Natural Selection 2 News Update - NS2 Build 184 changelog

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Comments

  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    Cool shade effects. Sound might be a little too muffled.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited August 2011
    oh dear, slight balance issue with obs i just stumbled upon. aliens had control of entire map so by rights it should be their game, but spamming 5-6 obs in the marine start pit for constant beacon protection while placing robotics to block hallways seemed to be very hard for the aliens to siege.

    Maybe its not a problem in competitive games, but i believe the lack of a res cost for beacon in pub games basically acts as a cheap safety net that isn't affected by map control. Atm, just like mass macs, mass obs is pretty whacky right now. Its probably even better than turret farming.

    "well stalemates arn't that uncommon at this stage of the beta" you say. Well, i can see this being quite an effective midgame strategy when the marine commander sees that they are losing and turtles marine start with obs while slowly very slowly completing upgrades. This is unlike turrets which have a bilebomb counter and are quite expensive to build and maintain.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited August 2011
    <!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><b>Suggestion:</b><!--sizec--></span><!--/sizec-->
    it would be nice if you made the obsevatory call a bit quieter, my hole team said it sounds like a atom bomb count down.
    Good i don't use a headset, otherwise i would be deaf in both ears...seriously.
    It already knocks me back after hear it the first time.

    NS2 feels more and more like ns1 =)
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1867821:date=Aug 9 2011, 09:23 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Aug 9 2011, 09:23 AM) <a href="index.php?act=findpost&pid=1867821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><b>Suggestion:</b><!--sizec--></span><!--/sizec-->
    it would be nice if you made the obsevatory call a bit quieter, my hole team said it sounds like a atom bomb count down.
    Good i don't use a headset, otherwise i would be deaf in both ears...seriously.
    It already knocks me back after hear it the first time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Haha yeah, I agree. Way too loud for marines in the field. The text is enough, tbh.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    The sound is fine, just a little quieter though. But it needs to get your attention.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1867604:date=Aug 8 2011, 05:53 PM:name=Dragon-Guard)--><div class='quotetop'>QUOTE (Dragon-Guard @ Aug 8 2011, 05:53 PM) <a href="index.php?act=findpost&pid=1867604"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So they reduced the skulks ARMOR by 5 points (FIVE POINTS!) to compensate for this + making the skulk a bit more squishy so he doest (AS HE SHOULDNT) rambo into a marine or 2 and instead ambush like he is intended.

    if you play your skulk in a way you have to worry about 5 armor you really should be playing a different class, because clearly your not nomnoming on some marine behind.<!--QuoteEnd--></div><!--QuoteEEnd-->

    skulks insta-die to shotguns and ft, and to compensate they lose half their already weak armor. and aliens are supposed to be able to kill marines 1-1 thats the whole point behind marines having to stick together.

    but who cares, waiting on a decent mod to be made. no idea who thought marine spamfests would be a fun sequel but ey..
  • hf_hf_ Join Date: 2011-06-10 Member: 103639Members
    <!--quoteo(post=1867839:date=Aug 9 2011, 12:02 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Aug 9 2011, 12:02 PM) <a href="index.php?act=findpost&pid=1867839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->skulks insta-die to shotguns and ft, and to compensate they lose half their already weak armor. and aliens are supposed to be able to kill marines 1-1 thats the whole point behind marines having to stick together.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Marines spend 20 PR on shotguns and 30 PR on flamethrowers. Skulks cost 0 PR. An individual marine with a shotgun or a flamethrower should have a complete advantage over an individual skulk. Aliens are still winning over 70% of matches, and you want to make a skulk able to kill a marine with a shotty or flamer one-on-one? Surely you cannot be serious.

    The gameplay of a skulk is to sneak and hide and ambush marines that are unaware; you don't run Rambo at a marine.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Actually, when it's 1v1, and the distance between the skulk and the marine isn't that great, and the skulk has managed to build momentum (not possible anymore as alien-movement is completely nerfed and b0rked beyond recognition in NS2), then often a skulk will win the conflict. Rambo-ing is most certainly possible. Course when the rine has an HMG\SG and a decent amount of armor the game changes, but that's another story.

    I still have hope alien-movement will improve (read: gets sped-up LOTS AND LOTS) in due time. If it won't, I foretell a mod in the works...
  • GeneralBowserGeneralBowser Join Date: 2010-05-19 Member: 71801Members
    I can't say much about balance atm, but I do <3 the looks of the fade structure :-)
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    The grenade launcher should have 2 upgrades.

    The current gl should be the most upgraded one. GL spam really really sucks!
  • croncron Join Date: 2010-06-21 Member: 72122Members
    How about making the muffled sound periodic like the lighting when the power node is destroyed? Would intensify the experience I imagine. Something like if the current muffle is 100% amplitude and no effect is 0% amplitude a changing from 100% to 50% with a frequency of ten seconds.
  • YotopiaYotopia Join Date: 2010-11-22 Member: 75176Members
    Truely psychedelic patch/shade !

