I have found some Script Errors in the server logfile.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Script Error: lua/Structure.lua:274: attempt to index global 'Locale' (a nil value)
Fade doesnt need a nerf. If you nerf it, then nerf it's cost aswell.
About the build, i got a performance boost. I can play on normal graphics now and as a marine (before i couldnt even move around as one because it always "lagg warped" around). Still, after i start shooting i cant aim, due to the drops of it.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2011
<!--quoteo(post=1888324:date=Dec 4 2011, 05:04 PM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Dec 4 2011, 05:04 PM) <a href="index.php?act=findpost&pid=1888324"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fade doesnt need a nerf. If you nerf it, then nerf it's cost aswell.
About the build, i got a performance boost. I can play on normal graphics now and as a marine (before i couldnt even move around as one because it always "lagg warped" around). Still, after i start shooting i cant aim, due to the drops of it.<!--QuoteEnd--></div><!--QuoteEEnd--> What are your system specifications, it's always interesting to see system vs fps for each new build :)
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
What about a trailing effect of cloud or something subtle behind the fade? it would be enough to warn you but not give away his trajectory. you'd know he was entering the room. Maybe a sound?
<!--quoteo(post=1888333:date=Dec 4 2011, 06:47 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Dec 4 2011, 06:47 PM) <a href="index.php?act=findpost&pid=1888333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about a trailing effect of cloud or something subtle behind the fade? it would be enough to warn you but not give away his trajectory. you'd know he was entering the room. Maybe a sound?<!--QuoteEnd--></div><!--QuoteEEnd--> While making a fade easier to kill, that still doesn't add any depth or extra skill to blinking, wich have been the main point of concern presented here. Numbers are easy to tweak, challengeing gameplay are not.
game already has such poor skill curve, and want to nerf things further more. Once fps will improve more of you realize how broken alien movement is, and how weak aliens really are.
aliens movement is so awkward with slow predictable movement, and easy to master. (no skills required, very limited)
they still never fixed secondary attack of the fade, which is shocking. who the hell even uses it? stop complaining about the fade, this class needs buff if anything else. for example the energy is so limiting, just like its straight forward blinks.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
Didn't want to word it like this but it should essentially be the ns1 blink but be visible only at the start and end. With bullets still affecting the fade. If he tries to blink away with 10hp and a predictable blink path, you should be able to kill him.
Blink path prediction would be a fun game element. Just give some hitdetection with an ethreal cry, and a blood splatter when you successfully hit them.
With this you could even give back the fade's original armor stats.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2011
<!--quoteo(post=1888344:date=Dec 4 2011, 07:01 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Dec 4 2011, 07:01 PM) <a href="index.php?act=findpost&pid=1888344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->stop complaining about the fade, this class needs buff if anything else. for example the energy is so limiting, just like its straight forward blinks.<!--QuoteEnd--></div><!--QuoteEEnd--> It's an all-directional blink though :)
Well lets put in more aircontrol(even tho i dont like it, because it makes jumping less fun and spamable as skulk if you cant just correct movement in air however you like it) and faster movement speeds! (at least for skulks)
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited December 2011
Also how about the possibility of having doors only be lockable if there is an active power node to where the door is connecting to. With more chances for doors.
Less locked doors at the beginning of a match and more chances for doors as territorial defense.
With the aliens being able to break down doors next patch, could work for some nice cinematic moments.
Also as a side note, weirdly enough the recent changes to the marine power system is making me think about ns2 like a hexagon boardgame.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited December 2011
<!--quoteo(post=1888344:date=Dec 4 2011, 11:01 AM:name=luns)--><div class='quotetop'>QUOTE (luns @ Dec 4 2011, 11:01 AM) <a href="index.php?act=findpost&pid=1888344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->stop complaining about the fade, this class needs buff if anything else. for example the energy is so limiting, just like its straight forward blinks.<!--QuoteEnd--></div><!--QuoteEEnd-->
what are you talking about? i consistently wreck teams of rines with him?? and being on the receiving end of a good player sucks only when he gets a free slash right out of teleporting.
<i>perhaps if his own ethereal sound followed him roughly into a room</i>, the same game play engagement would occur as it is now, but the frustrating "nightcrawler in oval office" effect of not getting a chance to fire before getting hit, would diminish slightly.
