fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
<!--quoteo(post=1997057:date=Oct 25 2012, 05:40 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Oct 25 2012, 05:40 PM) <a href="index.php?act=findpost&pid=1997057"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->both are server side<!--QuoteEnd--></div><!--QuoteEEnd--> Well, that's interesting. How come it sometimes shows numbers that are clearly wrong, if it's serverside?
<!--quoteo(post=1997082:date=Oct 25 2012, 10:21 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Oct 25 2012, 10:21 AM) <a href="index.php?act=findpost&pid=1997082"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, that's interesting. How come it sometimes shows numbers that are clearly wrong, if it's serverside?<!--QuoteEnd--></div><!--QuoteEEnd-->
I would even say its alot more common than just sometimes
Agreed. Pinging should be left to a commander IMO. Giving any player the ability to use something that the entire team sees isn't very desirable IMO, at least in the NS2 universe. A commander has a better "overhead view" of the flow of the game, whereas this pinging thing promotes BF-style "spotting" mechanics which don't fit in the NS2 context.
I love the commo rose though, just needs a little more polish.
And I agree, the weapon level icons for Marines are terrible compared to last build's. They look just... bad. The old ones didn't need a change IMO, and there should definitely be a number to let you know which level you're at.
<!--quoteo(post=1997095:date=Oct 25 2012, 12:30 PM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Oct 25 2012, 12:30 PM) <a href="index.php?act=findpost&pid=1997095"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed. Pinging should be left to a commander IMO. Giving any player the ability to use something that the entire team sees isn't very desirable IMO, at least in the NS2 universe. A commander has a better "overhead view" of the flow of the game, whereas this pinging thing promotes BF-style "spotting" mechanics which don't fit in the NS2 context.
I love the commo rose though, just needs a little more polish.
And I agree, the weapon level icons for Marines are terrible compared to last build's. They look just... bad. The old ones didn't need a change IMO, and there should definitely be a number to let you know which level you're at.<!--QuoteEnd--></div><!--QuoteEEnd-->
no idea in the world why this was even added. i mean they take away motion tracking ages ago, and now put it back in cheaper than ever and annoying as..
This is probably a better place for my 224 gripes post
224 is a great patch but I find there are a few things that I humbly feel are a step backwards, so I figured we could discuss them.
<b>Alien hit indicator</b> 1. Alien hit indicator is much smaller and harder to see, it is virtually invisible as a skulk in combat, as I do not use the floating number system for graphical sake, I really did rely on the alien hit indicator to determine if I made my hits or not. The new indicator is impossible to rely on, it is much too small, and too dark.
<b>New talk menu</b> 2. My simple greatest concern is the loss of a /chuckle keybind, previously I had the x-3 combo mastered where I could spam chuckles during mid fights, now it is impossible to chuckle, you have to actually click on it with the mouse. Honestly I preferred the old 1-5 keybinding for the commands, that way it kept the mouse free to play the game and was extremely quick. Although I am satisfied with the fact that everything in that menu now has its own hotkey which I now use, there is still no hotkey for Chuckle, which is my favourite speak command and the one I use 10x more than all others combined.
<b>Marine upgrade indicator</b> 3. I have two issues with this, the new marine upgrade indicator really does not do a good job at communicating exactly what level of upgrade you have. On top of that, and probably my biggest issue, is that it just does not fit the current marine HUD at all. I mean the HUD is a sort of LCD glowing blue over the visor, and the upgrades are represented as black and white detailed pictures. It feels like a step back from the original marine upgrade indicator.
<b>Fade jump First person animation</b> 4. The way the fade first person animation moves looks cool, but as someone who spams that jump like a maniac, it is really too much.
Don't get me wrong, the patch overall is a huge leap in the right direction, but I do find issue with the small problems I noted here, mainly the loss of chuckle, I still press x-3 instantly after any kill and it is very saddening to not have it work, I loved that key combo :'(.
<!--quoteo(post=1996849:date=Oct 25 2012, 08:14 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Oct 25 2012, 08:14 AM) <a href="index.php?act=findpost&pid=1996849"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The armour and weapon icons that pop up on the right side of the screen are need some polish and consistency.
The changes are really good. Alot of those things were were getting on my nerves. (health of marine RTs and evolutions, dmg of the axe, knockback, slowdown for gorges)
It was really unfair that marines could kill harvesters much faster than aliens were able to deny marine RTs.
