My First Impressions

layzorclayzorc Join Date: 2011-06-18 Member: 105198Members Posts: 22 Advanced user
Just some constructive crits for the game.
Here are a few things that I think would make the game a hell of a lot more enjoyable to play :

- Option to remove skulk bite animation. (it gives me a headache.)
- Sensible hitboxes for the Lerks.
- Give skulks ranged weapon's projectile an easier to see special effect. I don't know why but I can never tell where it went, or why it didn't hit its target when compensating for lag.
- Maps need work as sometimes it is impossible to jump over railings. Even as a skulk if you are standing right next to a railing you can't jump or wall-walk over it. Not sure what map it is but every time I spawn it is on a catwalk with railing on both sides and it frustrates me getting out of spawn.
- Faster response to crosshair over player names. When playing with my friends I like to see where they are and trying to keep my crosshair over a jumpy player it is hard to see who it is.

bugs:
- The server I was on after a few hours in, no one could access the scoreboard. I pushed tab to see how many players were on and no score board. It wasn't just me everyone else had same problem.
- At start of game alien team kept attacking human spawn right off the bat and winning every round. Not sure if they were cheating or exploiting or what. Damn skulks wouldn't die ;)


These are just a few annoying little things I found while playing for the first time. It is a great game so far and can't wait to play some more. I hope this post is constructive and helps. Great game looking forward to its release.

Comments

  • Enhance89Enhance89 Join Date: 2009-11-04 Member: 69261Members Posts: 96
    You make some good points.

    I only have one comment. The skulk-rush you mention at the beginning is a common tactic, one that should be expected. At this point I would say it's not a glitch, exploit or cheat. You just didn't have marines that could aim very well :).
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members Posts: 503
    QUOTE (Enhance89 @ Jun 19 2011, 04:14 AM) »
    You make some good points.

    I only have one comment. The skulk-rush you mention at the beginning is a common tactic, one that should be expected. At this point I would say it's not a glitch, exploit or cheat. You just didn't have marines that could aim very well :).


    Unless those skulks actually couldn't die, then that WOULD be a bug.
    image
  • Enhance89Enhance89 Join Date: 2009-11-04 Member: 69261Members Posts: 96
    edited June 2011
    QUOTE (Zuriki @ Jun 18 2011, 09:35 PM) »
    Unless those skulks actually couldn't die, then that WOULD be a bug.

    Yes, but like I said at this point I don't think it's a bug and I haven't heard of this happening in any other match. Not saying it isn't possible, but I had handfuls of successful skulk rushes during my NS1 playing days, some where we didn't lose a single skulk.

    My money is on good skulks bad marines, unless it is a common problem for other people as well.
  • layzorclayzorc Join Date: 2011-06-18 Member: 105198Members Posts: 22 Advanced user
    edited June 2011
    A few people were saying it was a bug, of course I am a newb but I swear we unloaded several clips into some of the skulks and they wouldn't die lol. They were using god mode. It might have just been a problem with the one server I joined as other servers I joined didn't have that problem.

    Oh and hello Zuriki, I recognize your avatar/sig from minecraft! cool!
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members Posts: 268 Advanced user
    QUOTE (layzorc @ Jun 18 2011, 05:31 PM) »
    - Option to remove skulk bite animation. (it gives me a headache.)


    The bite-animation is part of the skulk, without it the skulk would both feel not-as-dangerous and would probably be OP aswell. It is its natural drawback.
    The thing about it is you can't just spam the bite and expect to be very successful, because if you do you'll blind yourself out a lot. Instead, only bite when you "know" you'll hit, and otherwise run around and then sneak up and bite->run to his back->bite etc.
    As in.. don't panic:p just bite when you need to and don't when there's no need:p
    gl:)
    TheMarker
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    QUOTE (layzorc @ Jun 18 2011, 10:31 PM) »
    - Maps need work as sometimes it is impossible to jump over railings. Even as a skulk if you are standing right next to a railing you can't jump or wall-walk over it. Not sure what map it is but every time I spawn it is on a catwalk with railing on both sides and it frustrates me getting out of spawn.


    That's summit. And that's pretty strange as I can jump over the railings.
    blah blah blah
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts Posts: 1,779 admin
    Welcome to NS2 layzorc!
    The fastest way to contact me is via @hugh_jeremy on Twitter! Add me on Steam: Strayan. I do not check forum PMs.
    Keep up to date on what is going on with: Unknown Worlds | Natural Selection 2 | Subnautica
    Chat with the UWE team on Twitter | The best way to be notified about Subnautica updates is to sign up to our development newsletters
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation Posts: 1,352
    I have been invulnerable as an alien before. That was in 178 so I don't know if that bug still exists. I couldn't recreate it either. But when I had it even standing still getting shot at from point blank range I didn't take any damage. Someone else had the same "problem" too. It went away on its own after a minute or two.
    This is the kind of thing that goes on behind close doors on normal game releases, where they are optimizing it right up until the end. You guys are just getting to play with a version of the game that normally only the developers see.

    --Cory
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members Posts: 1,850
    I've run into bulletproof Skulks before; anecdotal evidence from the players who were bulletproofed says that switch-axes still do damage as normal.

            Once the infestation reaches the Command Chair, the process begins. One Gorge enters the chair to provide the necessary height. Another climbs on its shoulders to access the controls.

