Best Of
Re: Alien minimap
The sides are asymmetrical. The aliens have hive sight which allows them to see nearby friendlies through walls. They don't need a minimap.
I don't need minimap to see friendlies, I need it to see where I'm going without large map covering all of my screen.
If you're new and getting lost, I recommend downloading a transparent map via the workshop and finding a buddy to follow aroundyou'll learn the maps soon enough
Or you could just add an option to have minimap as an alien. That way, newbies like me won't be frustrated with the lack of minimap, and people who have maps in their brain can disable it. I know, I'm genious...
Re: Why this game fails...
Noobness is not the issue with this post. The problems you are describing are heavily exaggerated to the point that the whole argument becomes unreasonable. You are actually touching on some reasonable points, but you have done this thread a disservice through sheer hyperbole.scaramoosh wrote: »I know people are going to say "you fucking noob, go back to COD" or whatever.
Also, don't undercut your post with this "I know people are going to..." tripe. It's like the reddit version of "I know I'm going to get downvoted for this".
I find it hard to believe that you've never experienced a match that wasn't onesided.scaramoosh wrote: »every match I ever have always goes one sided
Commanders dropping out is a RARE occurance. As for the other part - exaggeration.scaramoosh wrote: »usually the commander drops out or you have to wait a year to even get a commander
In pubs you don't necessarily need a good commander - only a competant one. I'll assume I'm just being pedantic pointing that out though. But, 90% of the time? Really?! This is nowhere close to the actual number. Hell, I would much sooner believe that 90% of the time you DO have a decent commander (although it might be different on US and European servers).scaramoosh wrote: »With NS2 however you're so reliant on having a good commander, if you don't (which 90% of the time you do not) then your whole team is screwed just on the back of one player
Exaggeration.scaramoosh wrote: »Every single game I ever have is just people always running off on their own and dying over and over
TIL all you have to do is work as a team and you'll win every time.scaramoosh wrote: »If you come up against a team which is working together, you lose
scaramoosh wrote: »Then also you don't really have any mechanics that help out everyone, you have to actively communicate with each other and stick together, but you do not have any actions that you can do by yourself which help the team

It is more rare that you will join a team in the middle of a game than at the start of a game. Firstly, even if you join the server during a game, subsequent matches will be from the start (which could go either way). Also, it is more likely that when you join a server it will be after a game has finished (at least, this is my experience). This is because people are more likely to leave at the end of a game rather than during it, so this is when slots open up on a server you are queuing into.scaramoosh wrote: »The team you usually join is the losing team because they have people who are leaving mid game
Also, if on average, a player is more likely to lose a game than he is to win it, this seems to defy the fundamental laws of statistics or probability or whatever (I dunno which, but it certainly defies common sense). If you lose a game, somebody else has to win. So it should even out, right? (however, one might argue that a losing team may have more players cycle through it, so it might not be so cut and dry)
Because losses are always stomps? Even games happen, albeit may be rare depending on your perspective. Denying their existance is unreasonable though.scaramoosh wrote: »it isn't ever a close thing, it is always being stomped on
Re: Combat Developer Q&A with Faultline Games - Natural Selection 2
You can't really compare devour to L4D2 SI mechanics. Almost all of the L4D's incap mechanics can be countered by a solo survivor. You can melee hunters before they pounce you or simply kill then with a well timed shot, smoker tongues can be cut, jockeys can me melee'd, chargers can be leveled by a well timed melee weapon... etc. None of the mechanics are as silly as a 1-click skill-less ability like devour.
The onos's hp and dps alone are enough to ensure the marines stick together. This mechanic does not change or enforce that fact.
The onos's hp and dps alone are enough to ensure the marines stick together. This mechanic does not change or enforce that fact.
Re: Why NS2 isn't for everyone.
Hello! I just bought NS2 on steam sale recently. I find the game to be super fun overall, and best game I played in a long time. I would like to say what bothers me as a newbie, and what potentially drives masses away.
People these days want to jump in the game, and be thought how to play in the game. This is the big one. If you have a complex game like Starcraft 2 or NS 2 it better have awesome step by step tutorial. Starcraft 2 has great tutorial, it has those challenges or what are they called, in game help with unit stats etc. and also has singleplayer that also acts as a tutorial of sorts, because it is easier and less complex in the beginning and gets more complex and harder later on. NS has neither. NS was supposed to have super fun step by step comprehensive tutorial for both races from DAY 1 if it wanted to have better success. Everything about comm interface, commanding, challenges for you to accomplish, tutorial for each unit etc. If you want masses to play you need to treat them like a baby you're trying to learn how to talk. Not direct them to wiki, bunch of tooltips and YT videos. And btw, what is with those comm bots, they don't work.
