<!--quoteo(post=1916793:date=Mar 23 2012, 04:42 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE (noncomposmentis @ Mar 23 2012, 04:42 PM) <a href="index.php?act=findpost&pid=1916793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There may be a moderately serious bug with drifter pathing in the new Server Room tech point on tram that prevents them from building the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
It doesn't prevent it entirely, but the drifter does need some cajoling to get there. my drifter was endlessly circling the tech square until I forced him to move onto it and build hive!
Is it just me, or are the marines just getting less and less powerfull with each update. Full armor upgrades, 2 fade slashes and im gone...might need some tweaking :-)<!--QuoteEnd--></div><!--QuoteEEnd-->
With Full Armor you could survive 3 Fade 1. Atack hits, now you can resist 4 slashes. Upgrade costs have been msavievly reduced, so marines are stronger now.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->After dropping a med/ammo pack there will be now 0.75 seconds delay before you can select another unit with left click. this prevents accidentally selecting a Marine when dropping multiple medpacks (and would kick you out of the assist menu)<!--QuoteEnd--></div><!--QuoteEEnd-->
There are better ways to prevent that. Adding an artificial delay seems like working around the real problem.
Some suggestions: - The commander can drop meds and left click selection is disabled as long as the med button is being held down. Each left click drops a med pack. Once the button is released, left click selection works normal again. - You could make it so that pressing the med button once enters 'med mode', e.g. each left click drops a med pack without having to press the med pack button every single time. Use right click to return to the normal mode. Or switch to ammo mode by pressing the ammo button etc. - <b>Make it possible to bind all 'global' commander abilities to hotkeys.</b> Meaning I could bind meds to Q and ammo to E, so every time I hit the Q button, I drop a med pack at the cursor location. (In my opinion this should be possible anyway! I've always felt that hiding the essential commander abilities in a submenu is suboptimal.)
You can also combine the last idea with the first or second one.
One thing thats bugging me is the banners. Can we please get an option to disable them. Their clearly help tips for new players which is great for positive receptions and first impressions at the PAX demo, but as with all decent games they should be able to be turned off. Their really quite jarring and intrusive for more experienced players. For example, I don't need two different messages telling me we need a commander. An option to switch the marine hp bars to the right side would be great too.
Minimap is still too big and while the artistic hud lines look nice, they arn't exactly functional and take up unnecessary screen space around the important peripheral vision, especially on the top right. Not to mention the incongruity between the big minimap and the small minimap in terms of the icons.
Yes, some people do use the hud minimap extensively. Some people however do not and for these people it is a huge waste of screen space. The previous hud minimap was a nice compromise because it was small and compact.
The balance changes are great though. Only thing missing is *cough*gorge bilebomb*cough* :p, but they look good nonetheless! Great stuff with the quick patches UWE
<!--quoteo(post=1916768:date=Mar 23 2012, 10:59 PM:name=MrYiff)--><div class='quotetop'>QUOTE (MrYiff @ Mar 23 2012, 10:59 PM) <a href="index.php?act=findpost&pid=1916768"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This will be possible once the main menu gets redone and converted from flash to the new (and much much more managable), lua version, no eta on it though really as the focus for the new UI guy is to get the marine and alien UI's ready for PAX, but it will be redone before 1.0 I believe.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeh I get that but why is literally one key bind hard coded in yet you can change/bind to everything else? Makes no sense, cause surely its means they've had to add something in to make it that way? And what reason is the for not just letting you change the MWheel bind the first place?
<!--QuoteBegin-Scardybob+--><div class='quotetop'>QUOTE (Scardybob)</div><div class='quotemain'><!--QuoteEBegin-->Its not, but you can't play it like you have blink (i.e. you can't shadow-step into a group of 3+ marines and expect to make it out alive).<!--QuoteEnd--></div><!--QuoteEEnd--> Yeh was thinking shadowstep came under the banner of blink too, its cool this way
<!--quoteo(post=1916783:date=Mar 23 2012, 11:17 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Mar 23 2012, 11:17 PM) <a href="index.php?act=findpost&pid=1916783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. Having friendlies turn red when attacked is extremely confusing since that's the color used for enemies as well! Can't tell the difference!<!--QuoteEnd--></div><!--QuoteEEnd--> This was confusing. We've changed it so friendlies only blink when under attack, they don't change color to red. <!--quoteo(post=1916793:date=Mar 23 2012, 11:42 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE (noncomposmentis @ Mar 23 2012, 11:42 PM) <a href="index.php?act=findpost&pid=1916793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There may be a moderately serious bug with drifter pathing in the new Server Room tech point on tram that prevents them from building the hive.<!--QuoteEnd--></div><!--QuoteEEnd--> Yup, we are aware of the drifter issues around that area, and are looking into fixes.
