<!--quoteo(post=1984835:date=Sep 29 2012, 05:14 PM:name=comp_)--><div class='quotetop'>QUOTE (comp_ @ Sep 29 2012, 05:14 PM) <a href="index.php?act=findpost&pid=1984835"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope they return to how the fade was in 220. Another thing, I still don't know much about competitive ns2 (maybe in an organized play it's more counterable), but at least in pubs exos are destroying everything lol. I understand it's expensive and it's supposed to be really strong, but it feels a bit over the top... I was playing a pub where both teams were more or less equally (we had 3 hives, they had 2 CCs I think), but once they got exos, I felt completely powerless. Couldn't kill them obviously, nor the welders because the exos just turn around and killed me in 1 or 2 seconds, tried to force a beacon or something attacking marine bases but both had exos standing on highground, just camping there (protecting). And now that I have less mobility with the fade's blink change... I imagine it will be worse.<!--QuoteEnd--></div><!--QuoteEEnd-->
Meh, for the amount it takes to research and purchase a exosuit you can give a squad of marines any gun they want and jetpacks. I guess it's just that exos are easier to use and don't require much co-ordination is why they are pretty good in large public games. Even then I feel like even with a ton of guys covering you, you can get destroyed easily by any of lerk's abilities, bilebombs and large gorge barricades. Tier 3 onos will just stomp all your marines down and run right over you. Without teammates you are pretty much dead. Maybe if they had a charging ability like the onos does they would be more useful.
<!--quoteo(post=1984856:date=Sep 29 2012, 04:59 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Sep 29 2012, 04:59 PM) <a href="index.php?act=findpost&pid=1984856"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Tier 3 onos will just stomp all your marines down and run right over you. Without teammates you are pretty much dead. Maybe if they had a charging ability like the onos does they would be more useful.<!--QuoteEnd--></div><!--QuoteEEnd-->
If onos gets close enough to stomp your marines, you're either: 1) just around a corner so the onos could get close or 2) not doing it right. Exo's (specifically dual gun exos, but single do well enough) should decimate an onos coming at you (not how I think the balance should be, but that is how it is in almost all the builds since exo release).
<!--quoteo(post=1984804:date=Sep 29 2012, 12:18 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Sep 29 2012, 12:18 PM) <a href="index.php?act=findpost&pid=1984804"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> : <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The lerk changes are another step in the right direction (will need to play it more to give more feedback than that) <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> T-Res drops being equivalent to their P-Res counterparts, this was extremely needed! Thank you <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The new marine spawning animations look awesome <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The onos changes, he feels pretty formidable now instead of worrying about your lack of mobility all the time <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Removal of the Rifle Butt stun, hallelujah. <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Steam Workshop and Consistency checks ! <!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Docking changes
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->: <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->The new fade blink :( It's back to being verrry slow and "floaty" again and I find that I seldom use it now. Also shadow step still feels buggy, sometimes you can't use it while jumping. I feel if Shadow Step is to be forced into being the primary movement mechanic for fades then this bug/feature should be fixed/removed :/ <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->The game <i>desperately</i> needs more keybind options in the default menu (things like menumod are unusable atm due to consistency checks). The current keybind options feel very primitive. (where have all the taunts gone :( ) <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->Skulk Walljump still feels... well non-existant. The momentum you do get is very very easy to gain. The lack of the feedback sounds while jumping off walls makes it feel as if the feature was just removed. For a skill-based movement that's meant to help skulks counter marine aiming skill, it's really not there. at all. :/
Over all a nice patch. The biggest letdown for me right now is alien movement (fade and skulk in specific).<!--QuoteEnd--></div><!--QuoteEEnd-->
... Can we elect you voice of the community? Agree with everything, as usual.
FYI if you are erroring when joining, please visit the workshop page under steam community. Click the button that says SUBSCRIBED so you can filter the list. There were 3 mods/maps removed for whatever reason and they were causing some players to not load at all.... Hope that helps
Did hive vision change this build? Didn't see anything in the patch notes, but it seems like marines disappear much quicker (at a shorter range) than before. Could just be me though, but I find it hard to keep track of a parasited marine when they are only 1 room/hallway away when I could easily do that before.
