Combat Mode Relaunch

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Comments

  • roxrox Join Date: 2013-06-12 Member: 185536Members
    So literally every combat server I have played on since reinforced was released are having issues with rubber banding and red plugs.. I tried hosting a combat server on a rig from home today and got the same issues, and I'm pretty certain that the lags/red plugs happens when someone joins the server. It doesn't happen when they start loading in, but the moment they appear on the scoreboard. It doesn't happen every time someone joins, but fairly often.

    What makes me so certain that it's what causing it is because when the server actually fills (18 slots), there are no issues with rubberbanding/redplugs/stutter what so ever. One round it filled up early, everyone stayed on and we played ~30 minutes without any issues, then when the next round started (on the same map) and people started leaving and others joining, the lags came back instantly.

    Is this directly related to combat mod and something that can be fixed, or is it completely on UWE's side? I am aware there are issues with servers since reinforced was released (red plugs issue that UWE have acknowledged and are apparently working on), but the reason I'm wondering is because literally ALL combat servers seem to be affected by this, but there are plenty of normal public servers that aren't having issues. My logical assumption was at first that combat causes heavier load on the server, but that doesn't make sense since the lags aren't happening when the server is full.
  • lifesfunlifesfun Join Date: 2011-02-24 Member: 83302Members, Reinforced - Shadow
    edited September 2013
    Found the error for this in my servers log. @rox this is the code output that happens in a split second on team join. You where right!
    Kage connected.
    Error: lua/combat_PlayingTeam.lua:200: attempt to index local 'player' (a number value)
    [Server] Script Error #30: lua/combat_PlayingTeam.lua:200: attempt to index local 'player' (a number value)
        Call stack:
        #1: Update lua/combat_PlayingTeam.lua:200
            self =  {ClassHooker_Hooks= {1= {1=function, 2= {ClassHooker_Hooks= {1= {1=function, 2= {ClassHooker_Hooks= {1=..., 2=..., 3=..., 4=..., 5=..., 6=... }, GetHasTeamLost_Hook=function, GetHasTeamWon_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetSpawnTimer=function, RespawnPlayer_Hook=function, SpawnInitialStructures_Hook=function, SpawnPlayer=function, UpdateTechTree_Hook=function, Update_Hook=function }, 3= {Class="PlayingTeam", Dispatcher=function, Name="SpawnInitialStructures", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } }, 2= {1=function, 2= {ClassHooker_Hooks= {1=..., 2=..., 3=..., 4=..., 5=..., 6=... }, GetHasTeamLost_Hook=function, GetHasTeamWon_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetSpawnTimer=function, RespawnPlayer_Hook=function, SpawnInitialStructures_Hook=function, SpawnPlayer=function, UpdateTechTree_Hook=function, Update_Hook=function }, 3= {Class="PlayingTeam", Dispatcher=function, Name="GetHasTeamWon", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } }, 3= {1=function, 2= {ClassHooker_Hooks= {1=..., 2=..., 3=..., 4=..., 5=..., 6=... }, GetHasTeamLost_Hook=function, GetHasTeamWon_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetS..., GetHasTeamLost_Hook=function, GetHasTeamWon_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetSpawnTimer=function, RespawnPlayer_Hook=function, SpawnInitialStructures_Hook=function, SpawnPlayer=function, UpdateTechTree_Hook=function, Update_Hook=function }
            self = MarineTeam { }
            timePassed = 0.033677775412798
            players =  {1=MarineSpectator-524 {activeWeaponId=-1, alive=false, animateAngles=true, animateDistance=true, animatePosition=true, animateYOffset=true, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, baseYaw=0, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0, cameraDistance=0, clientIndex=5, collisionRep=0, communicationStatus=1, countingDown=false, currentBadge=1, currentOrderId=-1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, flinchIntensity=0, followMoveEnabled=false, followedTargetId=-1, followingTransition=true, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityTrigger=0, health=100, healthIgnored=false, imposedTargetId=-1, isMoveBlocked=false, isUsing=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=4, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveButtonPressed=false, moveTransition=false, overheadMoveEnabled=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, reinforcedTierNum=0, resetMouse=0, resources=1, runningBodyYaw=0, secondaryAttackLastFrame=false, selectedId=125, slowAmount=0, specMode=3, standingBodyYaw=3.0544900894165, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, stepAmount=0, stepStartTime=0, syncHealth=false, teamNumber=1, teamResources=60, techId=1, timeLastHealed=0, timeLastMenu=0, timeOfLastPhase=0, timeOfLastUse=0, timeOfLastWeaponSwitch=0, timeUntilResourceBlock=0, transitionDuration=0.30000001192093, transition..., 2=MarineSpectator-1910 {activeWeaponId=-1, alive=false, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, baseYaw=0, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0, cameraDistance=0, clientIndex=10, collisionRep=0, communicationStatus=1, countingDown=false, currentBadge=1, currentOrderId=-1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, flinchIntensity=0, followMoveEnabled=false, followedTargetId=-1, followingTransition=false, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityTrigger=0, health=100, healthIgnored=false, imposedTargetId=-1, isMoveBlocked=false, isUsing=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=2, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveButtonPressed=false, moveTransition=false, overheadMoveEnabled=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, reinforcedTierNum=0, resetMouse=0, resources=0, runningBodyYaw=0, secondaryAttackLastFrame=false, selectedId=-1, slowAmount=0, specMode=4, standingBodyYaw=1.7553802728653, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, stepAmount=0, stepStartTime=0, syncHealth=false, teamNumber=1, teamResources=60, techId=1, timeLastHealed=0, timeLastMenu=0, timeOfLastPhase=0, timeOfLastUse=0, timeOfLastWeaponSwitch=0, timeUntilResourceBlock=0, transitionDuration=0, transitionStart=0, ..., 3=MarineSpectator-3175 {activeWeaponId=-1, alive=false, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, baseYaw=0, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0, cameraDistance=0, clientIndex=7, collisionRep=0, communicationStatus=1, countingDown=false, currentBadge=1, currentOrderId=-1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, flinchIntensity=0, followMoveEnabled=false, followedTargetId=-1, followingTransition=false, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityTrigger=0, health=100, healthIgnored=false, imposedTargetId=-1, isMoveBlocked=false, isUsing=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=4, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveButtonPressed=false, moveTransition=false, overheadMoveEnabled=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, reinforcedTierNum=0, resetMouse=0, resources=0, runningBodyYaw=0, secondaryAttackLastFrame=false, selectedId=-1, slowAmount=0, specMode=4, standingBodyYaw=0.071235321462154, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, stepAmount=0, stepStartTime=0, syncHealth=false, teamNumber=1, teamResources=60, techId=1, timeLastHealed=0, timeLastMenu=0, timeOfLastPhase=0, timeOfLastUse=0, timeOfLastWeaponSwitch=0, timeUntilResourceBlock=0, transitionDuration=0, transitionStart=0,... }
            respawnTimer = 12
            timeToSpawn = true
            lastPlayer = MarineSpectator-524 {activeWeaponId=-1, alive=false, animateAngles=true, animateDistance=true, animatePosition=true, animateYOffset=true, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, baseYaw=0, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0, cameraDistance=0, clientIndex=5, collisionRep=0, communicationStatus=1, countingDown=false, currentBadge=1, currentOrderId=-1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, flinchIntensity=0, followMoveEnabled=false, followedTargetId=-1, followingTransition=true, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityTrigger=0, health=100, healthIgnored=false, imposedTargetId=-1, isMoveBlocked=false, isUsing=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=4, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveButtonPressed=false, moveTransition=false, overheadMoveEnabled=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, reinforcedTierNum=0, resetMouse=0, resources=1, runningBodyYaw=0, secondaryAttackLastFrame=false, selectedId=125, slowAmount=0, specMode=3, standingBodyYaw=3.0544900894165, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, stepAmount=0, stepStartTime=0, syncHealth=false, teamNumber=1, teamResources=60, techId=1, timeLastHealed=0, timeLastMenu=0, timeOfLastPhase=0, timeOfLastUse=0, timeOfLastWeaponSwitch=0, timeUntilResourceBlock=0, transitionDuration=0.30000001192093, transitionStart=1096.3168945313, tweeningFunction=1, upgrade10=1, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, upgrade7=1, upgrade8=1, upgrade9=1, velocity=cdata, velocityLength=0, velocityPitch=0, velocityYaw=0, viewModelId=2518, viewPitch=0.13269136846066, viewRoll=0, viewYaw=4.6742067337036, weaponsWeight=0 }
            thisPlayer = nil
            (for generator) = function
            (for state) =  {1=1910, 2=3175 }
            (for control) = 1
            i = 1
            player = 1910
        #2: Update lua/combat_MarineTeam.lua:63
            self =  {ClassHooker_Hooks= {1= {1=function, 2= {ClassHooker_Hooks= {1= {1=function, 2= {ClassHooker_Hooks= {1=..., 2=... }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, SpawnInitialStructures_Hook=function, Update_Hook=function }, 3= {Class="MarineTeam", Dispatcher=function, Name="SpawnInitialStructures", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } }, 2= {1=function, 2= {ClassHooker_Hooks= {1=..., 2=... }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, SpawnInitialStructures_Hook=function, Update_Hook=function }, 3= {Class="MarineTeam", Dispatcher=function, Name="Update", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } } }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, SpawnInitialStructures_Hook=function, Update_Hook=function }, 3= {Class="MarineTeam", Dispatcher=function, Name="SpawnInitialStructures", Orignal= {1=function, 2= {ClassHooker_Hooks= {1= {1=..., 2=..., 3=... }, 2= {1=..., 2=..., 3=... } }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, SpawnIni..., HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, SpawnInitialStructures_Hook=function, Update_Hook=function }
            self = MarineTeam { }
            timePassed = 0.033677775412798
        #3: Orignal lua/NS2Gamerules.lua:1010
            self = NS2Gamerules-3884 { }
            timePassed = 0.033677775412798
        #4: lua/DispatchBuilder.lua:134
    
