Beta5 Release -- Your Thoughts

1356

Comments

  • eikoeiko Join Date: 2003-05-24 Member: 16669Members
    Any fix for the fps drops?

    ati_npatch "0.0"
    ati_subdiv "0.0"
    didnt do anything.
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    edited September 2004
    mp_blockscripts:
    - Can't even use the most simple of scripts, such as "impulse 10;say_team I need a medpack!", or "slot2;slot1" (A script which is not even as useful as lastinv, but was handy for marines and didnt have the horrid lastinv delay).

    After writing this, I noticed another post complaining about the same thing - and voogru kindly made a reply:

    <!--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-->Those will work as long as they are alias'ed.

    alias sayhax "say hax;impulse x"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Thanks! You've just voided the "work" you did on mp_blockscripts by telling us how to bypass it? Intresting sidenote: You can also bypass certain cvar locks by aliasing them!

    jetpacks:
    - The sound sucks.
    - The power boost is nice, but couple it with the invunerability to stomp and you've created an inbalance.

    shotgun:
    - Animation looks weird and is intrusive.
    - Can't cancel reload by firing?
    - I feel I should also add that I think it is disgusting that you chose to use a cosmetic fix for the shotgun (crosshair) over fixing its code.

    gorges:
    - Can't gestate in vents anymore?
    - Have switched back the the old bilebomb range, which was removed during 2.0 because of its inbalance

    The welder:
    - It is identical to b4a, except for the VERY VERY VERY slightly modified sound. I also understand the damage it deals was altererd to be more consistent, but this has no real benefit except you might occasionally get a welder kill now.

    I have no problem with the welder, but I felt that this had to be mentioned after reading:

    <!--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-->I'm glad people like the new welder.
    I spent good amount of time on that sucker.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Thanks for the hard work voogru.

    maps:
    - The 2 biggest competetive maps (eclipse and veil) were not updated, as promised. I'm sure this was a mixup in the packaging of the release, but quite how you could manage it is beyond me, especially after taking so long to come up with this "patch".
    - The biggest problem with bast has always been how close engine hive is to marine start. The new version makes it <b>EVEN FASTER</b> to get there!
    - The marinestart on metal still has a huge ceiling which makes it a playground for fades.

    misc:
    - lightgamma block doesnt work
    - pshb still exists
    - amx/metamod is crashing servers

    I notice that the muzzleflash sprites have been added to the consistency check. The majority of people who play ns at a competetive level have to replace the muzzleflash sprites, because they are simply too big, too bright, and too opaque. With them enabled, my accuracy drops massively as they make it virtually impossible to see what you are trying to aim at (especially skulks). No other game I have played has such ridiculous muzzle flashes, and having them required is making me consider leaving ns (And I have been playing competetively since the day it was released).

    The 1 change I was *really* hoping to see - the most sensible change I've ever seen in these forums - wasn't included! This was the quake-style bunnyhopping for aliens! Oh well, back to mousewheel.

    I feel so sorry for the people on 56k who are going to spend days downloading this disappointment, and then are undoubtably going to be hit with another 50meg+ patch in a few days time to fix the screwups of this release.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    <!--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-->misc:
    - lightgamma block doesnt work
    - pshb still exists
    - amx/metamod is crashing servers<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    light gamma wasnt blocked it was set to be minimum number to 2.

    PSHB will always exist.

    I like peas.
  • OrganoXOrganoX Join Date: 2004-03-21 Member: 27473Members
    ns 3.05 is teh w1n!
  • XenixXenix Join Date: 2004-04-30 Member: 28340Members
    im downloading the patch right now and i think i might go back to 4a after playing. the new combat respawn sounds very bad. what about superskulks? they xenocide then have to evolve 9 times to get fully equipped again! combat sounds screwed.
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--QuoteBegin-Xenix+Sep 4 2004, 10:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xenix @ Sep 4 2004, 10:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> im downloading the patch right now and i think i might go back to 4a after playing. the new combat respawn sounds very bad. what about superskulks? they xenocide then have to evolve 9 times to get fully equipped again! combat sounds screwed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Lucky I didn't play much CO anyway >)
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    edited September 2004
    No, you only gain back points you spent on lifeforms, not on upgrades. You keep all your upgrades.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    <!--QuoteBegin-Xenix+Sep 4 2004, 04:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xenix @ Sep 4 2004, 04:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> im downloading the patch right now and i think i might go back to 4a after playing. the new combat respawn sounds very bad. what about superskulks? they xenocide then have to evolve 9 times to get fully equipped again! combat sounds screwed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    you keep your upgrades, jsut not your lifeform, so you have upgraded fade...die..comeback to life as skulk with fade upgrades, have to re-evolve back to fade again.

