Disappointed you left gas as a two hive ability. No point in playing a Lerk as it stands. No commander really purchases spores, and spikes aren't very good. What's the point of a Lerk when you can easily get as many kills or more with a Skulk? Think about that one, it's pointless. Gas allows you to act as support, which is what they're meant to to do...not act as a mediocre flying Skulk.
<!--quoteo(post=1972359:date=Sep 5 2012, 11:59 PM:name=nSidia)--><div class='quotetop'>QUOTE (nSidia @ Sep 5 2012, 11:59 PM) <a href="index.php?act=findpost&pid=1972359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like these changes.
"No more girl screams." "Fixed bug where aliens could upgrade the same hive type multiple times." (what if my crag hive is being hit and i want to start another...)
why did you change these? just wondering<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm fairly sure they mean there was a bug where an alien team could have one hive that was a crag, shift, and shade hive, all at the same time.
<!--quoteo(post=1972362:date=Sep 6 2012, 10:01 AM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Sep 6 2012, 10:01 AM) <a href="index.php?act=findpost&pid=1972362"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honest plea I am begging on my knees here. Do not keep making marine movement even worse and even more boring. I hit my head on my desk hard enough when they nerfed jetpack energy but I cannot stand it anymore. PLEASE DON'T RUIN THIS GAME FOR PLAYERS WHO LOVE WHAT MADE THE ORIGINAL FUN, as in the old school mechanics. If iron sights are added next I am not sure what is going to happen to my sanity.<!--QuoteEnd--></div><!--QuoteEEnd-->
Apologies, but I don't understand which direction your leaning. You want it completely removed or left as it is?
I personally think marines can move around the map far to quickly compared to NS1. Sprint + no bhop + phase gates + no mc hive teleport + smaller maps + possiblity of spawning close position. Marines are not punished as hard for dieing early like they did in NS1, as they can sprint back into position so much quicker than before.
What we really need is no acceleration / deacceleration on wasd (increase responsiveness for dodging), and no ###### backwards slowness.
I have an honest question. What changed that fundamentally seems to have broken walljumping since last build?
What worked well was pretty straightforward - to launch in the same direction you point with the mouse when jumping off the wall. Crisp and precise movement control. What we have this patch instead seems to be a quick fix that just adds seemingly static upwards velocity. The end result is floaty skulks that move in higher arcs than you want - confusing, unintuitive and frankly kinda frustrating. (don't get me started on floaty leap and inconsistently floaty fade blink). I honestly preferred last build's buggy walljumping more than this one because atleast you had less floatyness and more control time due to being on the floor more often.
I'm not against quick fixes at all, but hopefully we can get the accuracy of b216 walljump control back with speedcap minus the buggy momentum storing.
<!--quoteo(post=1972611:date=Sep 6 2012, 06:09 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Sep 6 2012, 06:09 PM) <a href="index.php?act=findpost&pid=1972611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have an honest question. What changed that fundamentally seems to have broken walljumping since last build?
What worked well was pretty straightforward - to launch in the same direction you point with the mouse when jumping off the wall. Crisp and precise movement control. What we have this patch instead seems to be a quick fix that just adds seemingly static upwards velocity. The end result is floaty skulks that move in higher arcs than you want - confusing, unintuitive and frankly kinda frustrating. (don't get me started on floaty leap and inconsistently floaty fade blink). I honestly preferred last build's buggy walljumping more than this one because atleast you had less floatyness and more control time due to being on the floor more often.
I'm not against quick fixes at all, but hopefully we can get the accuracy of b216 walljump control back with speedcap minus the buggy momentum storing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah.. i've been testing the walljump as well. Might be cause i'm not used to it, but i can't get above speed 11 near tram on docking now. Timing seems much tighter, I feel heavy and it doesn't go where my mouse is pointing. I can't figure out exactly what it is yet..
<!--quoteo(post=1972459:date=Sep 6 2012, 07:37 AM:name=Nukoe)--><div class='quotetop'>QUOTE (Nukoe @ Sep 6 2012, 07:37 AM) <a href="index.php?act=findpost&pid=1972459"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Disappointed you left gas as a two hive ability. No point in playing a Lerk as it stands. No commander really purchases spores, and spikes aren't very good. What's the point of a Lerk when you can easily get as many kills or more with a Skulk? Think about that one, it's pointless. Gas allows you to act as support, which is what they're meant to to do...not act as a mediocre flying Skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agree, i used to play lerk in NS1 and i missing it! Doing more dmg/kills with skulk in NS2
<!--quoteo(post=1972620:date=Sep 6 2012, 06:31 PM:name=male_fatalities)--><div class='quotetop'>QUOTE (male_fatalities @ Sep 6 2012, 06:31 PM) <a href="index.php?act=findpost&pid=1972620"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah.. i've been testing the walljump as well. Might be cause i'm not used to it, but i can't get above speed 11 near tram on docking now. Timing seems much tighter, I feel heavy and it doesn't go where my mouse is pointing. I can't figure out exactly what it is yet..<!--QuoteEnd--></div><!--QuoteEEnd--> For brief moment after a walljump, you will get a little artificial 'upward' boost. You cannot control your movement precisely for these little brief moments after each walljump.
