Update 325 - Anniversary - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Update 325 - Anniversary - Natural Selection 2
Update 325 includes balance adjustments, map refinements, bug fixes, gameplay tweaks, and new cosmetics to the Catalyst Pack. A long time veteran of NS2 development has rejoined the team, Fsfod...
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Are the lerk gliding sounds occluded by geometry? Will someone hear me gliding if they're directly opposite from me on the other side of a wall, or only after I round the corner?
Also, great patch UWE! Nice to see many old bugs fixed.
There was a comment on the trello card after the public PT which suggested it was an option, so I was just looking for confirmation.
As I remember well in NS1 you had 2 IP from 6 players. Now i's 8. This is HUGE and unbalanced.
In FFA the main problem is people joining late... So you begin at 6 with 1 IP then people joins you're like 10 vs 10 with 1 IP...
Fun fact : there's already a 2 IP mod out there...
I think in NS1 you didn't start with any IPs and had to build them with your starting resources. It's been a while, though.
THEY CALLED ME CRAZY! I TOLD YOU! I TOLD YOU ALL!
Wait what?
Nice update, digging the marine commander skins, not sure about the alien ones. Too green.
^this
I have my doubts about the buffing of hmgs, especially the weight part, but we'll see!
I totally understand, that was pretty dirty on my part. On one hand, I think it's SUPER exciting to have a potential alternative to the SG - if you really think about the power of an SG, would it's equal/alternative feel "balanced" to you at first? Veil is also an extremely good map for MG/JP combos and if you don't get support/cover from your teammates as an onos, a single MG/JP can chase/lawnmower you down from relatively high health if left unharassed. MG/JP is also super dangerous for pinching lifeforms.
On the other hand, it is of course a new change and could very well be a little overtuned, I'll definitely be looking forward to what people think after they've seen it for a week or two. It could also be that MG&JP energy consumption (the weight change) is too lenient allowing for those crazy chases (flashbacks to NS1 HMG/JPs).
Reducing the costs are fine, but the dps increase + weight reduction combo is ludicrous.
EDIT: yes, onos chases in ns1 were enticing, but to disregard all the balancing in ns2 so marines can pwn the highest lifeform in 10 seconds is unprofessional:P
I could live with this change if you guys PREACTIVELY buffed the aliens in some way, so they can counter this.
Khhmm... sticky webs maybe? Like in ns1?
You are so cool! Honestly, it wasn't dirty running down my onos twice with your slightly grungy HMG. I'd do the same, believe me. But, it was most ungentlemanly of me to remark afterwards. I truly do respect you and the work you do for the game...and appreciate your gameplay and your art, of course. I didn't quit NS2...I went on Diamond Gamers soon after I raged on TA, grabbed an HMG, shot 35%, and ruined their game. haha
We'll see how it all goes with the changes. I'll lighten up. My sincerest apologies.
You are not the first to report this "issue". However that change is part of a mod that some servers use (see https://steamcommunity.com/sharedfiles/filedetails/?id=1116917228) . So not much we can do.
W0:
LMG: 10 Dmg, 0.055s delay, 2.75s total fire time, 2.25s reload speed, 50 clip size, 200 ammo, 181.81 DPS.
Shotgun: 17 x 10 Dmg, 0.72s delay, 4.32s total fire time, 2.35-5.5s reload speed, 6 clip size, 24 ammo, 236.1 DPS.
MG: 9 Dmg, 0.055s delay, 6.875s total fire time, 5s reload speed, 125 clip size, 500 ammo, 150% dmg vs. players, 245.5 DPS vs. players, 163.63 DPS vs. structures.
W3:
LMG: 13 Dmg, 0.055s delay, 2.75s total fire time, 2.25s reload speed, 50 clip size, 200 ammo, 236.36 DPS.
Shotgun: 17 x 13 Dmg, 0.72s delay, 4.32s total fire time, 2.35-5.5s reload speed, 6 clip size, 24 ammo, 306.94 DPS.
MG: 11.7 Dmg, 0.055s delay, 6.875s total fire time, 5s reload speed, 125 clip size, 500 ammo, 150% dmg vs. players, 319.09 DPS vs. players, 212.72 DPS vs. structures.
The problem is that I don't know when damage is rounded--before or after the puncture damage modifier. If it's rounded down, W0 MG would be 9 * 1.5 = 13.5 damage rounded down to 13, resulting in 236.36 DPS vs. players, which is much closer to W0 shotgun. Disregarding rounding, here are the weapon upgrade differences vs. players:
W0 LMG (10) vs. W0 MG (13.5): 3.5 weapon upgrades
W1 LMG (11) vs. W1 MG (14.85): 3.85 weapon upgrades
W2 LMG (12) vs. W2 MG (16.2): 4.2 weapon upgrades
W3 LMG (13) vs. W3 MG (17.55): 4.55 weapon upgrades
Well, you can talk to me. Literally the first time I heard any noise about it was yesterday and it's been there for 6+ months.
Yuuuup. That's the change from Matso that fixed input handling. If your framerate was low, mouse movements would sometimes be dropped due to a bug in the underlying library.
My framerates are >100 and I've felt that inputs are less laggy and closer to other first person shooters.
So it's a normal example of someone breaking your mod. Whether its been there for 6 months or 2 days, it's awful now for whatever reason starting 1 day ago at build 325. Please fix it, get rid of it, or make it an option.