<!--quoteo(post=1888368:date=Dec 4 2011, 04:02 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Dec 4 2011, 04:02 PM) <a href="index.php?act=findpost&pid=1888368"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also how about the possibility of having doors only be lockable if there is an active power node to where the door is connecting to.<!--QuoteEnd--></div><!--QuoteEEnd--> I like this idea, but then what about using onos or infestation to break down doors? That feature becomes irrelevant. Instead, you could <b>need power to interact with doors</b>, that is, to lock/unlock them as marine commander, or temporarily open them as a marine. But if they are locked, even if the power goes out, you still need an onos or infestation to destroy them.
Also, someone mentioned having to keep track of something while blinking to make it more skill-based. Well, <b>in NS1 you had to keep track of your momentum</b>, as there was a smooth movement transition between blinks rather than the discrete blink of NS2.
<!--quoteo(post=1888373:date=Dec 4 2011, 10:24 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 4 2011, 10:24 PM) <a href="index.php?act=findpost&pid=1888373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Floating is a known issue, most buildings have the same problem :)
That stutter problem is indeed weird. Is this also an issue on other players or just on your own character in third person (client side)?
Most animations are indeed WiP. Thanks for this video Koruyo!<!--QuoteEnd--></div><!--QuoteEEnd-->
Just tested it, also happens if i watch other players.
<!--quoteo(post=1888388:date=Dec 4 2011, 03:27 PM:name=juice)--><div class='quotetop'>QUOTE (juice @ Dec 4 2011, 03:27 PM) <a href="index.php?act=findpost&pid=1888388"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea, but then what about using onos or infestation to break down doors? That feature becomes irrelevant. Instead, you could <b>need power to interact with doors</b>, that is, to lock/unlock them as marine commander, or temporarily open them as a marine. But if they are locked, even if the power goes out, you still need an onos or infestation to destroy them.
Also, someone mentioned having to keep track of something while blinking to make it more skill-based. Well, <b>in NS1 you had to keep track of your momentum</b>, as there was a smooth movement transition between blinks rather than the discrete blink of NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can agree with this. It doesn't really make sense how the Marine Comm can lock doors halfway across the map.
Also, locked doors will probably be destructible at all times, only welded doors require Onos or infestation according to design log.
I wouldn't want to be the Marine stuck behind a locked door in an unpowered room when Kharaa come a knockin' :P
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1888393:date=Dec 4 2011, 10:39 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Dec 4 2011, 10:39 PM) <a href="index.php?act=findpost&pid=1888393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just tested it, also happens if i watch other players.<!--QuoteEnd--></div><!--QuoteEEnd--> Good stuff, reported to the devs :)
Agreed with zero learning-curve for many classes currently (the way to improve your skulk-play for NS2 at the moment is find out how best to glitch the model\hitbox-animation, which is quite sad). I'm inclined to sit it out a bit longer still, there are supposedly some new movement-mechanics to be implemented for the skulk at least. But if things kinda stay the way they are now when the game is feature-complete and 1.0 creeps closer, I don't think we can avoid a pro(or something less elitist sounding)-mod that will devide the community quite a bit.
<!--quoteo(post=1888388:date=Dec 4 2011, 11:27 PM:name=juice)--><div class='quotetop'>QUOTE (juice @ Dec 4 2011, 11:27 PM) <a href="index.php?act=findpost&pid=1888388"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, someone mentioned having to keep track of something while blinking to make it more skill-based. Well, <b>in NS1 you had to keep track of your momentum</b>, as there was a smooth movement transition between blinks rather than the discrete blink of NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
You are probably referring to my post on the previous page.
<!--quoteo(post=1888285:date=Dec 4 2011, 11:10 AM:name=Fluid Core)--><div class='quotetop'>QUOTE (Fluid Core @ Dec 4 2011, 11:10 AM) <a href="index.php?act=findpost&pid=1888285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The basic is that the actual blink would work exactly as it does now, but your camera would stay behind in the cloud where you started the blink. No indication such as the ghost fade would be visible like in the early beta, you would just see what happens around the location you blinked from. Adding this, it would require a lot more practice and map knowledge to end your blink where you want. A secondary skill on this implementation would be that since the position change of blink is instantaneous, the fade would need to do the same adaptation to the new location and aim accordingly as the marines have to.<!--QuoteEnd--></div><!--QuoteEEnd--> <i>I took the liberty to correct my spelling mistakes</i>
The more I think of it, the more I think the implementation would work out well. It would add a new dimension to playing the fade, to be aware of your speed and remember the positions of objects around you and time it precisely. Surely that would take skill mastering close to, if not exceeding, that of the NS1 fade? <i>Perhaps someone who played the fade extensively review this?</i>
I also think there wouldn't be a lot of coding changes needed, the only two being unhitching the camera from the physical representation of your model while entering blink, and reattach it when you exit it.
