Really wish MAC's weren't required to drop buildings still.. is this confirmed? I didn't go in the com chair but the commander I asked said you still need a MAC which sort of defeats the purpose, I mean as long as the MAC's are already there why not let them build, I thought the point was so you can expand outwards without need to escort a MAC and build outside of your bases, while the MAC's stay in the bases to build/repair, or go out and help with their offensive abilities.
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
Devs theres a bug right now, there isn't a game start timer so when it begins only the first person spawns and thus the marine team can't get off the ground.
You only need a mac to build if it is not in view of your own buildings or players - so it seems.
Game has gotten smoother again, great stuff - sounds have made a huge difference as have effects.
User Interface has gotten better, but seems confusing when you can go into a build menu, then click on the build bot, then go back from the build bot into the original menu (or something).
Big issues:
# Balance has gone over to aliens. Because things take longer to build now, and require people to build them - takes ages for things to get done on publics. # Sentries are better - but they do naff all. Seriously, if aliens can stand in 270 degs of their range of fire, and have vents - why are they so nerfed.
They need beefing up. I had 4 set up (2 forward, 2 back in marine start corridor in the centre) and they only managed to spin up and kill a skulk once it had run the entire length??? Fades just make mince meat of them.
Yet I can walk into a room as marine and get insta killed by two crags that have been set up... not fair.
Lerk seems very difficult to kill now.
Overall a lot smoother.
Also : <b>BIG ISSUE</b>
For some reason the lights flicker on and off - I mean completely and for everyone. Seems to be when power nodes go down.
praise: noticeably improved FPS for me! MUCH better marine UI like the new MAC rework love how the marine building sparc is whereever you aim, and it being a dynamic light :D
performance bugs: - seemingly, all, lights suddenly disappear for a short duration. happened while i was placing sentry. while i was aiming at skulk, only rifle was visible. seems it goes back only when you perform some action (not after time). - server (running on my high-end dualcore) was good at start, but as game progressed and more buildings...got VERY sluggish (atleast for me).
gameplay bugs: - lighting still can get desynched from power node state. - adv. armory with addon was without armory menu access, had to build a regular one to buy SG. - sentry retarget doesn't seem to work. - MACs take damage from spores (intended?)
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
Just played a great set of games, it seems smoother now and the gameplay is definitely better. Marines must and do work together, very nice. There are a few issues so far:
-Black screen which reverts back to normal, I think it may have something to do with being near the walls (only happened as a skulk so far). -Marines start game with only the first player, meaning that first player better know what they are doing or else its GG before it begins. -Scoreboard moves the players around often, it was a 5v5 game but I kept seeing the players move around to almost every configuration (eg: 7v3, 5v5, etc.. they just kept moving while I was watching it). -Flamethrower is both OP and the vision issues are the same right now, the red overlay may be toned down but the sprites visible by all still get in the way and essentially its the same as before.
Excellent patch though, the minigun sentry makes a lot more sense (its really useful now). The MAC change is way better, the MAC is now rarer and costly, so the marines now have a reason to go out of their way to defend it and the aliens now know to prioritize it. Oh and last thing, the grenades are now awesome. The bouncing is a great way to balance its strength and the sound effect is fantastic. Really scary hearing the nades bounce down a corridor as an alien. NS2 is feeling a lot more together!
I started my dedi server but after messing around with a listen server i'm not to sure it's ready for dedi hosting.
One of the painful issues i have is if you send multiple macs to build a turret one would think that one would drop and others assist, this is not the case as i had a pile of turrets inside of each other.....i was wondering why it took a full minute for 6 macs to build a turret....lol
I think these were all great changes! I'm glad marines now get to build stuff again. That was one of the first things that made me like NS1. "Whoa I can build these turrets that fall out of the sky? Awesome!"
<!--quoteo(post=1812653:date=Dec 2 2010, 09:09 PM:name=vaesh)--><div class='quotetop'>QUOTE (vaesh @ Dec 2 2010, 09:09 PM) <a href="index.php?act=findpost&pid=1812653"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awesome, looking forward to the new patch. Although, I'm a disappointed to see you guys cave to a handful of whiners, who are afraid of a little change. You guys were on the right direction with using MACs as the primary building force in NS2. I'm sure it's only a matter of time before you phase out the Alien Comm as well which will be another disappointment. It's your game guys....you should follow your vision.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agree 100%
EDIT: I found while playing that a commander can simply build multiple macs, select all of them, and move them to any structure that needs building... and guess what... the equipment gets built very fast that way which bypasses the nerf in a sense. So thats a good tactic when you have res for that many macs.
there's a bug with the occlusion culling and/or lighting system where you will randomly see the skybox and nothing else while running around *edit* for a frame or two. also the aforementioned lights going off until you move/do something.
