Natural Selection 2 News Update - NS2 Build 189 released

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Comments

  • Pr0nPr0n Join Date: 2003-02-15 Member: 13592Members
    Will I have to keep telling you not to collect statistics on me *every* patch, or is this a 1 and done change?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited December 2011
    Everything else in that file has carried over between versions (notably controls and graphics settings), so you should be okay after changing it once.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    <!--quoteo(post=1888008:date=Dec 2 2011, 01:21 PM:name=Pr0n)--><div class='quotetop'>QUOTE (Pr0n @ Dec 2 2011, 01:21 PM) <a href="index.php?act=findpost&pid=1888008"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Will I have to keep telling you not to collect statistics on me *every* patch, or is this a 1 and done change?<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you set it to deny the stats in your options.xml it will stay that way every patch.

    Please be aware, these are anonymous stats and they will truly help UWE with performance and research down the line. I would recommend people have this on, especially if they have poor performance.
  • YotopiaYotopia Join Date: 2010-11-22 Member: 75176Members
    Gameplay is much smoother again in a way with this patch althought fps didnt improve.

    One problem which comes with cysts/infestation on ceilings (which is a great addition) is that it is visible for alien commander.Means ceiling cysts/infestation covers all sight on entities and actions which are located on the floor in the commander view.
    A possibility for gorges to heal cysts on ceilings would be very nice.

    So 190 for xmas ?
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    <!--quoteo(post=1888016:date=Dec 2 2011, 09:20 PM:name=Yotopia)--><div class='quotetop'>QUOTE (Yotopia @ Dec 2 2011, 09:20 PM) <a href="index.php?act=findpost&pid=1888016"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One problem which comes with cysts/infestation on ceilings (which is a great addition) is that it is visible for alien commander.Means ceiling cysts/infestation covers all sight on entities and actions which are located on the floor in the commander view.
    A possibility for gorges to heal cysts on ceilings would be very nice.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It looks awesome pretty though,

    <img src="http://i.imgur.com/32OCk.jpg" border="0" class="linked-image" />
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    OMG! Giant poop clusters!
  • B1ackSmokeB1ackSmoke Join Date: 2011-01-25 Member: 78855Members
    This is just plain awesome. No complaints here. Amazing how the devs are able to see all our ideas and incorporate them into the game. This is truly the making of a great game.

    Oh and if you guys haven't checked the home page yet, NS2HD put up a video for build 189

    <a href="http://www.youtube.com/watch?v=30Ly_aEQ2Zs&feature=player_embedded" target="_blank">http://www.youtube.com/watch?v=30Ly_aEQ2Zs...player_embedded</a>

    -B1ackSmoke
  • NortonNorton Join Date: 2005-01-13 Member: 35264Members
    Coming along quite nicely. Game runs better for me than it ever has.
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    <!--quoteo(post=1888019:date=Dec 2 2011, 08:35 PM:name=konata)--><div class='quotetop'>QUOTE (konata @ Dec 2 2011, 08:35 PM) <a href="index.php?act=findpost&pid=1888019"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It looks awesome pretty though,<!--QuoteEnd--></div><!--QuoteEEnd-->

    The server I played on had some cyst/pustules issues. Where Gorge had placed one, the com couldn't, or if they could they couldn't see them. Also, the drifters make for an interesting change, they could travel a little fast imho. I know its so they match up with the MACs. But they don't really look right travelling that slow with there sleek stream-lined body. Give them a massive head on the other hand, jkin'! They did get stuck a number of times though. :(

    Also, Charlie, I think we had someone imitating you on the server. lol. Or maybe it really was you. Haha!

    Lastly, where is the win sounds? I keep missing who won, it seems less clear to me now. :( Especially when I'm out of the action or just joining a game when it ends.

    VERY NICE UPDATE! :)
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1888016:date=Dec 2 2011, 07:20 PM:name=Yotopia)--><div class='quotetop'>QUOTE (Yotopia @ Dec 2 2011, 07:20 PM) <a href="index.php?act=findpost&pid=1888016"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One problem which comes with cysts/infestation on ceilings (which is a great addition) is that it is visible for alien commander.Means ceiling cysts/infestation covers all sight on entities and actions which are located on the floor in the commander view.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Don't see any point in allowing the player to place cycsts on ceilings/walls, especially given the flawed integration with the RTS side of the game.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    Placing cysts on the ceiling and walls is huge.

    It means your network isn't restricted to the floor where they're easier to spot, they get in the way of buildings, player and AI units. It then allows you to place more cysts in an area to further strengthen your infestation network.

    If you remove this dynamic element from the game, you make the infestation so much weaker.
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    <!--quoteo(post=1888029:date=Dec 2 2011, 09:59 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Dec 2 2011, 09:59 PM) <a href="index.php?act=findpost&pid=1888029"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't see any point in allowing the player to place cycsts on ceilings/walls, especially given the flawed integration with the RTS side of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's only Flawed because it's new and the bugs haven't been ironed out. As soon as they write a little more code, so commander cant see the infestation on the ceiling, it'll be fine and a really cool looking and helpful tool like konata says:

    <!--quoteo(post=1888030:date=Dec 2 2011, 10:10 PM:name=konata)--><div class='quotetop'>QUOTE (konata @ Dec 2 2011, 10:10 PM) <a href="index.php?act=findpost&pid=1888030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Placing cysts on the ceiling and walls is huge.

