Natural Selection 2 News Update - NS2 Build 181 released

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  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    edited July 2011
    Not sure if you devs still check the get satisfaction, so I'm linking to some bugs I noticed as present in this build:

    <a href="http://getsatisfaction.com/unknownworlds/topics/sound_goes_away" target="_blank">Sound cuts off when other sounds start</a>
    <a href="http://getsatisfaction.com/unknownworlds/topics/death_on_spawn_after_bottomless_pit" target="_blank">Death on spawn caused by bottomless pit clip</a>
    <a href="http://getsatisfaction.com/unknownworlds/topics/cant_place_phasegate_after_recycling_phasegates" target="_blank">Can't build after recycling PGs</a>
    <a href="http://getsatisfaction.com/unknownworlds/topics/drifters_sometimes_built_under_hive" target="_blank">Drifters are sometimes built under the hive</a>

    <a href="http://getsatisfaction.com/unknownworlds/topics/phasegate_teleport_is_not_predicted_and_suffers_from_lag" target="_blank">Phasegate traversal is not predicted and suffers from lag</a>


    Haven't seen this one myself, but it's got a video and looks pretty bad:

    <a href="http://getsatisfaction.com/unknownworlds/topics/bite_bug_build_181" target="_blank">Extremely fast skulk biting bug (powernode down in 4 seconds)</a>
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    not only skulk, it woks on all alien clases !
    <a href="http://www.youtube.com/watch?v=nE_CKTnss-8" target="_blank">http://www.youtube.com/watch?v=nE_CKTnss-8</a>


    time to patch!
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1863091:date=Jul 24 2011, 09:48 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Jul 24 2011, 09:48 PM) <a href="index.php?act=findpost&pid=1863091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->not only skulk, it woks on all alien clases !
    <a href="http://www.youtube.com/watch?v=nE_CKTnss-8" target="_blank">http://www.youtube.com/watch?v=nE_CKTnss-8</a>


    time to patch!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yea I found that out and used gorge bilebomb machine gun :D
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    Much, much better performance overall (I still get the weird hitching on some servers).
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    <!--quoteo(post=1862832:date=Jul 23 2011, 05:57 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jul 23 2011, 05:57 PM) <a href="index.php?act=findpost&pid=1862832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, the spawning is only half implemented at the moment, and admittedly confusing. The plan is that when spawning as an alien the camera will be put inside the egg, you'll have a semi transparent/translucent membraney texture over the screen, similar to NS1, and you can move you mouse to look around some. The glowing embryo inside the egg model, which currently can't be seen because we don't have the transparency in game yet to see through the egg, will spin around matching the your mouselook movement. Then you can choose the time you want to spawn, like maybe waiting for a marine to run by first, then spawning behind him to surprise him. Also, there will be some kind of tool tip or visual indicator to let you know when you are ready to spawn.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
    Wouldn't that make it really easy for marines to identify which are 'live' eggs and which are waiting for an alien to spawn into them? I mean, if a marine is running through a hive room, and sees 2 eggs, and 1 egg with a glowy bit inside that's moving, he immediately knows which he has to kill. He won't run by it or be surprised, as you suggest.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1863102:date=Jul 24 2011, 10:31 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Jul 24 2011, 10:31 PM) <a href="index.php?act=findpost&pid=1863102"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wouldn't that make it really easy for marines to identify which are 'live' eggs and which are waiting for an alien to spawn into them? I mean, if a marine is running through a hive room, and sees 2 eggs, and 1 egg with a glowy bit inside that's moving, he immediately knows which he has to kill. He won't run by it or be surprised, as you suggest.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Add random movement to all the glowy things.
  • ShayooShayoo Join Date: 2010-01-10 Member: 70043Members
    edited July 2011
    <!--quoteo(post=1863053:date=Jul 24 2011, 06:16 PM:name=Frhoe)--><div class='quotetop'>QUOTE (Frhoe @ Jul 24 2011, 06:16 PM) <a href="index.php?act=findpost&pid=1863053"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Besides that, I believe that the lerks spores dmg needs to be reduced and needs to effect armor again. It's silly that it just tears apart at your health.

    The lerk hitbox i'm assuming should be fixed. Lerks are the hardest class to kill right now, even with 4 shotgunners lerks still survive most of the time. Lerks are battle lerks right now and need to fill the defensive role, not be as aggressive as they are now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I totally agree with that.
    The Lerk has become truly unkillable. Before 181 it was not easy but now with his spores he is imba.
    [sry for google translate]
  • DuskDusk Join Date: 2011-06-24 Member: 106114Members, Constellation
    love the new nade launcher!
  • DuskDusk Join Date: 2011-06-24 Member: 106114Members, Constellation
    love the new nade launcher!
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    I agree that fade swipe adrenaline cost must be reduced. It's ridiculous trying to kill marine structures as the swipe delay + lack of adrenaline makes destruction of buildings a slow, painful process.