Though I liked the pouncing rag dolls =) bugged rag doll physics are always fun.
a really good patch. I am going to play a couple of rounds right away.
Not a big fan of the new grey colour in the marine commander UI, it feels like all those buildings are greyed out or at least they don't draw any special attention from the rest of the UI, like they should. The old one with shades of blue was much clearer imo.
<!--quoteo(post=1997101:date=Oct 26 2012, 04:41 AM:name=Kasperle)--><div class='quotetop'>QUOTE (Kasperle @ Oct 26 2012, 04:41 AM) <a href="index.php?act=findpost&pid=1997101"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I experienced no fps drop at all when playing with a higher ping... its great and good for tournaments.<!--QuoteEnd--></div><!--QuoteEEnd--> The fps is really nice, but i'm getting heaps of prediction errors/movement jerking etc. which get worse the longer i stay in the server.
*<b>Some other feedback</b> - glancing bite feels nice obviously because it seems like you're hitting more, but it really screws with bite counting especially since the damage counter is kinda delayed. Not sure i'm a fan of it - The bell sound when bringing up the menu is loud, scary, and annoying. - Not a fan of radial menu with unbindable keys for voiceovers. - robo not requiring armoury is odd. I don't think this was a good way to encourage early arc play (you still need armoury for scans). - Lerk strafe is still really slow and sluggish. Is this the result of low flap force? - Number of personal upgrades no longer bound to hive. e.g. 1 hive, can evolve 2 upgrades. Is this a bug?
In build 223 I had stable fps 25 - 40 but in build 224 something made my fps decrease badly now i'm running with 13 fps and thats unplayable already. What could cause sucha problem?
Some quick thoughts on 224 (only had time to play for an hour last night):
- Finally, a good skulk bite (and presumably fade swipe, lerk bite as well... what about Onos?). Â Please leave it alone now. Â As someone else put it while I was playing the match... "it's like night and day". Â I don't mind the glancing bite damage at all... it appears to be 25dmg at the edge, 50dmg closer to the centre, and the full 75dmg if the bite is dead-on. Â In a frenzy of snapping jaws from two or three skulks, no single marine should be able to remain alive for longer than a couple seconds, which now appears to be the case for 224, whereas in 223 that same marine could kill all the skulks if he used boxes/railings/skulk heads to bounce around long enough to reload.
- performance tweaks appear to be effective, I'll have to try it out in late game and when there are big firefights/feeding frenzies. Â The greater performance should also help marines more than it does aliens, now you can actually track skulks without a choppy framerate screwing your aim up.
- Lerks can act as flying turrets now, thanks to the accuracy boost. Â ** SUGGESTION ** Lerk spike accuracy should be lower when flying or hovering in place, and only reach full accuracy when roosted.
- sentries appear to be more deadly now, I ran into a marine base as a gorge and had to retreat after three seconds of sustained fire from the sentry guns. Â Bile bomb still trumps sentries, but this should be a good way for commanders to defend bases from lerks that fly in with impunity and gas everything without taking major damage because the marines can't see anything, and from lone skulks.
The game looks sexy as hell now. I don't know what you did to it but I enjoy it. The new aliens are a lot more fun to play!
I don't know if anyone else has mentioned this before but there is a mapping flaw in tram now. If you go out of Warehouse through North Tunnels, and go directly left, the junction of the circular door that leads into the tunnel with the rest of the map is circled with a huge gap through which you can see the skybox.
Unfortunately I can't seem to get a screenshot....
Gotta say, I had little hope about how this patch would be. There are a few flaws but I got about 15 fps more (one flaw, IMO, is the marine upgrade change... hard to tell what level you have). I run a dual blah blah blah but i OCed it to 3.0 ghz. IDK why other people have such issues. Anyhow, the game feels a lot more like NS1. Nice patch overall.
<!--quoteo(post=1997143:date=Oct 25 2012, 02:20 PM:name=inciss)--><div class='quotetop'>QUOTE (inciss @ Oct 25 2012, 02:20 PM) <a href="index.php?act=findpost&pid=1997143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In build 223 I had stable fps 25 - 40 but in build 224 something made my fps decrease badly now i'm running with 13 fps and thats unplayable already. What could cause sucha problem?<!--QuoteEnd--></div><!--QuoteEEnd-->
Have you turned off all of the graphic settings? Mine turned back on after the patch.
