Natural Selection 2 News Update - NS2 Build 192 released

13

Comments

  • dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
    edited January 2012
    <!--quoteo(post=1895860:date=Jan 19 2012, 08:49 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 19 2012, 08:49 PM) <a href="index.php?act=findpost&pid=1895860"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is documentation in the Dedicated_Server_Usage.txt file.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Didnt work for me. I put the mapcycle.txt in the C:\natural selection 2\ns2 folder with mapnames in it but server is unable to load new map.
    Server try to change map but always load summit or crash the server.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    it says to put it directly in the ns2 folder i havent tried to see if mine crashes yet though
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    What does the choke rate means exactly ? I often have 100% choke in late game, specially when I approach a group of marines, I get terrible lag, and it gets better when I go away.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1895857:date=Jan 20 2012, 06:44 AM:name=DrNo)--><div class='quotetop'>QUOTE (DrNo @ Jan 20 2012, 06:44 AM) <a href="index.php?act=findpost&pid=1895857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also still get the weird delay when using shutgun in close fight.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I have to confirm this. I'm not sure whats causing it, but sometimes when your jumping around randomly, the shotgun rof halves momentarily as if your gun jammed.
    Theres also a bug with pistol alt fire rof where jumping and firing at the same time allows you to fire two shots quicker than normal. Rifle butt speed randomly halves sometimes, and the rifle butt on landing bug is still there.


    -Was a great change to put the delay on mine explosions so fades can clear them out easily. Gives mines a definable useful time period that is controlled by aliens.
    -Lerk gas confusing sentries works better than i thought it would especially with the armour change although they might be a bit too tanky for rifle marines.. The lerk rush is more so impossible to counter now. Would suggest lowering alien starting res to like 20 so gorges can still do the cyst + hydra.
    -Loving the new sounds as always Simon. Marine/alien footsteps are alot easier to hear now as well!!
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1895909:date=Jan 20 2012, 09:03 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 20 2012, 09:03 AM) <a href="index.php?act=findpost&pid=1895909"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What does the choke rate means exactly ? I often have 100% choke in late game, specially when I approach a group of marines, I get terrible lag, and it gets better when I go away.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Choke is lost packets right? Which would cause the engine to start predicting frames causing cpu to lag etc etc. i think..
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    edited January 2012
    <!--quoteo(post=1895874:date=Jan 19 2012, 08:38 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 19 2012, 08:38 PM) <a href="index.php?act=findpost&pid=1895874"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you let it hang for a bit at the blackness after the loading screens are gone? It takes like 10-25s for my PC to go into the map depending on the playercount. It might seem it's crashing while in fact it will eventually go into the map.

    I always have those errors in map start as well :)

    [edit]
    Or do you actually crash to desktop?<!--QuoteEnd--></div><!--QuoteEEnd-->

    No black screens. it frozen at second splash on "starting local server ....". On the otherside no problem on my macbook Pro.

    Maps are also classic maps (junction, etc.) , not my own maps. I try to start all maps but failed.

    After all
    "natural selection 2" folder is moved to outside somewhere of desktop and I copy all "natural selection 2" folder from my working macbook pro (C2Duo Cpu) to my desktop (AMD FX57+8800 GT). But still It is crashing when "starting local server ..".

    When I alt-tab I see a dump screen appears at the background, and I sent dump file too (many times :D)

    Also Physics GPU is not working. I feel myself fool beacuse of this NS2 and this Nvidia Card. That is really annoying :(

    May be I have to uninstall or reinstall something but all drivers are the latest drivers

    Rofllllllll.. Also downloading all those things by 3G connection with iPhone. 3G limits are maxed now :(.


    Out of NS2 since Build 190
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1895708:date=Jan 19 2012, 02:46 AM:name=MurphyIdiot)--><div class='quotetop'>QUOTE (MurphyIdiot @ Jan 19 2012, 02:46 AM) <a href="index.php?act=findpost&pid=1895708"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was playing with you! I was commander and you were doing the stuff I wanted you to do. Good job :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Haha, was my first game with a dev! I did see a UWE name, but since anyone can name themselves anything... :P

    ...kinda wish there was a Battle-field-esque trophy of some kind players get for fragging you guys >:D
  • GohanZetaGohanZeta Join Date: 2010-11-18 Member: 74996Members, NS2 Playtester
    edited January 2012
    I really like those new Mines but looks like they got buffed HP now, it took 6 Parasites to kill one in 191, now it takes 8 which takes like forever, but the friendly fire on them kinda makes up for that.
    What i kinda dislike is the Fact that Marine Armor Upgrade 1 now gives 5 less Armor, which is in early games against Lerk spammage pretty crucial, didnt check for Armor 2 and 3.
    And I didnt like it being not added in the Patchnotes ;)
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    While performance improved with build 190+, Performance is still very frustrating...