<!--quoteo(post=1984813:date=Sep 30 2012, 06:44 AM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Sep 30 2012, 06:44 AM) <a href="index.php?act=findpost&pid=1984813"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The new fade blink is much better now, it simply does not give you momentum so you have to build it up yourself and then blink with the momentum. Aka press shadowstep and then blink.<!--QuoteEnd--></div><!--QuoteEEnd-->
Have you actually used the blink yet or are you just going off patch notes.
Shadow step takes you to 30 speed, blinking straight away cuts you down to 16-17. What your saying above is simply not possible.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo(post=1984899:date=Sep 29 2012, 07:45 PM:name=WasabiOne)--><div class='quotetop'>QUOTE (WasabiOne @ Sep 29 2012, 07:45 PM) <a href="index.php?act=findpost&pid=1984899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FYI if you are erroring when joining, please visit the workshop page under steam community. Click the button that says SUBSCRIBED so you can filter the list. There were 3 mods/maps removed for whatever reason and they were causing some players to not load at all.... Hope that helps<!--QuoteEnd--></div><!--QuoteEEnd-->
If I try using mods like Koyuro's nostalgia + se packs and attempt to join normal a server, my game freezes when it says downloading mods.
Plus if I try joining a combat mod server I always freeze upon trying to connect at the downloading mods part. Subscribed and activated or not.
Then I unsubscribe and turn everything off, try to join a custom map server and it doesn't let me download it. Then I download it and activate it from the workshop and freeze at downloading mods as usual.
I think I have some sort of problem with the Steam Workshop.
This is a good skulk bite... the marine has the advantage from range, and the skulk has the advantage up close. The annoyingly narrow hit radius on the 220 skulk bite was frustrating as hell, it's a lot better now.
<!--quoteo(post=1984791:date=Sep 30 2012, 05:55 AM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Sep 30 2012, 05:55 AM) <a href="index.php?act=findpost&pid=1984791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yea they said that it's not something of "priority" even though anybody can do it themselves by adding in the option for mouse input in one line of code in 15 seconds.<!--QuoteEnd--></div><!--QuoteEEnd-->
why dont they just do it so people dont have to screw around downloading files if its only gonna take 15 secs...
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1984766:date=Sep 29 2012, 12:29 PM:name=nSidia)--><div class='quotetop'>QUOTE (nSidia @ Sep 29 2012, 12:29 PM) <a href="index.php?act=findpost&pid=1984766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->try: fixing the sound that you broken in 220. it cuts in and out like crazy and u release 221 and its still not fixed at all. wtf come on.<!--QuoteEnd--></div><!--QuoteEEnd--> Have you visited the troubleshooting forum and posted a DXDIAG log and detailed description of the issue? <!--quoteo(post=1984696:date=Sep 29 2012, 10:18 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Sep 29 2012, 10:18 AM) <a href="index.php?act=findpost&pid=1984696"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->More like, "hey i got a great idea - lets put taunt and request meds on the same binded key!". And while we're at it, lets disable ingame server browsing!
Auto team balance? nah, lets just prevent people from spawning (retarded change, and there is no nicer way of saying it).<!--QuoteEnd--></div><!--QuoteEEnd--> You taunt when you press the request meds key? (default Q i believe?) Idk how sarcastic you are being, but you can actually use the server browser while in a game already?
And I thought this was weird too until it was explained in detail why, from Brian so maybe that'd help others.. After it being compared to other commonly used systems it makes sense in some ways for Ns2. I at least haven't thought of a better system that didn't have downsides. (this one being the lesser evil in that you simply wait for another player to die or join the server or switch) I do, however, dislike the wording when auto team balance is enabled.. its not clear whats going on.
<!--quoteo(post=1984566:date=Sep 29 2012, 04:45 PM:name=Lapichon)--><div class='quotetop'>QUOTE (Lapichon @ Sep 29 2012, 04:45 PM) <a href="index.php?act=findpost&pid=1984566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could it be the HUD (comm, life, upgrades icons, etc...)?<!--QuoteEnd--></div><!--QuoteEEnd--> When spectating you are not calculating (CPU) as much thus the performance "increase".
<!--quoteo(post=1984998:date=Sep 30 2012, 04:52 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Sep 30 2012, 04:52 PM) <a href="index.php?act=findpost&pid=1984998"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you visited the troubleshooting forum and posted a DXDIAG log and detailed description of the issue?
You taunt when you press the request meds key? (default Q i believe?) Idk how sarcastic you are being, but you can actually use the server browser while in a game already?