            A Gorge Lab is quickly established, staffed by microscopic Gorges who work tirelessly to unlock the secrets of Frontiersman Technology, stopping only to change their lab coats when they become dirtied. Once the research progresses to a certain point, the Gorgecom gives the order. Nanites are called into service.

            The armature forms. A chosen Gorge, tested many times in the field of battle, enters the machine.

            Servos whir; miniguns spin up in diagnostics; an Exogorge is born.

  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow Posts: 1,786 Fully active user
    i think they fixed the invulnerable spec godmode bug in 179.
    in 178 if you were the alien commander, game end would not port you to the rr but instead drop you where the hive was thus allowing you to run around the actual map during gameplay while retaining spec godmode.
    Gorge bilebomb forever.
  • DizzyOneDizzyOne BASS! Join Date: 2002-11-17 Member: 9095Members Posts: 732
    You shouldn't duck when jumping over railings, it doesn't seem to work the same as in HL etc. You actually can't get over a lot of things when ducking, while you would if you simply jumped.
    image image image image
  • layzorclayzorc Join Date: 2011-06-18 Member: 105198Members Posts: 22 Advanced user
    QUOTE (DizzyOne @ Jun 19 2011, 07:46 PM) »
    You shouldn't duck when jumping over railings, it doesn't seem to work the same as in HL etc. You actually can't get over a lot of things when ducking, while you would if you simply jumped.


    I think is has something to do with being on infestation and trying to jump. The leap works though. Now I just leap out of spawn works a lot better.
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester Posts: 656 Advanced user
    Welcome 105-198!

    I hate the skulk bite animation as well, something needs to be done about that.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members Posts: 4,469
    skulk bite is fine as it is
    its even better than in ns1
  • duvelduvel Join Date: 2004-02-09 Member: 26318Members, Constellation, Reinforced - Shadow Posts: 236
    my wife got irritated by the skulk bite sound, first thing i do as a skulk is chewing powernodes so i understand her :)
    it's maybe a stupid request but i think the biting sound should be reduced a bit when chewing hardware.

    and i also have a problem with the railing, i want to spawn and run away, not start and jump over it.

  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue Posts: 1,990 Advanced user
    edited June 2011
    I agree. Skulk animation and bite sound could use some improvements.

    If you compare the Skulk bite animations, the one from NS still had about 20% visibility when the jaws are fully closed. Whereas in NS2, Skulk's vision is totally obscured when its jaws close (which looks as if the Skulk is biting into its own flesh. Ouch!).

    New animation:
    image

    Old animation:
    image

    The railings in alien starting hive on Summit around the eggs are a bit annoying.
  • layzorclayzorc Join Date: 2011-06-18 Member: 105198Members Posts: 22 Advanced user
    I love the skulk bite animation it gives the game flavor and style. I just wish to disable it when I feel like playing a skulk for the next 4 hours.
  • IronHalikIronHalik Join Date: 2011-06-15 Member: 104611Members Posts: 33 Fully active user
    The skulk bite animation is supposed to obscure your view. In NS1 you could hide the view models with a cvar before they disabled it. alias +hide cl_showplayermodels 0; alias -hide cl_showplayermodels 1; bind mouse1 "+attack, +hide" (or sth like that, cant remember) and suddenly killing low flying skulks with your LMG or biting jumping marines became waaaaaaayyy easier. It became easy enough actually that most people tended to accuse you of cheating.

    So, IMHO the biting animation is here to stay and with good reason.

    Not to mention its somewhat a NS trademark and a feature.
  • MouldMould Join Date: 2010-12-25 Member: 75939Members Posts: 4
    The animation needs to change.

    This is not the first time I hear people complaining that playing as skulk gives them a headache. I get from skulk headaches aswell, especiallly during chewing for a long time, such as on powernodes. I think it's the double flash of the power node light and the flash of the biting. It really is horrible.
  • meb2meb2 Join Date: 2010-07-25 Member: 72824Members Posts: 90
    QUOTE (layzorc @ Jun 18 2011, 05:31 PM) »
    - Sensible hitboxes for the Lerks.

    well done sir i agree
    vote meb for UWE NS2 PR lead
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer Posts: 2,816 admin
    QUOTE (twiliteblue @ Jun 20 2011, 09:33 AM) »
    If you compare the Skulk bite animations, the one from NS still had about 20% visibility when the jaws are fully closed. Whereas in NS2, Skulk's vision is totally obscured when its jaws close (which looks as if the Skulk is biting into its own flesh. Ouch!).

    Yes, you're right. We had a version of the mouth that was more open, similar to that NS1 shot, but when we did some rework to the bite animations, we must have used the versions that closed all the way, instead of the more open one. If you look at the attack anims in the viewer, there's one named bite_attack4, and that has the mouth staying slightly open, for better visibility, but that isn't the one the game is currently using. We're going to make some adjustments to that version and then add it to the game, and see if that helps with visibility.

    --Cory
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer Posts: 6,941 admin
    Thanks for the feedback, lazyorc, and welcome to the forums.

    I made some notes and entered some new tasks into our system so hopefully we can address some of those issues.
    Charlie Cleveland
    Game Director, Unknown Worlds Entertainment
Sign In or Register to comment.