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Re: Minor Update Released - Subnautica
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Minor Update Released - Subnautica

Hi everyone! Today we release a minor update to Subnautica. There is absolutely nothing outwardly exciting about this update. No new content. Only bug fixes and performance improvements. To see...
Re: ns2_origin
Thanks a lot Frozen, appreciate it.
I'm not a fan of fixed spawns like in Biodome or Nexus. Games get boring after a while. Making Ventilation the only Alien Start would be a really last resort measure.
Marines can get in most vents, just like in NS1 and when they realize how easy it is to get into the vents in Shipping/Cargo via the crates, for example, it's a whole other game for Marines. I've watched dozens of games, I've seen it happen and I've also seen plenty of marine wins in general. Aliens usually call it a marine map then and complain about lack of cover and hiding spots.
Nevertheless I agree that some vents might be too much and I might remove more in the future, if they remain too powerful after Marines got used to them and know how to enter them.
I updated the map the last two days with the following changes:
-Closed off vent exit in Computer Lab (Tram Tunnel exit might be next)
-Changed the vent entrance into Biodome into a water cave kinda area, so it's less abusable by Gorges harassing Biodome from above. Also added more verticality to that vent to increase travel time.
-Opened up Maintenance a bit (one less sharp corner/cramped doorway)
-Improved Lava Catwalk for Marines (less ambush spots, bit more open, brighter white lights)
I'm not a fan of fixed spawns like in Biodome or Nexus. Games get boring after a while. Making Ventilation the only Alien Start would be a really last resort measure.
Marines can get in most vents, just like in NS1 and when they realize how easy it is to get into the vents in Shipping/Cargo via the crates, for example, it's a whole other game for Marines. I've watched dozens of games, I've seen it happen and I've also seen plenty of marine wins in general. Aliens usually call it a marine map then and complain about lack of cover and hiding spots.
Nevertheless I agree that some vents might be too much and I might remove more in the future, if they remain too powerful after Marines got used to them and know how to enter them.
I updated the map the last two days with the following changes:
-Closed off vent exit in Computer Lab (Tram Tunnel exit might be next)
-Changed the vent entrance into Biodome into a water cave kinda area, so it's less abusable by Gorges harassing Biodome from above. Also added more verticality to that vent to increase travel time.
-Opened up Maintenance a bit (one less sharp corner/cramped doorway)
-Improved Lava Catwalk for Marines (less ambush spots, bit more open, brighter white lights)
Re: Copyright strike?
Re: What the F have you done with the game with last update?
Win rates have not changed significantly. Aliens even have been winning more often globally. Win rates may not tell the whole story but they at least show that what you are experiencing is not what everybody is experiencing.
B318 has a 51% alien win rate.

B319 has a 52% alien win rate.

You can see in this graph that although median skill has been increasing, the 25th percentile skill dropped off recently. This supports the theory that there are a significant amount of rookies. "Game Skill" is the same average skill value you would see in NS2+.

Rejzor, you probably just had a loosing streak. It happens.
B318 has a 51% alien win rate.

B319 has a 52% alien win rate.

You can see in this graph that although median skill has been increasing, the 25th percentile skill dropped off recently. This supports the theory that there are a significant amount of rookies. "Game Skill" is the same average skill value you would see in NS2+.

Rejzor, you probably just had a loosing streak. It happens.
Re: ns2_origin
First I'll say I think the map looks amazing, so I hope it gets played more so we can make it competitive.
Second, yea it's really hard to get around as marine. Getting into biodome, let alone actually shooting the hive is damn difficult. I didn't get enough time on the Furnace side but it seemed more forgiving. I didn't explore the vent system that well, but it definitely needs the old marine accessibility if it's going to stay as useful for the aliens as it is to breakthrough the left side. Like the weldable vent in comp lab is no longer there, so it should probably just be removed until weldables are added (lol).
I'll be voting for origin on TA whenever I'm playing there, but it did get the crying change map treatment due to people not knowing the map. Like the fate of eclipse. Sure it's alien sided but, so what.
And, not sure if there is even variable spawns for aliens; but, if there is, make it fixed spawns.. There's just such a higher chance you can balance the map to actually get played with fixed spawns. And that's infinitely better than having variable spawns and never getting played.
Second, yea it's really hard to get around as marine. Getting into biodome, let alone actually shooting the hive is damn difficult. I didn't get enough time on the Furnace side but it seemed more forgiving. I didn't explore the vent system that well, but it definitely needs the old marine accessibility if it's going to stay as useful for the aliens as it is to breakthrough the left side. Like the weldable vent in comp lab is no longer there, so it should probably just be removed until weldables are added (lol).
I'll be voting for origin on TA whenever I'm playing there, but it did get the crying change map treatment due to people not knowing the map. Like the fate of eclipse. Sure it's alien sided but, so what.
And, not sure if there is even variable spawns for aliens; but, if there is, make it fixed spawns.. There's just such a higher chance you can balance the map to actually get played with fixed spawns. And that's infinitely better than having variable spawns and never getting played.
Re: ns2_fusion
Here's a quick overview of the changes that I've pushed out over the past couple of days:
- You can see the glass in Servers !!!
- You can't start at Fortress or Unloading any more (it was an experiment that quickly proved to be a bad idea)
- I've added a lot of crates in to help manage LoS problems in some of the rooms.
- There's now a ramp from the platform in Fortress to it's northern exit. This means that cysts, MACs & drifters can go over the platform to get to Storage (it now takes 3 cysts instead of 6 to get from the top of Fortress to Storage)
- The node in Storage has been moved off to the side to make it a bit less vulnerable.
- Some of the vents throughout the map have been changed or removed:
- - The Crevice/Transfer vent has been removed
- - The Upper Passage/Stalk vent is now an Upper Passage/Dice vent, this means that Dice may actually be used now.
- - The Supports exit of the Supports/Transfer/Storage vent has been removed and one of the Supports exits was also removed.
- I've begun detailing the broken walls throughout the map (only Crevice at the moment).
- You can see the glass in Servers !!!
- You can't start at Fortress or Unloading any more (it was an experiment that quickly proved to be a bad idea)
- I've added a lot of crates in to help manage LoS problems in some of the rooms.
- There's now a ramp from the platform in Fortress to it's northern exit. This means that cysts, MACs & drifters can go over the platform to get to Storage (it now takes 3 cysts instead of 6 to get from the top of Fortress to Storage)
- The node in Storage has been moved off to the side to make it a bit less vulnerable.
- Some of the vents throughout the map have been changed or removed:
- - The Crevice/Transfer vent has been removed
- - The Upper Passage/Stalk vent is now an Upper Passage/Dice vent, this means that Dice may actually be used now.
- - The Supports exit of the Supports/Transfer/Storage vent has been removed and one of the Supports exits was also removed.
- I've begun detailing the broken walls throughout the map (only Crevice at the moment).
The current layout

The glass!!

Fortress, now with cover down the bottom and a crate ramp leading towards Storage

The new Upper Passage/Dice vent

The initial version of the broken wall detailing, I'll probably do this with a custom mesh at some point. (don't worry, they're not collidable)


The glass!!

Fortress, now with cover down the bottom and a crate ramp leading towards Storage

The new Upper Passage/Dice vent

The initial version of the broken wall detailing, I'll probably do this with a custom mesh at some point. (don't worry, they're not collidable)

Re: Development of the PDApp
So, It didn't take me as long as i thought it would to remake the toggle system, so updates will continue as normal, and this one update implements the new toggle system, and fixes a small bug with photo saving/loading, and paves the way for saving inventory toggles.