<!--quoteo(post=1916806:date=Mar 24 2012, 12:10 AM:name=yimmasabi)--><div class='quotetop'>QUOTE (yimmasabi @ Mar 24 2012, 12:10 AM) <a href="index.php?act=findpost&pid=1916806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Still It is crashing :(
I bought 2 black armor series but I cant play since build 190. Also I stop mapping because of this so I cant test my map also
Pfff :(<!--QuoteEnd--></div><!--QuoteEEnd--> Yimmasabi, can you email Max (max@unknwownworlds.com) about this issue? With as much relevant system information as possible, and any solutions you may have already tried out, such as uninstalling and reinstalling, etc.
I often had the issue that I couldn't see the enemy structure names as alien including their HP. All I could see was their HP circle - is that intended ? It'd be very cool if you could move down the HP circle for powernodes, so you actually can see more from your environment when biting a powernode as skulk :)
Actually I'm not sure if it's just me or if there is an issue that you sometimes still can't jump or even move as skulk. Sometimes you press spacebar and nothing happens or you can only jump straight up even when you press some movement keys. However sometimes I can't even move straight forward, like I'm stuck on the map, but the fan part is I'm right standing in the middle of a room ?
Beside those minor issues Build 201 is IMO the best build so far. It feels like you made a new game :) Everything's so smooth and fancy looking - good job guys! Keep up the awesome work!
<!--quoteo(post=1916747:date=Mar 23 2012, 06:43 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Mar 23 2012, 06:43 PM) <a href="index.php?act=findpost&pid=1916747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great build!!! Really like the changes and apprietiate animation of cysts!
Only one think doesn't fit there .. about health cyrcle of power nodes. As all buildings are standing on the ground, they got health cyrcle oriented top-bottom. Would be possible do a Power Node's health cyrcle rotate against it's base ? (usualy wall)
attached image will do a preview: <a href="http://2i.cz/ca131c36e5" target="_blank"> <img src="http://2i.cz/2i/t/ca131c36e5.jpg" border="0" class="linked-image" /> </a><!--QuoteEnd--></div><!--QuoteEEnd--> Also can you please show PowerNode circle only when it's damaged? Because there already exists "I'm alive" effect of expanding/collapsing globe..
It's only one line of lua code modified (tested locally): <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->File "PowerPoint_Client.lua"
... function PowerPoint:GetShowHealthCircle(player) return (self.powerState ~= PowerPoint.kPowerState.unsocketed) and (self:GetHealthScalar() < 1) end<!--c2--></div><!--ec2-->
<!--quoteo(post=1916743:date=Mar 23 2012, 06:39 PM:name=MrYiff)--><div class='quotetop'>QUOTE (MrYiff @ Mar 23 2012, 06:39 PM) <a href="index.php?act=findpost&pid=1916743"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just incase you didnt see the post from Max, this chat bug isn't UWE's fault, its down to a mod being run on the affected servers, there were some changes to how chat messages are handled by the server to allow say commands to work from the server console and this change likely broke some mods (looking at the number of affected servers it is probably overmind that is the culprit).<!--QuoteEnd--></div><!--QuoteEEnd-->
I see, thanks. I've also come across another one where when you kill the arc; it still stays after it's dead and proceeds to fire 1 more shot before disappearing. o.O
2 hives onos = ok...yer takin the piss now arent you...
I didnt play marines much before all the patches...but I just feel sorry for them. Its back to playing like you have god mode on. There is no way in HELL a marine team will win this. lol
Love your work, just not this patch hehe. But its Beta, so we will live with it for now.
201 = best patch yet. Seems to be slightly worse server performance but new client perf and all the amazing new features make it worth it. Thanks for making a game worth playing amongst all the mediocre 'AAA' titles we see released every day.
<!--quoteo(post=1916808:date=Mar 24 2012, 01:16 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Mar 24 2012, 01:16 AM) <a href="index.php?act=findpost&pid=1916808"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This was confusing. We've changed it so friendlies only blink when under attack, they don't change color to red.
Yup, we are aware of the drifter issues around that area, and are looking into fixes.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> 1. Ladies this is customer support!!!
2. marines are in a good balance now ive played 4 hours now and i have to say that marines won about 60% finally!!!!
3. skulk seems in endgame a bit poor genocide would be awesome ^^ (or what was the name in ns1)??
4. if exo and minigun kicks in i guess you need to make it really expensive to keep the balance
5. severroom is SWEEEET and the new marinestart shippind aswell!!!
6. best build so far and now it seems for me like a fullprice title damn i got BF3 catching dust while im playing ns2!
Hud changes seem excellent from the video, getting information across effectively is one of the best things you can do to make the game solid and fun for everyone. I also like the sound of cheaper marine stuff, more upgrades = more fun. Same is sort of true for aliens not needing hives for lifeforms any more, should hopefully help with the whole hive 2 focus giving marines more stuff eariler and aliens less need for the second hive.
