They still didn't revert the fade change, cheap price for flamers and nades, biomass, and the fact that buildings need drifters to build what was normal speed before 250.
I'll wait for the September content update and if most of these are not changed by then, there is no longer a point in playing this game.
They still didn't revert the fade change, cheap price for flamers and nades, biomass, .
Fade mechanics are here to stay, i believe..
Price of GLs and FTs possibly as well, although they were adjusted this patch.
Biomass... whats wrong with biomass?
By all means reduce grenade splash damage, but removing detonation on impact? Why? Removes the reward for aiming and instead makes it in to purely a spam role.
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
edited July 2013
@seahunts
I felt the GL was already a spam role??
Any direct hit with those things - short of hitting an onos - seemed like it was pure luck 95% of the time.
This change just lessens it's effectiveness when doing so. Thank god.
Important to note, also, that it's actual role is "Anti-structure" so any detonation on impacting a flying lerk that rounded a corner seemed mighty out of place imo.
edit: Its a minimum arming distance, like an actual 40MM grenade from a 203 GL or Mk19. Meaning it still can do direct impact damage.... grr..
They still didn't revert the fade change, cheap price for flamers and nades, biomass, and the fact that buildings need drifters to build what was normal speed before 250.
I'll wait for the September content update and if most of these are not changed by then, there is no longer a point in playing this game.
Agree that it was a spam role, however it could have been made in to something other than that. Perhaps more like the TF2 demoman's loch and load but with slightly more splash, and with projectiles moving slower in more of an arc.
The problem with purely anti structure weapons as I see it is that you don't want to be left holding one when your team mates with the anti player weapons get killed.
So wait, do grenades NEVER detonate on contact or is there only a min time before they can do so? If its never seems rather weak, especially with the retarded rubber-like bouncing killing things (even buildings) might be very hard now. I dont think the splash on detonation was never much of an issue, and it was easy to avoid. Seems like a trite change that will do little but remove whatever skill potential the GL had.
By all means reduce grenade splash damage, but removing detonation on impact? Why? Removes the reward for aiming and instead makes it in to purely a spam role.
I get where you're coming from but the GL should never be some kind of sniper rifle. For that we have the rail exo. Also because the grenade object and its trajectory is calculated server side you can't really aim, you just get lucky. As in, aiming/tracking fast moving lifeforms requires a degree of precision which is overwhelmed by interp/ping.
The GL change is pretty sensible. Remove the luck based reward against lifeforms, leave it as a siege/aoe denial. Any other concerns about the efficacy/spammability of GLs can be addressed through other changes like rof, reload time, ammo capacity, damage and blast radius but that's another discussion.
There really are a lot of great changes in this patch!
Really pleased to see the changes to FT damage, GL radius and minigun dps both the direction and mangnitude (small changes ftw). Whatever knock on effect those changes have on "balance" should be addressed elsewhere - those changes are good for the health of the game. Also glad to see some improvements to cysts, and we're slowly inching towards a truly dynamic system whereby the commander just specifies a direction for infestation to automatically spread... great stuff. Rebuilding cysts drives me nuts as a khammander, it's soooooo tedious.
However...
Explosions now trigger a slight camera shake
Added subtle view model rotation for wall walking Skulks
These changes will be disabled by every non casual player. Worse, they make the game harder for casuals who don't know better, just like the atmospherics setting. This is the kind of stuff we're talking about when we say 'is the game being designed for casual or competitive games'.
Edit: And "subtle" view model rotation? Climb up the side of an extractor and your mouth rotates nearly 45 degrees. Working as designed? It's not nearly so drastic as when you're wall walking.
Is the sever side trajectory responsible for the dodgy grenade physics? I see them do stupid things like glide along the floor.
Well, it's not that the sever does a worse job at maths... I guess there may be problems resolving differences between what the client expects and what the server says happened. In any case, it has been much improved since the beta.
Just to clarify about the grenade lifetime thing: it basically means that if you shoot an alien at close range with the GL, the grenade will bounce off them instead of functioning like a shotgun from hell.
Direct hits with GLs (at oncoming skulks & lerks) were always so satisfying.