Finished downloading the patch, started it, crash... Closed Steam, re-open Steam, new download, now is 66.6 MB. Don't start. Closed Steam, re-open Steam, new download, now is 29.7 MB. Don't start. Verifying integrity... Looking some videos on youtube while I wait. 1 file failed and will be reacquired. 17.2 MB. Just in case I do a new verify, more videos to watch... 1 file failed again... lol to steam... 386 KB (yes, KB) Now that I know there could be more problems, I verify again... New download, close Steam, re-open... Verify, 1 file again. Delete content and download it again.
Yeah, Steam broken my game. Let see if I can play it tomorrow.
By the way, is not the first time this happens to me with steam and with other games.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->All world mesh sometimes goes completely invisible<!--colorc--></span><!--/colorc--> (200+ ping and 15fps on a 12 player server it was), I wasn't the only one on the server either with the issue
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->And the stuck in wall bug is back, eggs seem to spawn in walls again on Tram<!--colorc--></span><!--/colorc-->
And I fell trough the world floor as a fade while blinking, I'll have a look as to reproducing it... [i]Not able to reproduce it, <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->there might be a hole in the map somewhere near the powernode east of the marinestart on tram<!--colorc--></span><!--/colorc-->, damned if I'm able to find it...
<b>Still can't see anything whatsoever when on fire</b>. Seems like a bug since it was supposed to be reduced with this patch, yet the view is 100% obscured right now. Granted, it's not like you survive too long when on fire anyways (well, I suppose a Fade could), but being completely blind isn't terribly fun.
I like the changes so far though. Marine GL spam is still pretty brutal, but at least it's easier to dodge and not get blown to bits because you're simply in the general vicinity of where they shot.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2010
Can the commander drop buildings again when friendlies are nearby?
MAC is still used then where no man has gone before, I guess :P
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->It also seems that there a complete blackout issues when any powernode ingame goes down, also some props go invisible due to this for a while. Going back to the RR and then rejoining fixes this temporary<!--colorc--></span><!--/colorc-->
<!--quoteo(post=1812715:date=Dec 3 2010, 03:40 AM:name=Hot Coffee)--><div class='quotetop'>QUOTE (Hot Coffee @ Dec 3 2010, 03:40 AM) <a href="index.php?act=findpost&pid=1812715"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally I liked having the marine-oriented building from NS1. It made sure the commander and players had to work together. Before this, either side of the team could kind of do their own thing and fair reasonably well, as long as the commander got upgrades for the marines he could just have his MACs build everything. It also creates scenarios where two players may be out in the field, and one has to build while the other keeps watch, which is a bit more exciting than moving on and having a MAC build it.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's basically a moot point now since marine building is back in the game. But, what you're saying is absolutely false. Although, this "point" was regularly championed by the pro-marine building guys. It may be possible for a MAC to build solo in some of these small buggy beta games with only a few players in the game but, I would regularly chomp an un-escorted MAC, halting a commanders expansion. Even though you weren't directly responsible for the construction of a building team-work was very important to ensuring the MAC could do his job and your *team* could secure a a new tech-point or node.
Nice work guys, just throw in the onos already! I'm also glad you listened when we said that MASC sounds like MAC so you changed it to ARC. Can't wait for an epic robot tank vs. giant rhino battles.
Way to take a perfectly good mechanic and throw it out in favour of a massive step back.<!--QuoteEnd--></div><!--QuoteEEnd--> It just wasn't NS anymore, so they say :)
Comments
Invisible Onos is invisible :D
Just waiting on the development of the GORG now. :p
Nice patch, very nice, you've been very busy !
Game has gotten smoother again, great stuff - sounds have made a huge difference as have effects.
User Interface has gotten better, but seems confusing when you can go into a build menu, then click on the build bot, then go back from the build bot into the original menu (or something).
Big issues:
# Balance has gone over to aliens. Because things take longer to build now, and require people to build them - takes ages for things to get done on publics.
# Sentries are better - but they do naff all. Seriously, if aliens can stand in 270 degs of their range of fire, and have vents - why are they so nerfed.
They need beefing up. I had 4 set up (2 forward, 2 back in marine start corridor in the centre) and they only managed to spin up and kill a skulk once it had run the entire length??? Fades just make mince meat of them.
Yet I can walk into a room as marine and get insta killed by two crags that have been set up... not fair.
Lerk seems very difficult to kill now.
Overall a lot smoother.