    Also, aliens need a better way to destroy marine structures. I'd suggest increasing the damage of the gorge's bile bomb. When marines have three well-placed turrets, it's incredibly difficult to take them down. The skulk's leap distance should also be increased (I'm cool with it being a 2 hive perk).

    Lerk gas is pretty crazy as everyone has previously mentioned. I think the flight mechanism still needs some work -- it feels very raw and unfinished.

    I think turret / hydra / whip / crag restrictions should be part of B182.. best to start tinkering with that now to see what a balanced number is for structures, as it could take some testing to see what the values should be. In addition, I think it would help make the game more enjoyable and playable (nothing worse than joining a server with hydras / turrets all over the map and the round is over 2 hours long).
  • Navi491Navi491 Join Date: 2011-07-10 Member: 109557Members
    I actually like the fade as he is right now. He requires more skill to play as he is, which i like and enjoy. I am able to own marines as fade is now by not spamming my swipe attack and spamming blink, but by tapping blink to do quick movements away from danger and by only attacking when i am confident i will get a hit. My idea for helping out aliens especially fades would be to incorporate the adrenaline ability seen in NS1 which allowed for an energy regeneration boost.

    Also as i mentioned in a previous thread a way to counter the lerks new "overpowered" spores ability would be to incorporate a respirator onto the marines armor upgrades. This way as the marines armor is upgraded each lvl will incorporate a better respirator onto the marines which provides a % of resistance towards spores that improves with each armor upgrade. If your wondering how the respirator could look it could look exactly like or similar to what black armored marines have on their face.

    Once exosuits are added to the game the suits will be completely resistant to spores as was the case in NS1, because of the fact that the marines are completely incased in an airtight suit which prevents spores from being inhaled or coming into contact with their skin.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    edited July 2011
    <!--quoteo(post=1863227:date=Jul 25 2011, 01:14 AM:name=hf_)--><div class='quotetop'>QUOTE (hf_ @ Jul 25 2011, 01:14 AM) <a href="index.php?act=findpost&pid=1863227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree that fade swipe adrenaline cost must be reduced. It's ridiculous trying to kill marine structures as the swipe delay + lack of adrenaline makes destruction of buildings a slow, painful process.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Fades are not the destroyers of buildings .. that is job of skulks (in small) and ONOSes (once they will be introduced into the game)

    <!--quoteo(post=1863231:date=Jul 25 2011, 01:39 AM:name=Navi491)--><div class='quotetop'>QUOTE (Navi491 @ Jul 25 2011, 01:39 AM) <a href="index.php?act=findpost&pid=1863231"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I actually like the fade as he is right now. He requires more skill to play as he is, which i like and enjoy. I am able to own marines as fade is now by not spamming my swipe attack and spamming blink, but by tapping blink to do quick movements away from danger and by only attacking when i am confident i will get a hit.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes .. Yes .. fully agree. Fades are GREAT!!! as are now. It need skill / patience when you try to kill marine.
    It's not a problem (with decent FPS) to kill 2-3 marines in row and blink out with decent amount of HP.
    You need just blink in ... >>> AIM <<< and then swipe ... >>> AIM <<< swipe again and marine goes down :D

    the key to success is AIM ! :D

    I like Fade / SG balance what UWE did last patch.
    It's possible to kill marines with fade, and fade with marines
    BTW: last night I was soloing two fades in row with SG .. second with help of 2 Meds from commander (thx)

    just lerks are OP :( ... huge areal DMG without aim / skill
  • SintSint Join Date: 2007-01-09 Member: 59540Members, Squad Five Blue
    Build feedback:

    * Lerk gas would be fine atm, if it would take like some seconds before marines start taking damage from it. Couching could start right away, but taking damage should start bit later. Or just reduce its damage. Seeing 4 marines hugging armory and not able to do anything against 1 lerk is awful.

    * Skulks kinda feel too good atm. Better than marines at the beginning of the game. Since strafing as skulk makes them really hard to hit with the extra speed. But if goal is not to make marines better at the beginning of the game then this is fine.

    * Lerks are too hard to hit, or they have too much health.

    * Fades are fine against marines. They should get something to help them kill structures, like buff to secondary attack against structures.

    * Some kind of visual indicators of who needs welding would be nice. Should encourage it. (or weld me menu command)

    * Minimap needs more colors for structures. (build/unbuild/being attacked/enemy structure/empty) Also could show marine squad colors.



    Also please hot fix the skulk bite bug and npcs out of map bug.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    alien spawn bug is back
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    I think fades should be as capable as skulks at taking down structures. Currently, many games play out with the marines turret farming their expansion, and aliens are unable to destroy marine structures because they don't have a class that's capable of extreme damage to buildings. When marines build 3+ turrets, it's very hard for a skulk to run in and take them out because of their low health and armor and because skulk leap has been nerfed. This makes turrets more effective, but the aliens don't have an easy solution in removing them. Fade swipe costs so much adrenaline that they cannot effectively destroy structures, lerk spike range has been dramatically reduced, and skulks aren't strong enough to withstand turret fire.

