So will this always be the excuse for losing?

FrontlinerDeltaFrontlinerDelta Join Date: 2010-12-24 Member: 75924Members
edited January 2011 in NS2 General Discussion
<div class="IPBDescription">Whine, whine, whine</div>So on Rockdown it was 7v7 fairly back and forth, marines making lots of concentrated attacks on our hives pushing fairly deep (destroyed the same hive 5 times I believe at the beginning) but we always just barely managed to hold on.

Then the marines adapted a defensive posture and we became more aggressive forgoing extra defenses like craigs, whips, and hydras. So this continues for awhile when I come around a corner and almost instatnly die. There was an entire corridor filled with sentries. and armories and marines. It was clear what they were doing and realizing we had next to no defense, I proceeded to morph to gorge and placed about 10 - 12 hydras in the next hallway. So when the marines tried to round the corner they got killed one by one.

Then the chat box exploded "OMG, HYDRA SPAM!!!" "TROLL GORGE" "TRYING TO LAG THE SERVER!!!111!!" etc.

Umm, from the patch notes I've read and from watching NS2HDs videos, hydras do NOT lag the server nearly as much. I didn't suffer any lag, least none that hadn't been there since the beginning and most of my team reported none either. Would seem the marines were saying that as an excuse for poor performance or losing or whatever.

I've played marine and seen hydra spam and it is a little unbalanced but that's not what this thread is about. Does anyone else feel marines will overblow the whole hydra thing?

As a comparison I jumped in game where the marines had flamers and a gorge spammed our hive with hydras. Nobody complained about any "hydra lag" then.

EDIT: Just to put this up here, I am not in anyway defending true hydra spam. And I think something needs to be done to prevent it, game breaking bug or not. Same with sentries.
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Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <a href="http://www.unknownworlds.com/ns2/progress" target="_blank">http://www.unknownworlds.com/ns2/progress</a>

    Hydra lag is still on the list.
  • FrontlinerDeltaFrontlinerDelta Join Date: 2010-12-24 Member: 75924Members
    Well it would seem from this video that it's not as bad as some make it out to be.
    <a href="http://www.youtube.com/user/NaturalSelection2HD#p/u/15/Q57wuYAOgsA" target="_blank">http://www.youtube.com/user/NaturalSelecti.../15/Q57wuYAOgsA</a>

    I'm not saying Hydra spam won't slow the server, but when it's only 10 or so, it shouldn't be as bad it's made out to be.
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    Some guy put like 25 on the map, made it unplayable, the entire server disconnected. Def a jerk if you spam Hydras.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited December 2010
    As a tempfix, halve or quarter the current cost of hydras, but double hydra cost for that player with each new hydra* placed by that player. *Of course, if a hydra dies, it doesn't count towards the doubling.

    So, 7 active hydras from one player: cost*2^0 + cost*2^1 + cost*2^2 + cost*2^3 + cost*2^4 + cost*2^5 + cost*2^6
    = cost*127
    = cost*(-1+2^n)
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1820672:date=Jan 1 2011, 12:34 AM:name=FrontlinerDelta)--><div class='quotetop'>QUOTE (FrontlinerDelta @ Jan 1 2011, 12:34 AM) <a href="index.php?act=findpost&pid=1820672"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well it would seem from this video<!--QuoteEnd--></div><!--QuoteEEnd-->

    Video recording software has an effect of making fps look smoother then they are.
  • JAmazonJAmazon Join Date: 2009-02-21 Member: 66503Members
    <!--quoteo(post=1820680:date=Jan 1 2011, 07:05 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 1 2011, 07:05 AM) <a href="index.php?act=findpost&pid=1820680"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As a tempfix, halve or quarter the current cost of hydras, but double hydra cost for that player with each new hydra* placed by that player. *Of course, if a hydra dies, it doesn't count towards the doubling.

