Natural Selection 2 News Update - NS2 Build 192 released
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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edit: actually mines are doing normal damage for some reason. Other forms of light damage seem fine though.
I noticed the blink momentum affects vertical velocity far more than horizontal (I actually encountered that problem when I was working on my movement mod).
Looks pretty good overall.
Am I the only one with this issue? It's the first time I've ever had any issues on the technical side with NS2.
Well there is gonna be less mine spam, as they're pretty useless now. One fade taps a mine and blinks away and all the mines around the phasegate explode. And the damage isn't even that strong. My computer or servers performance is a bit jagged again compared to 191. But the res overflow is helping my lovely gorge art though.
<a href="http://imgur.com/Mg87m" target="_blank"><img src="http://i.imgur.com/Mg87ml.jpg" border="0" class="linked-image" /></a>
Can't wait for more news on Gorilla!
Have to say, it's feeling pretty good as marine! Can't wait to try alien tomorrow.
I do have to agree with IeptBarakat, though. It feels like my fps is much steadier in general in 191-192, but it also drops a lot more. Endgame combat starts to become a challenge to keep up with.
I really like the res overflow - as a marine I was doing alright with a regular rifle, and just didn't upgrade to a shotgun for a while. As a result, I felt like I was helping my team a little by letting them take the overflow.
When making Drifters in the Xroads hive they would take off out of the hive, not sure where they were going.
I would select Whips and then hit the "upgrade" in X roads hive and it would make selection screen blank out like it was not selecting it.
I have Nvidia cards if that helps.
Well there is gonna be less mine spam, as they're pretty useless now. One fade taps a mine and blinks away and all the mines around the phasegate explode. And the damage isn't even that strong. My computer or servers performance is a bit jagged again compared to 191. But the res overflow is helping my lovely gorge art though.
<a href="http://imgur.com/Mg87m" target="_blank"><img src="http://i.imgur.com/Mg87ml.jpg" border="0" class="linked-image" /></a>
Can't wait for more news on Gorilla!<!--QuoteEnd--></div><!--QuoteEEnd-->
Mines ain't useless in my opinion, you must understand that people use mines for the wrong purpose. Mines are for defence. Putting mines around structors will prevent enemies to attack structors. Although it won't be very effective because alien would get close to an object, then go fast back and then go back to the object.
They also create additional risk when assaulting marine territory (in much the same way that infestation does for the marines), and can be very effective at repelling groups of enemies.
Mines are not constantly being stood on at the moment.
Alien armor helps a lot.
Bad
Alien hit detection seems to be having problems. I've been noticing a lot of bites that should be chomping down marines simply doing nothing.
There's still serious issues with placing cysts on ceilings and walls, seemingly randomly they spawn unconnected though show a connected marker.
Hydras are still awful, I had three taken out by a shotgun marines alone in the last game, he didn't even duck around a corner, he just ran around them in a circle, all three, and killed them all.
Aliens still need to rush to succeed. Otherwise it's the same shotgun>GL>base spam that happened in every other iteration of the game.
CC/Hive health is too low, which is the main reason why we rush at all.
Ultimately there's still a ton of balance to do that Gorilla won't do a damned thing about because the game never gets to that late of a stage. It's GL/Shotgun spam early/game then base camp still.
GG :D
<!--quoteo(post=1895691:date=Jan 18 2012, 09:41 PM:name=BearTaxi)--><div class='quotetop'>QUOTE (BearTaxi @ Jan 18 2012, 09:41 PM) <a href="index.php?act=findpost&pid=1895691"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since the patch, whenever I start NS2, It gets to the main menu then freezes...<!--QuoteEnd--></div><!--QuoteEEnd-->
I haven't heard of that one. Please try to verify your files in Steam. If that doesn't fix it, try reinstalling the game. If you are still having problems after that please email me at brianc@thiswebsite.com with your log file.
<!--quoteo(post=1895698:date=Jan 18 2012, 10:24 PM:name=Deadzone)--><div class='quotetop'>QUOTE (Deadzone @ Jan 18 2012, 10:24 PM) <a href="index.php?act=findpost&pid=1895698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just got done playing a 192 game as tastes like skittles...<!--QuoteEnd--></div><!--QuoteEEnd-->
I was playing with you! I was commander and you were doing the stuff I wanted you to do. Good job :)
<!--quoteo(post=1895706:date=Jan 18 2012, 11:20 PM:name=azimaith)--><div class='quotetop'>QUOTE (azimaith @ Jan 18 2012, 11:20 PM) <a href="index.php?act=findpost&pid=1895706"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's still serious issues with placing cysts on ceilings and walls, seemingly randomly they spawn unconnected though show a connected marker.<!--QuoteEnd--></div><!--QuoteEEnd-->
I noticed this too. We will sort it out for Gorilla.
Parasite/bite still has an awfully long delay such that parasite is pretty redundant though.
Verifying the game cache fixed the issue, Probably should have tried that before posting here :P
Thanks anyway!
While fps has increased a tiny bit (which is always good). Mouse lag has become seriously worse compared to build 191. Everything feels sluggish now, and the shotgun is no longer useful... hell, it's really hard for me t ohit anything again.
In build 191, I could shoot lerks out of the sky with ease, now... spray and pray(mostly missing).
I don't know why the mouse lag is significantly worse, it just is.
This is still not fixed, the client still gets stuck if the password is not correct
"OK NOW, time for Gorilla."
The Gorilla Update will be epic, i hope so.
<i>Hive in location "Central Access" only generated 0 egg spawns (need 9). Make room more open.</i>
There has been a small issue since the build 190 alien upgrade revamp: It is not possible to place cyst or create drifters from an un-tech-locked Hive. The Kharaa commander is forced to select a tech path within the first second of the game, in order to capture new Resource Nodes, which I think is rather unfair.
I also noticed a minor issue with Whip pathing, where it stops short of the destination (~1 unit distance).
Also, i keep freezing when placing a lot of cysts as alien commander.
Come on guys.
The change Log doesn't say anything about fixing the drifter bug?
!!!
think about all of the weapons you have to buy or if you are commander for aliens or marines you usually need that extra pres