    It means your network isn't restricted to the floor where they're easier to spot, they get in the way of buildings, player and AI units. It then allows you to place more cysts in an area to further strengthen your infestation network.

    If you remove this dynamic element from the game, you make the infestation so much weaker.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1 konata! :)
  • ale'ale' Join Date: 2011-08-06 Member: 114689Members
    I really, really love the new mini cyst placement. It doesn't only make infested rooms look super cool, but it's also much more fun for the gorge. One problem that was discussed in the dynamic infestation video was that the current system doesn't give you much choices and commanders can't have their own personal style with cyst placement. I think the new mini cyst placement might, with some refinement of course, offer a solution to that problem. With the new mini cysts, you can choose to put them on the ground like before, which gives you certain advantages: you can probably get a bit further with the same number of cysts and having infestation on the floor reveals marines to the aliens, gives slow regeneration and allows belly slide, for example. Cysts on the ceiling and walls have their own advantages as well, such as they are a bit better hidden from the marines and can't be axed and allows you to place hydras in different positions. This means that there is no one, best way to place cysts, but you can vary the placement depending on the location and your personal preferences.

    But how to implement this? I don't know. Comms can't place cysts wherever they like like gorges and it might be hard to give the commander this kind of freedom. Maybe you could give gorges a more important role and only let them place cysts? I don't think UWE wants to go this way, though I personally wouldn't mind it.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I think all that has to be done for the commander is to make the dynamic blobs in the infestation not show up for him (and only him).
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited December 2011
    Some problems/ideas/suggestions of mine:

    - Skulk wallwalk seems f*d up, behaves strange sometimes now. - dunno why/if you touched it. (has more "magnetism" or so)
    Also this makes movement harder to predict as marines, skulk seems warping a bit sometimes?! (but could also be some player ping issues)

    - Shooting with lmg at whip, it seems like bullets dont hit sometimes, even tho i shot perfectly at it (seems to happen especially at the top 50% of the model)

    - Fade atkspeed is too fast, or dmg too high also it seems like the atk range is bigger? (it feels like it was never as easy to solo the whole marine team as it is now)

    - Lerk spike hitdetection seems very inconsistent sometimes, dunno

    - Shotgun range should be a little longer, its stupid that i suddently cant hit anything after like 6meters(bullets just disappear into air), also dmg drop at range should be slightly lowered. While it is nice for skulks that you can kinda only be oneshotted if you are in biterange(ok if you have bad luck with the spread maybe 2meters) - its frustrating as marine... Its only usefull against fades(so you sometimes get lucky instakills), and that only if you are in a group of at least 2 or 3, since a fade can kill you before you can make even a 2nd shot as solo marine.

    Its currently a weapon i dont like to use/rarly use it if one is lying around(is also usually not researched in scrims by a lot of teams, or at least usually only after gl - if you think aliens will get some fades because you failed to kill the 2nd hive fast enough)... but lmg/gl usually works nearly as good/better for me against fades. (and gl is also awesome against structures while the lmg part of it counters the whips)

    - Mac spam is still a problem for repairing stuff, i would limit it to 1mac per cc (a little more health) [and make it maybe even available from start - if it dies you can respawn it with energy. upgrades stay at the factory. The (in my eyes useless) Mac-mines can be resupplied for energy, or regenerate - whatever.]

    - drifter/macs got problems with stairs(and some bumps) sometimes, so you have to carefully get them out of this area.

    edit:
    btw. very fast patch! Thanks UWE - you guys are crazy!
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Awesome build! Best NS2 experience so far. Smooth as butter (on the right server). Balance seems to be okay too. Would buy again.
  • ale'ale' Join Date: 2011-08-06 Member: 114689Members
    I don't like mac mines, myself. I think they should be placed by the marines like in NS1. They should be a cheap defense you can get in the early game, but having to build a robotics factory, a mac and researching the mines makes this impossible. The placement could be a bit more precise and even creative if they were placed by the players. And one issue is that they add <b>still another</b> resource pool to the marine side. There should only be team res and personal res, not energy in all the buildings and npcs.

    Not that anyone ever uses the mines.
  • OngreOngre Join Date: 2009-02-05 Member: 66309Members
    <!--quoteo(post=1888040:date=Dec 2 2011, 11:41 PM:name=ale')--><div class='quotetop'>QUOTE (ale' @ Dec 2 2011, 11:41 PM) <a href="index.php?act=findpost&pid=1888040"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like mac mines, myself. I think they should be placed by the marines like in NS1. They should be a cheap defense you can get in the early game, but having to build a robotics factory, a mac and researching the mines makes this impossible. The placement could be a bit more precise and even creative if they were placed by the players. And one issue is that they add <b>still another</b> resource pool to the marine side. There should only be team res and personal res, not energy in all the buildings and npcs.