    Plz keep this style of engine-artwork-sound-gamedesign and openess !

    In know you guys will make it !
  • CaradasCaradas Join Date: 2005-04-08 Member: 47826Members
    The new patch is nice, but its a bit hard for marines i think, fighting against invisible enemies isn't realy much fun.
    Getting killed by a fade goes like "fup, fup, fup, death" no chance to hit him because he is blicking around me.

    Adding "Motion tracking" (like ns1) could make sense, if its only tracking faster moving and attacking aliens. Don't make it as upgrade, more as a "function" of the Obs, it uses all "energy" of the observatory where motion tracking is enabled so you cant use it for scanning or distress beacon.

    With Motion tracking you have a chance to prepare against a blinking fade or a running (leaping) skulk, but not against a slow (maybe crouching) fade or a slowed skulk.



    sry for (maybe) bad english ;) its first time i wrote this language after school ^^ (5 years ago)
  • vsechnechvsechnech Join Date: 2011-07-11 Member: 109757Members
    Excellent build! I just played as both alien and marine and the balance got much better. I'm looking forward to stats.
  • shivshiv Join Date: 2010-04-11 Member: 71341Members, Constellation
    A few things I would like to see are: lowered cost of scanning, passive detection of cloaked aliens from nearby obs and researchable motion tracking.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Suggestion
    - Make fade blink effect the same colour as cloaking effect. Right now the fade has too many visual effects going on, it's disorientating.
    i) normal
    ii) camo
    iii) shade (triggered by comm)
    iv) alien vision
    v) alien vision while in camo
    vi) blink
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    <!--quoteo(post=1867884:date=Aug 9 2011, 06:54 PM:name=vsechnech)--><div class='quotetop'>QUOTE (vsechnech @ Aug 9 2011, 06:54 PM) <a href="index.php?act=findpost&pid=1867884"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm looking forward to stats.<!--QuoteEnd--></div><!--QuoteEEnd-->

    30% instead of 27% :D

    <a href="http://unknownworldsstats.appspot.com/displayendgamestats?version=184" target="_blank">http://unknownworldsstats.appspot.com/disp...ats?version=184</a>

    Just played one or two game but I'm a bit worry about the cloak, fighting against good fade is like fighting against wind now, before you could see it coming, now you don't see anything anymore.

    In order to balance it : marines need dark templars ! (cloak + upgraded axe)
  • Boxer`DBoxer`D Join Date: 2011-07-27 Member: 112532Members
    Not sure what it is but i'm so much choppier since this patch came out, i really notice a steady decline in smoothness.
    If anyone could give me some ideas to fix this please. I know r_mt was always enabled correct? If that's so then i should leave it on?


    Cheers!
  • RebellionEliteRebellionElite Join Date: 2011-07-27 Member: 112530Members
    Might as well try it with it off, you can always re enable it.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited August 2011
    I didn't notice a difference with r_mt on or off
    AMD Turion X2 Dual Core Mobile Rm-75 2.20 GHz

    Some areas in summit give me super lag now. Performance is worse in this patch than it was the last one.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    with it off frames get skipped and sometimes you miss what other players are doing
  • vsechnechvsechnech Join Date: 2011-07-11 Member: 109757Members
    <!--quoteo(post=1867905:date=Aug 9 2011, 09:49 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 9 2011, 09:49 PM) <a href="index.php?act=findpost&pid=1867905"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->30% instead of 27% :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ooh. But I played two games and as marines we won them both. I just feel somehow much more confident as marine in this build.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited August 2011
    right now...

    Marine Wins: 83 (30.86%)
    Alien Wins: 186 (69.14%)
    <a href="http://unknownworldsstats.appspot.com/displayendgamestats?version=184" target="_blank">http://unknownworldsstats.appspot.com/disp...ats?version=184</a>
  • GorfobGorfob Join Date: 2004-02-25 Member: 26888Members
    <!--quoteo(post=1867815:date=Aug 10 2011, 01:59 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Aug 10 2011, 01:59 AM) <a href="index.php?act=findpost&pid=1867815"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->oh dear, slight balance issue with obs i just stumbled upon. aliens had control of entire map so by rights it should be their game, but spamming 5-6 obs in the marine start pit for constant beacon protection while placing robotics to block hallways seemed to be very hard for the aliens to siege.

    Maybe its not a problem in competitive games, but i believe the lack of a res cost for beacon in pub games basically acts as a cheap safety net that isn't affected by map control. Atm, just like mass macs, mass obs is pretty whacky right now. Its probably even better than turret farming.<!--QuoteEnd--></div><!--QuoteEEnd-->

    As a person who was playing on the alien side of this match. He is 100% right this ###### was incredibly boring and beacon needs to cost res so when the aliens control 90% of the map they can actually win instead of fighting for half an hour then everyone quitting because its just not fun anymore.