If this is the last performance update before the final release, i can bet all my friggin money in how this wont be playable. I think the minimun requirements was a dirty bad joke.
Cheers for fixing the sentries though.... yeah, even it being unplayable for me, maybe i'll have fun with Hugh's vids...... i just dont know what to do with my useless copy. I lost all hope. Bye.
Maybe ill make a vid of my own to show how horrible it is here
Nice FPS improvements there. Good job, it finally puts some use to those 8 threads...
Hitreg is pretty terrible now, worst is shotgun. Still wish you'd lower the spread massively and use falloff. Probably related to the prediction/networking changes.
Skulk bite feels a bit like a joke, biting the air and still hitting marines..
The new ICONs look nice, but you should add I and II and III for weapon/armor levels, right now it's hard to tell.
Edit: seems like hitreg massively depends on ping now. 40 vs 70 makes a huge difference. Investigating :P
Here are my thoughts, but from what I see, most of the people already put them up earlier, so i'll just restate it
- Made a Drifter in Generator Hive, Drifter ends up spawning in Landing Pad. - Armor / Weapon upgrade indicator HUD is much better in Patch 223 than it is now. Please revert it. - Some Arcs get stuck in Warehouse area because they don't take the appropriate path. - I have yet to try to see if Onos gets stucks in the cracks outside Generator area on the left side of the map before Maintenance. -Sluggish Skulk movement getting mixed up on either running on the floor or on a wall, but that issue is addressed already and apparently the fix is in place for Launch. - Lerks are fine the way they are, please do not lower accuracy whatsoever. -When some Power Nodes are unbuilt, units attack them as if they were partially or built entirely (i.e. Onos hits it as if it was hitting a building.) Some players may believe it was partially built, but can't see the health bar, and would hit it endlessly until they realize it was never constructed. -Alien Commanders have trouble placing Cysts in certain areas (i.e. C-12) -Grenade launchers with no crosshair, will we have the Grande Launcher crosshair style (like BF3 and other games using GL) -Skulk Parasite and lerk Spike Crosshair are amazing! - After some Marine Sprint, unable to run again. Had to stop, then wait a few seconds, then run again (i did not hear any breath catching sound indicating that the marine needed time for recovery). -Sometimes, when swapping from Rifle with no bullets to Pistol, the pistol cannot fire at all. it required a swap between weapon cycles to be able to use it again.
223 was painfully not fun. Way to often did I experience and hear others say, "Wow, marines are too easy. Boring." <b>Thank you for 224!</b> All the extra optimization stuff is a major bonus. Exited to play tonight.
<!--quoteo(post=1997157:date=Oct 25 2012, 01:40 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Oct 25 2012, 01:40 PM) <a href="index.php?act=findpost&pid=1997157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok I've got a pretty major issue with the alien commander placement auto-snap.
If you place things near walls, they often jump into the ceiling. I managed to get all my upgrades in the ceiling on docking.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is on purpose and to prevent marines from sniping alien upgrades. ;)
Just had a 1 hour game with aliens slowly winning. We started with Shade then lost that than and switched to Crag. By the end we almost did a full rotation around Summit, losing and gaining tech points like a game of whack a mole. Probably the best game I've had since the beta started being playable.
Skulks cutting down enemy res nodes, zerging on power nodes and phase gates. Gorges healing left and right, bile spamming exos, arc trains, macs and sentries. Lerks gassing everywhere, dropping umbra on Onii and Gorges. Fades slapping marines and jetpackers to the ground. Onii rushing in demolishing bases, then retreating to defend hives.
Congrats UWE, this patch is damn good. 1.0 shall be a great beginning indeed.
<ul><li>The hitching when stop moving is super annoying. Hope you guys have this one nailed down as you said you are aware of it. Very annoying as a skulk</li><li>Frame rate is much smoother. Great job on that.</li><li>I get animation hitches when switching weapons sometimes. Often, I will press to switch to slot 1 and it skips back to slot 2. This has gotten me killed as a skulk on numerous occasions.</li><li>Perhaps consider removing the movement acceleration when changing directions on the skulk like you did for marines. This combined with the aforementioned hitch is really jarring.</li><li>I like the glancing blows for alien melee. However, it needs better feedback. I would consider using audio for this as the UI needs to remain as uncluttered as possible.</li><li>The new marine upgrade icons are fine but please add a number to them so it is easier to tell what you have exactly at a quick glance.</li><li>I have been getting these random ping spikes (might be related to the animation hitching I mentioned before)</li></ul>
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Ok I've got a pretty major issue with the alien commander placement auto-snap.