Will give the patch a go tomorrow but like the sound of the changes a lot.
I like the changes, and its much smoother fps wise then build 200.
~opinions~
Sometimes the marine hud becomes overloaded with stuff like in the base with buildings close together and maybe some are researching, and also hurt so they have a weld icon too
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1916747:date=Mar 23 2012, 05:43 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Mar 23 2012, 05:43 PM) <a href="index.php?act=findpost&pid=1916747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... Would be possible do a Power Node's health cyrcle rotate against it's base ? (usualy wall)
attached image will do a preview: <a href="http://2i.cz/ca131c36e5" target="_blank"> <img src="http://2i.cz/2i/t/ca131c36e5.jpg" border="0" class="linked-image" /> </a><!--QuoteEnd--></div><!--QuoteEEnd-->
-Performance is noticeably better. -Balance is better over the course of the game. Longer games. -GUI changes are very good looking, if sometimes maybe a little overcrowded on the marine side. -Tram is a truly fun and excellent looking map now. Love the new server room. -There's more but I forgot. :D
Comments
It doesn't prevent it entirely, but the drifter does need some cajoling to get there. my drifter was endlessly circling the tech square until I forced him to move onto it and build hive!
Is it just me, or are the marines just getting less and less powerfull with each update. Full armor upgrades, 2 fade slashes and im gone...might need some tweaking :-)<!--QuoteEnd--></div><!--QuoteEEnd-->
With Full Armor you could survive 3 Fade 1. Atack hits, now you can resist 4 slashes.
Upgrade costs have been msavievly reduced, so marines are stronger now.
- New hud looks nice but is way overcrowded, it made me sea sick at first, so much stuff popping left and right.
- Fade air control (redirect velocity in view direction) is a bit too strong.
- Love to have the fast pistol fire rate back.
- Nice patch video :)
There are better ways to prevent that. Adding an artificial delay seems like working around the real problem.
Some suggestions:
- The commander can drop meds and left click selection is disabled as long as the med button is being held down. Each left click drops a med pack. Once the button is released, left click selection works normal again.
- You could make it so that pressing the med button once enters 'med mode', e.g. each left click drops a med pack without having to press the med pack button every single time. Use right click to return to the normal mode. Or switch to ammo mode by pressing the ammo button etc.
- <b>Make it possible to bind all 'global' commander abilities to hotkeys.</b> Meaning I could bind meds to Q and ammo to E, so every time I hit the Q button, I drop a med pack at the cursor location. (In my opinion this should be possible anyway! I've always felt that hiding the essential commander abilities in a submenu is suboptimal.)
You can also combine the last idea with the first or second one.
I (and a couple of others) got a weird bug that made marines invisible. restarting seemed to fix it.
love the hud, but wish I could set the opacity in the options.
Edit: Apparently, Invisible Marines are just tiny marines.
Minimap is still too big and while the artistic hud lines look nice, they arn't exactly functional and take up unnecessary screen space around the important peripheral vision, especially on the top right. Not to mention the incongruity between the big minimap and the small minimap in terms of the icons.
Yes, some people do use the hud minimap extensively. Some people however do not and for these people it is a huge waste of screen space. The previous hud minimap was a nice compromise because it was small and compact.
The balance changes are great though. Only thing missing is *cough*gorge bilebomb*cough* :p, but they look good nonetheless! Great stuff with the quick patches UWE
Invisible marines.
See you in 202.
Yeh I get that but why is literally one key bind hard coded in yet you can change/bind to everything else? Makes no sense, cause surely its means they've had to add something in to make it that way? And what reason is the for not just letting you change the MWheel bind the first place?
<!--QuoteBegin-Scardybob+--><div class='quotetop'>QUOTE (Scardybob)</div><div class='quotemain'><!--QuoteEBegin-->Its not, but you can't play it like you have blink (i.e. you can't shadow-step into a group of 3+ marines and expect to make it out alive).<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeh was thinking shadowstep came under the banner of blink too, its cool this way
I bought 2 black armor series but I cant play since build 190.
Also I stop mapping because of this so I cant test my map also
Pfff :(
This was confusing. We've changed it so friendlies only blink when under attack, they don't change color to red.
<!--quoteo(post=1916793:date=Mar 23 2012, 11:42 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE (noncomposmentis @ Mar 23 2012, 11:42 PM) <a href="index.php?act=findpost&pid=1916793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There may be a moderately serious bug with drifter pathing in the new Server Room tech point on tram that prevents them from building the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup, we are aware of the drifter issues around that area, and are looking into fixes.
--Cory
I bought 2 black armor series but I cant play since build 190.