    Its great that i can now have 100fps at the start of a match, but its also useless... since it goes down over time to around 30-40 depending on situation and time into a game.
    Lets say 80fps avg in early game to 40fps avg in mid to late game. (occasional framedrops lower than 30 if combat in a room a few/or more structures => mouselags)

    In addition the server tickrate... (i "only" have i5 2500k 4.5ghz for the server) if a team doesnt manage to win around the time aliens have the 2nd hive up - after this point its not enjoyable anymore.(starting rubberbanding + low fps - yay)


    I just wish i could finally say at least for 6v6 - yay performance is good throughout whole games. (no matter if they 15min or 120min, no matter if im in a room with 5 structures/players or 30)

    edit: Sometimes you have to let steam off... i usually dont make posts like this.(doesnt really help or change anything)



    192:
    Fade and lerk balance changes seem bad.
    Mines might only be worth 10pres now but well... pres is crappy for such items and we need to prevent spam. (so its either too expensive and not really woth using, or spammable and op)
    Lmg muzzle flash needs to be changed, its blocking so much view. (its like a little sun in my screen)
    ... forgot what other points i had, because QQing so much about performance... :X
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    <!--quoteo(post=1895968:date=Jan 20 2012, 02:42 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jan 20 2012, 02:42 AM) <a href="index.php?act=findpost&pid=1895968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lmg muzzle flash needs to be changed, its blocking so much view. (its like a little sun in my screen)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I also find the muzzle flash too big. Also the fact it's about the same color as skulk makes it very distracting when aiming. I know it's and should be part of the game to make aiming more difficult but it causes a lot of frustration to me atleast. I also wonder if the muzzle flash makes the aiming skill ceiling higher or lower. Because atleast i don't find a way to ignore it and see the skulks regardless of the flash but i rather feel that i'm shooting with blindfold on giving more emphasis on luck than skill.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    I'm all for reducing the size of masochistic screen blocking elements like muzzle flash and skulk teeth. It feels as if players are forced to close their eyes when they shoot, which gets quite adds frustrating random factors to the game.

    It feels as if the performance (hit detection) in 192 is not as good as the last build.
  • OutlawDrOutlawDr Join Date: 2009-06-21 Member: 67887Members
    Here is a somewhat fresh perspective for you. I haven't played NS2 in months. The performance difference is very noticeable...in a very goodway. I can actually track targets properly now.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    Thats great!

    I also enjoy it most of the time...

    But if you play on a regular basis, you kinda start to feel they either have 2 options - scrap the lua stuff as much as needed(this is a big task that might be possible if you do it now i guess), or gamble and hope you can get it to run superb till the end of the year.

    Most of the time i'm pretty sure they can do it(option2), but sometimes...


    (release was said this year, another fall 2009 and some ppl here will go crazy... its still coming up in a post every week - pretty sure ppl already made screenshots of the thread it was said, and saved the post link ^^)
  • MooJrMooJr Join Date: 2011-10-18 Member: 128100Members, NS2 Playtester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester
    I don't know if its just me but I had alot more fun playing on build 191 then 192. Sure there was mine spam and some other issues but fades and lerks actually died after say a clip of lmg fire or a couple shotgun hits. I just got done playing tonight and I couldn't kill a poorly skilled fade practicably standing still after 3 complete mags of lmg and a full clip of pistol. Not to mentions lerks just flying all around our base with 5+ marines shooting at it.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1896009:date=Jan 19 2012, 11:10 PM:name=MooJr)--><div class='quotetop'>QUOTE (MooJr @ Jan 19 2012, 11:10 PM) <a href="index.php?act=findpost&pid=1896009"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know if its just me but I had alot more fun playing on build 191 then 192. Sure there was mine spam and some other issues but fades and lerks actually died after say a clip of lmg fire or a couple shotgun hits. I just got done playing tonight and I couldn't kill a poorly skilled fade practicably standing still after 3 complete mags of lmg and a full clip of pistol. Not to mentions lerks just flying all around our base with 5+ marines shooting at it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    LMG is not meant to kill fades, and never has been. 3 LMG marines to a fade sounds about right to me. One shotgunner *might* win, two alert shotgunners should be able to kill the fade, but maybe lose one marine.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2012
    <!--quoteo(post=1896009:date=Jan 20 2012, 11:10 AM:name=MooJr)--><div class='quotetop'>QUOTE (MooJr @ Jan 20 2012, 11:10 AM) <a href="index.php?act=findpost&pid=1896009"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know if its just me but I had alot more fun playing on build 191 then 192. Sure there was mine spam and some other issues but fades and lerks actually died after say a clip of lmg fire or a couple shotgun hits. I just got done playing tonight and I couldn't kill a poorly skilled fade practicably standing still after 3 complete mags of lmg and a full clip of pistol. Not to mentions lerks just flying all around our base with 5+ marines shooting at it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah... ouch. Giving the lerk 2 "hide armour" means you've given it 25% extra HP against the vanilla rifle ([HP/(10-2)]/[HP/10]=1.25). Only 11% ([HP/(20-2)]/[HP/20]=1.25) extra HP against the shotgun and pistol. Working as intended?