As a quick acid test to ilustrate the lack of control now, try doing this www.youtube.com/watch?v=Li68Fo4DgFw#t=7m26s You can't.
Hey guys at UWE, just wanted to say I decided to update NS2 and take it for a whirl.
Last time I played NS2 there were no jetpacks. The game looked good, but honestly I felt it missed the "NS" feel I was so fond of in NS1.
This time, I felt it in spades. Great teamwork, there was clear purpose, and I've not seen a game this polished and easy to maneuver well, seemingly ever. I played two games back to back on both teams in which comebacks and turn arounds happened regularly. Felt good. It felt NS.
Thanks again for all you do. From FR31NS and Lunixmonster 1.04 to the NS2 of today, I'm forever thankful for the amount of fun you guys have given me!
Heys, sorry to be so uh, rude, but did you finally fix the gnarling memory hogging & conenction issues? Ive been playing NS2 on and off since feb, but over the past few updates NS2 has been running worse on my machine with every iteration, 217 taking the crown.
If i try and play 217, for starters it takes 30 minutes to find a server that doesnt time out before im properly ingame, but then, when i finally find a server, in like 10 seconds of gameplay the used memory shoots up to 1.8gb, the game visibly slows down, and then just hangs after ~10 seconds. then ~3 minutes later it disconnects from the server with a timeout message. (while not being able to disconnect it manually)
Ill try 218 tonight, but yea, not seeing any of the above issues listed is worrying, i totally get the whole beta deal, ofc its not perfect, and thats fine, but i just wanna point out that in my experience the closer we come to the retail release, the harder it gets to actually play the game.
<!--quoteo(post=1972714:date=Sep 6 2012, 12:53 PM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Sep 6 2012, 12:53 PM) <a href="index.php?act=findpost&pid=1972714"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, the loading time went better, now it takes 4 minutes and 51 seconds to load a server.... but this is still horrible loading time :\
I still have to play on low texture quaility and no anti-aliasing to be possible for me to aim, and still.....:
<b>I don't always hit an enemy.... but when i do, it didn't hit.</b>
._________.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1972735:date=Sep 6 2012, 01:58 PM:name=suicidal_banana)--><div class='quotetop'>QUOTE (suicidal_banana @ Sep 6 2012, 01:58 PM) <a href="index.php?act=findpost&pid=1972735"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heys, sorry to be so uh, rude, but did you finally fix the gnarling memory hogging & conenction issues? Ive been playing NS2 on and off since feb, but over the past few updates NS2 has been running worse on my machine with every iteration, 217 taking the crown.
If i try and play 217, for starters it takes 30 minutes to find a server that doesnt time out before im properly ingame, but then, when i finally find a server, in like 10 seconds of gameplay the used memory shoots up to 1.8gb, the game visibly slows down, and then just hangs after ~10 seconds. then ~3 minutes later it disconnects from the server with a timeout message. (while not being able to disconnect it manually)
Ill try 218 tonight, but yea, not seeing any of the above issues listed is worrying, i totally get the whole beta deal, ofc its not perfect, and thats fine, but i just wanna point out that in my experience the closer we come to the retail release, the harder it gets to actually play the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1972735:date=Sep 6 2012, 08:58 AM:name=suicidal_banana)--><div class='quotetop'>QUOTE (suicidal_banana @ Sep 6 2012, 08:58 AM) <a href="index.php?act=findpost&pid=1972735"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heys, sorry to be so uh, rude, but did you finally fix the gnarling memory hogging & conenction issues? Ive been playing NS2 on and off since feb, but over the past few updates NS2 has been running worse on my machine with every iteration, 217 taking the crown.<!--QuoteEnd--></div><!--QuoteEEnd-->
since the last time i checked-which was a number of patches ago, it does seem like memory reqts shot up 40-50%. if your machine doesnt have ample memory, then i could see there being connection problems if the machine is spending its time thrashing.
other than that, maybe try the delete cache/reload technique, reduce res/detail to see if that helps the memory/connection issue.