    So, 7 active hydras from one player: cost*2^0 + cost*2^1 + cost*2^2 + cost*2^3 + cost*2^4 + cost*2^5 + cost*2^6
    = cost*127
    = cost*(-1+2^n)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Or each hydra cost a fraction of the last... infinite hydra for finite moneez! D:
  • Creamy GoodnessCreamy Goodness Join Date: 2010-12-29 Member: 76029Members
    10-12 hydras in a single hallway <b>is</b> hydra spam
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited January 2011
    I think a small area limit for hydras would be reasonable, performance bug or not.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    <!--quoteo(post=1820694:date=Jan 1 2011, 04:59 PM:name=Creamy Goodness)--><div class='quotetop'>QUOTE (Creamy Goodness @ Jan 1 2011, 04:59 PM) <a href="index.php?act=findpost&pid=1820694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->10-12 hydras in a single hallway <b>is</b> hydra spam<!--QuoteEnd--></div><!--QuoteEEnd-->

    If 10-12 in a single hallway is spam, how would this be classified?
    <a href="http://www.youtube.com/watch?v=fv5rF0kni-Y" target="_blank">http://www.youtube.com/watch?v=fv5rF0kni-Y</a>
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    but marine sentry spam is totally ok?
  • FrontlinerDeltaFrontlinerDelta Join Date: 2010-12-24 Member: 75924Members
    edited January 2011
    <!--quoteo(post=1820701:date=Jan 1 2011, 12:12 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Jan 1 2011, 12:12 AM) <a href="index.php?act=findpost&pid=1820701"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but marine sentry spam is totally ok?<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's the only reason I did it too, I normally never play Gorge and 10 or so doesn't seem overboard to me. If I had used all 500 plasma or something, than yeah, that would be spam and I'm sure it would be laggy.

    Not saying it doesn't lag at all, but people overreact to it.

    And for the record I think both Hydras and sentries need to be a little more controlled as right now both are way too easily spammed.
  • ctoon6ctoon6 Join Date: 2007-06-15 Member: 61256Members
    i think the engine should be able to handle at least 10+ buildings in a general area when its done. for now they should not limit the buildings until the engine is able to handle that many.
  • OPIEOPIE Join Date: 2002-11-12 Member: 8343Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->10-12 hydras in a single hallway is hydra spam<!--QuoteEnd--></div><!--QuoteEEnd-->

    Grenade launchers or flame throwers...problem solved
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited January 2011
    Hydras are causing issues and it has been painfully obvious on many of the servers I have played where the game will be going great until someone starts building hydras (or lots of sentries too) and the performance starts slowly dropping and spiking much more often sometimes eventually crashing but usually just leading to choppy gameplay.

    I don't think the issue is just hydras either, but since the hydras are the most commonly spammed they are taking all the blame. The most likely reason certain structures would be causing lag is if they are iterating through unnecessary checks on players. An example would be if for every hydra it is checking if it has a line of sight to each player instead of first checking if the player is within a certain radius of fire, then checking if it has line of sight for the few players that might actually be close enough to it.

    <b>Not saying this is a bug or how it behaves</b> (would be kind of silly if this is the issue) but if it did you can see where a line of sight check on each player will be more costly than initially doing a distance check (less computationally heavy) and only following with a line of sight check if the player is close enough. For one hydra it might not matter but when you have tons of them it really starts adding up, so in problems like these it's all about using simple heuristics for optimization.
  • FrontlinerDeltaFrontlinerDelta Join Date: 2010-12-24 Member: 75924Members
    <!--quoteo(post=1820712:date=Jan 1 2011, 02:08 AM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Jan 1 2011, 02:08 AM) <a href="index.php?act=findpost&pid=1820712"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hydras are causing issues and it has been painfully obvious on many of the servers I have played where the game will be going great until someone starts building hydras (or lots of sentries too) and the performance starts slowly dropping and spiking much more often sometimes eventually crashing but usually just leading to choppy gameplay.

    I don't think the issue is just hydras either, but since the hydras are the most commonly spammed they are taking all the blame. The most likely reason certain structures would be causing lag is if they are iterating through unnecessary checks on players. An example would be if for every hydra it is checking if it has a line of sight to each player instead of first checking if the player is within a certain radius of fire, then checking if it has line of sight for the few players that might actually be close enough to it.

    <b>Not saying this is a bug or how it behaves</b> (would be kind of silly if this is the issue) but if it did you can see where a line of sight check on each player will be more costly than initially doing a distance check (less computationally heavy) and only following with a line of sight check if the player is close enough. For one hydra it might not matter but when you have tons of them it really starts adding up, so in problems like these it's all about using simple heuristics for optimization.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's what annoyed me the most. The marines had at least 8 sentries in that hallway alone, let alone the old ones in Node Reservers an their base. When I put the hydras down nobody complained until they saw them either. Trying to be battle medic I got killed and just respawned as skulk and went on killing. Another gorge came by and started adding to it which did affect the server finally but after killing the sentry guns the problem became less noticeable.

