (Although, it would be not able to leave the Safe Shallows, just move around it.)
Now were getting to the really rare stuff. Next is hurricanes, basically Thunderstorms x6. They also stop for about a minute before continuing, simulating the eye of the storm. They have winds of up to 129 km/h (80mph), and are really intense.
And then, we have the final weather event, and most likely the rarest. During a storm or hurricane, there should be a 0.001% chance of a Waterspout touching down. A waterspout is a weaker version of a tornado, but on the water. They are known to suck up small fish, which may rain down later. They also have winds of up to 161 km/h (100mph).
I spent a whole period in class typing this, so I hope you guys enjoy this lmao.
Re: Update 320 - Merry Gorgemas! - Natural Selection 2
The thing is once I see railguns up I just dislike playing the game in general... the game has many issues like Pingdelay and stuff... with that railgun is just unfun, especially with the ability to shoot through structures.
Even if you increase the loadup for railgun like 4-5 seconds with a crazy sound which can be heard by everyone to know when it shooots... that would be so fun and awesome BUT it will never work as long as there is lagcompensation
Dodging by looking at the exo to see where the exo is aiming and react accordingly doesn't work in ns2, since the lagcompensation let's you see what's already over... compared to ns1... even if you play on a server with ping lower than 50 all the time...
People blame lag compensation as the source for railgun kills, but I believe most of the frustration comes from the size of the projectile, which is 0.3 meters. Lerks and skulks have more than double the cross-sectional area against a railgunner, making them almost as large as an onos to a rifle. This "size" also applies to being shot around walls. I've made a graphic of an approximation of their hitboxes to visualize it:

Re: Update 320 - Merry Gorgemas! - Natural Selection 2
Does UWE send our rejection letters? I applied twice with about 14 months between each application. My first one was not as detailed as my second one. I received no communication from my first application. UWE has often done poorly at communication. Would a simple generic rejection letter be so much? The rejection letter could be the same for each rejection and maybe even have generic advise on how to make a good application.Any other comments you would like to make?
"I like turtles"
He chose the wrong species. If he said bee's he would have had a better shot.
I don't think sending out rejection letters is feasible in this case. Not only are the overwhelming majority of applicants like this, but you don't want to send the message "try again" to people you don't want on your team.
A better way to communicate this kind of thing is to put a notice somewhere saying "if you don't hear back from us by X, assume you didn't make it" (paraphrasing). Just don't engage in a discussion.
As someone who didn't hear back the first time for 14 months, I would have greatly appreciated even a simple and generic "you were not accepted" email.
I was encouraged to try again and I got in. You would not have had all the NS2 stats I have done if that had not happened.
Re: Update 320 - Merry Gorgemas! - Natural Selection 2
re: the railgun changes - I always thought it would make sense for umbra to be extra effective as a defense against rails.
This would give the lerk a clearer role during engagements vs. railgunners, and offer the alien comm a research path that would serve as a soft counter.
Another, related modification that would serve a general purpose: the crag's healwave could release an umbra cloud (maybe slightly longer lasting) upon activation, which would help with hive defense. The res cost of spamming healwave should serve as an adequate limitation.
That idea may be outdated if the most recent changes are preferable.
This would give the lerk a clearer role during engagements vs. railgunners, and offer the alien comm a research path that would serve as a soft counter.
Another, related modification that would serve a general purpose: the crag's healwave could release an umbra cloud (maybe slightly longer lasting) upon activation, which would help with hive defense. The res cost of spamming healwave should serve as an adequate limitation.
That idea may be outdated if the most recent changes are preferable.
Re: Update 320 - Merry Gorgemas! - Natural Selection 2
NousWanderer wrote: »Another, related modification that would serve a general purpose: the crag's healwave could release an umbra cloud (maybe slightly longer lasting) upon activation, which would help with hive defense. The res cost of spamming healwave should serve as an adequate limitation.
Umbra was originally a Crag ability. It's still called CragUmbra in the lua.
Re: NS2 Playtesters Wanted - Natural Selection 2
@.trixX Do you want to try again?
Re: Combat++
What I was going to do with my Assault mod (but always lose interest in due to not enjoying solving coding puzzles) was turn it into something between combat and NS2 and I think it might work for your mod instead. Effectively I wanted to create a game mode that was NS2 simplified and without commanders, but still felt like ns2 in its mechanics and economy.
*Ditch XP and have a pres economy
*Pres gained from capturable (stand near, capture) RTs and from kills
Marines
*Weapon and armour upgrades purchasable for Pres and are permanent (much like how the commander researches them permanently with Tres)
*Weapons and equipment are reseached/unlocked for Pres and remain permanently unlocked
*Weapons and equipment are purchased for Pres but are lost on death
*Medpack purchased for Pres with Q medpack request, with a cooldown
Aliens
*Lifeforms cost Pres to evolve into, lost on death
*Alien abilities researched for Pres (either individually, or through purchasing Biomass) and are permanent
*Alien traits/upgrade slots (normally unlocked by more hives in regular NS2) unlocked/researched for pres and are permanent
*Alien traits purchased for Pres and are lost on death
This will essentially be a game that feels like NS2 but in which turtling will occur less due to the ability for the enemy to cut off your supply of Pres and thus equipment or life forms. If you don't have a proper economy like Combat the game just becomes TDM where two masses of player collide and move the front up depending on who won, leading to a pointless battle since killing the enemy results in them spawning in the place you want to attack (this making it better to not kill the enemy).
*Ditch XP and have a pres economy
*Pres gained from capturable (stand near, capture) RTs and from kills
Marines
*Weapon and armour upgrades purchasable for Pres and are permanent (much like how the commander researches them permanently with Tres)
*Weapons and equipment are reseached/unlocked for Pres and remain permanently unlocked
*Weapons and equipment are purchased for Pres but are lost on death
*Medpack purchased for Pres with Q medpack request, with a cooldown
Aliens
*Lifeforms cost Pres to evolve into, lost on death
*Alien abilities researched for Pres (either individually, or through purchasing Biomass) and are permanent
*Alien traits/upgrade slots (normally unlocked by more hives in regular NS2) unlocked/researched for pres and are permanent
*Alien traits purchased for Pres and are lost on death
This will essentially be a game that feels like NS2 but in which turtling will occur less due to the ability for the enemy to cut off your supply of Pres and thus equipment or life forms. If you don't have a proper economy like Combat the game just becomes TDM where two masses of player collide and move the front up depending on who won, leading to a pointless battle since killing the enemy results in them spawning in the place you want to attack (this making it better to not kill the enemy).