  • NS-SoldierNS-Soldier Join Date: 2013-01-16 Member: 179856Members
    edited September 2013
    rox wrote: »
    I'm pretty certain that the lags/red plugs happens when someone joins the server. It doesn't happen when they start loading in, but the moment they appear on the scoreboard. It doesn't happen every time someone joins, but fairly often.

    i noticed this as well.

    so is tier 3 fixed now or what? what about lowering the flamethrower damage/ammo?
  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    edited September 2013
    no tier 3 yet ns-soldier, waiting on a patch =\

    does anyone know where to get the win/loss stats?
  • GorgenapperGorgenapper Join Date: 2012-09-05 Member: 157916Members, Reinforced - Shadow
    No bilebomb = nearly 90% loss rate for aliens when it's overtime, unless you have a couple of onoses, umbra lerks and hit the cc at the last moment.
  • wb_spankwb_spank Join Date: 2013-07-11 Member: 186056Members, Reinforced - Supporter
    There is a bug, i am not sure how to repro it, but i was just in a game where there was 4 dual mini exos

    Please fix tier 2 abilities for aliens.
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Members, Squad Five Blue
    I'm working on the return of another classic co_kestrel ... So there will be another map for nostalgia ... I'm at 30% when I have defined, I share.
  • lifesfunlifesfun Join Date: 2011-02-24 Member: 83302Members, Reinforced - Shadow
    Awesome keep it up! Cant wait!
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Its fixed but only Greeds can upload it, today or tomorrow.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Hurray workshop we like you so much,
    Combat is now officially screwed ...
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    JimWest wrote: »
    Hurray workshop we like you so much,
    Combat is now officially screwed ...

