just came out. rocks my socks. discuss. <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
Only good Euro server I've found is YO clan's- others are way too laggy.
Space: much better when you use Newtonian physics over simple physics- though I have no idea how to avoid missiles (yet it seems everyone can avoid mine!). Also, it appears that lasers are massively ineffective relative to missiles.
Infantry- hangars get clogged up; and I don't think invaders should have their only entrance to the enemy capital ship being a defender's spawn location. Also the machine gun >>> the carbine. Couldn't get a single kill with the carbine, took the MG and single handedly capped the hangar bay with a 10-kill streak vs. carbine defenders; by just holding mouse1 and looking at the bad guys.
Definitely needs more work, but as it's the only the first release I'd consider it a success.
<!--quoteo(post=1567565:date=Sep 23 2006, 10:37 AM:name=WaterBoy)--><div class='quotetop'>QUOTE(WaterBoy @ Sep 23 2006, 10:37 AM) [snapback]1567565[/snapback]</div><div class='quotemain'><!--quotec--> I installed it, but when i go to click on it to play; it prompts me to install the SDK Base.
Is that normal? <!--QuoteEnd--></div><!--QuoteEEnd-->
It did that for me too. It actually took me longer to download that from Valve Content Servers then it took me to get ES itself (big thanks to KFDM for that one).
Good: OLO IM IN SPACE AND NOW IM IN TEH BAD GUY SHIP WEE Newtonian flight pew pew lasers Flamethrower It doesn't crash all the time
Bad: Recognizes my joystick fine, but if I use it then my view spins uncontrollably to the left I can't land on that freaking carrier By time time you DO get to the freaking carrier, someone just shoots you and you're back to square one One map, and that map is actually just 5 space rocks Bugs galore
About Source SDK Base: Yes! That is normal. In fact, for ANY Source mod here on out (including NS Source) you _must_ have Source SDK Base installed. You do NOT need the huge HL2 client installed to play mods. Now it's only 200 megs, and also gives us modders features to the engine instantly as soon as they release them, instead of having to put them in HL2 junk. It's a lot nicer.
We know about the lag, and it's one of our main priorities.
Tycho: What's your Joystick? Is it calibrated? Check the Controls menu for things that could help (like checking the box that says "Use Joystick for Space Flight")
A lot of bugs we know about, and we're going to get the major ones fixed and keep working on them. It is a beta/first release after all.
Also we're working on more maps (such as the one being made by KFDM now <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> ) and we'll release them as soon as they are in a playable state.
About landing in the hanger, we're finding ways of doing this, but for release we decided just to keep it free-form. We may end up doing an auto-land button or something of that sort, cause even I screw up my landings and hit a wall and go flying.
Glad to see people are having some fun with it though!
Well I've tried it, and even if it's got all those beta-mod quirks to iron out, I find it fun. I find that the red team doesn't have enough ships, 1 is a horribly low number, especially when compared to the 6 you'll find on the other side (or are some ships hidden?). In any case, I find flying quite fun, but I find primary weaponry too weak (that's possibly because I use a mouse to aim though) and more often then not, people rely on missiles, sometimes I have 3 or more launches detected one right after the other. I think the afterburner needs to be redone, isn't the reserve limitless? If it is, all it takes to have a fast ship is to put a high ship sensitivity and press on that afterburner all the time.
Finally, I think that the manual (at least a quickstart) should be readily available: the wiki doesn't have any info on what the objectives are, what Newtonian flight is, how hackers work, etc. Even if it can easily be figured out, I prefer starting to play a game knowing what to do. I can understand it's a beta, but I'm sure three minutes' worth of reading isn't a whole lot to write out, even if it's not a comprehensive manual with background.