People these days want to jump in the game, and be thought how to play in the game. This is the big one. If you have a complex game like Starcraft 2 or NS 2 it better have awesome step by step tutorial. Starcraft 2 has great tutorial, it has those challenges or what are they called, in game help with unit stats etc. and also has singleplayer that also acts as a tutorial of sorts, because it is easier and less complex in the beginning and gets more complex and harder later on. NS has neither. NS was supposed to have super fun step by step comprehensive tutorial for both races from DAY 1 if it wanted to have better success. Everything about comm interface, commanding, challenges for you to accomplish, tutorial for each unit etc. If you want masses to play you need to treat them like a baby you're trying to learn how to talk. Not direct them to wiki, bunch of tooltips and YT videos. And btw, what is with those comm bots, they don't work.
Re: Classic Mod
Ok I completed the host migration - and published an update to the mod. I consolidated some of the recent patches and compiled the below changelog:
Bug Fixes:
Fixed lower levels of adrenaline offering less energy regen than no adrenaline.
Fixed alien footsteps with silence.
Moved several structures off of ClientModelMixin, as there was bugs with them getting stuck in the default pose.
Fixed babblers always being silent with any level of silence.
Fixed Crag heal only healing every other heal pass.
Removed old ghost functionality.
Cleaned up several network variables to reduce overhead.
Fixed issue with electrify client effect turning off early.
Cleaned up Empower and Energized mixins.
Moved several OnUpdate/OnProcessMove calls to timed callbacks.
Fixed marines not being slowed on land.
Fixed occasional error with rifle cinematic.
Fix for debug damage numbers.
Fixed resource display for marines in Classic mode.
Fixed scan not revealing enemies.
Fixed Marine commander crash from cyst changes.
Fixed IP animation bug.
Fixed unknown player bug (oops).
Improvements to custom sounds to better match vanilla.
Enhancements:
Removed uneeded functions that were no longer referenced for clarity.
Renamed several UI functions to better track scope.
Redesigned alien buy functions to not repurchase every upgrade each time.
Increased blend speed for turning.
Added ability to set spawn queue entry time, for players who get re-queued.
Removed network messages for hive status, make hives always relevant to players.
Changed alien self heal into callback.
Added Weapon Slots 6 – 10 into binding options.
Changed umbra into a callback.
Added UnBuilt state to command station.
Balance:
Increased cost of focus to 2 in Combat.
Lowered min concede time to 5 Minutes.
Increased jetpack thrust from 25 to 28.
Lowered lerk jump force from 4.2 to 4.
Rebalanced gravity and player jump heights.
Known issues:
LMG Reload sound not playing.
Bug Fixes:
Fixed lower levels of adrenaline offering less energy regen than no adrenaline.
Fixed alien footsteps with silence.
Moved several structures off of ClientModelMixin, as there was bugs with them getting stuck in the default pose.
Fixed babblers always being silent with any level of silence.
Fixed Crag heal only healing every other heal pass.
Removed old ghost functionality.
Cleaned up several network variables to reduce overhead.
Fixed issue with electrify client effect turning off early.
Cleaned up Empower and Energized mixins.
Moved several OnUpdate/OnProcessMove calls to timed callbacks.
Fixed marines not being slowed on land.
Fixed occasional error with rifle cinematic.
Fix for debug damage numbers.
Fixed resource display for marines in Classic mode.
Fixed scan not revealing enemies.
Fixed Marine commander crash from cyst changes.
Fixed IP animation bug.
Fixed unknown player bug (oops).
Improvements to custom sounds to better match vanilla.
Enhancements:
Removed uneeded functions that were no longer referenced for clarity.
Renamed several UI functions to better track scope.
Redesigned alien buy functions to not repurchase every upgrade each time.
Increased blend speed for turning.
Added ability to set spawn queue entry time, for players who get re-queued.
Removed network messages for hive status, make hives always relevant to players.
Changed alien self heal into callback.
Added Weapon Slots 6 – 10 into binding options.
Changed umbra into a callback.
Added UnBuilt state to command station.
Balance:
Increased cost of focus to 2 in Combat.
Lowered min concede time to 5 Minutes.
Increased jetpack thrust from 25 to 28.
Lowered lerk jump force from 4.2 to 4.
Rebalanced gravity and player jump heights.
Known issues:
LMG Reload sound not playing.
Re: Alien minimap
I think it's not really needed. During a fight you are gonna need as much vision as possible without a hud blocking your view. Notice that many players actually play without the small map even on marine side and most hud options turned to a low setting or even off.
I for example have the map open 80% of the time anyway (it's basically only closed in engagements). I am using my mouse wheel to open the map so I can move freely using my keyboard and I only need my fingers clicking other mousebuttons in engaghements where I don't need the map anyway.