And I thought this was weird too until it was explained in detail why, from Brian so maybe that'd help others.. After it being compared to other commonly used systems it makes sense in some ways for Ns2. I at least haven't thought of a better system that didn't have downsides. (this one being the lesser evil in that you simply wait for another player to die or join the server or switch) I do, however, dislike the wording when auto team balance is enabled.. its not clear whats going on.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah noticed server browser in latest patch allows checking for other servers...was a nice change back.
I agree with elodea about how team balance works though. I was stuck for over 4 min unable to spawn due to "team inbalance" (f4'ing marines). and as such we actually had the marine team asking why we where not finishing them off (because we had `6 of our team of 9 dead). Sorry but would rather auto team changes than this current incantation. It needs tweaking no doubt...and is rather crappy at the moment.
I like the idea just dont think its working as intended....it is pretty silly to not be able to finish a game because marines f4'd as they had lost....
<!--quoteo(post=1984998:date=Sep 30 2012, 03:52 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Sep 30 2012, 03:52 PM) <a href="index.php?act=findpost&pid=1984998"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You taunt when you press the request meds key? (default Q i believe?) Idk how sarcastic you are being, but you can actually use the server browser while in a game already?
And I thought this was weird too until it was explained in detail why, from Brian so maybe that'd help others.. After it being compared to other commonly used systems it makes sense in some ways for Ns2. I at least haven't thought of a better system that didn't have downsides. (this one being the lesser evil in that you simply wait for another player to die or join the server or switch) I do, however, dislike the wording when auto team balance is enabled.. its not clear whats going on.<!--QuoteEnd--></div><!--QuoteEEnd-->
Taunt <i>was</i> Q, but it has now been bound to request healing as either marine or alien with no other bind available for taunting.
The server browser was removed from in game for a build or two, you would have to disconnect to look at other servers.
Being forced into stasis until you join the team which lost twenty minutes ago and only has less players because they're leaving so the round can finish isn't fun.
<!--quoteo(post=1984998:date=Sep 30 2012, 03:52 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Sep 30 2012, 03:52 PM) <a href="index.php?act=findpost&pid=1984998"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You taunt when you press the request meds key? (default Q i believe?)<!--QuoteEnd--></div><!--QuoteEEnd--> ok well whatever the case, in the bindings menu taunt and request meds has been merged into one keybind slot for a while now.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Idk how sarcastic you are being, but you can actually use the server browser while in a game already?<!--QuoteEnd--></div><!--QuoteEEnd--> Yup, my mistake on this one. Must have missed it being implemented (you couldnt do this for a while).
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->And I thought this was weird too until it was explained in detail why, from Brian so maybe that'd help others.. After it being compared to other commonly used systems it makes sense in some ways for Ns2. I at least haven't thought of a better system that didn't have downsides. (this one being the lesser evil in that you simply wait for another player to die or join the server or switch) I do, however, dislike the wording when auto team balance is enabled.. its not clear whats going on.<!--QuoteEnd--></div><!--QuoteEEnd--> Its bad simply because you can end up with f4's locking people from spawning. Sure, those people can then just switch to the other team, but its absolutely retarded when people are f4ing due to a legit lost or messed up game.
Just to give an example, the last game i played ended up 12 v 2 (players on teams) due to aliens f4ing on a legit loss. What ended up happening was a 2 v 2 (spawned players) where marines couldn't end the game and you had 10 people waiting in queue. Game ends up being extended by another 10-15 minutes where the outcome is already known to all players, both marine and alien.
Tbh, auto team balance was never required in ns2. All that was needed was to prevent people joining stacked teams and to allow players to keep their pres when they rr/swap, which we now have. If UWE focused on social mechanisms, they'd also end up with a better community.
The auto-team balance shouldn't kick in when half the enemy team has F4ed. I.e it's a good mechanic for when there's 1 or 2 player slots more on one team, but above that it's almost ALWAYS just the opposite teaming giving up.
Can you please nerf the Sentries some more. They still LOOK too scary. Sometimes aliens don't dare looking at them and that's an unfair advantage for marines. Also remove the ability for sentries to shoot unless there are 6 battery packs near, then it should have 10 rounds. And it should only be able to shoot straight up at the ceiling. Randomly.
