Build 250 is now live on Steam! - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Build 250 is now live on Steam! - Natural Selection 2
Build 250 is now live on Steam. Servers will update over the next few hours, and Steam will update your game automatically. Build 250 contains lots of balance changes!
Comments
If you play the patch, give it a chance with an open mind, you may find some things you enjoy, you may find the game has taken some steps of improvement in areas.
do not judge everything by the patch notes. just play.
*goes into a seizure*
GW Sewlek!!!!
Edit:
And this is wrong: - reduced health/armor of Phase Gates to 2500/300 (down from 2700/450)
Phasegate has now 3100 Health, no Armor!
just kidding
- marines can now always sprint (no more fatigue)
but other than that, good work
/topic
Only part true, only hives add biomass. This should be changed to reflect one of the major changes the aliens have.
Keep in mind, players need time to learn how to play the new fade. You can brick your fade quite easily now if you do not have descent energy conservation. Even an LMG can kill a new 250 fade. :P
- Biomass comes from Hives
- Each Hive starts with 1 Biomass, can be upgraded to 2 or 3
- Maximum of 9 or 12 Biomass possible depending on number of tech points per map
- Biomass is displayed on the Hive as a dark border dividing the glowing orange "core" into 2 or 3 parts (1 Biomass looks normal)
- Biomass is also shown in top left of alien player's screen when holding the Map key (default C)
- Each level of biomass unlocks new lifeform abilities which can then be researched by the commander (Leap, Bile, Umbra, etc)
- Each level of biomass increases the base health of all lifeforms (higher lifeforms gain more health per Biomass)
how is biomass upgrade to 2 or 3?
what creates biomass?
I mean really? I'll try my best not to rage here, I know I just have to do that tens of hours of practice again, but I just can't stop getting my face red over the new fade.
First of all, how slow it is. I can't see why shadowstep and blink should change places, I'd say just replace blink with something more useful, but it had to become the bane of the fades, the ultimate energy consumer, the reason you can get into battle but not out of it. Well, at least before everyone learns something new (yes, people spammed me about just having to learn it, no, they didn't bother giving any tips, so I guessed they had no idea either).
Second, I guess the momentum change with SS means no more shadowstep + jump, darn, I couldn't even find a way to build any momentum with the blink, are adrenaline fades dead now?
From these experiences, I saw nothing so big as the fades. Marines feel pretty much the same excluding the weldspam, and skulks are pretty much exactly the same if you bothered to walljump before, so first impression: neither are perfect, but I prefer the old one.
Shall try again tomorrow if there's any chances of people learning some tricks while I'm gone.
P.S. I wonder how many "lol u mad?" minded replies I'll get.
You do know about preserving momentum with jumps, right? Should have been the very first line in the changelog, but if you hold the jump button before you hit the ground you'll maintain all the speed you have.
As it reads in the post, I couldn't get anything to work to maintain momentum.