<!--quoteo(post=1972745:date=Sep 6 2012, 01:18 PM:name=Zaggy)--><div class='quotetop'>QUOTE (Zaggy @ Sep 6 2012, 01:18 PM) <a href="index.php?act=findpost&pid=1972745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What are the specs of your PCs?<!--QuoteEnd--></div><!--QuoteEEnd-->
Telling the specs of my pc wont help in anything, cuz i already told them a lot of times and it solved nothing, and btw, my pc is good and 'young', ive played here hl2, tf2, nfs shift 1 and 2 (which is a beast) in the best settings and they run smoothly.
<!--quoteo(post=1972776:date=Sep 6 2012, 04:25 PM:name=LUSITANER)--><div class='quotetop'>QUOTE (LUSITANER @ Sep 6 2012, 04:25 PM) <a href="index.php?act=findpost&pid=1972776"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Telling the specs of my pc wont help in anything, cuz i already told them a lot of times and it solved nothing<!--QuoteEnd--></div><!--QuoteEEnd-->
fanaticThis post has been edited.Join Date: 2003-07-23Member: 18377Members, Constellation, Squad Five Blue
edited September 2012
Some good changes (especially fixing the structure hitbox bug) and congrats on the steam preorders, but <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->•Reduced marine total sprint distance and recovery time to make more intentional. Added "out of breath" sound effect when you run to exhaustion.<!--QuoteEnd--></div><!--QuoteEEnd--> this fixes nothing. I wish you could explain why you think sprint is beneficial to the game, because many of us believe (and have explained why) that it has detrimental effets on gameplay.
<!--quoteo(post=1972836:date=Sep 6 2012, 11:00 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Sep 6 2012, 11:00 AM) <a href="index.php?act=findpost&pid=1972836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this fixes nothing. I wish you could explain why you think sprint is beneficial to the game, because many of us believe (and have explained why) that it has detrimental effets on gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope this means they are making it more like DoD - faster burst for moving to cover, but otherwise useless to sprint.
Slowdown still on carapace. Egg spawn rate "fix" not fixing the initial problem as to why the alien spawn system sucks. (Hint: It's the 3 player cap) Alien upgrades are now permanent. As if the alien gameplay wasn't boring and limited enough already.
<!--quoteo(post=1972836:date=Sep 6 2012, 08:00 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Sep 6 2012, 08:00 AM) <a href="index.php?act=findpost&pid=1972836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this fixes nothing. I wish you could explain why you think sprint is beneficial to the game, because many of us believe (and have explained why) that it has detrimental effets on gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have to agree with fana here, i find sprint weird. in ns1 we used double jump or a+d spam to move faster and i think we would have used sprint aswell if we could so i dont know why i don't like it. maybe its just me.
Comments
"No more girl screams."
"Fixed bug where aliens could upgrade the same hive type multiple times." (what if my crag hive is being hit and i want to start another...)
why did you change these? just wondering<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm fairly sure they mean there was a bug where an alien team could have one hive that was a crag, shift, and shade hive, all at the same time.
Apologies, but I don't understand which direction your leaning. You want it completely removed or left as it is?
I personally think marines can move around the map far to quickly compared to NS1. Sprint + no bhop + phase gates + no mc hive teleport + smaller maps + possiblity of spawning close position. Marines are not punished as hard for dieing early like they did in NS1, as they can sprint back into position so much quicker than before.
What we really need is no acceleration / deacceleration on wasd (increase responsiveness for dodging), and no ###### backwards slowness.
•No more girl screams.
*What if your playing with a female model?*
What worked well was pretty straightforward - to launch in the same direction you point with the mouse when jumping off the wall. Crisp and precise movement control.
What we have this patch instead seems to be a quick fix that just adds seemingly static upwards velocity. The end result is floaty skulks that move in higher arcs than you want - confusing, unintuitive and frankly kinda frustrating. (don't get me started on floaty leap and inconsistently floaty fade blink). I honestly preferred last build's buggy walljumping more than this one because atleast you had less floatyness and more control time due to being on the floor more often.
I'm not against quick fixes at all, but hopefully we can get the accuracy of b216 walljump control back with speedcap minus the buggy momentum storing.
What worked well was pretty straightforward - to launch in the same direction you point with the mouse when jumping off the wall. Crisp and precise movement control.