<!--quoteo(post=1985061:date=Sep 30 2012, 10:45 AM:name=zeep)--><div class='quotetop'>QUOTE (zeep @ Sep 30 2012, 10:45 AM) <a href="index.php?act=findpost&pid=1985061"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can you please nerf the Sentries some more. They still LOOK too scary. Sometimes aliens don't dare looking at them and that's an unfair advantage for marines. Also remove the ability for sentries to shoot unless there are 6 battery packs near, then it should have 10 rounds. And it should only be able to shoot straight up at the ceiling. Randomly.
Thanks!<!--QuoteEnd--></div><!--QuoteEEnd-->
Just make it so it shoots cows instead of bullets. That'll fix everything.
After reading this thread last night, I didn't even want to try this build, it being "so bad". Well, I'm glad I did anyway. I played for 3-4 hours, aliens winning plenty, and Fades being perfectly fine. I kept saying "fades seem ok" and all I got for responses was "yes" , "yes" , "yes" Makes me wonder if some of you guys posting replies here even play the game, or just read the changelog and comments. Btw, a lot of guys seem to know more about game design (and programming of course) than UWE . I suggest you put your money where your mouth is, and start a project called "better than NS2". Lest's see it, smart asses.
The stoneage keybinding menu has to go. I've been using mousewheel to jump since 1998 and I've been binding both alt and mouse1 to attack for just as long. I can't see any reason for the limit of 1 key per function and no mousewheel binding (I mean really? it's 2012). Personally it really annoys me.
At least up until the last patch I could fix these issues with menumod but if consistency checking means that is not a long term solution then I can't envision myself playing a lot of ns2
<!--quoteo(post=1985049:date=Sep 30 2012, 02:03 AM:name=Dictator93)--><div class='quotetop'>QUOTE (Dictator93 @ Sep 30 2012, 02:03 AM) <a href="index.php?act=findpost&pid=1985049"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone else getting the problem of invalid data when trying to load a map? I get it quite often even after reinstall<!--QuoteEnd--></div><!--QuoteEEnd-->
That is a server side issue. A lot of us have been trying to figure out the quirks of the system.
I think the all-in servers should be good now, though stats are currently not working.
All-In #1 : 24 player server, running votemap, afk kick, etc. All-In #2 : 18 players, CUSTOM MAPS!...vote map, afk kick, etc. All-In #3 : 18 player server, running vote map, afk kick, etc.
That might be only my problem but i think this build uses less "multithread" then the previous and that's why i have less fps
if i watch the taskmanager while playing it uses 50% of the cpu performance, which means only 2 cores. it used to be around 70% in 220, which was almost 3 cores at full
Second empiric test is that if i forget to increase the speed of my fans i get a bsod and reboot in short time. today i could play more than 1 hour with the fans at minimum speed. no crash :\ cpu is not heating as it could
Comments
I was playing a pub where both teams were more or less equally (we had 3 hives, they had 2 CCs I think), but once they got exos, I felt completely powerless. Couldn't kill them obviously, nor the welders because the exos just turn around and killed me in 1 or 2 seconds, tried to force a beacon or something attacking marine bases but both had exos standing on highground, just camping there (protecting).
And now that I have less mobility with the fade's blink change... I imagine it will be worse.<!--QuoteEnd--></div><!--QuoteEEnd-->
Meh, for the amount it takes to research and purchase a exosuit you can give a squad of marines any gun they want and jetpacks. I guess it's just that exos are easier to use and don't require much co-ordination is why they are pretty good in large public games. Even then I feel like even with a ton of guys covering you, you can get destroyed easily by any of lerk's abilities, bilebombs and large gorge barricades. Tier 3 onos will just stomp all your marines down and run right over you. Without teammates you are pretty much dead. Maybe if they had a charging ability like the onos does they would be more useful.
If onos gets close enough to stomp your marines, you're either: 1) just around a corner so the onos could get close or 2) not doing it right. Exo's (specifically dual gun exos, but single do well enough) should decimate an onos coming at you (not how I think the balance should be, but that is how it is in almost all the builds since exo release).
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The lerk changes are another step in the right direction (will need to play it more to give more feedback than that)
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> T-Res drops being equivalent to their P-Res counterparts, this was extremely needed! Thank you
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The new marine spawning animations look awesome
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> The onos changes, he feels pretty formidable now instead of worrying about your lack of mobility all the time
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Removal of the Rifle Butt stun, hallelujah.