    Contrast this to the marine team with grenade launchers and shotguns, both of which are very effective against alien structures.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited July 2011
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->* Fades are fine against marines. They should get something to help them kill structures, like buff to secondary attack against structures.

    * Some kind of visual indicators of who needs welding would be nice. Should encourage it. (or weld me menu command)

    * Minimap needs more colors for structures. (build/unbuild/being attacked/enemy structure/empty) Also could show marine squad colors.<!--QuoteEnd--></div><!--QuoteEEnd-->

    1) Fades' don't need a buff to kill structures, this should be the job of the skulks, gorges, and onos. Their current level of structure damage with secondary attack is fine. Fade blink isn't where it needs to be yet. Ideally it should be as easy to use and smooth as the free-look mode is when spectating. The skill element should emanate from efficiently managing your energy usage and effectively blinking in/out of combat while getting kills. The skill element should not be derived from getting good at a clunky, unintuitive blink mechanic. I love the concept and idea of the new blink (teleportation), but the actual movement implementation needs a lot of work. I'm confident this will get better later in the beta.

    2) Hope the "need weld" function is implemented, as most marines forget they can weld each other currently. I always liked having welders in NS1.

    3) They should bring back the NS1 minimap colors, then implement all the other cool minimap stuff in coming builds.
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    dunno if coincidence, game crashed right after killing a hive and being killed by a whip right next to it within seconds.
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    edited July 2011
    Anyone looked at the all new 'Observation' from tram? Simply beautiful work!

    <a href="http://imageshack.us/photo/my-images/808/2011072600001.jpg/" target="_blank"><img src="http://img808.imageshack.us/img808/3730/2011072600001.jpg" border="0" class="linked-image" /></a>

    I've also noticed some more prop additions from patch 180 & 181 in spark editor which I think are belonging to ns2_refinery.
    I really hope it's released sometime within the next <b>few</b> months :p
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1863537:date=Jul 26 2011, 10:13 AM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Jul 26 2011, 10:13 AM) <a href="index.php?act=findpost&pid=1863537"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone looked at the all new 'Observation' from tram? Simply beautiful work!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, Olmy really did a great job with the Observation rework. And there's some more big Tram changes in the works, as well.

    --Cory
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    BTW- Tram seems to finally be playable again. I no longer get the crazy graphics glitches on that map. Tram and Summit certainly need different gameplay strategies. I really hope we have a way to change maps on a server on the fly soon! It's hard to pick just one map per server.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    enjoying this patch since you guys finally removed slow on hit, thank you so much for removing that.

    I noticed you increased skulks speed, very nice another sweet addition but its no replacement for skill based movement. Cory I really hope you add it, aliens need it.

    I also hope you add welders into the game, its pretty tiring pushing E on everything.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Yes, pressing mouse1 is vastly superior to pushing E, it's a totally different thing.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    edited July 2011
    <!--quoteo(post=1863594:date=Jul 26 2011, 12:55 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jul 26 2011, 12:55 PM) <a href="index.php?act=findpost&pid=1863594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, pressing mouse1 is vastly superior to pushing E, it's a totally different thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    i totally agree!!!

    noone wants to use there fellow marines
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    edited July 2011
    <!--quoteo(post=1863583:date=Jul 26 2011, 11:15 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jul 26 2011, 11:15 AM) <a href="index.php?act=findpost&pid=1863583"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, Olmy really did a great job with the Observation rework. And there's some more big Tram changes in the works, as well.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    LOL, too bad literally 90% of my clan-mates crash when they try to load Tram. And if they do get in half of the game graphics are missing. Seriously I would like to know what the heck is the problem with that map? I would love to play it because it's pretty and tired of Summit, and rockfish is good but completely alien overpowered map.

    Ps: sorry if this comes off annoying.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1863615:date=Jul 26 2011, 11:13 AM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Jul 26 2011, 11:13 AM) <a href="index.php?act=findpost&pid=1863615"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LOL, too bad literally 90% of my clan-mates crash when they try to load Tram. And if they do get in half of the game graphics are missing. Seriously I would like to know what the heck is the problem with that map? I would love to play it because it's pretty and tired of Summit, and rockfish is good but completely alien overpowered map.

    Ps: sorry if this comes off annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Have them try again with 181+. I used to have the same issues with Tram, but since 181, all the crashing and graphics problems seem to be fixed.
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    We did try in 181, team #156 would love to change our server to tram. But it just has tons of problems...
  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    That's strange, Tram has been fine for me and runs really smoothly, i'll try and see if we can keep 1 summit and 1 tram server up at all times. It definitely would be nice for a change. =]
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