    So I think you're probably right and that it's just since hydras are more easily spammed. Maybe a way to counter the spam is not let hydras grow themselves?
    Maybe a gorge should have to use their heal spray on it to get it to grow, since marines have to build theirs and you aren't sacrificing a drifter to let it auto-grow.
  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    I suppose you could increase the effectiveness of a single Hydra , and limit a PLAYER to a hard limit of say 5.
    I would add an ability for the Gorge to be able to pick up thier own Hydras and cart them about the place.

    In NS1 I remember single OC's being quiet a deterant , and about 4 provided decent cover for a entire Hive room vs none heavies and if there wasnt a Siege cannon in range.

    Hydras on the other hand are more a nuisance to a Marine than any threat, unless there in numbers. ( like the Marines SG, 1 SG is skulk bait ... 2 will chase off a skulk and 3 will keep skulks at bay...if the skulk is forced to remain in SG sight long enough for the spin up ).
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    <!--quoteo(post=1820747:date=Jan 1 2011, 01:14 PM:name=ASnogarD)--><div class='quotetop'>QUOTE (ASnogarD @ Jan 1 2011, 01:14 PM) <a href="index.php?act=findpost&pid=1820747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I suppose you could increase the effectiveness of a single Hydra<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think that is the root of the problem.
    I build two sentries back to back...I'm done
    I expect the marines to pick up the rest in that room.

    I have to build 6-8 hydras for the same coverage. Because although they are so cool looking...they are very piddly things easily trimmed away.

    But they have to fix the problem nonetheless, what if later they want to introduce more structures.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited January 2011
    1. Hydra's lag like a ###### until destroyed.

    2. 10+ hydra cause NOTICEABLE lag to any server.

    3. Given the current state of the beta, any player that drops 10+ anywhere in the map (knowing full well the lag they will create), is griefing the server.

    <!--quoteo(post=1820659:date=Dec 31 2010, 11:53 PM:name=FrontlinerDelta)--><div class='quotetop'>QUOTE (FrontlinerDelta @ Dec 31 2010, 11:53 PM) <a href="index.php?act=findpost&pid=1820659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I proceeded to morph to gorge and placed about 10 - 12 hydras in the next hallway. So when the marines tried to round the corner they got killed one by one.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Stop <b>spamming</b> hydra, and don't be surprised if marines suddenly become very pissed off when they see hydra spam. Only a <b>noob</b> (and i see new players that just got ns2 everytime i play) or a <b>troll </b>would spam like that.

    <!--quoteo(post=1820717:date=Jan 1 2011, 07:02 AM:name=FrontlinerDelta)--><div class='quotetop'>QUOTE (FrontlinerDelta @ Jan 1 2011, 07:02 AM) <a href="index.php?act=findpost&pid=1820717"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's what annoyed me the most. The marines had at least 8 sentries in that hallway alone, let alone the old ones in Node Reservers an their base. When I put the hydras down nobody complained until they saw them either. [...] Another gorge came by and started adding to it <u>which did affect the server</u> finally <u>but after killing the sentry guns the problem became less noticeable</u>.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Allow me to translate:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The marines had 8 sentries in a hall so i felt justified to put 10-12 hydra [see op] in one spot... Then other gorges joined in, and holy ###### lag was the result... Obviously the turrets were lagging the server, but why didn't the lag go completely away when the turrets were destroyed?... hydra have 0% lag... True story.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Analysis: The hydra lagged the server MORE because they had something to shoot at... It could of been a marine, powernode, armory etc and the result would of been the same.

    ---------------------------------------------------------------------

    There is also another problem i want to address here: You do KNOW that marine turrets are DIRECTIONAL and can't even shoot up right? The developers intended for marines to place many turrets to cover each other. At the very least 4 (1 in each corner of a room) is VERY common, and seeing 8 is NOT SPAM. Turrets are also VERY easy to destroy and run past (try running across a wall, or jumping, or flying over, or fade-blinking right past to escape the turrets targeting abilities) and you will see why it is necessary for marines to place more then 1 turret in any place.

    If you go as a lerk, you can snipe a turret to death in little time.