<!--quoteo(post=1888328:date=Dec 4 2011, 05:25 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 4 2011, 05:25 PM) <a href="index.php?act=findpost&pid=1888328"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What are your system specifications, it's always interesting to see system vs fps for each new build :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Os: Windows 7, 64 bits RAM: 4Gb Intel i7 Q 720 1.60Ghz Total memory storage: 465 GB ATI Mobility Radeon HD 5470 DirectX 10 Main resolution: 1366x768
Im not sure if it really helps that the range gets reduced a bit, or if it gets annoying - because it could get a pain... to hit jumping marines if range is shorter. Hope playtester make good feedback on that.
My idea: After thinking a bit, it might be an interesting idea, if the fade fades(:P) into blink, so if you start to blink - you fade into the blink mode staying vulnerable(either fixed amount of dmg reduce like 30/50%, or depending on your level of visibility 100%-0% dmg if invisible) for lets say 2s until getting 100% invisible and invulnerable.
So for marines, if the fade starts to blink, the fade model gets "smoky" black and fades into 100% invisibility in ~2s.
This would mean, the quick jumps in and out of blink in close combat are not as effective anymore since you wont be 100% invulnerable and also marines have it a bit more easy to track, or at least get a more clear idea of the direction of your movement (its not as hard as an invisible fade, but also not as easy as following a perfectly visible model - at least thats how it should be) while quick jumping. (currently you can stay in a room pretty long, and combined with frenzy, jump out kill a medpack(marine) jump in, jump out kill a medpack, jump in... - guess this would change a lot after)
The indicator for the fade would be that the fade vision also fades in (synchronized) - so you will know when you are 100% invisible/invulnerable and when you are not.
edit: ofc this might need some energy tweaking, and maybe even hp/armor...
Koruyo, do you mean that during the transition time, the fade wouldn't move? Because if that's the case, then it would be pretty much useless to make quick combat jumps (<1s) because for example a grenade or a shotgun could hit both the real model and your fadin model, making you take extra damage. If you mean that the movement would start right away, but the fading model follow with you, you would be visible for all but the long range blinks. I estimate that it takes about 2 sec to traverse a long corridor.
I think the whole blink mechanic has to change. Pasting a couple of shiny decorations on a broken mechanic isn't going to change anything.
Having some momentum and more ways to control the motion would be the first two things in my book. It takes fade towards the NS1 implementation, but frankly that's the best direction I can think of without having to rethink the fade as a whole.
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
None of the suggestions so far address the underlying shallow learning curve issue. Instead they either make playing fade really frustrating (Fluid Core's) or make the fade more vulnerable through an overly complicated mechanic (Koruyo's).
<!--quoteo(post=1888401:date=Dec 5 2011, 12:16 AM:name=player)--><div class='quotetop'>QUOTE (player @ Dec 5 2011, 12:16 AM) <a href="index.php?act=findpost&pid=1888401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed with zero learning-curve for many classes currently (the way to improve your skulk-play for NS2 at the moment is find out how best to glitch the model\hitbox-animation, which is quite sad). I'm inclined to sit it out a bit longer still, there are supposedly some new movement-mechanics to be implemented for the skulk at least. But if things kinda stay the way they are now when the game is feature-complete and 1.0 creeps closer, I don't think we can avoid a pro(or something less elitist sounding)-mod that will devide the community quite a bit.<!--QuoteEnd--></div><!--QuoteEEnd--> The skulk actually has the deepest learning curve of the alien classes, which I guess is somewhat disappointing considering it's still not very deep. The rather complicated game of ambush/bait/timing/teamwork/dodging/tracking is still there just as much as before, but it lacks the other dimension it used to have because of bh/air control/air acceleration. If I was to make a bad allegory, I guess I would compare skulking in NS2 to a pizza without any toppings. Sure, it's alright, but it's a lot better with a bunch of pepperoni slices and pineapple on top (NS1 skulking).
