Natural Selection 2 News Update - NS2 Build 184 changelog
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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<blockquote>Well, isn't that a fun little bonus! No more ALT+Tabbing!</blockquote>
<!--quoteo(post=1867503:date=Aug 5 2011, 06:14 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Aug 5 2011, 06:14 PM) <a href="index.php?act=findpost&pid=1867503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>Marine damage upgrades now work for all weapons</i><!--QuoteEnd--></div><!--QuoteEEnd-->
<blockquote>I wonder how the damage output is for the Shotgun/GL now? Can I finally kill a fade in the late game?</blockquote>
<!--quoteo(post=1867503:date=Aug 5 2011, 06:14 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Aug 5 2011, 06:14 PM) <a href="index.php?act=findpost&pid=1867503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>Fixed bug where entities were not interpolated smoothly on the client (caused other player's movement to appear jerky)</i><!--QuoteEnd--></div><!--QuoteEEnd-->
<blockquote>Is this an attempt at fixing the extremely buggy Skulk animations flipping the hitboxes?</blockquote>
<!--quoteo(post=1867503:date=Aug 5 2011, 06:14 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Aug 5 2011, 06:14 PM) <a href="index.php?act=findpost&pid=1867503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>Fixed bug where the Commander mode would scroll based on mouse input when the window didn't have input focus
Fixed bug where the Commander mode would scroll based on mouse input when the window didn't have input focus</i><!--QuoteEnd--></div><!--QuoteEEnd-->
<blockquote>I'm glad you guys fixed this twice! :P jk!</blockquote>
<!--quoteo(post=1867503:date=Aug 5 2011, 06:14 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Aug 5 2011, 06:14 PM) <a href="index.php?act=findpost&pid=1867503"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>Changed spore cloud to shoot like bullets so they can be shot through objects like railings (Thanks Matso!)</i><!--QuoteEnd--></div><!--QuoteEEnd-->
<blockquote>Sounds much better, however, is their now some form of animation of the "bullet", or is that just in terms of how the spore will travel?</blockquote>
yayyyyy!<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not going to hold my breath here, but if this is true in the sense I think it will be, big performance increase should be on the way.
Nice but this sounds not so good:
"Temporarily decreased Skulk armor from 10 to 5 (11% less total HP)"
Half his health, so he will instantly die if a flamethrower touch a skulk?
Anyway i can not wait to see all the new stuff ingame.
Good work guys!
Great work on turning these patches out by the way. I'm really glad to see things are moving right along. Looking forward to trying stuff out this week!
Please cry more...the skulk get half of his health...how is this barely?
The marines got the obs against cloaking skulks...also flamethrower and grenade launcher.
They have to add features eventually. There is still a lot missing from the game.
I am almost 100% sure they are able to see all this information.
Favorite spreadsheet* program :P
+1
I sure hope they added a sprite to the "Whip" button while in Alien Comm.
Isn't the max energy of the observatory 100? If so, the energy cost should be > 50 (~60 perhaps?) to disallow it to be used twice in a row, or maybe it has a cooldown?
Charlie did you take a look at the Swedish language file I send Wacko?
You could always built another obs.
I actually wrote an php script just to handle the data.
Not enough info yet to do what I would like to do though.
From the wiki (http://www.unknownworlds.com/ns2/wiki/index.php/Stats_Tracking)
<a href="http://ns2.theck.es/" target="_blank">http://ns2.theck.es/</a>
<a href="http://www.naturalselection.es/ns2-stats/" target="_blank">http://www.naturalselection.es/ns2-stats/</a>
<a href="http://www.konoro.org/ns2/" target="_blank">http://www.konoro.org/ns2/</a>
<a href="http://ve.ihopeitworks.com/ns2/summit_heatmap.html" target="_blank">http://ve.ihopeitworks.com/ns2/summit_heatmap.html</a>
The data comes from a JSON feed (http://unknownworldsstats.appspot.com/statkilldata?version=183&map=ns2_summit) so its possible to get. Though, I think it needs to capture more info (tech, when/where structures are built, tech/res nodes captured) to be truly meaningful.
<a href="http://ns2.theck.es/" target="_blank">http://ns2.theck.es/</a>
<a href="http://www.naturalselection.es/ns2-stats/" target="_blank">http://www.naturalselection.es/ns2-stats/</a>
<a href="http://www.konoro.org/ns2/" target="_blank">http://www.konoro.org/ns2/</a>
<a href="http://ve.ihopeitworks.com/ns2/summit_heatmap.html" target="_blank">http://ve.ihopeitworks.com/ns2/summit_heatmap.html</a>
The data comes from a JSON feed (http://unknownworldsstats.appspot.com/statkilldata?version=183&map=ns2_summit) so its possible to get. Though, I think it needs to capture more info (tech, when/where structures are built, tech/res nodes captured) to be truly meaningful.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I know about those, but there's no way to sort the data (some look like they are still from build 180). It's just lines and lines of X killed Y.
It'd be much easier to look at if you could view what class / weapons have the most kills/deaths etc.
Once aliens secure two hives, I rarely seen marines being able to take one out. As I've mentioned in previous posts, I attribute this to marines having to defend three hive locations (in summit -- heliport, crossroads, and surface access) as opposed to two in NS1 maps. On top of that, marines must also defend their base and somehow attack or put pressure on the alien team. The amount of coordination necessary to do this is only realistic in "pro" / clan games. In pubs, it's a nightmare. IMHO, game development should be focused on pleasing the casual and pro gamer. Since most games are played publicly, it's a complete drag.
I'd like to see someone, as an experiment, modify summit and make crossroads a double-node location instead of a tech point, and then see the balance reports for that specific map. My guess is that things will be more even.
And finally, from a simple gameplay perspective, I don't understand the reason for aliens being able to secure four hives, as the fourth hive does not add any additional tech (at least from what I've gathered about the game).
Great point, I sure hope it doesnt allow you to build crags, whips and shades all with 1 hive...