Natural Selection 2 News Update - NS2 Build 180
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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Patching now :D
Will this have a negative impact on overall performance?
Not to nag or anything, just wondering.
Now it's time to get impatient for 181 :P
Thoughts about the changelog:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->ARCs and MACs now cost team resources<!--QuoteEnd--></div><!--QuoteEEnd-->
I think MACs should still cost personal resources. As they support marines in building/repairing etc., and personal res is the commanders supporting resource?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Reduced medpack cost from 2 to 1 to help address marine comm running out of res problems<!--QuoteEnd--></div><!--QuoteEEnd-->
Was this still a problem after changing ARCs (and MACs) to Team Res?
Can't wait for the patch, keep up the good work! Sadly it's only 10% done downloading, gotta stay awake! :P
After playing the patch a decent amount of hours, I have some things to say about B180:
Cysts make aliens very weak, they are the opposite of power nodes in some way. But they are alot more vulnerable, and a single marine can quickly(1 rifle mag/3 shotgun shells) cut you off a large part of the map(and kill your buildings in this area) by destroying a single cyst. Compared to powernodes that is very weak. Destroying a powernode is much harder, and it doesnt kill your buildings when it goes down.
Therefore I would like to purpose a suggestion:
Make the flamethrower the only weapon to destroy infestation again(its now more easily accessable, since you dont need two command stations to get it anymore)
Think about molding infestation as alien commander. I'm thinking:
Infestation ability on the hive should only require one use to get to one location, it will grow over time, and it will cost energy per distance so it cant be spammed. (At start you should be able to reach the first harvester location)
The infestation grows from the hive to the location the infestation ability was used, slowly crawling up the walls and after some time, the cieling too.
When you use the infestation ability, the infestation grows from the closest hive or closest infestation. This would make infestation feel more "alive" instead of a cyst coming out of nowhere, and spreading infestation.
Maybe it could use the same waypoints as MACs and drifters to get around the map? (So it goes through vents, if thats a shorter path to the target.)
Have cysts do something else than produce infestation. Maybe increase growth rate of infestation in a wide area. They could still be used from the hive, or maybe made by a drifter?
Remove gorge mini cysts and bring back the healspray infestation(later in 3D mesh like the rest) and let it connect with the old infestation, but make it cost 1 Pres to healspray the ground, so its used tactically instead of just being spammed.
My two cents on Cysts and infestation..
The prices on the marine weapons are too low after they are able to pick each others weapons up. Shotgun should cost 20-25. And the GL should cost 25. They are too cheap. And on that note; I had a rifle today, and picked up a flamethrower. Then I had a rifle that shot flames, very cool ;)
Also, the slowdown on aliens is very frustrating, it isn't the same with marines. They have the ability to shoot, aliens don't. They need to get up close and personal, that can hard if you are slowed down by bullets/grenades/whatever. :) I know that aliens dont have celerity yet, but still, this is making basic marines in groups very powerful against lesser lifeforms in groups.
And oh, btw. nice job on the new prototype for lerk flight, cant wait for the full lerk v2.0
i lol'ed
Decreased GL cost from 30 to 20
Added string encoding so single and double quotes work in chat and fixed some sizing issues (Thanks Marc!)
Added new crosshair images and a custom crosshair for SpitSpray (Thanks Harrison McCabe!)
Did somebody accidentally a whole coke bottle while writing this?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Bilebomb is the bomb (updated bile bomb effects)<!--QuoteEnd--></div><!--QuoteEEnd-->
Quotes like this throughout the changelog made me laugh pretty hardcore.
I changed my Steam download server to Seattle, because Charlotte hasn't fully received it yet, so I was receiving in pieces (since it uses Torrent-like technology.) I may be downloading at 604kbps as opposed to 1.4mbps per second, but it's definitely worth the wait to me. Great job team!
I have never seen a low gear like that in quite a while T_T
Shotgun damage was <b>increased</b>, yet it is still dirt cheap at 15 resources. I know it's meant to be an earlier weapon, but it is extremely too powerful for it's cost.
Other than that, things I like:
Cyst sounds cool.
The new Lerk sounds great.
The armory is able to refill ammo before you are healed.
Marine run speed based on loadout.
All of the re-vamps to the Summit map.
Hope some good stuff is coming in 181.
I believe with the change to lerk flight you should feel more comfortable hanging close to marines, plus being able to project a cloud of gas 100m is a little silly :D
Yes, increased with 2. At point blank range.
AND, decreased to 1 at distance.
The shotgun has been 'nerfed' alot at range and only 'buffed' a tiny bit on point blank range :)
I have never seen a low gear like that in quite a while T_T<!--QuoteEnd--></div><!--QuoteEEnd-->
i know QQ i usually get 1 to 2 mb per second
Lerk is like a missile now, totally cool! I can't wait to check out Lerk 2.0 with this improved flight model. I've yet to make much use of Fade, but the increased energy cost and slower swing speed for Swipe is looking good for hit and runs.
If you are finished, which steam download server (region) did you use?
This means that it doesn't oscillate anymore? That was awsome when it did and really added to the flavour, aswell as giving the aliens abit of an advantage in a "claimed" zone. I'm updateing now to see if that's really it, I hope not. If not I'll be a sad panda D:
If you are finished, which steam download server (region) did you use?<!--QuoteEnd--></div><!--QuoteEEnd-->
Canada Vancouver~
Can't wait to play it....waiting.
A modest proposal for gorge directed DI beyond just cyst planting:
A gorge could have an ability to direct a peninsula of DI growth from an existing patch. This would enable a gorge player to paint sections of DI growth in segments extending the DI with some amount of fine control beyond the circles emanating from cysts.
The strategy and player creativity aspects of this feature should be apparent, as well as the possible unbalancing. The painting of DI could allow for some further player input and variability in the DI system. Gorges working together could bridge unconnected cysts or create healing crag stashes in interesting places.
I just had to get this idea out of my head.
Thanks for reading!
I was the envy of 28.8K users.
For shame!