Best Of
Re: Bot Improvements
I really don't think UWE should waste development time on bots. There just isn't enough benefit they bring to the game for the development time for them.
It won't bring in new players to try out the game and it won't retain new players either. Those should be the 2 biggest goals UWE should be working towards.
Very few people actually use bots. Bots in other FPS games mostly just get used to make a server "appear" full when there aren't enough players to fill the server. I stay away from those servers with a 10 foot pole.
Very few people actually load up their own server to practice playing a game with bots on any FPS game.
It won't bring in new players to try out the game and it won't retain new players either. Those should be the 2 biggest goals UWE should be working towards.
Very few people actually use bots. Bots in other FPS games mostly just get used to make a server "appear" full when there aren't enough players to fill the server. I stay away from those servers with a 10 foot pole.
Very few people actually load up their own server to practice playing a game with bots on any FPS game.
Re: Sewlek's Beta Test Mod
Give the "do not stick to wall" key back!
Mr.Magnetic Skulk likes to get randomly sticky every now and then on a random prop/wall for a millisecond to long, which either slows you down, or nearly totally stops you because he will transition into "full sticky mode".
Mr.Magnetic Skulk likes to get randomly sticky every now and then on a random prop/wall for a millisecond to long, which either slows you down, or nearly totally stops you because he will transition into "full sticky mode".
Time to make Docking Competitive
Hey guys
I have been talking with Dux and he really wants to make effort to make Docking competitive, he only needs feedback to make it happen. We have already started to make some minor changes but we need some playtesting before going futher.
What I ask players to do is to give the map a real chance, it might take more than 2 rounds to figure out how to play the map effectivly.
We have made the first mini nsl version of the map, these are the changes:
*Marines will always spawn in Terminal and aliens in Generator.
*Cafeteria tech point has been removed.
*The vent that leads to landing pad has been removed.
*all ambience sounds have been removed.
There are other changes that might be needed like closing off the route between cortyard and maintenence, or simply prevent that rt from being sniped from range. But til we get some playtime on the map we can't know for sure.
We also know that it might be to easy to siege lockers from cortyard, but again before we get some real playtime it will be hard to pinpoint how it would be best for Dux to fix that issue.
So lets try to help him out and give some constructive feedback. Goðar is willing to schedule matches on it to help it get some playtime.
Here is the workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=130773042&searchtext=docking
I have been talking with Dux and he really wants to make effort to make Docking competitive, he only needs feedback to make it happen. We have already started to make some minor changes but we need some playtesting before going futher.
What I ask players to do is to give the map a real chance, it might take more than 2 rounds to figure out how to play the map effectivly.
We have made the first mini nsl version of the map, these are the changes:
*Marines will always spawn in Terminal and aliens in Generator.
*Cafeteria tech point has been removed.
*The vent that leads to landing pad has been removed.
*all ambience sounds have been removed.
There are other changes that might be needed like closing off the route between cortyard and maintenence, or simply prevent that rt from being sniped from range. But til we get some playtime on the map we can't know for sure.
We also know that it might be to easy to siege lockers from cortyard, but again before we get some real playtime it will be hard to pinpoint how it would be best for Dux to fix that issue.
So lets try to help him out and give some constructive feedback. Goðar is willing to schedule matches on it to help it get some playtime.
Here is the workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=130773042&searchtext=docking
Re: Connected gorge tunnels need a green outline
If aliens could use phase gates as a quick route to areas marines don't want them to be at, you can bet your steam account they would be used differently.
Re: Time to make Docking Competitive
My biggest problem with the map is that from stability you can siege departures and generator hives with very little distance for the arcs to travel. On top of that, you can afterwards siege locker from courtyard if necessary. This happened in one of the wasabi showmatches. My suggestion for a fix would be to move the generator techpoint, so it can't be sieged from stability. Make it siegable from Maintenance instead. I don't think the map needs to be reduced to only 4 TP, but i think cafeteria is a bit to easy to secure. Although the recent changes may have made it more accessible. Didn't play yet, so not sure about it.
Re: Sewlek's Beta Test Mod
The bt mod changes almost daily with some change or other, although i doubt there was ever a version where you could only tap blink 3-4 times. As of right now blink is still pretty much as cheap as live, and much more forgiving for the noobs who hold right click.The last version of the BT mod that I played you'd still be completely out of energy. I know how to B-hop. They might have changed the adrenaline cost of tapping blink since then, because i know the time before that everything seemed fine, but in the version I was talking about you had 3, maybe 4 times you could tap blink and still be able to get out of a fight.