Also : <b>BIG ISSUE</b>
For some reason the lights flicker on and off - I mean completely and for everyone. Seems to be when power nodes go down.
Normally it would lag or crash!
noticeably improved FPS for me!
MUCH better marine UI
like the new MAC rework
love how the marine building sparc is whereever you aim, and it being a dynamic light :D
performance bugs:
- seemingly, all, lights suddenly disappear for a short duration.
happened while i was placing sentry.
while i was aiming at skulk, only rifle was visible.
seems it goes back only when you perform some action (not after time).
- server (running on my high-end dualcore) was good at start, but as game progressed and more buildings...got VERY sluggish (atleast for me).
gameplay bugs:
- lighting still can get desynched from power node state.
- adv. armory with addon was without armory menu access, had to build a regular one to buy SG.
- sentry retarget doesn't seem to work.
- MACs take damage from spores (intended?)
-Black screen which reverts back to normal, I think it may have something to do with being near the walls (only happened as a skulk so far).
-Marines start game with only the first player, meaning that first player better know what they are doing or else its GG before it begins.
-Scoreboard moves the players around often, it was a 5v5 game but I kept seeing the players move around to almost every configuration (eg: 7v3, 5v5, etc.. they just kept moving while I was watching it).
-Flamethrower is both OP and the vision issues are the same right now, the red overlay may be toned down but the sprites visible by all still get in the way and essentially its the same as before.
Excellent patch though, the minigun sentry makes a lot more sense (its really useful now). The MAC change is way better, the MAC is now rarer and costly, so the marines now have a reason to go out of their way to defend it and the aliens now know to prioritize it. Oh and last thing, the grenades are now awesome. The bouncing is a great way to balance its strength and the sound effect is fantastic. Really scary hearing the nades bounce down a corridor as an alien. NS2 is feeling a lot more together!
One of the painful issues i have is if you send multiple macs to build a turret one would think that one would drop and others assist, this is not the case as i had a pile of turrets inside of each other.....i was wondering why it took a full minute for 6 macs to build a turret....lol
Will be interesting to see how this plays.
Agree 100%
EDIT: I found while playing that a commander can simply build multiple macs, select all of them, and move them to any structure that needs building... and guess what... the equipment gets built very fast that way which bypasses the nerf in a sense. So thats a good tactic when you have res for that many macs.
Like the building thou.
Closed Steam, re-open Steam, new download, now is 66.6 MB. Don't start.
Closed Steam, re-open Steam, new download, now is 29.7 MB. Don't start.
Verifying integrity... Looking some videos on youtube while I wait.
1 file failed and will be reacquired. 17.2 MB.
Just in case I do a new verify, more videos to watch...
1 file failed again... lol to steam... 386 KB (yes, KB)
Now that I know there could be more problems, I verify again...
New download, close Steam, re-open... Verify, 1 file again. Delete content and download it again.
Yeah, Steam broken my game. Let see if I can play it tomorrow.
By the way, is not the first time this happens to me with steam and with other games.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->And the stuck in wall bug is back, eggs seem to spawn in walls again on Tram<!--colorc--></span><!--/colorc-->
And I fell trough the world floor as a fade while blinking, I'll have a look as to reproducing it... [i]Not able to reproduce it, <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->there might be a hole in the map somewhere near the powernode east of the marinestart on tram<!--colorc--></span><!--/colorc-->, damned if I'm able to find it...
I like the changes so far though. Marine GL spam is still pretty brutal, but at least it's easier to dodge and not get blown to bits because you're simply in the general vicinity of where they shot.
MAC is still used then where no man has gone before, I guess :P
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->It also seems that there a complete blackout issues when any powernode ingame goes down, also some props go invisible due to this for a while. Going back to the RR and then rejoining fixes this temporary<!--colorc--></span><!--/colorc-->
It's basically a moot point now since marine building is back in the game. But, what you're saying is absolutely false. Although, this "point" was regularly championed by the pro-marine building guys. It may be possible for a MAC to build solo in some of these small buggy beta games with only a few players in the game but, I would regularly chomp an un-escorted MAC, halting a commanders expansion. Even though you weren't directly responsible for the construction of a building team-work was very important to ensuring the MAC could do his job and your *team* could secure a a new tech-point or node.
Way to take a perfectly good mechanic and throw it out in favour of a massive step back.
Drag it to your bookmark bar. Click it when facing the NS2 home page. See the secret NS2 you were not meant to see.
Way to take a perfectly good mechanic and throw it out in favour of a massive step back.<!--QuoteEnd--></div><!--QuoteEEnd-->
It just wasn't NS anymore, so they say :)