Which, if you were reading the thread, you can still do. Just not point blank. It's a minimum arming range with a lowered explosion radius. That's the only changes to it from what I'm seeing.
Had a weird bug today, my LMG started shooting a stream of flamethrower flames every 5 seconds from the front of my rifle and it seems to do damage as well. Very odd bug. Gives me an idea for an underslung grenade or flamethrower option for the rifle however (wasn't that brought up like ages ago?)
Build 251 is Now Live on Steam! - Natural Selection 2<br />
Some builds just want to watch the world burn. Build 251 has been in the works for quite some time – Unlike the new heir to the British throne, it did not decide to arrive promptly.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
Hmm... there is one missing change that didn't make it into the log:
- Fades do not play crouch animation when moving at > walking speed.
Ie, you will no longer see any fast-moving crouched fades, so crouching while blinking does not make you a smaller target anymore.
Crouch STILL takes effect for YOURSELF, so you can crouch to navigate easier and get into vents.
I think that my steam copy is bugged somehow. Whenever I start the game it loads but the screen is completely black but I can still hear the noise of rolling over the options.
Comments
I'll wait for the September content update and if most of these are not changed by then, there is no longer a point in playing this game.
By that I thought they mean that they reverted most of the changes in 250 but they didn't.
Does this mean what I think it means?
Aliens both OP and boring as foooock is a real good combination.
Price of GLs and FTs possibly as well, although they were adjusted this patch.
Biomass... whats wrong with biomass?
I felt the GL was already a spam role??
Any direct hit with those things - short of hitting an onos - seemed like it was pure luck 95% of the time.
This change just lessens it's effectiveness when doing so. Thank god.
Important to note, also, that it's actual role is "Anti-structure" so any detonation on impacting a flying lerk that rounded a corner seemed mighty out of place imo.
edit: Its a minimum arming distance, like an actual 40MM grenade from a 203 GL or Mk19. Meaning it still can do direct impact damage.... grr..
Just peace now
The problem with purely anti structure weapons as I see it is that you don't want to be left holding one when your team mates with the anti player weapons get killed.
And thumbs up for the exo and flamer nerfs. Were definitely needed.
Still waiting to see a buff to the Onos, hopefully next patch?
And I can actually see res while spectating again! Sweet!
It feels a bit faster to me and just wanted to check.
The GL change is pretty sensible. Remove the luck based reward against lifeforms, leave it as a siege/aoe denial. Any other concerns about the efficacy/spammability of GLs can be addressed through other changes like rof, reload time, ammo capacity, damage and blast radius but that's another discussion.
Really pleased to see the changes to FT damage, GL radius and minigun dps both the direction and mangnitude (small changes ftw). Whatever knock on effect those changes have on "balance" should be addressed elsewhere - those changes are good for the health of the game. Also glad to see some improvements to cysts, and we're slowly inching towards a truly dynamic system whereby the commander just specifies a direction for infestation to automatically spread... great stuff. Rebuilding cysts drives me nuts as a khammander, it's soooooo tedious.
However...
- Explosions now trigger a slight camera shake
- Added subtle view model rotation for wall walking Skulks
These changes will be disabled by every non casual player. Worse, they make the game harder for casuals who don't know better, just like the atmospherics setting. This is the kind of stuff we're talking about when we say 'is the game being designed for casual or competitive games'.Edit: And "subtle" view model rotation? Climb up the side of an extractor and your mouth rotates nearly 45 degrees. Working as designed? It's not nearly so drastic as when you're wall walking.
Direct hits with GLs (at oncoming skulks & lerks) were always so satisfying.
Good build!
Wasn't Prince Gorge about a week overdue?
- Fades do not play crouch animation when moving at > walking speed.
Ie, you will no longer see any fast-moving crouched fades, so crouching while blinking does not make you a smaller target anymore.
Crouch STILL takes effect for YOURSELF, so you can crouch to navigate easier and get into vents.
As crouching moves the centerpoint a bit, you can still see the difference when the fade hits the roof:
http://steamcommunity.com/sharedfiles/filedetails/?id=163550635
vs
http://steamcommunity.com/sharedfiles/filedetails/?id=163550620
the legs sticks down a bit.