    I know that feeling so many errors :(

  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    edited September 2013
    workshop sucks=\ it'd rather download the maps from servers etc glad to see there is an update though!!!

    edit: JimWest did you say the exo bug was fixed? i too was at a game against 4 exos!
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Okay... I finally got past the workshop errors that were stopping me publishing last night. It'd be really nice if there was a way other people could publish!

    This morning, a new version of Combat (5.1) has been published, fixing some of the bugs that showed up with b256 and also addressing some balance issues. Server ops please restart your servers!
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    @Snipo exo bug is now fixed
    And marines got now grenades!
  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    edited October 2013
    grenades are awesome! thanks!
    so no more devour? it was the only reason to onos!

    and also i assume every combat server is rubberbanding.. because every single one i go to does still, any word on that? i noticed it when the server is full too!
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Currently Tweaking the NetworkMessages to get a better performance and maybe get less lags.
    Any known bugs in this version?
  • CuelCuel Join Date: 2013-01-22 Member: 181295Members, Reinforced - Shadow
    I joined late, was level 9 but only 1 point. Refund gave me them back.S
  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    the rubberband/lag is the major bug right now
    I created a local server and after a 10 minutes it lagged/rubberbanded
    "Compiling 'shaders/GUIBasic.surface_shader' error 3x
  • NS-SoldierNS-Soldier Join Date: 2013-01-16 Member: 179856Members
    bugs

    - shotgun sometimes reload 1 ammo and stops, instead of keep reloading
    - female emp doesn't work

    not a bug but flamethrower is overpowered.
  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    marines are overpowered period. onos cant do much against JP's in places with high ceilings, devour was annoying but it stopped jp's. i wish more people actually posted in here, instead of just talking about it on servers.

    all the "good" players stack marines...easier to win.
  • wb_spankwb_spank Join Date: 2013-07-11 Member: 186056Members, Reinforced - Supporter
    What is the win/loss ratio? With devour out, I am afraid it is now unbalanced.
  • RedSwordRedSword Join Date: 2006-12-07 Member: 58947Members, Reinforced - Shadow, WC 2013 - Supporter
    Snipo wrote: »
    marines are overpowered period. onos cant do much against JP's in places with high ceilings, devour was annoying but it stopped jp's. i wish more people actually posted in here, instead of just talking about it on servers.

    all the "good" players stack marines...easier to win.

    I suggest you put it back, but closer to NS1 when it was harder to devour someone. (I did not devour anyone, but I didn't see any Onos miss me with their devour attack, which always happened in NS1).
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    JimWest has been working on some performance enhancements so we're proud to announce a new version of Combat. Hopefully the rubber banding issues should be resolved for most of you now... Servers ops please update your servers, stay tuned for more updates!
  • SanCoSanCo Join Date: 2012-08-18 Member: 155744Members
    edited October 2013
    Jetpack put your armor back at 30, intended or not?
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    Hey combat players, I have great news!

    co_portals is now playable!

    Check out the thread here for some screenshots of the awesome work that was submitted. Be aware there might be some minor changes at this point (mostly to Crystal Caves). If you have any issues post in the thread!

    Most of all - remember to have fun!
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Now even playable with a ping of 150 without lags / red plugs!
  • kk20kk20 Join Date: 2012-10-30 Member: 164592Members
    jp, flamer, win. pretty much every game.
  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    i hope the next ns2 build fixes performance issues, otherwise combat servers will have to stay at 12 users max! server is lagging bad at 13 right now, used to run 22 users fine before :( does anyone else miss 249? :)
  • DrathekDrathek Washington Join Date: 2007-01-06 Member: 59450Members, Reinforced - Shadow, WC 2013 - Supporter
    Still looking/waiting for the 5.1 patch notes >.>
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    edited October 2013
    Something like:

    - Fixed serveral Bugs
    - Fixed exo can eject abuse
    - Made fade stronger again (was under ns2 values)
    - Changed Onos tier abilities to normal ns2 ones
    - Added grenades for marines
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