3.02 Released

tankefugltankefugl One Script To Rule Them All...Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
edited April 2005 in NS General Discussion
<div class="IPBDescription">For those who pay no attention</div> The frontpage is updated:

<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We present you with NS 3.0.2, a server-side update to 3.0. We have made the following balance changes:

- Reduced observatory cost from 20 to 15.
- Increased observatory starting energy to 40.
- Reduced Armslab cost from 25 to 20.
- Reduced Phase Gate transportation throttle rate from 0.8 to 0.5 seconds per player.

Server operators can download the patch <a href='http://download.jarhedz.com/ns_beta/direct/ns_dedicated_server_patch_v302.zip' target='_blank'>here</a>. You do not need to have 3.0.1 installed to run this update; if you do not plan to run a server, you don't need to download or install anything.

On a different note, this season's CAL Final matches are about to begin. We wish all contenders the best of luck, and encourage you to join the HLTV servers; watching Natural Selection play at these levels can be quite an experience.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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Comments

  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Good changes all around. Any other changes? (ie: bugfixes)
  • Steel_MonkeySteel_Monkey Join Date: 2004-10-06 Member: 32121Members
    Thank god for the pg reduction.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    I think it's great. Might help to balance the game a bit...
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    edited April 2005
    Nice to see anti-sensory stuff given a buff. Thanks for responding so fast too.

    Hopefully this will encourage more pub comms to actually use scan once in a while..
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Great!

    Not the most expansive update ever. But it should do a good job of balancing the game a little more while the bigger problems get adressed for 3.1.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    tbh anything that helps a comm realise they need MT if they want their marines to survive against silence or celerity skulks is good.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    Yay, pgs are fixed. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    If you've noticed, all during the CAL Finals, 80% of wins are on Aliens, thus signifying that Aliens have a bit more of an advantage.. these updates will most likely help competitive NS the best.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    Hey look, the devs listened to the public! /shock <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    look! a dancing indiaN!
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Ooo, interesting. With what motive did you reduce the Arms lab cost, out of interest? I'd figure it out myself but it's early.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    who cares it gives marine a better chance
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-Buggy+Apr 4 2005, 06:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Apr 4 2005, 06:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ooo, interesting. With what motive did you reduce the Arms lab cost, out of interest? I'd figure it out myself but it's early. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Quicker Arms -> Quicker A1 -> Quicker reduction of the Focus impact.

    - Shockwave
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Increased observatory starting energy to 40.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Best change imo.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Any other changes? (ie: bugfixes)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No. The objective of this patch was to balance the game a little without of distracting us too far from 3.1. This is why we opted for pure number-tweaks, which take the least QA effort.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hey look, the devs listened to the public!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This might come as an even bigger shock to you, but we do in fact occasionally play this game ourselves <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->With what motive did you reduce the Arms lab cost, out of interest?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Our first idea was to somehow grant marines a generic res boost to improve their strategic flexibility in the early game. Since a bland buff to the starting res is not possible for design reasons too elaborate and boring to describe here, the next best thing was a cost reduction to a structure that <i>is</i> needed early in the game, but which won't be dropped more agressively later in the game if it's made cheaper. The armslab was the most sensible option.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Double arms lab rush came back <3
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    a patch in the right direction, im not sure it'll be enough but we'll see
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Anderval+Apr 4 2005, 03:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Apr 4 2005, 03:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> a patch in the right direction, im not sure it'll be enough but we'll see <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    From my experiance it doesn't really patch up the mid game, as weapons are still expensive as hell. But it goes a long way toward leveling the early game against sense skulks, and really any skulk because you get your upgrades up 10 seconds faster.
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    some small changes but small changes often have the biggest impact. Will be interesting to see what efefct these have
  • Steel_TrollSteel_Troll Join Date: 2004-02-12 Member: 26455Members
    Short, sweet patches 4tehwin!! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Swiftspear+Apr 4 2005, 09:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 4 2005, 09:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> From my experiance it doesn't really patch up the mid game, as weapons are still expensive as hell. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Mid-game improvements require an extensive rework of at the very least Fade, HMG and shotgun. It has never been in the scope of 3.0 final. We'd like to release patches on more than a yearly basis, you know? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    The marines can have an unparalleled advantage in the almost-mid game stage if the commander knows how to abuse obs and scan.

    Place the cheaper obs in strategic locations for free wall-hack, then use scan to reveal an area to allow your marines to safely pass through and foil ambushes.

    This improves the marines' chance of securing locations, RTs and downing alien RTs. Fades will still be there, but they will now be harder pressed when they do appear.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    I'm not sure it'll be the answer to sensory. Trying to make sure the marins have the "counter to sensory" (if we can call this counters) upgrades may weaken the other chambers too soon in the game.

    It may, if the MC and DC are weakened (i'm not sure but... i have a feeling), make the sensory a forced choice. I mean if the marins team get Armour lvl1 and MT too soon the only way to counter this or keep up the pace will be to use senso all the time...

    -Skulks will not be able to use Focus enough time to kill marins and claim the map. So they will rely on SOF and Cloaking. It may not be enough...
    -Alien will try to get ready the fade-focus ASAP and rush... As it was with DC on the 3.0 beta [1-5] versions.

    I'm not really sure as i have not tested yet... but considernig the 3.02 prices a commander will be able to drop a entire base at the begining... and still have ressource for 2 RT when base is complete...
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Nemesis Zero+Apr 4 2005, 05:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Apr 4 2005, 05:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Apr 4 2005, 09:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Apr 4 2005, 09:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> From my experiance it doesn't really patch up the mid game, as weapons are still expensive as hell. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Mid-game improvements require an extensive rework of at the very least Fade, HMG and shotgun. It has never been in the scope of 3.0 final. We'd like to release patches on more than a yearly basis, you know? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You had us fooled there for a little bit with b6..
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    REading those first I was like: "the april was yesterday"

    This can`t be true!! those are all really really nice things. Especially that obs buff, I like to slap Obs`s around. Also that al down to 20 could really open working 2 al starts. Think I go now to dark room and exploit these out! and you can have a1 and mt allmost immediatly.


    <u><b><span style='color:red'><span style='font-size:21pt;line-height:100%'><span style='font-family:Geneva'>DEV`S FTW</span></span></span></b></u>
  • crono1crono1 Join Date: 2004-01-20 Member: 25497Members, Constellation
    <!--QuoteBegin-Nemesis Zero+Apr 4 2005, 03:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Apr 4 2005, 03:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hey look, the devs listened to the public!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This might come as an even bigger shock to you, but we do in fact occasionally play this game ourselves <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Just out of interest, do any of the developers play Natural Selection at a competitive level?
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    I play PCWs, and I've been devouring almost every HLTV demo I can get a look at. There is more to it than just playing the game, though.

    This was an attempt to nudge things in the right direction, and we'll see if it's enough or not.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Zunni's also pretty active in the competitive area. Not sure whether he's currently in a clan, though...

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The marines can have an unparalleled advantage in the almost-mid game stage if the commander knows how to abuse obs and scan.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Why "abuse"? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    <!--QuoteBegin-crono!+Apr 4 2005, 07:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crono! @ Apr 4 2005, 07:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Just out of interest, do any of the developers play Natural Selection at a competitive level?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Grepdashv started almost every game for us (Darwin's Law) this season, Commander and Res Dropper/walker Lerk.
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