    I agree with you that the fade should not be that strong. There is no real opportunity cost for going fade. "Saving up" is nowhere near a significant decision and entails no risk and no thought.

    <!--quoteo(post=1896017:date=Jan 20 2012, 11:43 AM:name=Deadzone)--><div class='quotetop'>QUOTE (Deadzone @ Jan 20 2012, 11:43 AM) <a href="index.php?act=findpost&pid=1896017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LMG is not meant to kill fades, and never has been. 3 LMG marines to a fade sounds about right to me. One shotgunner *might* win, two alert shotgunners should be able to kill the fade, but maybe lose one marine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This would be true if it were NS1. However, with NS2's resource system... Read my posts in <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115929&view=findpost&p=1895364" target="_blank">this thread</a>, with a proposed solution in <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115910&view=findpost&p=1895308" target="_blank">this thread</a>.
    Summary without deriving the reasoning (the problem with the resource system, that's in the first link above):
    <!--quoteo(post=1895349:date=Jan 18 2012, 10:31 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 18 2012, 10:31 AM) <a href="index.php?act=findpost&pid=1895349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can a marine with a rifle even kill a fade with a single magazine? Theoretically, maybe; practically, likely not.
    The days of an onos taking on a whole group of marines must end, because, thanks to the personal resource system, the potential for a whole team of oni at late game is very high.
    If the playing field is not level from the start, then there must be options available that <b>will</b> level the playing field.
    It simply isn't fun when you come up against another player whose advantage is <b>insurmountable</b>, especially when his only requirement for gaining that advantage was to "save up". And <b>especially</b> when "saving up" was actually the only reasonable "choice", the <b>default "action"</b>, for that player to take.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    Sorry but if a fade is too bad to hit you 2,3 times and you manage to unload more or less a full mag of lmg and pistol into a fade in 1on1 he should die... (worked pretty good in 190 and 191, and as fade i was still able to kill like half of the marine team and then spawnkill them alone while the rest destroyed the powernode(non public), but sure it also happend that i got instakilled by making stupid moves into a few shotgun marines and or mines every now and then )

    Dont forget he can also invisible godmode blink away at any time if he managed his energy fine, go back regenerate his health and/or re-engage smarter etc etc.

    Especially close to hives, or with good gorges around its pretty badass.


    Miniboss lifeforms are not cool.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    The fact that if I spot him and he blinks towards me and unblinks right in my face, yet I can't do a thing about it and die anyways is a bit annoying.

    A well timed rifle butt should absorb around 50% of the damage from that slash. With a satisfying clang of a successful parry. So with some skill and timing you won't be completely brutally murdered.