I can understand where you're coming from with the vanilla shadowstep mechanic being fairly easy to learn, but I don't think it's as easy as you're implying it is for most people. I have ~600 hours, probably at least 100 of which have been played as fade, and I still have trouble using shadow step accurately in combat.
Plus, I don't think the way bunnyhop was implemented in ns2 really takes any more skill than the vanilla shadowstep.. it's really easy to get the bhop mechanic down.
live ns2
kStartBlinkEnergyCost = 12
kBlinkEnergyCost = 40
bt ns2
kStartBlinkEnergyCost = 13
kBlinkEnergyCost = 34
The reason you are having difficulty using shadowstep accurately in combat is because it is by design inaccurate and cumbersome - fixed teleport distance, hard cd. The jump during shadowstep + air control was never the intended usage UWE had in mind initially. Ever tried to jump right after shadowstepping? Vanilla SS is basically a serendipitous mechanic ontop of something not designed for that usage, so there's little wonder using it like this causes various problematic gameplay consequences.
As for blink/bhop vs shadowstep skill requirement, it is a good thing to be able to intuitively pick it up quickly. I think its quite obvious that bhop/blink however has a higher skill ceiling (2d vs 3d movement, lower speed, more visible to marines, more movement skill required in actual combat etc.), and also lessens the impact of the silly ns2 fade ball shadowstep spam. You also now make it possible to make the fade tankier without making it op. Vanilla SS fade might feel fun, but the gameplay was always much too gambling/luck based imo.
Connected gorge tunnels need a green outline
This should be a quick addition that would be very helpful. When a connected gorge tunnel is up, draw a green outline around it. This way aliens don't have to hunt around their map or crowded hive areas to find it, and makes it easier for newbies to use it.
Re: Hilarious but dumb non the less
UncleCrunch wrote: »I do think that NS2 has a great potential. Though i think it's not achieved yet. Not only because of balance, concede abuse (coz nothing to fight for etc), and probably other issues already at hand in the forum/UWE.
But still, there the ones that are hilariously or may i spell "Ill"ariously ruining it.
Behold the great leapfrog:
Two Onies in a thin alley are not blocked by one another while crossing. One just move on top of the other. So much that you can exploit it to make some fun on the ready room and see two Onies get to the ceiling. Same goes for a skulk and a Onos. Sometimes i got on the ceiling asking myself : meh ?... Oh yeah Onos coming from behind.
But same goes for a marine and a skulk. That's where the fun ends. I'm usually a 2:1 K/D NS2 and 4:1 on combat. These marines only escape because they jump all around randomly (most of the time). I've seen some "weirdier" situation with more than 2 players involved. But the real frustration come from the fact the marines don't see it coming 99% of the time. They should die ten times but not with the silly "jumping shaolin technique". This is ridiculous.
* When a skulk bites isn't it supposed to constrain the marines moves ? like a bear trap.
* 2 x 1 ton of nano-meat should not play leapfrog.
Stoped, stomped, stalled:
-Leap just don't knock-back the marines. what!?
-Stomp: You should be able to walk on top of a stomped marines. But no, you can't really do that.
-Also charge is like NS1... There should be a lot of marines flying around without jetpack, but no. You just get stoped by any obstacle.
* It won't need a physics engine to make something a little closer to the a 23rd century reality. Vectors, intensity and a little geometry will do.
Celerity - got lead in the rear?:
One of the many things that is hilariously wrong is also celerity. If a marine fire and hit you; you get slowed down. It would be ok if you come at him (cannon fodder envent). But even if you flee you get slowed down which makes no sense. The bullet should be pushing you and help you get faster to the hive (the common escape plan).
* Pls is somebody able to fix it ? Not only the symptoms but the monstrous "i hide the lag problem".
Mouse-wheel:
Poping weapons like never before. Even in one of the last NSHD it happened. I do believe it can be more fun than that. What about drawing a banana when you "accidentally" touch the mouse-wheel while doing the "jumping shaolin technique" ?
