Natural Selection 2 News Update - Build 204 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
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But yeah, good job on rolling out a patch so quickly! A bit hitchy this time around, but it's getting there :)
So... just new death effects? Anything get in that wasn't listed in regards to hit reg? I heard schimmel(I think it was schimmel) had gotten something exciting done with regards to that!
Other than that and the attack sounds on structures being improved, the big gameplay problems remain.
Long long stalemates only end when an arc train is long enough to survive the journey to the alien base.
It's either a slow death for marines as they turtle with sentries and arcs, or an infuriating loss for aliens who can't kill the fragile looking arcs quick enough.
+ Please please please implement a 3 arc limit.
+ Let the welder instantly remove bile bomb's damage over time effect.
+ Make stomp disable structures only - not marines. It feels so cheap no matter which side you're on.
+ Make the commander's chat text different from all other players, so it stands out.
+ Cloaked aliens shouldn't be 100% invisible it gives them free kills.
So... just new death effects? Anything get in that wasn't listed in regards to hit reg? I heard schimmel(I think it was schimmel) had gotten something exciting done with regards to that!<!--QuoteEnd--></div><!--QuoteEEnd-->
yes there has been much more done, but it is not tested enough and not included. 204 is the build used at pax
Other than that and the attack sounds on structures being improved, the big gameplay problems remain.
Long long stalemates only end when an arc train is long enough to survive the journey to the alien base.
It's either a slow death for marines as they turtle with sentries and arcs, or an infuriating loss for aliens who can't kill the fragile looking arcs quick enough.
Please please please implement a 3 arc limit.<!--QuoteEnd--></div><!--QuoteEEnd-->
You for real? 3 arc limit....... wtf would be the point on building arcs then?
Nevermind, keep the arc trains everyone loves them.
As players get better, they'll learn how to finish games. You don't need hard caps because players don't have the skill to finish the game currently.
lol.
Yes we're spending a lot of time on optimizations again. They fill the majority of Max and Dushan's workload every day for the next month or two.
This. Any time there is a stale mate scenario with aliens at the gates, the entire alien team usually consists of only one to three people actually doing anything. Had one game where me and Holy Gorge both had 60+ kills, another guy had 20, and the rest literally all had less than 4 on a 10 person team.
You don't stop an alien team consisting of half onos and half lerk.
Also, as onos, its sometimes more beneficial to just kill everyone in the room instead of wasting your time trying to snipe a building. If its super late game and res if floating hard core, killing an easily replaceable building will have little effect.
Good to hear. Congratulations on the material system and the new GUI, it adds a lot! When the performance is sorted out, NS2 will be a killer game and can easily be classified AAA! Go UWE!
I'm currently doing the CS:GO thing, and have been playing TF2 regularly, with all the bloat the latter now includes...and I'll be ufortunate to dip below 30FPS on those games, whereas NS2 still resides around the 16-20FPS mark. It's definitely better than it has been, but until it gets to that 30fps mark there's just a little bit too much uncertainty. This is no doubt sucking eggs time, but I'm involved so might as well add my comments ;) It's good to see that they are at least moving in the right direction.
Also, lag from keyboard inputs. Playing as a skulk feels very clunky. I remember the NS1 skulk was smooth to play, you knew where you were going with every movement. Right now I just don't feel in control, which isn't too fun as a skulk. It also seems pretty disorientating compared to NS1 to try and attack as a skulk. This may be a combination of the lag from keyboard inputs and the FPS issue, of course, but I get the feeling something as little as how long the mouth is closed during an attack might be a factor. Again, might be FPS related.
Liking the new death "animations" and the sounds for everything sound a whole load better than the NS1 versions...though on that note I did have a period of play where I couldn't really hear much of anything that was happening, which was odd. It seemed to come back after a while, will have to see if I recreate that in the future.
Path blocking onoses with buildings is pretty sucky.
I'm currently doing the CS:GO thing, and have been playing TF2 regularly, with all the bloat the latter now includes...and I'll be ufortunate to dip below 30FPS on those games, whereas NS2 still resides around the 16-20FPS mark. It's definitely better than it has been, but until it gets to that 30fps mark there's just a little bit too much uncertainty. This is no doubt sucking eggs time, but I'm involved so might as well add my comments ;) It's good to see that they are at least moving in the right direction.
Also, lag from keyboard inputs. Playing as a skulk feels very clunky. I remember the NS1 skulk was smooth to play, you knew where you were going with every movement. Right now I just don't feel in control, which isn't too fun as a skulk. It also seems pretty disorientating compared to NS1 to try and attack as a skulk. This may be a combination of the lag from keyboard inputs and the FPS issue, of course, but I get the feeling something as little as how long the mouth is closed during an attack might be a factor. Again, might be FPS related.
Liking the new death "animations" and the sounds for everything sound a whole load better than the NS1 versions...though on that note I did have a period of play where I couldn't really hear much of anything that was happening, which was odd. It seemed to come back after a while, will have to see if I recreate that in the future.
Path blocking onoses with buildings is pretty sucky.<!--QuoteEnd--></div><!--QuoteEEnd-->
skulk movement is fairly precise and crisp once you get above 30 fps.
Excellent news, sir. Go Max and Dushan! We have faith in you. :)
Wow, you are a condescending, insulting, immature person, aren't you?
:`)
This is what I suspected, fingers crossed for reaching this potential come release day!
+1
rudely said maybe, but direct and to the point.
I haven't see much performance improvement at all in the most recent builds. And this being summer release, its needed badly. what we have 6 months left?
+1
Still I cant play ! Can u please report to log file more detailed. So we can see where it begins and what causes to this.
On the editor side, some polygons in my maps were gone, there are lines but no faces and textures. Mostly these are my special textures.
OMG My textures were gone, all is in "materials/yyoru" directory but it doesnt shows.
When you go Top and back to Perspective mode, it shows nothing. I can sellect all but it shows only XYZ Arrows.
I changed far play slider to max and min but no change !
Editor performance is really great. This time it works faster and faster. Very nice tweaking.
rudely said maybe, but direct and to the point.
I haven't see much performance improvement at all in the most recent builds. And this being summer release, its needed badly. what we have 6 months left?<!--QuoteEnd--></div><!--QuoteEEnd-->
you're i<i>n a thread where flayra mentioned the people who are working hard on it</i>, whose job is just to work on it
other people on the team work on other stuff
it's a hard thing to do. they can't just flip a switch and give you higher FPS.
WHYYYYYYYYYYYYYYYYYYYYYYYY are there so many armchair developers?
other people on the team work on other stuff
it's a hard thing to do. they can't just flip a switch and give you higher FPS.
WHYYYYYYYYYYYYYYYYYYYYYYYY are there so many armchair developers?<!--QuoteEnd--></div><!--QuoteEEnd-->
Arm-less chairs make you more prone to RSI.
not a fan of the marine death animation. marines don't feel like humans now that they evaporate.