    <a href="http://imgur.com/X1KlN" target="_blank"><img src="http://i.imgur.com/X1KlNl.jpg" border="0" class="linked-image" /></a>

    Other than that, being able to shoot him while he's invisible would be nice. So fades couldn't just blink in a predictable pattern straight up to your face and straight out the door at low hp.
  • TinCanTinCan Join Date: 2006-12-11 Member: 59010Members
    edited January 2012
    <!--quoteo(post=1895873:date=Jan 19 2012, 08:29 PM:name=yimmasabi)--><div class='quotetop'>QUOTE (yimmasabi @ Jan 19 2012, 08:29 PM) <a href="index.php?act=findpost&pid=1895873"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My C2Duo Macbook Pro is working fine but AMD FX57+Nvidia GT8800 Desktop not works !
    It is crashing at the Connecting server section in both land and inet games.
    This is started from Build 190,191 and 192. I blame those splash screens while loading

    Here is the log:


    Date: 01/19/12
    Time: 14:44:57
    --------------------------------------------------------------
    Build 192
    Starting Natural Selection 2
    RenderDevice: NVIDIA GeForce 8800 GT (8.17.12.8562)
    Connected to Steam servers
    Connecting to server 127.0.0.1:27015
    Error: Couldn't open file 'models/alien/shift/shift.model
    Error: Couldn't open file 'models/alien/shift/shift.animation_graph
    Error: Couldn't open file 'models/alien/cocoon/cocoon.model
    Error: Couldn't open file 'models/marine/jetpack/jetpack.model
    Error: Couldn't open file 'models/marine/jetpack/jetpack.animation_graph
    Error: Couldn't open file 'models/alien/onos/onos_view.animation_graph
    Error: Couldn't open file 'models/alien/onos/onos.model
    Error: Couldn't open file 'models/alien/onos/onos_view.model
    Error: Couldn't open file 'models/alien/onos/onos.animation_graph
    Error: Couldn't open file 'models/marine/welder/welder.model
    Loading 'maps/ns2_summit.level'
    Client connecting (127.0.0.1)
    Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed!
    Error: PhysX: Error cooking body 0 of model models/props/summit/summit_welcomescreen_01.model<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have the same trouble. Build 189 worked and now it crashes when creating or joining a server. When I try to start a server it shows a splash screen for a long time then the splash screen changes to another pic and right at that point it crashes.
    My log shares this error <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed!<!--colorc--></span><!--/colorc--> I wonder if that is related.

    [WindowsXP-ATI 4600-]

    Date: 01/19/12
    Time: 21:41:04
    --------------------------------------------------------------
    Build 192
    Starting Natural Selection 2
    RenderDevice: ATI Radeon HD 4600 Series (6.14.10.7039)
    Connected to Steam servers
    Connecting to server 127.0.0.1:27015
    Error: Couldn't open file 'models/alien/shift/shift.model
    Error: Couldn't open file 'models/alien/shift/shift.animation_graph
    Error: Couldn't open file 'models/alien/cocoon/cocoon.model
    Error: Couldn't open file 'models/marine/jetpack/jetpack.model
    Error: Couldn't open file 'models/marine/jetpack/jetpack.animation_graph
    Error: Couldn't open file 'models/alien/onos/onos_view.animation_graph
    Error: Couldn't open file 'models/alien/onos/onos.model
    Error: Couldn't open file 'models/alien/onos/onos_view.model
    Error: Couldn't open file 'models/alien/onos/onos.animation_graph
    Error: Couldn't open file 'models/marine/welder/welder.model
    Error: Couldn't open file 'models/marine/welder/welder_view.model
    Loading 'maps/ns2_tram.level'
    Error: Couldn't open file '
    Client connecting (127.0.0.1)
    Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed!
    Error: PhysX: Error cooking body 0 of model models/props/refinery/refinery_skybuildings_pipes1.model
    Error: PhysX: Gu::ConvexMesh::loadConvexHull: convex hull init failed!
    Error: PhysX: Error cooking body 0 of model models/props/refinery/refinery_welcomescreen_01.model


    BTW: The dialogue box asking to send the error info only comes up for me when in window mode.
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    <!--quoteo(post=1896043:date=Jan 19 2012, 07:45 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Jan 19 2012, 07:45 PM) <a href="index.php?act=findpost&pid=1896043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The fact that if I spot him and he blinks towards me and unblinks right in my face, yet I can't do a thing about it and die anyways is a bit annoying.

    A well timed rifle butt should absorb around 50% of the damage from that slash. With a satisfying clang of a successful parry. So with some skill and timing you won't be completely brutally murdered.

    Other than that, being able to shoot him while he's invisible would be nice. So fades couldn't just blink in a predictable pattern straight up to your face and straight out the door at low hp.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think a human would physically be able to stop a fade in terms of relative strength. He's much larger and one would assume, made to kill things up close with his crazy talons. Physically the amount of power a fade could probably put into a blow would likely overwhelm any guard.

