It's Super Effective!Join Date: 2012-08-28Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
Nice little "marching ant" dashed lines for rally points. (Infantry Portal, Robotics Factory. Hive) Right-click to set a way point if you didn't already know this...
It's Super Effective!Join Date: 2012-08-28Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
Alien commander: There is a new red glowing effect that shows a commander where the cyst chain is broken. You can see this when attempting to place the structure in a "disconnected" area
Drifters are no longer yellow, but Orange on the minimap for hard to spot fun. (Other players have reported that this is not the case. Not sure why it happens to me. No mods.)
Cysts can no longer start to "grow" unless it's connected to a fully grown cyst directly. Not even the help of a drifter can change this. (slowing the aliens down)
Comments:
This new cyst rule makes the new marine tactic "kill cysts and all else will fall". I think it was a good idea to slow down aliens, but this makes it insanely easy to sabotage entire bases the aliens can build. It takes so long to "re-cyst" something that by the time you can do it (after the intruding marine has been dealt with) it's already too late to save any structure.
Drifters are no longer yellow, but Orange on the minimap for hard to spot fun.
Drifters can no longer build cysts. (slowing the aliens down)
Cysts can no longer start to "grow" unless it's connected to a fully grown cyst directly. (slowing the aliens down)
Comments:
This new cyst rule makes the new marine tactic "kill cysts and all else will fall". I think it was a good idea to slow down aliens, but this makes it insanely easy to sabotage entire bases the aliens can build.
These changes had to be made to balance out the new Chain Cystem™. Otherwise you could have the whole map turned green within 30 seconds. )
Give it a minute, folks. They're just double checking the changelog.
Expect that it's idiotic that you even have to make a post like this in the first place.
Or just, you know.. reasonable?
Go watch mow the lawn or something Mr instant gratification :-B
You guys are funny. I launch NS2 only to find out my files differ from every server I try to join. Umm OK. So I come here only to see lots of other people are saying there is an update and are very confused about what has changed and what is new. We wonder where a post is, where a changelog is, all normal responses.
And yet I am accused for not being patient enough? I am not looking for instant gratification, I am looking for a semblence of PROFESSIONALISM and proper IMPLEMENTATION from a business to its users. Is that so hard to understand?
These changes had to be made to balance out the new Chain Cystem™. Otherwise you could have the whole map turned green within 30 seconds. )
I didn't notice any chain system, but I "did" notice that cysts could be placed outside of "cyst range" but this immediately destroyed the placed cyst... no auto-chain was established. Played 2 games so far.
Drifters are no longer yellow, but Orange on the minimap for hard to spot fun.
Cysts can no longer start to "grow" unless it's connected to a fully grown cyst directly. Not even the help of a drifter can change this. (slowing the aliens down)
Comments:
This new cyst rule makes the new marine tactic "kill cysts and all else will fall". I think it was a good idea to slow down aliens, but this makes it insanely easy to sabotage entire bases the aliens can build. It takes so long to "re-cyst" something that by the time you can do it (after the intruding marine has been dealt with) it's already too late to save any structure.
My drifters still can build cysts (also just the last cyst) and are yellow at the map.
Drifters are no longer yellow, but Orange on the minimap for hard to spot fun.
Cysts can no longer start to "grow" unless it's connected to a fully grown cyst directly. Not even the help of a drifter can change this. (slowing the aliens down)
Comments:
This new cyst rule makes the new marine tactic "kill cysts and all else will fall". I think it was a good idea to slow down aliens, but this makes it insanely easy to sabotage entire bases the aliens can build. It takes so long to "re-cyst" something that by the time you can do it (after the intruding marine has been dealt with) it's already too late to save any structure.
A lot of what is said here is wrong. Cysts always needed to be connected to grow and Drifters are still yellow on the minimap. I see you corrected the other point by removing it.
A lot of what is said here is wrong. Cysts always needed to be connected to grow and Drifters are still yellow on the minimap. I see you corrected the other point by removing it.
No sir, I moved it down to the second change i noticed. My drifter couldn't build a cyst until the cyst growth had caught up to that point.
In the past I could cyst a long path and then have a drifter at the far end of it to grow the "last" cyst rapidly for instant construction.
A lot of what is said here is wrong. Cysts always needed to be connected to grow and Drifters are still yellow on the minimap. I see you corrected the other point by removing it.
No sir, I moved it down to the second change i noticed. My drifter couldn't build a cyst until the cyst growth had caught up to that point.
In the past I could cyst a long path and then have a drifter at the far end of it to grow the "last" cyst rapidly for instant construction.
You may be correct on that point, as I have never tried skipping to a later cyst in the chain with the drifter. The orange drifter thing may be a bug.
Edit:
The change log does indeed say drifters cant build cysts anymore. You can still get drifters to do the build animation. Not sure if its a bug, or if they meant drifters don't auto-build cysts anymore.