    it tries to bring in the ns_ feel.
  • titaniumtitanium Join Date: 2003-10-31 Member: 22166Members
    kavasa for the length of time you've been playing this game i'm amazed that you're bringing up such a lackluster point about the combat changes

    combat is supposed to be a miniature version of ns without the resource gathering. as far as "if the aliens lose all of their higher lifeforms they're screwed" goes, <i>what do you think happens in ns_ games when the aliens lose all of their fades, lerks, onos, and even gorges?</i> do you even play ns_ anymore?

    the change to combat makes perfect sense and it means now aliens have to play a bit more carefully. they might even have to use teamwork! good heavens!!!!!!!

    i do agree that the wave spawn sucks though
  • MetoMeto Join Date: 2004-04-26 Member: 28216Members
    Olli: If you think you can relocate next to the starting hive easily and defend it from the aliens then you are either dreaming or playing some of the worst alien players I've ever heard of, in which case you could probably get away without building an ip.
  • OBhaveOBhave Join Date: 2003-03-13 Member: 14462Members, Constellation
    Also allows people to change their minds about what lifeform they´re going to play
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    Shotgun is still borked, reload doesn't get cancelled on shooting and no random bullet spread.
    Jetpack sounds like a badly oiled mech now and you've completely annihilated any use for heavy armor whatsoever.
    Respawning as a skulk in combat is a very nice feature, makes it more fun to play different roles whenever you want but it assures aliens will get even more spawncamped now. Yay!
    Harmless scripts like switching between an alien and marine config are also blocked now so we have to choose 1 of the 'many' good servers there are. Good job!

    Beta 6 please.
  • TechnoMuffinTechnoMuffin Join Date: 2004-05-16 Member: 28713Members, Constellation
    Oh yes! I forgot....whoever builds ns_hera...you're now my hero for at least a week <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. I hate double node areas with a passion.
  • gusgus Join Date: 2004-09-04 Member: 31316Members
    What Mercior said.

    Except I actually like the new vacuum cleaner JP sound <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    I've try to play it, enjoy it, and if NS doesn't outright crash when I run it, I get terrible FPS that everything seems incredbily sluggish.

    From what I did play, though...

    New spawn system is a step in the right direction for fixing CO.
    Forcing aliens back to the hive will result in a marine win now, due to the spawning as skulks thing.
    Shotgun just seems weird now. Can't really explain why.
  • DoWDoW Join Date: 2003-05-09 Member: 16166Members
    edited September 2004
    Two quick things. One, there are still jacked/missing/misaligned textures in MS on ns_caged. Two, now that ex_jnterp is unlocked, anyone remember how it should be set (me thinks it was 1/cmdrate)?
  • fader89fader89 Join Date: 2004-08-01 Member: 30297Members
    I liked the old veil and old bast! Why god, why!?
  • NurotNurot Join Date: 2003-12-04 Member: 23932Members, Constellation
    In my opinion regular ns was fine the changes were great and all was well. I play maybe 15 games. Me not generally not liking co_ decided to try it anyways. Server had 20 people me included. Wow has it canged, it feels worthless to go, lerk, fade, or onos. Yes it has a purpose at the beginning but if the marines have heavy armor and jetpacks and shotguns or hmgs and kill your higher lifeforms then rush the hive. The aliens dont have a prayer,if they try to morph their egg is killed,or they try to attack and defend still in skulk form, well we know how quickly a skulk dies even with carpace against hmg, an/or nades. Cause now when you spawn at level ten yes you still dont have enough health to stay alive if they lob in one grenade <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->. *Spawn wave here*- beooop. Thump... BOOM 7 dead skulks...... Its pretty bad when everyone on the server agrees that the aliens have it bad. Out of all the co_ games aliens won one because it was 7 to 6 they killed us in their hive, they all morphed if they werent already and they all rushed. Then had one or two onos do their ditrty work and the longgggg respwan time allowed them to nab it.
  • DTEDTE Join Date: 2004-05-03 Member: 28412Members
    edited September 2004
    O Increased jetpack maneuverability, jetpackers are now immune to stomp, and carried items/ammo affect lift less
    finally <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    O Alien resource nodes don't play gurgling sounds until a minute into the game. (prevents commander from listening for starting hive)
    noooo
    O Increased Gorge armor from 40 to 50.
    O Increased spit damage from 25 to 30.
    batlle <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> for teh win! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    Removed weldable pipe (shortcut) on ns_metal
    WTH?
    - Removed a node from Holoroom
    - Removed ground path from Cargo to Holoroom
    ...
    - Added in a balcony overlooking the Holoroom, accessible from the upper level of Cargo
    damn I love to gorge there and drop ocs now they can kill me easy :'(
    - ns_bast
    a LOT better

    Well I did read the whole changelog. It's better then beta 4 but still imo they really ****ed up a few things
  • FragtasticFragtastic Join Date: 2004-09-04 Member: 31321Members
    I like beta 5, there's one or two problems but its an improvement on the last version, good job <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->.

    Hi, Im new here, but ive been playing NS for quite a long time now, so hello everybody.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    edited September 2004
    I can only say this:
    <span style='color:orange'>Attatchment picture removed after related post deleted</span>
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    edited September 2004
    I may as well delete it simply because I can't play it comfortably anymore. Dunno what exactly they did but something is really screwing over my FPS in NS.