    Perhaps if the devs brought back 360 degree aiming to the turret, like in ns1, then marines wouldn't need to place so many turrets to properly defend a room or hall.

    ---------------------------------------------------------------------

    One more thing: No one likes walls of hydra blockading all exits of the marine base. It sounds like that was your (or your teams) intention, so don't contribute to it. This was very common in ns1 games as well and it always felt like the aliens were begging to be nerfed. It's even worse in ns2 because marines don't even have hand grenades, or any other explosive weapon, researchable from a level-1 command chair! [perhaps if the devs allow grenade-launchers at L1 then this hydra spam ###### would be counterable].
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--quoteo(post=1820760:date=Jan 1 2011, 04:00 PM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Jan 1 2011, 04:00 PM) <a href="index.php?act=findpost&pid=1820760"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But they have to fix the problem nonetheless, what if later they want to introduce more structures.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Exactly, the structures we have aren't even all the ones planned. Also, hydras are supposed to be weak and plentiful in order to blend in as part of the dynamic infestation that we don't have yet. Given the goals, the point is to minimize the performance cost of these structures regardless of if they end up limited in the end. Personally I find hydra farms really cool but if anything they take too long to kill right now and besides the obvious lag they are causing they can also be a bit lame with how much hp they have.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Cap hydras at something like 5-10 per player, but also make them a little more powerful. Even after the hydra lag is fixed.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited January 2011
    <!--quoteo(post=1820776:date=Jan 1 2011, 06:10 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jan 1 2011, 06:10 PM) <a href="index.php?act=findpost&pid=1820776"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cap hydras at something like 5-10 per player, but also make them a little more powerful. Even after the hydra lag is fixed.<!--QuoteEnd--></div><!--QuoteEEnd-->
    But why? The whole point of hydras is to be spread throughout the map as a nuisance but not be entirely too effective by themselves (whips are the more powerful attackers). It goes hand in hand with the spread of DI. In contrast, turrets are meant to be powerful but only in certain directions so requires a few to cover themselves. Gorges enjoy building lots of stuff so lets not take that away from them, but the hydras are a bit powerful for how plentiful they can get.

    If anything we should be limiting where you can build hydras to areas of DI but this can't be done yet.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1820778:date=Jan 1 2011, 06:22 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Jan 1 2011, 06:22 PM) <a href="index.php?act=findpost&pid=1820778"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But why? The whole point of hydras is to be spread throughout the map as a nuisance but not be entirely too effective by themselves (whips are the more powerful attackers). It goes hand in hand with the spread of DI. In contrast, turrets are meant to be powerful but only in certain directions so requires a few to cover themselves. Gorges enjoy building lots of stuff so lets not take that away from them, but the hydras are a bit powerful for how plentiful they can get.

    If anything we should be limiting where you can build hydras to areas of DI but this can't be done yet.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't believe their's any reason that DI should be capable of anything more then making the walls green, create mist, and block the room lights (and whatever other passive, non-offensive, capabilities the devs want). If the devs make it where a gorge cannot just drop hydra anywhere, but rather the DI spawns unbuilt hydra (which must be manually built by the gorge) then that would be totally non-abusable-acceptable imo.
  • HolepuncherHolepuncher Join Date: 2010-12-29 Member: 76021Members
    <!--quoteo(post=1820762:date=Jan 1 2011, 01:12 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jan 1 2011, 01:12 PM) <a href="index.php?act=findpost&pid=1820762"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One more thing: No one likes walls of hydra blockading all exits of the marine base. It sounds like that was your (or your teams) intention, so don't contribute to it. This was very common in ns1 games as well and it always felt like the aliens were begging to be nerfed. It's even worse in ns2 because marines don't even have hand grenades, or any other explosive weapon, researchable from a level-1 command chair! [perhaps if the devs allow grenade-launchers at L1 then this hydra spam ###### would be counterable].<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is a very effective strategy for the aliens. If marines get contained by hydras/whips/crags at t1, they cant break out. I dont think you can blame players for using effective strategies... blame the current build for being unbalanced.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    <!--quoteo(post=1820692:date=Jan 1 2011, 05:48 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jan 1 2011, 05:48 PM) <a href="index.php?act=findpost&pid=1820692"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Video recording software has an effect of making fps look smoother then they are.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I love this. I'm somehow interpolating fraps frames that don't exist in 20 minute gameplay videos I spend an hour putting together. But when I spent weeks on the 3 minute gameplay trailer, I couldn't do the same thing? Interpolation requires identifiable missing frames, and fraps records skipped frames as ABCCDEFGGHIJKK, not ABC0DEFG0HIJK0.