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
<!--quoteo(post=1567617:date=Sep 23 2006, 04:48 PM:name=Iced_Eagle)--><div class='quotetop'>QUOTE(Iced_Eagle @ Sep 23 2006, 04:48 PM) [snapback]1567617[/snapback]</div><div class='quotemain'><!--quotec--> About Source SDK Base: Yes! That is normal. In fact, for ANY Source mod here on out (including NS Source) you _must_ have Source SDK Base installed. You do NOT need the huge HL2 client installed to play mods. Now it's only 200 megs, and also gives us modders features to the engine instantly as soon as they release them, instead of having to put them in HL2 junk. It's a lot nicer. <!--QuoteEnd--></div><!--QuoteEEnd-->
Must be a new thing; I have alot of mods installed and dont ever remember having to install the SDK base.
Primary weapon is not in the slightest bit weak, and will rip through health, and should get you more kills then missles. The problem, if you're using mouse, you're gonna find it harder to hit then those of us who have a good joystick
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
I haven't had much trouble aiming with the mouse. It does take some effort to adjust to that system, though (I'd fortunately already learned it through <a href="http://ifh.firstones.com" target="_blank">IFH</a>).
<!--quoteo(post=1567642:date=Sep 24 2006, 02:09 AM:name=Aldaris)--><div class='quotetop'>QUOTE(Aldaris @ Sep 24 2006, 02:09 AM) [snapback]1567642[/snapback]</div><div class='quotemain'><!--quotec--> Primary weapon is not in the slightest bit weak, and will rip through health, and should get you more kills then missles. The problem, if you're using mouse, you're gonna find it harder to hit then those of us who have a good joystick <!--QuoteEnd--></div><!--QuoteEEnd-->
Well I did get to a bit of training and I'm forcing myself to use those lasers or guns, and I guess I'm fairly good at it, but I mean that when compared to games such as Freespace, I really have trouble getting the target down. And Freespace ships have shields. I guess I'm getting good at evasion, but I'm still under the impression that I got killed wayy more often by missiles than by guns.
<!--quoteo(post=1567582:date=Sep 23 2006, 11:38 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Sep 23 2006, 11:38 AM) [snapback]1567582[/snapback]</div><div class='quotemain'><!--quotec--> Recognizes my joystick fine, but if I use it then my view spins uncontrollably to the left <!--QuoteEnd--></div><!--QuoteEEnd-->
Make sure you turn <u>OFF</u> "use joystick" in the regular old HL2 config menus. I had this problem too initially.
The mod is awesome. It reminds me of NS in a way; most of the matches are relatively quick before they're all but over, but ninjas can always turn the tide if left alone for too long. And when you get an hour-long game going on a large server, it's just insanity.
And im_lost, next time we meet ingame, I'm only charging you if you're not surrounded by 4 other guys... "INCOMING MISSILE" "INCOMING MISSILE" "INCOMING MISSILE" "INCOININCOMMISSINCMIINCOM" *BOOM* <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
<!--quoteo(post=1568080:date=Sep 26 2006, 04:16 PM:name=DOOManiac)--><div class='quotetop'>QUOTE(DOOManiac @ Sep 26 2006, 04:16 PM) [snapback]1568080[/snapback]</div><div class='quotemain'><!--quotec--> Yes, but my understanding is that there isn't anything they could do about it. That particular menu wasn't available for editing. <!--QuoteEnd--></div><!--QuoteEEnd-->
They could have let me know. I was talking to one of the developers and even he had no idea what was going on. You'd think they'd publicize it a bit.
<!--quoteo(post=1567635:date=Sep 23 2006, 06:08 PM:name=WaterBoy)--><div class='quotetop'>QUOTE(WaterBoy @ Sep 23 2006, 06:08 PM) [snapback]1567635[/snapback]</div><div class='quotemain'><!--quotec--> Must be a new thing; I have alot of mods installed and dont ever remember having to install the SDK base. <!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, it's new. We are the first mod to release a source mod with Valve's new system.
Also, a patch should be released this weekend or next to fix most major issues (such as the lag and uber-pwn MG).