If you place things near walls, they often jump into the ceiling. I managed to get all my upgrades in the ceiling on docking.<!--QuoteEnd--></div><!--QuoteEEnd-->
This, this was a horrible, really stupid change.
It made cyst placing and upgrade chamber placing in generator on docking horrible. I tried placing a spur underneath the ramp and it snapped on top of it. How does this crap get through?
<!--quoteo(post=1997347:date=Oct 25 2012, 04:12 PM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Oct 25 2012, 04:12 PM) <a href="index.php?act=findpost&pid=1997347"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This, this was a horrible, really stupid change.
It made cyst placing and upgrade chamber placing in generator on docking horrible. I tried placing a spur underneath the ramp and it snapped on top of it. How does this crap get through?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I also found that attempting to place on the ramp would not work, however placing under the ramp would cause it to jump to the ramp.
Basically I cannot build under the ramp anymore, and building on the ramp is nonsensical.
I'm having a lot of trouble reloading and switching weapons as marine. Someone else on this thread mentioned it happening to them as a skulk as well.
Sometimes pressing the number key (1 or 2) doesn't switch to the appropriate weapon, it just plays the animation for switching to the gun I already have.
The pistol and rifle keep reloading twice instead of once, randomly. Seems to be somewhat related to clicking the fire button while it's reloading. I can get a loop of a couple reloads going, but not consistently. I can't interrupt the reloads to keep firing.
Comments
Well, that's interesting. How come it sometimes shows numbers that are clearly wrong, if it's serverside?
I would even say its alot more common than just sometimes
Agreed. Pinging should be left to a commander IMO. Giving any player the ability to use something that the entire team sees isn't very desirable IMO, at least in the NS2 universe. A commander has a better "overhead view" of the flow of the game, whereas this pinging thing promotes BF-style "spotting" mechanics which don't fit in the NS2 context.
I love the commo rose though, just needs a little more polish.
And I agree, the weapon level icons for Marines are terrible compared to last build's. They look just... bad. The old ones didn't need a change IMO, and there should definitely be a number to let you know which level you're at.
I love the commo rose though, just needs a little more polish.
And I agree, the weapon level icons for Marines are terrible compared to last build's. They look just... bad. The old ones didn't need a change IMO, and there should definitely be a number to let you know which level you're at.<!--QuoteEnd--></div><!--QuoteEEnd-->
no idea in the world why this was even added. i mean they take away motion tracking ages ago, and now put it back in cheaper than ever and annoying as..
224 is a great patch but I find there are a few things that I humbly feel are a step backwards, so I figured we could discuss them.
<b>Alien hit indicator</b>
1. Alien hit indicator is much smaller and harder to see, it is virtually invisible as a skulk in combat, as I do not use the floating number system for graphical sake, I really did rely on the alien hit indicator to determine if I made my hits or not. The new indicator is impossible to rely on, it is much too small, and too dark.
<b>New talk menu</b>
2. My simple greatest concern is the loss of a /chuckle keybind, previously I had the x-3 combo mastered where I could spam chuckles during mid fights, now it is impossible to chuckle, you have to actually click on it with the mouse. Honestly I preferred the old 1-5 keybinding for the commands, that way it kept the mouse free to play the game and was extremely quick. Although I am satisfied with the fact that everything in that menu now has its own hotkey which I now use, there is still no hotkey for Chuckle, which is my favourite speak command and the one I use 10x more than all others combined.
<b>Marine upgrade indicator</b>
3. I have two issues with this, the new marine upgrade indicator really does not do a good job at communicating exactly what level of upgrade you have. On top of that, and probably my biggest issue, is that it just does not fit the current marine HUD at all. I mean the HUD is a sort of LCD glowing blue over the visor, and the upgrades are represented as black and white detailed pictures. It feels like a step back from the original marine upgrade indicator.