    The reason I am biting on this flame bait is a feel OP has been treated harshly, and my videos are my proof. 10-12 hydras is not enough to crash a strong server (Read strong - If someone replies 'Whaaah, 10 hydras killed my C2D listen server' I will cry) - There are plenty of games up on NS2HD with many, many more.

    A combination of an excessive number of hydras and sentry guns will crash any server - But the use of many hydras is used inappropriatly as an excuse for losing. Perpetuating the myth of 'instant server death due to 10 hydras in a hallway' is not good for NS2's sales or reputation, nor is it helpful for UWE as they try to identify the current crop of game destroying bugs.
  • FrontlinerDeltaFrontlinerDelta Join Date: 2010-12-24 Member: 75924Members
    <!--quoteo(post=1820819:date=Jan 1 2011, 06:03 PM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Jan 1 2011, 06:03 PM) <a href="index.php?act=findpost&pid=1820819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love this. I'm somehow interpolating fraps frames that don't exist in 20 minute gameplay videos I spend an hour putting together. But when I spent weeks on the 3 minute gameplay trailer, I couldn't do the same thing? Interpolation requires identifiable missing frames, and fraps records skipped frames as ABCCDEFGGHIJKK, not ABC0DEFG0HIJK0.

    The reason I am biting on this flame bait is a feel OP has been treated harshly, and my videos are my proof. 10-12 hydras is not enough to crash a strong server (Read strong - If someone replies 'Whaaah, 10 hydras killed my C2D listen server' I will cry) - There are plenty of games up on NS2HD with many, many more.

    A combination of an excessive number of hydras and sentry guns will crash any server - But the use of many hydras is used inappropriatly as an excuse for losing. Perpetuating the myth of 'instant server death due to 10 hydras in a hallway' is not good for NS2's sales or reputation, nor is it helpful for UWE as they try to identify the current crop of game destroying bugs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I wondered about that post but I don't know anything about it, better left to the experts. But thanks NS2HD, that's exactly the point I wanted to make.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    <!--quoteo(post=1820778:date=Jan 2 2011, 12:22 AM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Jan 2 2011, 12:22 AM) <a href="index.php?act=findpost&pid=1820778"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But why? The whole point of hydras is to be spread throughout the map as a nuisance but not be entirely too effective by themselves (whips are the more powerful attackers). It goes hand in hand with the spread of DI. In contrast, turrets are meant to be powerful but only in certain directions so requires a few to cover themselves. Gorges enjoy building lots of stuff so lets not take that away from them, but the hydras are a bit powerful for how plentiful they can get.

    If anything we should be limiting where you can build hydras to areas of DI but this can't be done yet.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well maybe we're having different ideas about how hydras should be used. I believe hydras are to be used as tactical tools by the gorge to create temporary strongholds in his area of operation. The gorge should be forced to treat them as valuable assets that he needs to budget carefully, not something he should spam all over the place just because he's sitting on 257 plasma.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited January 2011
    <!--quoteo(post=1820819:date=Jan 1 2011, 09:03 PM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Jan 1 2011, 09:03 PM) <a href="index.php?act=findpost&pid=1820819"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love this. I'm somehow interpolating fraps frames that don't exist in 20 minute gameplay videos I spend an hour putting together. But when I spent weeks on the 3 minute gameplay trailer, I couldn't do the same thing? Interpolation requires identifiable missing frames, and fraps records skipped frames as ABCCDEFGGHIJKK, not ABC0DEFG0HIJK0.

    The reason I am biting on this flame bait is a feel OP has been treated harshly, and my videos are my proof. 10-12 hydras is not enough to crash a strong server (Read strong - If someone replies 'Whaaah, 10 hydras killed my C2D listen server' I will cry) - There are plenty of games up on NS2HD with many, many more.