<!--quoteo(post=1568371:date=Sep 28 2006, 03:06 PM:name=Iced_Eagle)--><div class='quotetop'>QUOTE(Iced_Eagle @ Sep 28 2006, 03:06 PM) [snapback]1568371[/snapback]</div><div class='quotemain'><!--quotec--> Yes, it's new. We are the first mod to release a source mod with Valve's new system.
Also, a patch should be released this weekend or next to fix most major issues (such as the lag and uber-pwn MG). <!--QuoteEnd--></div><!--QuoteEEnd-->
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
I find it to be a ton of fun so far. There's only one part of the gameplay that I think needs serious work, and that's how the fighters interact with the hangers. Getting into the hanger is easy enough when you are in auto mode, but once you get in the gameplay gets awkward.
The fighters look completely detached from their surroundings, I think partly because they aren't affected by gravity. Despite having obviously high powered weapons on your ship you can't fire any of them at the people waiting to pick you off. Running into them doesn't do anything either.
I think this little part of the game needs a little rethinking for how you guys want it to play out. Personally, I'd have gravity start to affect the ships once they are in the hanger, and have the mobility of the ship reduced as a result. (Can't turn as well to fire, for instance.) Allow them to fire their weapons, but give the ground troops some way of disabling them perhaps.
The other thing I'd change is with the flight controls. It takes something like half a second of continuous burn to get up to your top speed in any particular direction. I don't think this really feels like space travel as a result. Newtonian mode doesn't really feel like newtonian mode, it feels like arcade mode without breaks. Personally, I'd prefer to have slower acceleration with greater max speed. I also think that having the afterburner (or whatever it's called) affect only your forward acceleration would make the gameplay more interesting.
I'd say the easiest way of sorting out the hanger interaction, is have an automatic landing sequence if you get near the hanger. Space flight atm to me is fine, variation in ships will come in time, so I'm not concerned with that. The problem right now for me is infantry combat. It feels basic and tacked on, needing an entire overhaul almost.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--quoteo(post=1568466:date=Sep 29 2006, 02:45 PM:name=moultano)--><div class='quotetop'>QUOTE(moultano @ Sep 29 2006, 02:45 PM) [snapback]1568466[/snapback]</div><div class='quotemain'><!--quotec-->The other thing I'd change is with the flight controls. It takes something like half a second of continuous burn to get up to your top speed in any particular direction. I don't think this really feels like space travel as a result. Newtonian mode doesn't really feel like newtonian mode, it feels like arcade mode without breaks. Personally, I'd prefer to have slower acceleration with greater max speed. I also think that having the afterburner (or whatever it's called) affect only your forward acceleration would make the gameplay more interesting. <!--QuoteEnd--></div><!--QuoteEEnd--> Completely agreed.
Also, this is purely conceptual, but does anyone else see a problem with flying an expensive space fighter into an enemy's hangar and then discarding it? Seems more logical to use some sort of infantry carrier.
NeonSpyder"Das est NTLDR?"Join Date: 2003-07-03Member: 17913Members
Ah, Aldaris, it's possible to use the afterburner and the upwards lift (spacebar) to kind of dodge the missiles, if you time it right. Alternatively you could use the 'descend' (ctrl) key as well. Then again you could always rotate in space the second you hear the missile lock, and hit the AB so you change your direction by 90 degrees or so.
Those are just a few of the things I found work well for me.
Also another tip, if you happen to see someone that's ignoring the main fight, you could always try to 'sneak up' behind them, and get in reaaal close before you actually fire missiles or fire your guns. Since the fighters have a very poor field of view, it's actually a lot easier then you'd think to sneak up behind a person. If they're trying to boost their way to the opposing team's hanger for instance.
Get within 500m of them and just launch a missile volley followed by a ton of laser death, they wont even know what hit them.
OH and another thing. I think it's really super-cool to see that you still have that quote of mine in your sig Aldaris. Hurrah! I'm officially part of history now!