    Not that anyone ever uses the mines.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree, mine placement should be done by players. With MAC it isn't precise and just a pain.
  • 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
    Also mines were one of the few instances where a marine player could affect the environment. I enjoyed placing mines in little nooks and vents holes to keep a pathway safer. And of course I loved climbing wall mines.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Thanks for all the feedback guys. Nice to hear we got some things right in this patch.

    - Koruyo: you are a sick sick player. I couldn't believe the amount of damage you were doing in-game. Thanks for the shotgun feedback especially, I'll have a look at the shotgun and fade.
    - Schimmel has already fixed the blobs on the ceiling
    - We're thinking very seriously about having marines buy mines at the armory and place them. Definitely seems more fun then for the Comm.
    - I didn't think anything with skulk wall-walk had changed, but there are certainly some magnetism problems we've had for awhile
    - INKEDOUT: That was me. :)
  • ale'ale' Join Date: 2011-08-06 Member: 114689Members
    So there's a fake Charlie on the forums now, too? :)
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited December 2011
    And i really thought it was a fake charlie on my server - sry! ^^

    <3 Hope to see you again (server not always online tho)


    PS: Server name is now teamarchaea.net, since we changed our clan name today (was planned for a while).

    edit: i think i cant sleep tonight after such a compliment :P
  • YotopiaYotopia Join Date: 2010-11-22 Member: 75176Members
    Pld also on your server Koruyo.Best performance so far.Gave me 5-10 fps more then usual.
    Just remember about 1 year ago placing 10 hydras in rockdown and tick rate went down to 1 :)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    <!--quoteo(post=1888048:date=Dec 3 2011, 02:28 AM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Dec 3 2011, 02:28 AM) <a href="index.php?act=findpost&pid=1888048"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for all the feedback guys. Nice to hear we got some things right in this patch.

    - Koruyo: you are a sick sick player. I couldn't believe the amount of damage you were doing in-game. Thanks for the shotgun feedback especially, I'll have a look at the shotgun and fade.
    - Schimmel has already fixed the blobs on the ceiling
    - We're thinking very seriously about having marines buy mines at the armory and place them. Definitely seems more fun then for the Comm.
    - I didn't think anything with skulk wall-walk had changed, but there are certainly some magnetism problems we've had for awhile
    - INKEDOUT: That was me. :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh. Thanks for joining our server and playing with us! Those were pretty good rounds. It was a blast to be the commander of a team with the game director in it!

    I was also dreaming about mines that would be bought from the armory and placed by marines. In my opinion they should be available in the early game (no adv. armory required) but still have to researched.

    The shotgun definately needs a range buff too.

    Hoping to play more with you and the rest of the UWE team some day. Maybe a team match? ;)
  • EldonEldon Join Date: 2010-07-15 Member: 72414Members, Constellation
    This patch fixed my fps issues (on the right servers)
  • WizardHUNWizardHUN Join Date: 2011-10-23 Member: 128903Members
    <!--quoteo(post=1888048:date=Dec 3 2011, 12:28 AM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Dec 3 2011, 12:28 AM) <a href="index.php?act=findpost&pid=1888048"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for all the feedback guys. Nice to hear we got some things right in this patch.

    - Koruyo: you are a sick sick player. I couldn't believe the amount of damage you were doing in-game. Thanks for the shotgun feedback especially, I'll have a look at the shotgun and fade.
    - Schimmel has already fixed the blobs on the ceiling
    - We're thinking very seriously about having marines buy mines at the armory and place them. Definitely seems more fun then for the Comm.
    - I didn't think anything with skulk wall-walk had changed, but there are certainly some magnetism problems we've had for awhile
    - INKEDOUT: That was me. :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Play more with the pubs Charlie, we always happy to see devs in our teams. Or in enemy team:)
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    pros - FINALLY after a year you guys have stopped trying to turn a wheel into an umbrella.

    cons - seriously, nano shield? its a multiplayer game! do we need to add in purchasable god mode? right off the top i hope this is HIGH up the tech map and costs 15-20. This is so game breaking I dont know where to begin. i mean its bad enough youve restricted alien movement SO much and on top of that added back in ns1 weapons handling. but now bad aiming marines wont be penalized due to godshield + medspam.



    and im still wondering wtf marines have unlimited sprint, but aliens get penalized for leaping 2 ft. now i know i dont kiss the devs arses every release but does anyone else realize how unbalanced that is?
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    charlie still refuses to adapt ns1 movement.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    Awesome patch, best ever.

    I ran into a crash when placing hydras on the ceiling, but it only happened once.

    Is it me or has the hit registration acknowledgement become less consistent? I feel like sometimes as a skulk I'll be munching on something and will stop getting the tickmarks saying I'm hitting it, but the health will still go down. Makes things really tough for fighting marines because you can't tell if you've done damage or if you should cut and run.
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