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Steam Workshop and Consistency checks !
<!--coloro:#9ACD32--><span style="color:#9ACD32"><!--/coloro-->+<!--colorc--></span><!--/colorc--> Docking changes
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->:
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->The new fade blink :( It's back to being verrry slow and "floaty" again and I find that I seldom use it now. Also shadow step still feels buggy, sometimes you can't use it while jumping. I feel if Shadow Step is to be forced into being the primary movement mechanic for fades then this bug/feature should be fixed/removed :/
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->The game <i>desperately</i> needs more keybind options in the default menu (things like menumod are unusable atm due to consistency checks). The current keybind options feel very primitive. (where have all the taunts gone :( )
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->- <!--colorc--></span><!--/colorc-->Skulk Walljump still feels... well non-existant. The momentum you do get is very very easy to gain. The lack of the feedback sounds while jumping off walls makes it feel as if the feature was just removed. For a skill-based movement that's meant to help skulks counter marine aiming skill, it's really not there. at all. :/
Over all a nice patch. The biggest letdown for me right now is alien movement (fade and skulk in specific).<!--QuoteEnd--></div><!--QuoteEEnd-->
... Can we elect you voice of the community? Agree with everything, as usual.
Did hive vision change this build? Didn't see anything in the patch notes, but it seems like marines disappear much quicker (at a shorter range) than before. Could just be me though, but I find it hard to keep track of a parasited marine when they are only 1 room/hallway away when I could easily do that before.
Have you actually used the blink yet or are you just going off patch notes.
Shadow step takes you to 30 speed, blinking straight away cuts you down to 16-17. What your saying above is simply not possible.
If I try using mods like Koyuro's nostalgia + se packs and attempt to join normal a server, my game freezes when it says downloading mods.
Plus if I try joining a combat mod server I always freeze upon trying to connect at the downloading mods part. Subscribed and activated or not.
Then I unsubscribe and turn everything off, try to join a custom map server and it doesn't let me download it. Then I download it and activate it from the workshop and freeze at downloading mods as usual.
I think I have some sort of problem with the Steam Workshop.
why dont they just do it so people dont have to screw around downloading files if its only gonna take 15 secs...
Have you visited the troubleshooting forum and posted a DXDIAG log and detailed description of the issue?
<!--quoteo(post=1984696:date=Sep 29 2012, 10:18 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Sep 29 2012, 10:18 AM) <a href="index.php?act=findpost&pid=1984696"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->More like, "hey i got a great idea - lets put taunt and request meds on the same binded key!". And while we're at it, lets disable ingame server browsing!
Auto team balance? nah, lets just prevent people from spawning (retarded change, and there is no nicer way of saying it).<!--QuoteEnd--></div><!--QuoteEEnd-->
You taunt when you press the request meds key? (default Q i believe?)
Idk how sarcastic you are being, but you can actually use the server browser while in a game already?
And I thought this was weird too until it was explained in detail why, from Brian so maybe that'd help others.. After it being compared to other commonly used systems it makes sense in some ways for Ns2. I at least haven't thought of a better system that didn't have downsides. (this one being the lesser evil in that you simply wait for another player to die or join the server or switch)
I do, however, dislike the wording when auto team balance is enabled.. its not clear whats going on.
When spectating you are not calculating (CPU) as much thus the performance "increase".
You taunt when you press the request meds key? (default Q i believe?)
Idk how sarcastic you are being, but you can actually use the server browser while in a game already?
And I thought this was weird too until it was explained in detail why, from Brian so maybe that'd help others.. After it being compared to other commonly used systems it makes sense in some ways for Ns2. I at least haven't thought of a better system that didn't have downsides. (this one being the lesser evil in that you simply wait for another player to die or join the server or switch)
I do, however, dislike the wording when auto team balance is enabled.. its not clear whats going on.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah noticed server browser in latest patch allows checking for other servers...was a nice change back.
I agree with elodea about how team balance works though.
I was stuck for over 4 min unable to spawn due to "team inbalance" (f4'ing marines). and as such we actually had the marine team asking why we where not finishing them off (because we had `6 of our team of 9 dead). Sorry but would rather auto team changes than this current incantation.
It needs tweaking no doubt...and is rather crappy at the moment.
I like the idea just dont think its working as intended....it is pretty silly to not be able to finish a game because marines f4'd as they had lost....