    Besides, giving humans the ability to block the only attacks an alien can make is a bad idea. Just look at what it did with AvP2010 where marines could block aliens and knock them on their ass with a rifle butt.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=1896048:date=Jan 20 2012, 01:09 AM:name=azimaith)--><div class='quotetop'>QUOTE (azimaith @ Jan 20 2012, 01:09 AM) <a href="index.php?act=findpost&pid=1896048"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think a human would physically be able to stop a fade in terms of relative strength. He's much larger and one would assume, made to kill things up close with his crazy talons. Physically the amount of power a fade could probably put into a blow would likely overwhelm any guard.

    Besides, giving humans the ability to block the only attacks an alien can make is a bad idea. Just look at what it did with AvP2010 where marines could block aliens and knock them on their ass with a rifle butt.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Can I shoot them before I die at least. The whole red light-green light I'm dead system isn't really fun.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Two questions :

    - Lua files auto-reload don't work anymore. Is there any way to fix it ?

    - What does the choke rate means exactly ? I often have 100% choke in late game, specially when I approach a group of marines, I get terrible lag, and it gets better when I go away.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    My exoerience from our gathers in 191 (the supposedly op-marine build) was that the teams were well balanced, we got many long games that aliens won, but it took some effort to make the final push. In the gathers now, I don't think marines have won any game yet. In last build the win pretty much went to the better team, not the team of race xxx.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    Google saves the day... ^^

    <a href="http://www.gamebanana.com/tuts/4375" target="_blank">http://www.gamebanana.com/tuts/4375</a> (while the article is about cs, stuff like choke seems to be a general used description)

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Choke - Choke is server lag. Choke basically means that your computer is sending your players position, and what he does (shoot, nade, knife) to the server, and its not getting there. Counter Strike Source default is to send your players actions to the server 30 times a second.

    Choke is caused by two things:
    Your computer is sending too many packets to the server per second. If you try to send 100 commands to the server per second, and it can only accept 40, you are going to be getting 60 choke. This will make you SUCK, none of your shots will register, and only 40% of the things you try to make your player do will be done. (for solution, see below)
    The server is not able to read all of the information being sent to it. This can be caused by network lag at the server, or CPU lag at the server. The client cannot control this, but can accomodate for it (solution below)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Now i want a sexy netgraph in ns2 :X
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    My guess is when you approach a group of marine you need to send and receive lots of network messages, that the server which is already struggling can't handle, resulting in 100% choke rate and horrible lag. It should get fixed when server performance gets better.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1896078:date=Jan 20 2012, 11:33 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 20 2012, 11:33 AM) <a href="index.php?act=findpost&pid=1896078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I often have 100% choke in late game, specially when I approach a group of marines, I get terrible lag, and it gets better when I go away.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The server itself gets very laggy at the moment, particularly in late game when the DI is running crazy over the map. It is happening more on this build, as aliens are not getting owned so much, and games are more balanced, thus lasting a bit longer, and putting more pressure on the server.
  • autograderautograder Join Date: 2011-06-24 Member: 106181Members
    <!--quoteo(post=1896088:date=Jan 20 2012, 06:27 AM:name=Fluid Core)--><div class='quotetop'>QUOTE (Fluid Core @ Jan 20 2012, 06:27 AM) <a href="index.php?act=findpost&pid=1896088"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My exoerience from our gathers in 191 (the supposedly op-marine build) was that the teams were well balanced, we got many long games that aliens won, but it took some effort to make the final push. In the gathers now, I don't think marines have won any game yet. In last build the win pretty much went to the better team, not the team of race xxx.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've played plenty of games where marines have won in 192. Make sure you don't have the same guy playing COM every time.

    If we've learned anything from the last few builds is that the client/server/engine/netcode optimizations are coming and they greatly impact balance (like 191 where we found out marines actually can have hits register).
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    <a href="http://endgamestats.own.cz/" target="_blank">http://endgamestats.own.cz/</a>

    :O numbers cant be right, can they?
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=1896156:date=Jan 20 2012, 11:24 AM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jan 20 2012, 11:24 AM) <a href="index.php?act=findpost&pid=1896156"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://endgamestats.own.cz/" target="_blank">http://endgamestats.own.cz/</a>

    :O numbers cant be right, can they?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wow, 191 was the most balanced build yet.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    gee i wonder what would happen if most of the good players constantly joined just one side.
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