<b>Fade jump First person animation</b>
4. The way the fade first person animation moves looks cool, but as someone who spams that jump like a maniac, it is really too much.
Don't get me wrong, the patch overall is a huge leap in the right direction, but I do find issue with the small problems I noted here, mainly the loss of chuckle, I still press x-3 instantly after any kill and it is very saddening to not have it work, I loved that key combo :'(.
<img src="http://i.imgur.com/2JjlM.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I'm fairly certain this was done as a practical joke.
Alot of those things were were getting on my nerves.
(health of marine RTs and evolutions, dmg of the axe, knockback, slowdown for gorges)
It was really unfair that marines could kill harvesters much faster than aliens were able to deny marine RTs.
Though I liked the pouncing rag dolls =) bugged rag doll physics are always fun.
a really good patch. I am going to play a couple of rounds right away.
<img src="https://dl.dropbox.com/u/6250985/oldtech.png" border="0" class="linked-image" />
The fps is really nice, but i'm getting heaps of prediction errors/movement jerking etc. which get worse the longer i stay in the server.
*<b>Some other feedback</b>
- glancing bite feels nice obviously because it seems like you're hitting more, but it really screws with bite counting especially since the damage counter is kinda delayed. Not sure i'm a fan of it
- The bell sound when bringing up the menu is loud, scary, and annoying.
- Not a fan of radial menu with unbindable keys for voiceovers.
- robo not requiring armoury is odd. I don't think this was a good way to encourage early arc play (you still need armoury for scans).
- Lerk strafe is still really slow and sluggish. Is this the result of low flap force?
- Number of personal upgrades no longer bound to hive. e.g. 1 hive, can evolve 2 upgrades. Is this a bug?
Pretty good patch otherwise.
- Finally, a good skulk bite (and presumably fade swipe, lerk bite as well... what about Onos?). Â Please leave it alone now. Â As someone else put it while I was playing the match... "it's like night and day". Â I don't mind the glancing bite damage at all... it appears to be 25dmg at the edge, 50dmg closer to the centre, and the full 75dmg if the bite is dead-on. Â In a frenzy of snapping jaws from two or three skulks, no single marine should be able to remain alive for longer than a couple seconds, which now appears to be the case for 224, whereas in 223 that same marine could kill all the skulks if he used boxes/railings/skulk heads to bounce around long enough to reload.
- performance tweaks appear to be effective, I'll have to try it out in late game and when there are big firefights/feeding frenzies. Â The greater performance should also help marines more than it does aliens, now you can actually track skulks without a choppy framerate screwing your aim up.
- Lerks can act as flying turrets now, thanks to the accuracy boost. Â ** SUGGESTION ** Lerk spike accuracy should be lower when flying or hovering in place, and only reach full accuracy when roosted.
- sentries appear to be more deadly now, I ran into a marine base as a gorge and had to retreat after three seconds of sustained fire from the sentry guns. Â Bile bomb still trumps sentries, but this should be a good way for commanders to defend bases from lerks that fly in with impunity and gas everything without taking major damage because the marines can't see anything, and from lone skulks.
If you place things near walls, they often jump into the ceiling. I managed to get all my upgrades in the ceiling on docking.
I don't know if anyone else has mentioned this before but there is a mapping flaw in tram now. If you go out of Warehouse through North Tunnels, and go directly left, the junction of the circular door that leads into the tunnel with the rest of the map is circled with a huge gap through which you can see the skybox.
Unfortunately I can't seem to get a screenshot....
Have you turned off all of the graphic settings? Mine turned back on after the patch.
Cheers for fixing the sentries though.... yeah, even it being unplayable for me, maybe i'll have fun with Hugh's vids...... i just dont know what to do with my useless copy. I lost all hope. Bye.
Maybe ill make a vid of my own to show how horrible it is here
Nice FPS improvements there. Good job, it finally puts some use to those 8 threads...
Hitreg is pretty terrible now, worst is shotgun. Still wish you'd lower the spread massively and use falloff. Probably related to the prediction/networking changes.
Skulk bite feels a bit like a joke, biting the air and still hitting marines..
The new ICONs look nice, but you should add I and II and III for weapon/armor levels, right now it's hard to tell.
Edit: seems like hitreg massively depends on ping now. 40 vs 70 makes a huge difference. Investigating :P
- Made a Drifter in Generator Hive, Drifter ends up spawning in Landing Pad.