I am not looking for instant gratification, I am looking for a semblence of PROFESSIONALISM and proper IMPLEMENTATION from a business to its users. Is that so hard to understand?
Brreeeeaaatthheee.. *pats calmy*
Its almost been 2 hours.. while i'm sure you're refreshing the page, ready to intravenously pump some NS2 info.. it was more important to get the patch out right away for certain reasons.
I promise Hugh is working on it now and it will be coming soon - hopefully this doesn't stop you from getting in the game and enjoying it until then? Because that would just be horribly disruptive to your fix day, i'm sure.
edit: lol.. changelog posted 5 minutes before this post.
These changes had to be made to balance out the new Chain Cystem™. Otherwise you could have the whole map turned green within 30 seconds. )
I am still very concerned about this to be honest. Yes, it makes alien com a bit "easier", or rather, it removes some of the hassle, but this makes it Extremely effective for marines to just attack cysts. If 1 marine dies after killing 3 cysts, whatever structures those cysts were keeping alive are doomed to death before the re-cysting will grow. (As it must do for the last cyst in the chain to start developing.)
I see a massive balance problem with that, but it's too early to cry wolf
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
@phoenixon if i'm understanding you correctly, its been like this since 250 and we haven't seen an issue with it other than slightly damaged Harvesters when reacting slowly?
@phoenixon if i'm understanding you correctly, its been like this since 250 and we haven't seen an issue with it other than slightly damaged Harvesters when reacting slowly?
I started playing in 250 and it was not like this
The problem is tied to the last cyst in a chain not starting to grow until the previous cyst is "fully grown". And since a drifter can't build it either this means that the buildings that you are trying to save will have a very high chance of being destroyed by the time the last cyst you placed will even start growing.
Not sure how else to explain it.
Say for instance you have 5 cysts connected to 1 RT and 1 Crag. A marine rushes in, kills the 3 closest cysts before someone is able to deal with him. You now have to re-cyst 3 cysts, but the "life-saving" third cyst will not start to grow (and generate creep) until the last 2 have grown incrementally. This takes too long, and with no drifter help, there is no way to speed this process up and the buildings will most likely die by then.
A possible fix is to allow drifters a 3 T-RES "creep spray" to keep the buildings alive until help can arrive.......
and as I'm writing this I see how massively OP that would be. Sneak 3 drifters into marine main base and cover his base in goo.
As Aichman says. Marines with Grenades right now are crazy because the gernades never ever stop exploding ^_^ that really needs fixed. I'm honestly surprised ironhorse didn't find this bug when playtesting
Some games actually post a changelog/patch notes and make videos before a patch releases to let you know what to expect.
It's cray-cray I know.
A very tiny proportion of games, like Natural Selection 2, do not create a delay between the completion of a patch and its release. As soon as a 'Release Candidate' is deemed acceptable stable it is released.
The creation of patch promotion assets of NS2 before patch release is very difficult, because the patch can change (problem features removed, bug fixes rejected) right up until the release moment.
Of course, if you really do like the way other games do it, we could sit on patches for a week while we film them. But it our judgement that you prefer to be playing a patch, rather than watching pretty videos the moment it is released. Cray-cray idea, I know!
The problem is tied to the last cyst in a chain not starting to grow until the previous cyst is "fully grown". And since a drifter can't build it either this means that the buildings that you are trying to save will have a very high chance of being destroyed by the time the last cyst you placed will even start growing.
Not sure how else to explain it.
Say for instance you have 5 cysts connected to 1 RT and 1 Crag. A marine rushes in, kills the 3 closest cysts before someone is able to deal with him. You now have to re-cyst 3 cysts, but the "life-saving" third cyst will not start to grow (and generate creep) until the last 2 have grown incrementally. This takes too long, and with no drifter help, there is no way to speed this process up and the buildings will most likely die by then.
A possible fix is to allow drifters a 3 T-RES "creep spray" to keep the buildings alive until help can arrive.......
and as I'm writing this I see how massively OP that would be. Sneak 3 drifters into marine main base and cover his base in goo.
That's how it was in 250, if I understand you correctly.
@IronHorse NOT the last cyst in a long line of cysts.... it won't. Trust me. Play a game with this patch and try it out for yourself.
A cyst will only grow once the closest "parent" IS fully grown. That means that only 1 cyst can grow at a time in the chain. This makes the last cyst the last to have the chance to grow. it is usually this last cyst that is providing vital creep for buildings.
GhoulofGSG9Join Date: 2013-03-31Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
edited July 2013
I don't need any change vids. I would like if you could realease updates with a quick update-news at steam (only with changelog). I only created this thread because i thought mayby some of the playtesters can tell me what's new in this version. Really like the changes made with 251
Comments
Go watch mow the lawn or something Mr instant gratification :-B
Also, I'm betting 10 babblers on a hotfix in the next few days, who is with me?
Drifters are no longer yellow, but Orange on the minimap for hard to spot fun. (Other players have reported that this is not the case. Not sure why it happens to me. No mods.)