Anyway if we want things done I think the best way is to do a mod and to show that our ideas are actually better. It's not that complicated.
About the shotgun, I think you should use exponential-like falloff and not the actual hard threshold, the spread distribution is also a bit weird immo :
<!--quoteo(post=1888543:date=Dec 5 2011, 07:00 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Dec 5 2011, 07:00 PM) <a href="index.php?act=findpost&pid=1888543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Give Fades the NS1 blink movement, but keep the invisibility and let bullets hit them during blink,
or
give them the NS1 blink movement, make them transparent (difficult to track but not quite invisible) during blink but don't let them get hit.<!--QuoteEnd--></div><!--QuoteEEnd-->
i've actually made somewhat good idea about how blink should be handled, I will repeat it here yet again.
first blink, this is the current blink system we have now, you must hold right click button to blink. During this phase you're immune to damage because you enter eternal world to avoid damage but during this phase your energy drains much quicker.
secondary blink, you tap right click button which allows you to blink like ns1 fade. This method allows you to conserve energy while blinking but during this phase you are visible/exposed to everyone which means they can see you and attack you while you're blinking.
Comments
Hello,
I have found some Script Errors in the server logfile.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Script Error: lua/Structure.lua:274: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:274
DisplayModeTooltip lua/Spectator.lua:295
CycleTarget lua/Spectator.lua:365
_HandleSpectatorButtons lua/Spectator.lua:411
_HandleSpectatorButtons lua/AlienSpectator.lua:199
callFunc lua/Spectator.lua:487
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:274: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:274
DisplayModeTooltip lua/Spectator.lua:295
CycleTarget lua/Spectator.lua:365
_HandleSpectatorButtons lua/Spectator.lua:411
_HandleSpectatorButtons lua/AlienSpectator.lua:199
callFunc lua/Spectator.lua:487
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:274: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:274
DisplayModeTooltip lua/Spectator.lua:295
CycleTarget lua/Spectator.lua:365
_HandleSpectatorButtons lua/Spectator.lua:411
_HandleSpectatorButtons lua/AlienSpectator.lua:199
callFunc lua/Spectator.lua:487
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
SetSpectatorMode lua/Spectator.lua:266
OnInit lua/Spectator.lua:73
OnInit lua/AlienSpectator.lua:24
InitEntity lua/Utility.lua:1519
CreateEntity lua/Utility.lua:1547
Replace lua/Player_Server.lua:490
_UpdateChangeToSpectator lua/Player_Server.lua:345
OnUpdatePlayer lua/Player_Server.lua:322
OnProcessMove lua/Player.lua:1290
OnProcessMove lua/Alien.lua:285
callFunc lua/Fade.lua:264
lua/MixinUtility.lua:180
Script Error: lua/Structure.lua:278: attempt to index global 'Locale' (a nil value)
GetStatusDescription lua/Structure.lua:278
DisplayModeTooltip lua/Spectator.lua:295
CycleTarget lua/Spectator.lua:365
_HandleSpectatorButtons lua/Spectator.lua:411
_HandleSpectatorButtons lua/AlienSpectator.lua:199
callFunc lua/Spectator.lua:487
lua/MixinUtility.lua:180<!--c2--></div><!--ec2-->
About the build, i got a performance boost. I can play on normal graphics now and as a marine (before i couldnt even move around as one because it always "lagg warped" around). Still, after i start shooting i cant aim, due to the drops of it.
About the build, i got a performance boost. I can play on normal graphics now and as a marine (before i couldnt even move around as one because it always "lagg warped" around). Still, after i start shooting i cant aim, due to the drops of it.<!--QuoteEnd--></div><!--QuoteEEnd-->
What are your system specifications, it's always interesting to see system vs fps for each new build :)
While making a fade easier to kill, that still doesn't add any depth or extra skill to blinking, wich have been the main point of concern presented here. Numbers are easy to tweak, challengeing gameplay are not.
aliens movement is so awkward with slow predictable movement, and easy to master. (no skills required, very limited)
they still never fixed secondary attack of the fade, which is shocking. who the hell even uses it?
stop complaining about the fade, this class needs buff if anything else. for example the energy is so limiting, just like its straight forward blinks.