- Armor / Weapon upgrade indicator HUD is much better in Patch 223 than it is now. Please revert it.
- Some Arcs get stuck in Warehouse area because they don't take the appropriate path.
- I have yet to try to see if Onos gets stucks in the cracks outside Generator area on the left side of the map before Maintenance.
-Sluggish Skulk movement getting mixed up on either running on the floor or on a wall, but that issue is addressed already and apparently the fix is in place for Launch.
- Lerks are fine the way they are, please do not lower accuracy whatsoever.
-When some Power Nodes are unbuilt, units attack them as if they were partially or built entirely (i.e. Onos hits it as if it was hitting a building.) Some players may believe it was partially built, but can't see the health bar, and would hit it endlessly until they realize it was never constructed.
-Alien Commanders have trouble placing Cysts in certain areas (i.e. C-12)
-Grenade launchers with no crosshair, will we have the Grande Launcher crosshair style (like BF3 and other games using GL)
-Skulk Parasite and lerk Spike Crosshair are amazing!
- After some Marine Sprint, unable to run again. Had to stop, then wait a few seconds, then run again (i did not hear any breath catching sound indicating that the marine needed time for recovery).
-Sometimes, when swapping from Rifle with no bullets to Pistol, the pistol cannot fire at all. it required a swap between weapon cycles to be able to use it again.
Way to often did I experience and hear others say, "Wow, marines are too easy. Boring."
<b>Thank you for 224!</b> All the extra optimization stuff is a major bonus. Exited to play tonight.
If you place things near walls, they often jump into the ceiling. I managed to get all my upgrades in the ceiling on docking.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is on purpose and to prevent marines from sniping alien upgrades. ;)
We started with Shade then lost that than and switched to Crag.
By the end we almost did a full rotation around Summit, losing and gaining tech points like a game of whack a mole.
Probably the best game I've had since the beta started being playable.
Skulks cutting down enemy res nodes, zerging on power nodes and phase gates.
Gorges healing left and right, bile spamming exos, arc trains, macs and sentries.
Lerks gassing everywhere, dropping umbra on Onii and Gorges.
Fades slapping marines and jetpackers to the ground.
Onii rushing in demolishing bases, then retreating to defend hives.
Congrats UWE, this patch is damn good.
1.0 shall be a great beginning indeed.
<ul><li>The hitching when stop moving is super annoying. Hope you guys have this one nailed down as you said you are aware of it. Very annoying as a skulk</li><li>Frame rate is much smoother. Great job on that.</li><li>I get animation hitches when switching weapons sometimes. Often, I will press to switch to slot 1 and it skips back to slot 2. This has gotten me killed as a skulk on numerous occasions.</li><li>Perhaps consider removing the movement acceleration when changing directions on the skulk like you did for marines. This combined with the aforementioned hitch is really jarring.</li><li>I like the glancing blows for alien melee. However, it needs better feedback. I would consider using audio for this as the UI needs to remain as uncluttered as possible.</li><li>The new marine upgrade icons are fine but please add a number to them so it is easier to tell what you have exactly at a quick glance.</li><li>I have been getting these random ping spikes (might be related to the animation hitching I mentioned before)</li></ul>
If you place things near walls, they often jump into the ceiling. I managed to get all my upgrades in the ceiling on docking.<!--QuoteEnd--></div><!--QuoteEEnd-->
This, this was a horrible, really stupid change.
It made cyst placing and upgrade chamber placing in generator on docking horrible. I tried placing a spur underneath the ramp and it snapped on top of it. How does this crap get through?
It made cyst placing and upgrade chamber placing in generator on docking horrible. I tried placing a spur underneath the ramp and it snapped on top of it. How does this crap get through?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I also found that attempting to place on the ramp would not work, however placing under the ramp would cause it to jump to the ramp.
Basically I cannot build under the ramp anymore, and building on the ramp is nonsensical.
Sometimes pressing the number key (1 or 2) doesn't switch to the appropriate weapon, it just plays the animation for switching to the gun I already have.
The pistol and rifle keep reloading twice instead of once, randomly. Seems to be somewhat related to clicking the fire button while it's reloading. I can get a loop of a couple reloads going, but not consistently. I can't interrupt the reloads to keep firing.