    While it wouldn’t be a problem in competitive matches. Public games are filled with ###### and when the marines have the power to end a game so people can start afresh no one ever does it. It leads to dead servers and bored players.
  • Paul-HewsonPaul-Hewson Join Date: 2008-02-25 Member: 63737Members, Constellation, Reinforced - Shadow
    edited August 2011
    Marines/Kharaa balance issue (fade still hard to get with the new blink ability),
    Placing structure is a real pain now,
    Distress beacon sometimes won't work, it's not the distress signal it's the obs. I've finished a losed game with no ip but 4 obs, 3 worked fine, 1 never worked (tried 3 or 4 beacon with it..)

    Sounds within shade is really ugly and doesn't sound well to my ear, plus i get a real fps drop when this sound effect begins.

    Com view is also bugged in the way you don't see the aliens currently attacking the rine you are looking at, all you see is the rine moving which wasn't the case in the previous builds. Hard to know if you have to get him health pack, if you should order few rines to move there or not.
    This is very strange because on another hands, i've spotted a skulk nearby base without any rine near it, it was slightly outside base, not too far from the base power node when coming from ventilation in summit..


    <!--quoteo(post=1867951:date=Aug 9 2011, 10:38 PM:name=Gorfob)--><div class='quotetop'>QUOTE (Gorfob @ Aug 9 2011, 10:38 PM) <a href="index.php?act=findpost&pid=1867951"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As a person who was playing on the alien side of this match. He is 100% right this ###### was incredibly boring and beacon needs to cost res so when the aliens control 90% of the map they can actually win instead of fighting for half an hour then everyone quitting because its just not fun anymore.

    While it wouldn’t be a problem in competitive matches. Public games are filled with ###### and when the marines have the power to end a game so people can start afresh no one ever does it. It leads to dead servers and bored players.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You just have to kill the obs one by one, it's a weak structure & get easily destroyed. If you just all run the rine, you don't act with teamplay. You just need few aliens on obs & few others on rine. Not complain about obs..
    Distress beacon should keep the 50 energy cost on the obs. I am not even sure it was that high on NS1, currently you can only do 2 distress beacon with a fully charged observatory. I am convinced it was 3 or 4 in NS1.
  • WavesonicsWavesonics Join Date: 2006-12-02 Member: 58833Members
    Wow enabling multi-threaded rendering gives me between 20 and 30 extra FPS!! AWESOME :D
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    edited August 2011
    <!--quoteo(post=1867966:date=Aug 9 2011, 04:26 PM:name=Wavesonics)--><div class='quotetop'>QUOTE (Wavesonics @ Aug 9 2011, 04:26 PM) <a href="index.php?act=findpost&pid=1867966"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow enabling multi-threaded rendering gives me between 20 and 30 extra FPS!! AWESOME :D<!--QuoteEnd--></div><!--QuoteEEnd-->

    huh? It's already on by default, and has always been that way.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    Great to finally see the Shade, it's probably my second favorite looking new structure so far I still like the crag's look the most though.

    A few thoughts for the patch:

    <ul><li>Alien Commander Structure placement is still quite buggy
    </li><li>The effect showing that a structure/player is cloaked to another player and to the player themselves is rather distracting.
    </li><li>The cloaking effect from a third-person perspective to me is perhaps a bit unintuitive feeling, they don't look like they're cloaked.</li></ul>

    The last game I played was ruined due to The commander being unable to place hives in the late half of the game, losing this way is just.. depressing. I'm curious what makes Alien Structure placement so Fragile. Marine Commanding throughout the alpha have had nowhere near the same trouble, aside from that Com-chair collision thing about a half dozen or so versions back.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1867961:date=Aug 10 2011, 09:00 AM:name=Paul-Hewson)--><div class='quotetop'>QUOTE (Paul-Hewson @ Aug 10 2011, 09:00 AM) <a href="index.php?act=findpost&pid=1867961"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You just have to kill the obs one by one, it's a weak structure & get easily destroyed. If you just all run the rine, you don't act with teamplay. You just need few aliens on obs & few others on rine. Not complain about obs..
    Distress beacon should keep the 50 energy cost on the obs. I am not even sure it was that high on NS1, currently you can only do 2 distress beacon with a fully charged observatory. I am convinced it was 3 or 4 in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
    well in ns1 it cost 15 res not 15 energy. this meant that marines without resource control could not afford to beacon.

    secondly while they have low hp, map nuances make it very hard to kill obs. Like the example i gave, spamming them in the pit in marine start on summit hides them from direct view and if you have marines with flamethrowers, shotguns, gls defending both sides its incredibly hard to break this. In the game i played, aliens killed 4 obs out of 8 total but this strategy is just overly powerful given the low <b>res</b> cost of obs + beacon. I dont see Onos being that effective against it either.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    To help save alien commanders banging their hands and heads into bloody pulps, here's a quick tip (thanks Schimmel!):

    Try moving your view so you place structures at the BOTTOM of your screen.
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