Blink path prediction would be a fun game element. Just give some hitdetection with an ethreal cry, and a blood splatter when you successfully hit them.
With this you could even give back the fade's original armor stats.
It's an all-directional blink though :)
(W, A, S, D, Space and Crouch)
(W, A, S, D, Space and Crouch)<!--QuoteEnd--></div><!--QuoteEEnd-->
Jump and Crouch too? Haven't tried that yet :)
[edit]
Hmm, apparently jump has no effect anymore. Oh well WASD Fade it is
Less locked doors at the beginning of a match and more chances for doors as territorial defense.
With the aliens being able to break down doors next patch, could work for some nice cinematic moments.
Also as a side note, weirdly enough the recent changes to the marine power system is making me think about ns2 like a hexagon boardgame.
<a href="http://www.youtube.com/watch?v=WVPEHM3Tb28" target="_blank">http://www.youtube.com/watch?v=WVPEHM3Tb28</a>
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/WVPEHM3Tb28"></param><embed src="http://www.youtube.com/v/WVPEHM3Tb28" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Floating (while i get why, it seems a little bit too high maybe?), stutter, missing animations/smoothness.
edit: Also building powernodes (which looks very very sexy btw.) could be smoother - you see the steps between each percent.
That stutter problem is indeed weird. Is this also an issue on other players or just on your own character in third person (client side)?
Most animations are indeed WiP. Thanks for this video Koruyo!
what are you talking about? i consistently wreck teams of rines with him??
and being on the receiving end of a good player sucks only when he gets a free slash right out of teleporting.
<i>perhaps if his own ethereal sound followed him roughly into a room</i>, the same game play engagement would occur as it is now, but the frustrating "nightcrawler in oval office" effect of not getting a chance to fire before getting hit, would diminish slightly.
I like this idea, but then what about using onos or infestation to break down doors? That feature becomes irrelevant. Instead, you could <b>need power to interact with doors</b>, that is, to lock/unlock them as marine commander, or temporarily open them as a marine. But if they are locked, even if the power goes out, you still need an onos or infestation to destroy them.
Also, someone mentioned having to keep track of something while blinking to make it more skill-based. Well, <b>in NS1 you had to keep track of your momentum</b>, as there was a smooth movement transition between blinks rather than the discrete blink of NS2.
That stutter problem is indeed weird. Is this also an issue on other players or just on your own character in third person (client side)?
Most animations are indeed WiP. Thanks for this video Koruyo!<!--QuoteEnd--></div><!--QuoteEEnd-->
Just tested it, also happens if i watch other players.
Also, someone mentioned having to keep track of something while blinking to make it more skill-based. Well, <b>in NS1 you had to keep track of your momentum</b>, as there was a smooth movement transition between blinks rather than the discrete blink of NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can agree with this. It doesn't really make sense how the Marine Comm can lock doors halfway across the map.
Also, locked doors will probably be destructible at all times, only welded doors require Onos or infestation according to design log.
I wouldn't want to be the Marine stuck behind a locked door in an unpowered room when Kharaa come a knockin' :P
Good stuff, reported to the devs :)
You are probably referring to my post on the previous page.
<!--quoteo(post=1888285:date=Dec 4 2011, 11:10 AM:name=Fluid Core)--><div class='quotetop'>QUOTE (Fluid Core @ Dec 4 2011, 11:10 AM) <a href="index.php?act=findpost&pid=1888285"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The basic is that the actual blink would work exactly as it does now, but your camera would stay behind in the cloud where you started the blink. No indication such as the ghost fade would be visible like in the early beta, you would just see what happens around the location you blinked from. Adding this, it would require a lot more practice and map knowledge to end your blink where you want. A secondary skill on this implementation would be that since the position change of blink is instantaneous, the fade would need to do the same adaptation to the new location and aim accordingly as the marines have to.<!--QuoteEnd--></div><!--QuoteEEnd-->
<i>I took the liberty to correct my spelling mistakes</i>
The more I think of it, the more I think the implementation would work out well. It would add a new dimension to playing the fade, to be aware of your speed and remember the positions of objects around you and time it precisely. Surely that would take skill mastering close to, if not exceeding, that of the NS1 fade? <i>Perhaps someone who played the fade extensively review this?</i>
I also think there wouldn't be a lot of coding changes needed, the only two being unhitching the camera from the physical representation of your model while entering blink, and reattach it when you exit it.