Just keep playing. It takes some time, but you are gonna know the maps and every single vent eventually. We've all been at this point and we all get lost on new maps but in the end of the day you will not need the map to know where to go at all and it's just the tool for you te get information about what is going on.
I for example have the map open 80% of the time anyway (it's basically only closed in engagements). I am using my mouse wheel to open the map so I can move freely using my keyboard and I only need my fingers clicking other mousebuttons in engaghements where I don't need the map anyway.
Just keep playing. It takes some time, but you are gonna know the maps and every single vent eventually. We've all been at this point and we all get lost on new maps but in the end of the day you will not need the map to know where to go at all and it's just the tool for you te get information about what is going on.
Re: Improving the Commander experience
While we are at it, can't we have production queue? Like, shift clicking arcs 3 times, so next arc will start as soon as first is finished and you have enough resources, or W2 starting after W1 is completed. Queue 5 ink clouds to auto counter arcs, so you can concentrate on stuff that actually requires your attention, like managing drifter, echoing stuff or building cysts, instead of binding that shade and going back to it every x seconds.
Even better, if you could queue stuff on structures that are currently building, say, ink cloud as soon as shade is up, mine research as soon as armory is built etc.
Also, stuff from my old thread that I created year ago:
- All the players should see 'commander view rectangle' that commander has on his minimap.
- Let commanders or players choose default IP, much like aliens can.
Oh... lots of stuff I posted there is in the game now actually. Wow. That was a long post and most of the features I wanted are here already, woot.
Even better, if you could queue stuff on structures that are currently building, say, ink cloud as soon as shade is up, mine research as soon as armory is built etc.
Also, stuff from my old thread that I created year ago:
- All the players should see 'commander view rectangle' that commander has on his minimap.
- Let commanders or players choose default IP, much like aliens can.
Oh... lots of stuff I posted there is in the game now actually. Wow. That was a long post and most of the features I wanted are here already, woot.
Re: You know your team(-mate) is bad when...


Based on the incredible true story.
The Revival of Squad 5
Welcome to Squad 5
This project was originally started by Hugh back in 2012. Now, with the announcement of Community Development, we are bringing it back as a way to high-five our community members that are having a positive influence on NS2!
What earns me Squad 5?
You can do lots of things to earn yourself a Squad 5 badge. Making a cool mod, fixing a notable bug, creating an excellent map, being helpful around the forums, creating a good environment for rookies (and everyone else!) could earn you a Squad 5 badge.
How do I get nominated for Squad 5?
You can nominate yourself or you can be nominated by someone else. If you are nominating someone else, please be sure to include their forum username with your post. The post must include some kind of proof for the good deeds that you have done. Nobody will be awarded a Squad 5 badge without adequate proof.
Who hands out the Squad 5 badges?
Members of the Community Development team, as well as forum mods, prominent community members and possibly UWE will weigh in and discuss the nominated users and come to an agreement about the final recipients. They will be given out in rounds, periodically, just like how it was done originally when this program was first introduced.
How do I get different colors of Squad 5 badge?
The first time you are given a badge, you will receive the blue Squad 5 badge. If you do something else that is awesome enough to earn another Squad 5 badge, we will upgrade you from blue to silver. The golden Squad 5 badge is reserved for those who do something that is really quite awesome and significantly notable. It is not out of reach, but it must be something great!
Any rules?
Please, no bashing & no begging.
This project was originally started by Hugh back in 2012. Now, with the announcement of Community Development, we are bringing it back as a way to high-five our community members that are having a positive influence on NS2!
What earns me Squad 5?
You can do lots of things to earn yourself a Squad 5 badge. Making a cool mod, fixing a notable bug, creating an excellent map, being helpful around the forums, creating a good environment for rookies (and everyone else!) could earn you a Squad 5 badge.
How do I get nominated for Squad 5?
You can nominate yourself or you can be nominated by someone else. If you are nominating someone else, please be sure to include their forum username with your post. The post must include some kind of proof for the good deeds that you have done. Nobody will be awarded a Squad 5 badge without adequate proof.
Who hands out the Squad 5 badges?
Members of the Community Development team, as well as forum mods, prominent community members and possibly UWE will weigh in and discuss the nominated users and come to an agreement about the final recipients. They will be given out in rounds, periodically, just like how it was done originally when this program was first introduced.
How do I get different colors of Squad 5 badge?
The first time you are given a badge, you will receive the blue Squad 5 badge. If you do something else that is awesome enough to earn another Squad 5 badge, we will upgrade you from blue to silver. The golden Squad 5 badge is reserved for those who do something that is really quite awesome and significantly notable. It is not out of reach, but it must be something great!
Any rules?
Please, no bashing & no begging.