My gripes:<ul><li>Not being able to shoot inside the hangar. Usually as soon as you leave the fighter you're killed. It would be nice to be able to clear the deck a little.</li><li>If you afterburn in "Free" mode you get up to speed but when you release the afterburner breaking thrusters fire and kill your momentum. Doesn't sound very "Free".</li><li>The hacker's deployed railgun is too easy to knock over and remote control only seems to work 2/3 of the time.</li><li>Teleporting about when trying to land a fighter.</li><li>The deploy animation of the hacking tool is buggier than silithus.</li><li>"Lol christmas tree" space lasers. I'd say stick with blue/purple.</li></ul>My favourite bits:<ul><li>Flamethrower is the best since Return to Castle Wolfenstein's. Good job!</li><li>Missile lockon period is spot on.</li><li>Weapons are pretty functional. Ion gun sounds <b>awesome</b>.</li><li>Spawn menu is functional and easy to use. Weapon choice is directly linked to class. One-click selection.</li></ul>All in all: A solid first release. Looking forward to some patches though. :>
Comments
Space: much better when you use Newtonian physics over simple physics- though I have no idea how to avoid missiles (yet it seems everyone can avoid mine!). Also, it appears that lasers are massively ineffective relative to missiles.
Infantry- hangars get clogged up; and I don't think invaders should have their only entrance to the enemy capital ship being a defender's spawn location. Also the machine gun >>> the carbine. Couldn't get a single kill with the carbine, took the MG and single handedly capped the hangar bay with a 10-kill streak vs. carbine defenders; by just holding mouse1 and looking at the bad guys.
Definitely needs more work, but as it's the only the first release I'd consider it a success.
Is that normal?
Is that normal? <!--QuoteEnd--></div><!--QuoteEEnd-->
It did that for me too. It actually took me longer to download that from Valve Content Servers then it took me to get ES itself (big thanks to KFDM for that one).
OLO IM IN SPACE AND NOW IM IN TEH BAD GUY SHIP WEE
Newtonian flight
pew pew lasers
Flamethrower
It doesn't crash all the time
Bad:
Recognizes my joystick fine, but if I use it then my view spins uncontrollably to the left
I can't land on that freaking carrier
By time time you DO get to the freaking carrier, someone just shoots you and you're back to square one
One map, and that map is actually just 5 space rocks
Bugs galore
We know about the lag, and it's one of our main priorities.
Tycho: What's your Joystick? Is it calibrated? Check the Controls menu for things that could help (like checking the box that says "Use Joystick for Space Flight")
A lot of bugs we know about, and we're going to get the major ones fixed and keep working on them. It is a beta/first release after all.
Also we're working on more maps (such as the one being made by KFDM now <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> ) and we'll release them as soon as they are in a playable state.
About landing in the hanger, we're finding ways of doing this, but for release we decided just to keep it free-form. We may end up doing an auto-land button or something of that sort, cause even I screw up my landings and hit a wall and go flying.
Glad to see people are having some fun with it though!
In any case, I find flying quite fun, but I find primary weaponry too weak (that's possibly because I use a mouse to aim though) and more often then not, people rely on missiles, sometimes I have 3 or more launches detected one right after the other. I think the afterburner needs to be redone, isn't the reserve limitless? If it is, all it takes to have a fast ship is to put a high ship sensitivity and press on that afterburner all the time.
Finally, I think that the manual (at least a quickstart) should be readily available: the wiki doesn't have any info on what the objectives are, what Newtonian flight is, how hackers work, etc. Even if it can easily be figured out, I prefer starting to play a game knowing what to do. I can understand it's a beta, but I'm sure three minutes' worth of reading isn't a whole lot to write out, even if it's not a comprehensive manual with background.
About Source SDK Base: Yes! That is normal. In fact, for ANY Source mod here on out (including NS Source) you _must_ have Source SDK Base installed. You do NOT need the huge HL2 client installed to play mods. Now it's only 200 megs, and also gives us modders features to the engine instantly as soon as they release them, instead of having to put them in HL2 junk. It's a lot nicer.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Must be a new thing; I have alot of mods installed and dont ever remember having to install the SDK base.