Idk how sarcastic you are being, but you can actually use the server browser while in a game already?
And I thought this was weird too until it was explained in detail why, from Brian so maybe that'd help others.. After it being compared to other commonly used systems it makes sense in some ways for Ns2. I at least haven't thought of a better system that didn't have downsides. (this one being the lesser evil in that you simply wait for another player to die or join the server or switch)
I do, however, dislike the wording when auto team balance is enabled.. its not clear whats going on.<!--QuoteEnd--></div><!--QuoteEEnd-->
Taunt <i>was</i> Q, but it has now been bound to request healing as either marine or alien with no other bind available for taunting.
The server browser was removed from in game for a build or two, you would have to disconnect to look at other servers.
Being forced into stasis until you join the team which lost twenty minutes ago and only has less players because they're leaving so the round can finish isn't fun.
<img src="http://www.mememaker.net/static/images/templates/13888.jpg" border="0" class="linked-image" />
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=120287&st=60" target="_blank">http://www.unknownworlds.com/ns2/forums/in...20287&st=60</a>
ok well whatever the case, in the bindings menu taunt and request meds has been merged into one keybind slot for a while now.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Idk how sarcastic you are being, but you can actually use the server browser while in a game already?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup, my mistake on this one. Must have missed it being implemented (you couldnt do this for a while).
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->And I thought this was weird too until it was explained in detail why, from Brian so maybe that'd help others.. After it being compared to other commonly used systems it makes sense in some ways for Ns2. I at least haven't thought of a better system that didn't have downsides. (this one being the lesser evil in that you simply wait for another player to die or join the server or switch)
I do, however, dislike the wording when auto team balance is enabled.. its not clear whats going on.<!--QuoteEnd--></div><!--QuoteEEnd-->
Its bad simply because you can end up with f4's locking people from spawning. Sure, those people can then just switch to the other team, but its absolutely retarded when people are f4ing due to a legit lost or messed up game.
Just to give an example, the last game i played ended up 12 v 2 (players on teams) due to aliens f4ing on a legit loss. What ended up happening was a 2 v 2 (spawned players) where marines couldn't end the game and you had 10 people waiting in queue. Game ends up being extended by another 10-15 minutes where the outcome is already known to all players, both marine and alien.
Tbh, auto team balance was never required in ns2. All that was needed was to prevent people joining stacked teams and to allow players to keep their pres when they rr/swap, which we now have. If UWE focused on social mechanisms, they'd also end up with a better community.
Ragdolls are much better. They still move too slowly and fly through the air as if underwater.
Loving the exo shells ejecting
<img src="http://i.imgur.com/CCSfE.jpg" border="0" class="linked-image" />
And it should only be able to shoot straight up at the ceiling. Randomly.
Thanks!
And it should only be able to shoot straight up at the ceiling. Randomly.
Thanks!<!--QuoteEnd--></div><!--QuoteEEnd-->
Just make it so it shoots cows instead of bullets. That'll fix everything.
BTW, wtf is a checkerboard?
Beautiful screenshot.
I played for 3-4 hours, aliens winning plenty, and Fades being perfectly fine. I kept saying "fades seem ok" and all I got for responses was "yes" , "yes" , "yes"
Makes me wonder if some of you guys posting replies here even play the game, or just read the changelog and comments.
Btw, a lot of guys seem to know more about game design (and programming of course) than UWE . I suggest you put your money where your mouth is, and start a project called "better than NS2". Lest's see it, smart asses.
At least up until the last patch I could fix these issues with menumod but if consistency checking means that is not a long term solution then I can't envision myself playing a lot of ns2
That is a server side issue. A lot of us have been trying to figure out the quirks of the system.
I think the all-in servers should be good now, though stats are currently not working.
All-In #1 : 24 player server, running votemap, afk kick, etc.
All-In #2 : 18 players, CUSTOM MAPS!...vote map, afk kick, etc.
All-In #3 : 18 player server, running vote map, afk kick, etc.
if i watch the taskmanager while playing it uses 50% of the cpu performance, which means only 2 cores. it used to be around 70% in 220, which was almost 3 cores at full
Second empiric test is that if i forget to increase the speed of my fans i get a bsod and reboot in short time. today i could play more than 1 hour with the fans at minimum speed. no crash :\
cpu is not heating as it could
Anyone testing this?