Os: Windows 7, 64 bits
RAM: 4Gb
Intel i7 Q 720 1.60Ghz
Total memory storage: 465 GB
ATI Mobility Radeon HD 5470
DirectX 10
Main resolution: 1366x768
I always use Gamebooster 3.0 when to play ns2 too
Im not sure if it really helps that the range gets reduced a bit, or if it gets annoying - because it could get a pain... to hit jumping marines if range is shorter.
Hope playtester make good feedback on that.
My idea:
After thinking a bit, it might be an interesting idea, if the fade fades(:P) into blink, so if you start to blink - you fade into the blink mode staying vulnerable(either fixed amount of dmg reduce like 30/50%, or depending on your level of visibility 100%-0% dmg if invisible) for lets say 2s until getting 100% invisible and invulnerable.
So for marines, if the fade starts to blink, the fade model gets "smoky" black and fades into 100% invisibility in ~2s.
This would mean, the quick jumps in and out of blink in close combat are not as effective anymore since you wont be 100% invulnerable and also marines have it a bit more easy to track, or at least get a more clear idea of the direction of your movement (its not as hard as an invisible fade, but also not as easy as following a perfectly visible model - at least thats how it should be) while quick jumping. (currently you can stay in a room pretty long, and combined with frenzy, jump out kill a medpack(marine) jump in, jump out kill a medpack, jump in... - guess this would change a lot after)
The indicator for the fade would be that the fade vision also fades in (synchronized) - so you will know when you are 100% invisible/invulnerable and when you are not.
edit: ofc this might need some energy tweaking, and maybe even hp/armor...
Having some momentum and more ways to control the motion would be the first two things in my book. It takes fade towards the NS1 implementation, but frankly that's the best direction I can think of without having to rethink the fade as a whole.
<!--quoteo(post=1888401:date=Dec 5 2011, 12:16 AM:name=player)--><div class='quotetop'>QUOTE (player @ Dec 5 2011, 12:16 AM) <a href="index.php?act=findpost&pid=1888401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed with zero learning-curve for many classes currently (the way to improve your skulk-play for NS2 at the moment is find out how best to glitch the model\hitbox-animation, which is quite sad). I'm inclined to sit it out a bit longer still, there are supposedly some new movement-mechanics to be implemented for the skulk at least. But if things kinda stay the way they are now when the game is feature-complete and 1.0 creeps closer, I don't think we can avoid a pro(or something less elitist sounding)-mod that will devide the community quite a bit.<!--QuoteEnd--></div><!--QuoteEEnd-->
The skulk actually has the deepest learning curve of the alien classes, which I guess is somewhat disappointing considering it's still not very deep. The rather complicated game of ambush/bait/timing/teamwork/dodging/tracking is still there just as much as before, but it lacks the other dimension it used to have because of bh/air control/air acceleration. If I was to make a bad allegory, I guess I would compare skulking in NS2 to a pizza without any toppings. Sure, it's alright, but it's a lot better with a bunch of pepperoni slices and pineapple on top (NS1 skulking).
or
give them the NS1 blink movement, make them transparent (difficult to track but not quite invisible) during blink but don't let them get hit.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114510" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114510</a>
Another idea :
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115112&start=0&p=1879094&#entry1879094" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1879094</a>
Anyway if we want things done I think the best way is to do a mod and to show that our ideas are actually better. It's not that complicated.
About the shotgun, I think you should use exponential-like falloff and not the actual hard threshold, the spread distribution is also a bit weird immo :
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115247" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115247</a>
or
give them the NS1 blink movement, make them transparent (difficult to track but not quite invisible) during blink but don't let them get hit.<!--QuoteEnd--></div><!--QuoteEEnd-->
i've actually made somewhat good idea about how blink should be handled, I will repeat it here yet again.
first blink, this is the current blink system we have now, you must hold right click button to blink. During this phase you're immune to damage because you enter eternal world to avoid damage but during this phase your energy drains much quicker.
secondary blink, you tap right click button which allows you to blink like ns1 fade. This method allows you to conserve energy while blinking but during this phase you are visible/exposed to everyone which means they can see you and attack you while you're blinking.