Natural Selection 2 News Update - Build 197 released

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Comments

  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    I added everything, r_bloom 0, r_atmospherics 0, r_shadows 0 etc. in the options.xml, but when I join on any server, the commands were set to true again.
    How can I avoid this? Without typing those commands everytime in the console?
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    This location doesn't work as a random starting location for marines. Gorges were hiding in the vent and another around the corner, bile bombing the base apart.

    <img src="http://i.imgur.com/Abd8T.jpg" border="0" class="linked-image" />
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    <!--quoteo(post=1906609:date=Feb 24 2012, 05:46 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 24 2012, 05:46 PM) <a href="index.php?act=findpost&pid=1906609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This location doesn't work as a random starting location for marines. Gorges were hiding in the vent and another around the corner, bile bombing the base apart.

    <img src="http://i.imgur.com/Abd8T.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    true, postet it on getSatisfaction a few days ago (https://getsatisfaction.com/unknownworlds/topics/_197_ns2_tram_warehouse_as_marine_start)
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    I don't really think random spawns work in general on Tram right now. Besides Warehouse/Shipping, all other location match-ups have issues with a massive disparity in map control or issues with distance between the two (and sometimes both). Furthermore, as you point out this particular match-up really works a lot better with the Aliens in Warehouse and Marines in Shipping than the other way around. It's no coincidence that these just so happen to be the previous static spawns - the map was simply not designed with random spawning in mind and doesn't work very well with it enabled.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1906687:date=Feb 24 2012, 06:40 PM:name=Amped1)--><div class='quotetop'>QUOTE (Amped1 @ Feb 24 2012, 06:40 PM) <a href="index.php?act=findpost&pid=1906687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really think random spawns work in general on Tram right now. Besides Warehouse/Shipping, all other location match-ups have issues with a massive disparity in map control or issues with distance between the two (and sometimes both). Furthermore, as you point out this particular match-up really works a lot better with the Aliens in Warehouse and Marines in Shipping than the other way around. It's no coincidence that these just so happen to be the previous static spawns - the map was simply not designed with random spawning in mind and doesn't work very well with it enabled.<!--QuoteEnd--></div><!--QuoteEEnd-->

    would like to see paired spawns on tram. shipping vs warehouse or server room, repair room vs warehouse or elevator transfer.
  • JowJow Join Date: 2011-06-23 Member: 106032Members
    Maybe vents can be filled in with an entity depending on where spawns occur or something?
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Are UWE able to see where the teams' start location was with the round data they collect?
  • SlithersSlithers Join Date: 2010-07-30 Member: 73368Members
    I agree with the Gorge Bile Bombing.

    I had my commander cloak me up as a skulk, ran to that location in the ventilation and evolved in to a Gorge during 2nd Hive Phase. I bile bombed the entire base to shreds and continued to heal myself. Yes it's definately a sneaky fun thing to do, but I am sure with a few tweaks to that ventilation location, the gameplay could be alot more enticing then just a one man army cheesing a Marines base :)
  • incogincog Join Date: 2003-07-26 Member: 18452Members, Constellation
    Weld vents shut, fixed
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