Cysts can no longer start to "grow" unless it's connected to a fully grown cyst directly. Not even the help of a drifter can change this. (slowing the aliens down)
Comments:
This new cyst rule makes the new marine tactic "kill cysts and all else will fall". I think it was a good idea to slow down aliens, but this makes it insanely easy to sabotage entire bases the aliens can build. It takes so long to "re-cyst" something that by the time you can do it (after the intruding marine has been dealt with) it's already too late to save any structure.
Just add the this as the last line "we are uploading the update to steam, wait some hours until it propagates" or something like that.
They will spare a lot of negative feedback in the forums, specially because it happens in almost every update.
Also, I can't wait to test the new build.
These changes had to be made to balance out the new Chain Cystem™. Otherwise you could have the whole map turned green within 30 seconds. )
You guys are funny. I launch NS2 only to find out my files differ from every server I try to join. Umm OK. So I come here only to see lots of other people are saying there is an update and are very confused about what has changed and what is new. We wonder where a post is, where a changelog is, all normal responses.
And yet I am accused for not being patient enough? I am not looking for instant gratification, I am looking for a semblence of PROFESSIONALISM and proper IMPLEMENTATION from a business to its users. Is that so hard to understand?
I didn't notice any chain system, but I "did" notice that cysts could be placed outside of "cyst range" but this immediately destroyed the placed cyst... no auto-chain was established. Played 2 games so far.
My drifters still can build cysts (also just the last cyst) and are yellow at the map.
Updated my post after figuring out why.
You get yellow drifters? Lucky sod... mine are all orange like everything else... weird. No mods.
A lot of what is said here is wrong. Cysts always needed to be connected to grow and Drifters are still yellow on the minimap. I see you corrected the other point by removing it.
No sir, I moved it down to the second change i noticed. My drifter couldn't build a cyst until the cyst growth had caught up to that point.
In the past I could cyst a long path and then have a drifter at the far end of it to grow the "last" cyst rapidly for instant construction.
You may be correct on that point, as I have never tried skipping to a later cyst in the chain with the drifter. The orange drifter thing may be a bug.
Edit:
The change log does indeed say drifters cant build cysts anymore. You can still get drifters to do the build animation. Not sure if its a bug, or if they meant drifters don't auto-build cysts anymore.
Its almost been 2 hours.. while i'm sure you're refreshing the page, ready to intravenously pump some NS2 info.. it was more important to get the patch out right away for certain reasons.
I promise Hugh is working on it now and it will be coming soon - hopefully this doesn't stop you from getting in the game and enjoying it until then? Because that would just be horribly disruptive to your fix day, i'm sure.
edit: lol.. changelog posted 5 minutes before this post.
I am still very concerned about this to be honest. Yes, it makes alien com a bit "easier", or rather, it removes some of the hassle, but this makes it Extremely effective for marines to just attack cysts. If 1 marine dies after killing 3 cysts, whatever structures those cysts were keeping alive are doomed to death before the re-cysting will grow. (As it must do for the last cyst in the chain to start developing.)
I see a massive balance problem with that, but it's too early to cry wolf
I started playing in 250 and it was not like this
The problem is tied to the last cyst in a chain not starting to grow until the previous cyst is "fully grown". And since a drifter can't build it either this means that the buildings that you are trying to save will have a very high chance of being destroyed by the time the last cyst you placed will even start growing.
Not sure how else to explain it.
Say for instance you have 5 cysts connected to 1 RT and 1 Crag. A marine rushes in, kills the 3 closest cysts before someone is able to deal with him. You now have to re-cyst 3 cysts, but the "life-saving" third cyst will not start to grow (and generate creep) until the last 2 have grown incrementally. This takes too long, and with no drifter help, there is no way to speed this process up and the buildings will most likely die by then.
A possible fix is to allow drifters a 3 T-RES "creep spray" to keep the buildings alive until help can arrive.......
and as I'm writing this I see how massively OP that would be. Sneak 3 drifters into marine main base and cover his base in goo.
Build 250 changelog : "Cysts will autobuild once their parent is contructed"
A very tiny proportion of games, like Natural Selection 2, do not create a delay between the completion of a patch and its release. As soon as a 'Release Candidate' is deemed acceptable stable it is released.
The creation of patch promotion assets of NS2 before patch release is very difficult, because the patch can change (problem features removed, bug fixes rejected) right up until the release moment.
Of course, if you really do like the way other games do it, we could sit on patches for a week while we film them. But it our judgement that you prefer to be playing a patch, rather than watching pretty videos the moment it is released. Cray-cray idea, I know!
That's how it was in 250, if I understand you correctly.
A cyst will only grow once the closest "parent" IS fully grown. That means that only 1 cyst can grow at a time in the chain. This makes the last cyst the last to have the chance to grow. it is usually this last cyst that is providing vital creep for buildings.