SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1899196:date=Feb 3 2012, 06:56 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Feb 3 2012, 06:56 AM) <a href="index.php?act=findpost&pid=1899196"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great patch, great changes, great performance increases - hit registration seems much much better now!
However, where is onos bone shield? :( I dont mean to nitpick, but it seems like the ns2 onos is falling back into the same problems that the ns1 onos had. Besides the awesomeness of onos, i can't see it doing anything better that the other classes can do really.. its not going to stop me from onosing but yea, it feels like the onos has no designed role.<!--QuoteEnd--></div><!--QuoteEEnd-->
the onos is meant as the "disrupter" that's why his main attack stuns all marines he hits and he can interrupt every structure with stomp (IP, sentry, PG etc)
its funny cos onos the most costly creature in teh game.... is not really a 'solo' alien.. works best with support, or other way around, supporting others.
i love tagging along behind an ono and biting stuff while all focus on teh onos, and stealing its kills while thye got the marines stunned lol
Also getting random client freezes in between avg. of 2 minutes or so. I played just 20 min, but it was just a stalemate on mineshaft.
Onos doesn't seem to have any role at all. Its clumpy, sometimes gets stuck, and does not have any speed. It's just basicvally walking target. You also can't kill whit it. I dont know which is his main attack/lunge pattern but aiming straigt at the marines and attacking, it just doesnt do damage (can be effected by choke aswell). You just feel like clumsy retard when playing whit onos. Completely unecessary class now. If you dont bring the stomp back, let onos have AT LEAST a sprint. It just sucks. And stalemate minesaft fps was pretty bad.
Maybe it could have the "tank" role in competitive and full on teamplay, but in the public, It doesnt do anything.
a ns2 themed article just went up on RPS, <a href="http://www.rockpapershotgun.com/2012/02/03/flight-club-natural-selection-2s-jetpacks/#more-92540" target="_blank">http://www.rockpapershotgun.com/2012/02/03...cks/#more-92540</a>
and disabling buildings is so cool seeing it from marine perspective. We got baconed back home to prevent an onos attacking on of our forward bases but he had stomped the phase gate and it went dark and would flicker on and off occasionally. The nervousness of stepping through the portal, knowing that tons of ###### was on the other side waiting, was fantastic
<!--quoteo(post=1899132:date=Feb 3 2012, 04:19 PM:name=BearTaxi)--><div class='quotetop'>QUOTE (BearTaxi @ Feb 3 2012, 04:19 PM) <a href="index.php?act=findpost&pid=1899132"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a mid ranged computer, nothing fancy, and it runs fine for me. And if everyone was complaining the server needed resetting, did you perhaps take into account the server was actually broken in some way at the time?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I tried other servers, It's just always been like this on my machine, ever since the first build that went up on Steam, and if the engine makes servers lag out from running the game too long, that's not something the players/customers should have to fix
<!--quoteo(post=1899186:date=Feb 3 2012, 11:19 AM:name=BlitzThose)--><div class='quotetop'>QUOTE (BlitzThose @ Feb 3 2012, 11:19 AM) <a href="index.php?act=findpost&pid=1899186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just bought 11 more copies of the game to give to my pals :)
and that aint a typo<!--QuoteEnd--></div><!--QuoteEEnd-->
Does onos have bone shield then? Reports are confusing, but best as far as I can see would be if his front "shield" were very good protection against everything other than HMG and point-blank SG, i.e. a new armour class. That way marines have to aim and don't just have a massive target when he charges :) Also make escaping difficult as an onos.
Just had a 2 hour game on Mineshaft, worked really well from the alien side and was lots of fun. Frames still dropped pretty badly from time to time but then again my Q6600 is four years old. Can't wait to play some Tram later.
so far pretty impressed with the patch, I'm liking the onos being strategic instead of tactical.
but why would you not fix the fade? you already started implementing the momentum, but it took the fademod to make it actually work, why not implement the fademod in the game if it's obvious that it was supposed to work that way from your patchnotes? (for 192/3 i think, but momentum is in ns1 too isnt it?)
momentum would also enable fades that are skilled to attack jetpacking marines, as it is, it's almost impossible to kill skilled jp's in mineshaft (with the removal of lerk hide as well, the only natural enemy of jp is nerfed)
<!--quoteo(post=1899269:date=Feb 3 2012, 03:26 PM:name=Picklesnipe)--><div class='quotetop'>QUOTE (Picklesnipe @ Feb 3 2012, 03:26 PM) <a href="index.php?act=findpost&pid=1899269"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just bought NS2 today after watching the Gorilla trailer.