Primary weapon is not in the slightest bit weak, and will rip through health, and should get you more kills then missles. The problem, if you're using mouse, you're gonna find it harder to hit then those of us who have a good joystick
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I did get to a bit of training and I'm forcing myself to use those lasers or guns, and I guess I'm fairly good at it, but I mean that when compared to games such as Freespace, I really have trouble getting the target down. And Freespace ships have shields.
I guess I'm getting good at evasion, but I'm still under the impression that I got killed wayy more often by missiles than by guns.
Recognizes my joystick fine, but if I use it then my view spins uncontrollably to the left
<!--QuoteEnd--></div><!--QuoteEEnd-->
Make sure you turn <u>OFF</u> "use joystick" in the regular old HL2 config menus. I had this problem too initially.
And im_lost, next time we meet ingame, I'm only charging you if you're not surrounded by 4 other guys...
"INCOMING MISSILE"
"INCOMING MISSILE"
"INCOMING MISSILE"
"INCOININCOMMISSINCMIINCOM" *BOOM* <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
Oh. That's counterintuitive.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, but my understanding is that there isn't anything they could do about it. That particular menu wasn't available for editing.
Yes, but my understanding is that there isn't anything they could do about it. That particular menu wasn't available for editing.
<!--QuoteEnd--></div><!--QuoteEEnd-->
They could have let me know. I was talking to one of the developers and even he had no idea what was going on. You'd think they'd publicize it a bit.
Must be a new thing; I have alot of mods installed and dont ever remember having to install the SDK base.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, it's new. We are the first mod to release a source mod with Valve's new system.
Also, a patch should be released this weekend or next to fix most major issues (such as the lag and uber-pwn MG).
Yes, it's new. We are the first mod to release a source mod with Valve's new system.
Also, a patch should be released this weekend or next to fix most major issues (such as the lag and uber-pwn MG).
<!--QuoteEnd--></div><!--QuoteEEnd-->
Iron Grip also uses it. Patch time, woooo!
The fighters look completely detached from their surroundings, I think partly because they aren't affected by gravity. Despite having obviously high powered weapons on your ship you can't fire any of them at the people waiting to pick you off. Running into them doesn't do anything either.
I think this little part of the game needs a little rethinking for how you guys want it to play out. Personally, I'd have gravity start to affect the ships once they are in the hanger, and have the mobility of the ship reduced as a result. (Can't turn as well to fire, for instance.) Allow them to fire their weapons, but give the ground troops some way of disabling them perhaps.
The other thing I'd change is with the flight controls. It takes something like half a second of continuous burn to get up to your top speed in any particular direction. I don't think this really feels like space travel as a result. Newtonian mode doesn't really feel like newtonian mode, it feels like arcade mode without breaks. Personally, I'd prefer to have slower acceleration with greater max speed. I also think that having the afterburner (or whatever it's called) affect only your forward acceleration would make the gameplay more interesting.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Completely agreed.
Also, this is purely conceptual, but does anyone else see a problem with flying an expensive space fighter into an enemy's hangar and then discarding it? Seems more logical to use some sort of infantry carrier.
Those are just a few of the things I found work well for me.
Also another tip, if you happen to see someone that's ignoring the main fight, you could always try to 'sneak up' behind them, and get in reaaal close before you actually fire missiles or fire your guns. Since the fighters have a very poor field of view, it's actually a lot easier then you'd think to sneak up behind a person. If they're trying to boost their way to the opposing team's hanger for instance.
Get within 500m of them and just launch a missile volley followed by a ton of laser death, they wont even know what hit them.
OH and another thing. I think it's really super-cool to see that you still have that quote of mine in your sig Aldaris. Hurrah! I'm officially part of history now!
--Scythe--