    A combination of an excessive number of hydras and sentry guns will crash any server - But the use of many hydras is used inappropriatly as an excuse for losing. Perpetuating the myth of 'instant server death due to 10 hydras in a hallway' is not good for NS2's sales or reputation, nor is it helpful for UWE as they try to identify the current crop of game destroying bugs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Perhaps i should clear up what i meant by "smoother". Not referring to interpolation but rather saying that FRAPS isn't capturing every single frame, and possibly this, along with forcing a fixed playback for the video being recorded, via fraps-options, was resulting in a <u>faster</u> (less laggy) playback in your videos.

    I could be wrong, and perhaps FRAPS is infallible (producing a forensic quality recording of your gameplay and assuming no post-processing or editing). In which case some would say you have a supercomputer. If so i'm still right in a sense that your video is showing ns2 running faster then what most people are getting.

    Relevant recent quotes:

    <!--quoteo(post=1818042:date=Dec 21 2010, 06:54 PM:name=Arakash)--><div class='quotetop'>QUOTE (Arakash @ Dec 21 2010, 06:54 PM) <a href="index.php?act=findpost&pid=1818042"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i didn't read anything about hydra optimisation, but NS2HD said, that they are spammable in this patch?
    can somebody confirm whether the hydra lag was fixed?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1818612:date=Dec 22 2010, 08:48 PM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Dec 22 2010, 08:48 PM) <a href="index.php?act=findpost&pid=1818612"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't mean to say that they are 'spammable,' only that their use in significant numbers is no longer a death knell for a server. <u><b>When I say significant numbers, I mean around 8</b></u>.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1818830:date=Dec 23 2010, 05:22 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 23 2010, 05:22 PM) <a href="index.php?act=findpost&pid=1818830"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My god if it is official, can I forward some of this hatred to NS2HD <img src="http://members.home.nl/m.borgman/ns-forum/smileys/sad.gif" border="0" class="linked-image" /> I mean he is the one with a <b>plutonium powered rig</b> and all. While I still die to Skulks due to lower FPS (I swear, it's the FPS man!)<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1820595:date=Dec 31 2010, 06:00 PM:name=MOOtant)--><div class='quotetop'>QUOTE (MOOtant @ Dec 31 2010, 06:00 PM) <a href="index.php?act=findpost&pid=1820595"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, <b>NS2HD showing everything running perfectly when game plays horribly most of the time. :></b> I like that kind of PR especially when they see current state on their own.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1820648:date=Dec 31 2010, 11:16 PM:name=ASnogarD)--><div class='quotetop'>QUOTE (ASnogarD @ Dec 31 2010, 11:16 PM) <a href="index.php?act=findpost&pid=1820648"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>I have various issues with the game, it annoys me no end when I watch a NS2HD vid with his nice smooth action, and I jump into a server of a stutter fest.

    I am tempted to FRAPS my experience and show that to the public as a true vision of the current NS 2 gameplay, not NS2HD's excessive fanboi vision enhanced version.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    NS2HD[73] - 75 are recorded on a GTS 450. That is a $130 video card in Australia. It is not plutonium/fanboi powered. Your woffle about fraps 'not recording frames, therefore making the game appear smoother' is a rediculous folly of twisted logic.

    This game beta may be flawed and incomplete FocusedWolf. Spark may run unpredictably on some hardware configurations. But your endlessly negative posts, and I need no qoutes to draw this whole forums' mind to them, do not represent the real NS2. They certainly don't add to this debate constructively.

    You can selectively qoute this forum as much as you like. Your walls of text will crash and burn at the foot of the immense swell of goodwill that I know lies behind this development.

    I won't entertain your posts any further, my only reply will be more and more recorded public games full of players having fun.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I'm using a 5770 with an AM2 Phenom II 3Ghz processer Wolf. I get around 50 FPS average? I'm not running a supercomputer either. That's around £200 ($140) of gear.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1820832:date=Jan 2 2011, 03:22 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jan 2 2011, 03:22 AM) <a href="index.php?act=findpost&pid=1820832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Relevant recent quotes:<!--QuoteEnd--></div><!--QuoteEEnd-->
    Objection your honor! I was quoted out of context <img src="http://members.home.nl/m.borgman/ns-forum/smileys/youreallwrong.gif" border="0" class="linked-image" />

    >
    Someone threw some "official hate" in my general direction, because of my "playable FPS" in my Gameplay commentary vid. I just wanted to share some of that hatred with NS2HD, as he has a much more stable FPS then me. And, you know, the FPS always kills me when Skulks are near, I <i>shwear</i>!!!
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