I hadn't even heard of Natural Selection before watching, so I will be back to give feedback once i've actually played the thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Have fun, and remember this isn't the finished version of the game ;)
Really great update... more than I expected... keep going guys keep going :). Sadly NS2 haven't ingame music like the fantastic trailers have this is my only negative point about this project.
Gorilla Released - <b>February 2ns</b>, 2012 Today we released Build 194 a.k.a. "Gorilla", a huge, much-anticipated patch for the NS2 beta that adds a ton of cool features including the Onos, Jetpacks for marines, and a new map, "Mineshaft". And, of course, plenty of fixes and optimizations!
Go upvote the trailer on reddit: <a href="http://www.reddit.com/r/gaming/comments/p92eo/new_natural_selection_2_trailer_release_date/" target="_blank">http://www.reddit.com/r/gaming/comments/p9...r_release_date/</a>
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1899278:date=Feb 3 2012, 02:48 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 3 2012, 02:48 PM) <a href="index.php?act=findpost&pid=1899278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->typo/Freudian slip on the homepage
Gorilla Released - <b>February 2ns</b>, 2012 Today we released Build 194 a.k.a. "Gorilla", a huge, much-anticipated patch for the NS2 beta that adds a ton of cool features including the Onos, Jetpacks for marines, and a new map, "Mineshaft". And, of course, plenty of fixes and optimizations!<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know if we should make a new thread for this, but some balance issues and bugs that I noticed in the build are
- Shotgun seems OP; I haven't done any significant testing, but I really <b>feel</b> like I'm getting killed at much longer distances with the SG as a skulk, and it really shuts down my ability to dodge, sneak, and flank.
- Bile Bomb seems OP; I'm glad UWE is taking the Gorge in a new direction, but the Gorge is just too capable of sneaking into Marine base and wrecking CC + surrounding. Maps like Mineshaft with multiple entrances also have problems with Gorges doing hit-run-heal.
- Stomp seems broken; I haven't seen it really stunning Marines. Unless it has a really short range, or I misunderstand what it's supposed to do (stun nearby Marines and buildings), I don't think it's working.
- Onos seems broken; I'm not really surprised, and I'm sure you guys are already on this. Onos gets stuck on the tiniest level geometry, and getting around is about 40% trying to pick through invisible obstacles. For all their armor and health, their slow movement speed and navigation issues make them almost easier to kill than fades. Is Bone Shield working? Maybe I just don't know how to play him...
- Removed RFK seems <b>not</b> broken; it's a ton of fun.
<!--quoteo(post=1899308:date=Feb 3 2012, 10:33 AM:name=acid_rain)--><div class='quotetop'>QUOTE (acid_rain @ Feb 3 2012, 10:33 AM) <a href="index.php?act=findpost&pid=1899308"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So stop is supposed to only disable structures for a short time. Gore is supposed to disable marines by knocking them to the ground.<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks for clearing that up acid_rain.
Now, though, I find myself if it isn't odd that the Onos only has <i>one</i> way to attack marines. Between his slow movement and limited (or perhaps simplified, as some might prefer) attack options, Onos gameplay seems to get pretty binary. Either you can gore all the marines in that room before they gun you down, in which case you'll win, or they out-damage you and you die. Since Oni really can't retreat effectively, there doesn't seem to be much choice or depth to them.
Of course, I've been playing Gorilla for maybe 5 hours, so I'm a pretty poor judge on the Onos in general.
Comments
However, where is onos bone shield? :(
I dont mean to nitpick, but it seems like the ns2 onos is falling back into the same problems that the ns1 onos had. Besides the awesomeness of onos, i can't see it doing anything better that the other classes can do really.. its not going to stop me from onosing but yea, it feels like the onos has no designed role.<!--QuoteEnd--></div><!--QuoteEEnd-->
the onos is meant as the "disrupter" that's why his main attack stuns all marines he hits and he can interrupt every structure with stomp (IP, sentry, PG etc)
i love tagging along behind an ono and biting stuff while all focus on teh onos, and stealing its kills while thye got the marines stunned lol
Onos doesn't seem to have any role at all. Its clumpy, sometimes gets stuck, and does not have any speed. It's just basicvally walking target. You also can't kill whit it. I dont know which is his main attack/lunge pattern but aiming straigt at the marines and attacking, it just doesnt do damage (can be effected by choke aswell). You just feel like clumsy retard when playing whit onos. Completely unecessary class now. If you dont bring the stomp back, let onos have AT LEAST a sprint. It just sucks. And stalemate minesaft fps was pretty bad.
