Natural Selection 2 News Update - Build 200 released
Hugh
CameramanSan Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
Comments
I see NS2HD took over for posting news?
also, current maps imo are way to dark. its hard to see where a skulk is moving to while trying to avoid marine fire, unlike NS1 maps where everything was indeed very clear.
to be honest i think its a flaw in new generation games. the more pretty the game looks, less smooth the game feels. limiting the potential of fun.
i5 2500k @ 4.7GHz
ATI HD6950 2GB
P8p67 Pro B3 Motherboard
8GB CrucialX DDR3 RAM
With regard to the actual patch changes I dislike the new "metal" sound when chomping on a structure, it's very loud and irritating.
I really like this!
i5-2450m CPU @ 2.50Ghz
6 GB RAM DDR3
Geforce GTX570M/1.5GB GDDR5
Bile Bomb works differently now. There's no massive splash damage anymore, but instead a damage per second debuff on any buildings hit. I'm not sure if it also affects Marines' armor, since the code states its a Corrode damage type (like Whip Bombard).
YYYYEEEAHHHSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
And new main menu music I hear!
Wait, does this mean sentry farms are back in business?
You hear skulks coming? 'caus I don't hear a damn thing. Dunno what you need silence for. :)
On Patch: Performance dropped. A drifter once took a shortcut through half the map. (Just went over everything.)
Opinions: Skulk res tower bite sound so loud. I dread the moment when I have to play against good-aimed marines with the reduced skulk speed. (Was already tough as heck. :3 )
I'm starting to wonder there's something seriously amiss in my sound environment. How does silence affect lerks? o_o I mean marines see spike direction from the red arrow, and wing flap hardly makes much sound?
Sentry spam is back in business... VERY frustrating.
it also make gorge a bit more useless, but its not final so maybe goowall will change everything ^^
Let me check :D
and yea, it corrodes marine armor too.
one thing you guys should know before inconveniently stumbling upon it in combat: <b>weapon slots changed for the lerk</b>, gas is now on right click like healspray or stomp.
i like the build overall and i did not notice any performance drop. many nice details, like displaying waypoints on the map. i also like the new upgrade mechanics for kharaa.
one thing i am concerned about is possible abuse of cyst spam early in the game (if you let people take turn as commander) which would allow you to cover the map very quickly. this is probably no big issue in pub games though.
Not only this, but the gorge has EVEN LESS to do now.
<a href="http://www.freedomandpartners.com/wp-content/uploads/2010/05/flash4.jpg" target="_blank"><img src="http://www.freedomandpartners.com/wp-content/uploads/2010/05/flash4.jpg" border="0" class="linked-image" /></a>
dont be bringin no logic round here boy , dis here is ns2
build 201 - remove gorge
- Pistol main firemode is now slower on ground, and superfast while jumping, altfire jams the pistol out if you try to shoot while jumping.
- I see a ring of health of myselft or something as marinecommander, if i move my screen fast.
- Fade shadows step needs some rethinking, its kinda silly if you keep it pressed and move around like that... *warp* *warp* *warp*
- Bilebomb acid effect is ugly.
- I love how the lerk spikes explode now - so cool.
- Resource nozzles have a light blue laserpointer? :P
I really don't enjoy this as if I'm running to a shotgun with aliens around me, most likely I'm going to be spamming the weapon pickup key and I'll incidentally be dropping everything I have in the process.
not holding breath tho
Infatry portal pre-spawn view runs at nearly double the FPS as when I spawn looking at the same visual space!? Something's messed badly. Bottlenecks, bottlenecks, bottlenecks. Or was I supposed to say Beetlejuice?