Also I stop mapping because of this so I cant test my map also
Pfff :(<!--QuoteEnd--></div><!--QuoteEEnd-->
Yimmasabi, can you email Max (max@unknwownworlds.com) about this issue? With as much relevant system information as possible, and any solutions you may have already tried out, such as uninstalling and reinstalling, etc.
Thanks.
--Cory
when playing alien the marines are invisible.. but not allways!
other than that an awesome update.
was commanding in mineshaft.
and when i clicked update arc i could not create more turrets
Actually I'm not sure if it's just me or if there is an issue that you sometimes still can't jump or even move as skulk. Sometimes you press spacebar and nothing happens or you can only jump straight up even when you press some movement keys. However sometimes I can't even move straight forward, like I'm stuck on the map, but the fan part is I'm right standing in the middle of a room ?
Beside those minor issues Build 201 is IMO the best build so far. It feels like you made a new game :) Everything's so smooth and fancy looking - good job guys! Keep up the awesome work!
Really like the changes and apprietiate animation of cysts!
Only one think doesn't fit there .. about health cyrcle of power nodes.
As all buildings are standing on the ground, they got health cyrcle oriented top-bottom.
Would be possible do a Power Node's health cyrcle rotate against it's base ? (usualy wall)
attached image will do a preview:
<a href="http://2i.cz/ca131c36e5" target="_blank"> <img src="http://2i.cz/2i/t/ca131c36e5.jpg" border="0" class="linked-image" /> </a><!--QuoteEnd--></div><!--QuoteEEnd-->
Also can you please show PowerNode circle only when it's damaged?
Because there already exists "I'm alive" effect of expanding/collapsing globe..
It's only one line of lua code modified (tested locally):
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->File "PowerPoint_Client.lua"
...
function PowerPoint:GetShowHealthCircle(player)
return (self.powerState ~= PowerPoint.kPowerState.unsocketed) and (self:GetHealthScalar() < 1)
end<!--c2--></div><!--ec2-->
and again .. great changes!
I see, thanks. I've also come across another one where when you kill the arc; it still stays after it's dead and proceeds to fire 1 more shot before disappearing. o.O
2 hives onos = ok...yer takin the piss now arent you...
I didnt play marines much before all the patches...but I just feel sorry for them. Its back to playing like you have god mode on. There is no way in HELL a marine team will win this. lol
Love your work, just not this patch hehe. But its Beta, so we will live with it for now.
2 hives onos = ok...yer takin the piss now arent you...<!--QuoteEnd--></div><!--QuoteEEnd-->
Marines just got a BUNCH of buffs in terms of far cheaper upgrade costs. 1 hive fades also aren't all that powerful without blink.
2 hive onoses seem to be a bit of a problem without miniguns, but then if you do manage to take one down it's 75 res.
Yup, we are aware of the drifter issues around that area, and are looking into fixes.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
1. Ladies this is customer support!!!
2. marines are in a good balance now ive played 4 hours now and i have to say that marines won about 60% finally!!!!
3. skulk seems in endgame a bit poor genocide would be awesome ^^ (or what was the name in ns1)??
4. if exo and minigun kicks in i guess you need to make it really expensive to keep the balance
5. severroom is SWEEEET and the new marinestart shippind aswell!!!
6. best build so far and now it seems for me like a fullprice title damn i got BF3 catching dust while im playing ns2!
I bought 2 black armor series but I cant play since build 190.
Also I stop mapping because of this so I cant test my map also
Pfff :(<!--QuoteEnd--></div><!--QuoteEEnd-->
I PMed you but just in case it helps others:
Try running DXSetup.exe in your redist directory (mine is: "C:\Program Files (x86)\Steam\steamapps\common\natural selection 2\redist\DirectX").
Then try running NS2 again.
Will give the patch a go tomorrow but like the sound of the changes a lot.
a full page of
missing jetpack texture. then it crashed
~opinions~
Sometimes the marine hud becomes overloaded with stuff
like in the base with buildings close together and maybe some are researching, and also hurt so they have a weld icon too
researching text could be a bit smaller as well
but pretty great build overall
Would be possible do a Power Node's health cyrcle rotate against it's base ? (usualy wall)
attached image will do a preview:
<a href="http://2i.cz/ca131c36e5" target="_blank"> <img src="http://2i.cz/2i/t/ca131c36e5.jpg" border="0" class="linked-image" /> </a><!--QuoteEnd--></div><!--QuoteEEnd-->
good idea, i made that change for next build
I kinda liked the slower game, this seems a little too rushed.
-Performance is noticeably better.
-Balance is better over the course of the game. Longer games.
-GUI changes are very good looking, if sometimes maybe a little overcrowded on the marine side.
-Tram is a truly fun and excellent looking map now. Love the new server room.
-There's more but I forgot. :D