Maybe it could have the "tank" role in competitive and full on teamplay, but in the public, It doesnt do anything.
Pleaaaaase ! :(
If not, when do you plan to include it?
and disabling buildings is so cool seeing it from marine perspective. We got baconed back home to prevent an onos attacking on of our forward bases but he had stomped the phase gate and it went dark and would flicker on and off occasionally.
The nervousness of stepping through the portal, knowing that tons of ###### was on the other side waiting, was fantastic
Yeah, I tried other servers, It's just always been like this on my machine, ever since the first build that went up on Steam,
and if the engine makes servers lag out from running the game too long, that's not something the players/customers should have to fix
<img src="http://farm8.staticflickr.com/7149/6809630945_96e7b2a1cc.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I love it to make place holder assets :)
and that aint a typo<!--QuoteEnd--></div><!--QuoteEEnd-->
0_o that's cool!
+1 for Yuuki's Fade momentum mod
Also, can't wait to try it out!
Can't wait to play some Tram later.
but why would you not fix the fade? you already started implementing the momentum, but it took the fademod to make it actually work, why not implement the fademod in the game if it's obvious that it was supposed to work that way from your patchnotes? (for 192/3 i think, but momentum is in ns1 too isnt it?)
momentum would also enable fades that are skilled to attack jetpacking marines, as it is, it's almost impossible to kill skilled jp's in mineshaft (with the removal of lerk hide as well, the only natural enemy of jp is nerfed)
The jet pack is beautiful. I wanted to jump in the game and fly around with one.
And at long last we have a new map.
I hadn't even heard of Natural Selection before watching, so I will be back to give feedback once i've actually played the thing.
We had a crash that effect the marine team only...
Gorge bile bomb is to strong either it needs less range or damage..
It's impossible to do ninja phase gates any more due to infestation some thought needs to be given here..
ARC seem much weaker..
Ammo reload on turrets is a bit redundant now and its just an extra tedious thing for the com to do..
Voice com volume is way way way to low you can't hear anything..
Map area names don't work for commander..
That's about it for now...
I hadn't even heard of Natural Selection before watching, so I will be back to give feedback once i've actually played the thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Have fun, and remember this isn't the finished version of the game ;)
Gorilla Released - <b>February 2ns</b>, 2012
Today we released Build 194 a.k.a. "Gorilla", a huge, much-anticipated patch for the NS2 beta that adds a ton of cool features including the Onos, Jetpacks for marines, and a new map, "Mineshaft". And, of course, plenty of fixes and optimizations!
Gorilla Released - <b>February 2ns</b>, 2012
Today we released Build 194 a.k.a. "Gorilla", a huge, much-anticipated patch for the NS2 beta that adds a ton of cool features including the Onos, Jetpacks for marines, and a new map, "Mineshaft". And, of course, plenty of fixes and optimizations!<!--QuoteEnd--></div><!--QuoteEEnd-->
Whoops, thanks!
- Shotgun seems OP; I haven't done any significant testing, but I really <b>feel</b> like I'm getting killed at much longer distances with the SG as a skulk, and it really shuts down my ability to dodge, sneak, and flank.
- Bile Bomb seems OP; I'm glad UWE is taking the Gorge in a new direction, but the Gorge is just too capable of sneaking into Marine base and wrecking CC + surrounding. Maps like Mineshaft with multiple entrances also have problems with Gorges doing hit-run-heal.
- Stomp seems broken; I haven't seen it really stunning Marines. Unless it has a really short range, or I misunderstand what it's supposed to do (stun nearby Marines and buildings), I don't think it's working.
- Onos seems broken; I'm not really surprised, and I'm sure you guys are already on this. Onos gets stuck on the tiniest level geometry, and getting around is about 40% trying to pick through invisible obstacles. For all their armor and health, their slow movement speed and navigation issues make them almost easier to kill than fades. Is Bone Shield working? Maybe I just don't know how to play him...
- Removed RFK seems <b>not</b> broken; it's a ton of fun.
Thanks for clearing that up acid_rain.
Now, though, I find myself if it isn't odd that the Onos only has <i>one</i> way to attack marines. Between his slow movement and limited (or perhaps simplified, as some might prefer) attack options, Onos gameplay seems to get pretty binary. Either you can gore all the marines in that room before they gun you down, in which case you'll win, or they out-damage you and you die. Since Oni really can't retreat effectively, there doesn't seem to be much choice or depth to them.
Of course, I've been playing Gorilla for maybe 5 hours, so I'm a pretty poor judge on the Onos in general.