* Keyboard and mouse setup can really be improved. Avoiding "pistol script" and "flood mouse-wheel jumping" (flooding the server) can't be done with proper filtering on client and / or server side (not even difficult to code). Plus i suspect a lot are already jumping with the wheel. At least we should be able to configure it differently (wheel-up = Wep1 and no cycle; wheel down = Wep2) or deactivate.
Feel free to post your "Ill-arious" examples here.
Has anyone really been far even as decided to use even go want to do look more like?
Re: Alien gender.
Squishpoke wrote: »Must be awful to be a bee. I'd rather be a wasp instead.
A bee will sting you to defend its mother, its people, its hive.
A wasp will sting you because f you, that's why. Wasps are like that.
Cool features/tactics rarely used.
Let's make a list of cool and/or funny things people rarely do in NS2:
- Beacon to unpowered base. You can actually do this if you have obs in nearby powered room.
- Comm self beacon from unpowered base. I.e. you have no IPs at other base and CC in unpowered room is going down, you can drop IP at second base, beacon and exit the very same second it goes off.
- EMP to stop gorge/onos from destroying power node, also draining energy from fade to prevent his escape.
- Dual phase gates. You build one at main base, second at other base/important room, third at main base, fourth at next base/important room. Marines are always one phase away from either location right after spawn, also makes attacking main base PG rather pointless. Bonus: when you are down to one base, marines can blink from on side of the room to another.
- Clogging PGs built right next to wall. Careful not to put clogs too close, or marines will get pushed right through them. Tho they won't be able to use PG again quickly anyway.
- Using ninja MAC to build ninja PG.
- Making clogs hang from the ceiling and attaching hydras to them. First, you can make this in places very unexpacted for hydras. Second, marines shooting hydras will eventually destroy the clog, making hydras fall off attaching themselves somewhere else, making things even more confusing.
- Using skulk hallucinations to distract enemy. At first, enemy will panic and attack each one of them, making it easier for your skulks to attack marines. As soon as they realize what's going on, they will keep ignoring weirdly moving skulks. Trick is to start acting like one of the illusions (only while you are amongst them!).
- Using MACs and Drifter to harass multiple enemy RTs and cause panic. Because distracting enemy players from doing their job is even better than killing them, even though you will never destroy any RT. Easier to do with drifters of course.
- Echoing upgrades.
- Speed cyst through marine territory behind enemy lines, crag right next to last cyst. When chain is destroyed, you will have infestation island there. Get shift and you have forward base right behind their backs (think east wing when marines have terminal and departures, EW almost never visited by marines in such situation, nobody would expect infestation there)
I'm done for the moment.
- Beacon to unpowered base. You can actually do this if you have obs in nearby powered room.
- Comm self beacon from unpowered base. I.e. you have no IPs at other base and CC in unpowered room is going down, you can drop IP at second base, beacon and exit the very same second it goes off.
- EMP to stop gorge/onos from destroying power node, also draining energy from fade to prevent his escape.
- Dual phase gates. You build one at main base, second at other base/important room, third at main base, fourth at next base/important room. Marines are always one phase away from either location right after spawn, also makes attacking main base PG rather pointless. Bonus: when you are down to one base, marines can blink from on side of the room to another.
- Clogging PGs built right next to wall. Careful not to put clogs too close, or marines will get pushed right through them. Tho they won't be able to use PG again quickly anyway.
- Using ninja MAC to build ninja PG.
- Making clogs hang from the ceiling and attaching hydras to them. First, you can make this in places very unexpacted for hydras. Second, marines shooting hydras will eventually destroy the clog, making hydras fall off attaching themselves somewhere else, making things even more confusing.
- Using skulk hallucinations to distract enemy. At first, enemy will panic and attack each one of them, making it easier for your skulks to attack marines. As soon as they realize what's going on, they will keep ignoring weirdly moving skulks. Trick is to start acting like one of the illusions (only while you are amongst them!).
- Using MACs and Drifter to harass multiple enemy RTs and cause panic. Because distracting enemy players from doing their job is even better than killing them, even though you will never destroy any RT. Easier to do with drifters of course.
- Echoing upgrades.
- Speed cyst through marine territory behind enemy lines, crag right next to last cyst. When chain is destroyed, you will have infestation island there. Get shift and you have forward base right behind their backs (think east wing when marines have terminal and departures, EW almost never visited by marines in such situation, nobody would expect infestation there)
I'm done for the moment.