    <span style='font-size:6pt;line-height:100%'>And if you tell me to set subdiv and npatch to 0, I'm going to give you the loving caress of a brick to the face because I already have them in my config.</span>
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited September 2004
    <!--QuoteBegin-Mercior+Sep 4 2004, 05:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mercior @ Sep 4 2004, 05:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - The biggest problem with bast has always been how close engine hive is to marine start. The new version makes it <b>EVEN FASTER</b> to get there! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sure, the revolving door and the elevator were minor problems <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Wake up.
  • Middle_Finger_of_DeathMiddle_Finger_of_Death Join Date: 2003-08-04 Member: 18899Members
    At first the shotgun felt weird, but now I have become the SHOTGUN-MASTA! ™, along with many other people. In fact, I think it's overpowered now because I can concentrate a lot better without the shotgun flipping in front of my face, which means more dead skulks.

    A serious problem with the wave respawn system in combat is the incredible amount of time that the players have to wait for a respawn. If many players are killed on one side, then it's a guaranteed win for the other, even if they're not close to the hive or command chair. Shorten it, and Beta 5 will be perfect. Well, not quite so, but close to it.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--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-->And if you tell me to set subdiv and npatch to 0, I'm going to give you the loving caress of a brick to the face because I already have them in my config.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    whats your ex_interp? im almost sure the problem is there.

    i dunno what the true uber correct rate settings are but for my 512/512 dsl (at least i think its that) i have

    rate 15000
    cl_updaterate 51
    cl_cmdrate 51
    ex_interp 0.05

    and the game runs smoothly.

    anyone with better suggestions please post here because theres always the possibility of me being horribly mistaken :o
  • CaveyCavey Join Date: 2003-10-31 Member: 22153Members
    "Unchained alien lifeforms, like regular NS:"

    I like this

    "Lowered chat text visually on-screen."

    Yay. Adminmod menus and votes no longer get obscured by buymenus.

    "Lifeform evolution times set to a smaller percentage of those in regular NS."

    If you are going to go with the crazy skulk spawning system, the evolve times need to be a lot quicker. I also think Marines should start as fresh and have to re-order their equipment from the commander, although this will give rise to "buyscripts".

    "Dying with a larger lifeform gives you back the points spent on it."

    Now, I would rather I spawned as the original lifeform to stop aliens getting spawn raped, but I would like to be able to de-evolve both lifeform and attributes, including on marines.

    "Players spawn in waves, with a maximum wave size of 5 players"

    I like this, it seems to work. Most people who play online will be familiar with Cheesy's system. A couple of newbies came onto a server the other day and wondered where the respawn system was as it had AMXmod disabled. So when something can be considered the norm, you kind of have to think maybe it is onto something.... Good job guys.

    "co_sava"

    Having played co_sava_b1, I am very disappointed. b1 was fine imhotbhbbq.

    Other thoughts -

    * Cosmetic changes are fine, they dont really effect the gameplay.
    * Redemtion is now actually worthwhile
    * I still wish cloaked skulks were actually invisible, not a reasonably obvious shadow.
    * I can still change lightgamma without any problems. Tried with 3, 0, -12 on jolt server that has scripts disabled.

    I also dont like seige cannons, but they are a necessary evil.

    I have an Radeon 9700 based gfx card, DX9.0b with Catalyst 03.1 and I did have

    ati_npatch "1.0"
    ati_subdiv "2.0"

    in my config and I cant complain, my frame rate sits at 100 most of the time, occasionally in populated res rooms it drops to 60. Oh, and I play in 1152 x 864 @ 16-bit in a window on my 1280x1024 desktop under Windows 2000.

    Anyway, I hope my $0.02 are worth your time.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Like they say around here: you can only get up from the bottom, and considering how crappy the previous build was, this is certainly a turn to the better. Hopefully it doesn't take 4 more months to get the next update, and two more years to get the final v3.0...
  • IBTIBT Join Date: 2003-10-22 Member: 21879Members
    go to halafax, stroke wild ducks come back and i bring more enjoyment, and now THIS.

    YAY UWE, now to DL...
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    bugs: out with the old, in with the new
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, 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--><i>do you even play ns_ anymore?</i><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Not as much I used to. I'm doing eighteen credits this semester so I can freaking graduate, and that means no clanning, and public ns is... pretty bad. Winning from the command chair is either trivially easy or my marines get owned, being a grunt is fun unless it's a <b>more turrents commando!!</b> team, and winning as alien is almost always trivially easy or incredibly frustrating. I still play it occasionally, but I don't have the same appetite for it as I did, you know, a <i>year</i> ago. At least in public play.

    The "now aliens have to play much more defensively" point occurred to me too. I guess I'll reserve judgement for a while, that might have just been a bad reaction to OMG CHANGE.
Sign In or Register to comment.