What we have this patch instead seems to be a quick fix that just adds seemingly static upwards velocity. The end result is floaty skulks that move in higher arcs than you want - confusing, unintuitive and frankly kinda frustrating. (don't get me started on floaty leap and inconsistently floaty fade blink). I honestly preferred last build's buggy walljumping more than this one because atleast you had less floatyness and more control time due to being on the floor more often.
I'm not against quick fixes at all, but hopefully we can get the accuracy of b216 walljump control back with speedcap minus the buggy momentum storing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah.. i've been testing the walljump as well. Might be cause i'm not used to it, but i can't get above speed 11 near tram on docking now. Timing seems much tighter, I feel heavy and it doesn't go where my mouse is pointing. I can't figure out exactly what it is yet..
Agree, i used to play lerk in NS1 and i missing it!
Doing more dmg/kills with skulk in NS2
Anyway, thanks for your work for this update !
Jeff
For brief moment after a walljump, you will get a little artificial 'upward' boost. You cannot control your movement precisely for these little brief moments after each walljump.
As a quick acid test to ilustrate the lack of control now, try doing this www.youtube.com/watch?v=Li68Fo4DgFw#t=7m26s
You can't.
I still have to play on low texture quaility and no anti-aliasing to be possible for me to aim, and still.....:
<b>I don't always hit an enemy.... but when i do, it didn't hit.</b>
._________.
Last time I played NS2 there were no jetpacks. The game looked good, but honestly I felt it missed the "NS" feel I was so fond of in NS1.
This time, I felt it in spades. Great teamwork, there was clear purpose, and I've not seen a game this polished and easy to maneuver well, seemingly ever. I played two games back to back on both teams in which comebacks and turn arounds happened regularly. Felt good. It felt NS.
Thanks again for all you do. From FR31NS and Lunixmonster 1.04 to the NS2 of today, I'm forever thankful for the amount of fun you guys have given me!
Ive been playing NS2 on and off since feb, but over the past few updates NS2 has been running worse on my machine with every iteration, 217 taking the crown.
If i try and play 217, for starters it takes 30 minutes to find a server that doesnt time out before im properly ingame, but then, when i finally find a server, in like 10 seconds of gameplay the used memory shoots up to 1.8gb, the game visibly slows down, and then just hangs after ~10 seconds. then ~3 minutes later it disconnects from the server with a timeout message. (while not being able to disconnect it manually)
Ill try 218 tonight, but yea, not seeing any of the above issues listed is worrying, i totally get the whole beta deal, ofc its not perfect, and thats fine, but i just wanna point out that in my experience the closer we come to the retail release, the harder it gets to actually play the game.
I still have to play on low texture quaility and no anti-aliasing to be possible for me to aim, and still.....:
<b>I don't always hit an enemy.... but when i do, it didn't hit.</b>
._________.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1972735:date=Sep 6 2012, 01:58 PM:name=suicidal_banana)--><div class='quotetop'>QUOTE (suicidal_banana @ Sep 6 2012, 01:58 PM) <a href="index.php?act=findpost&pid=1972735"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heys, sorry to be so uh, rude, but did you finally fix the gnarling memory hogging & conenction issues?
Ive been playing NS2 on and off since feb, but over the past few updates NS2 has been running worse on my machine with every iteration, 217 taking the crown.
If i try and play 217, for starters it takes 30 minutes to find a server that doesnt time out before im properly ingame, but then, when i finally find a server, in like 10 seconds of gameplay the used memory shoots up to 1.8gb, the game visibly slows down, and then just hangs after ~10 seconds. then ~3 minutes later it disconnects from the server with a timeout message. (while not being able to disconnect it manually)
Ill try 218 tonight, but yea, not seeing any of the above issues listed is worrying, i totally get the whole beta deal, ofc its not perfect, and thats fine, but i just wanna point out that in my experience the closer we come to the retail release, the harder it gets to actually play the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
What are the specs of your PCs?
Ive been playing NS2 on and off since feb, but over the past few updates NS2 has been running worse on my machine with every iteration, 217 taking the crown.<!--QuoteEnd--></div><!--QuoteEEnd-->
since the last time i checked-which was a number of patches ago, it does seem like memory reqts shot up 40-50%. if your machine doesnt have ample memory, then i could see there being connection problems if the machine is spending its time thrashing.
other than that, maybe try the delete cache/reload technique, reduce res/detail to see if that helps the memory/connection issue.
Telling the specs of my pc wont help in anything, cuz i already told them a lot of times and it solved nothing, and btw, my pc is good and 'young', ive played here hl2, tf2, nfs shift 1 and 2 (which is a beast) in the best settings and they run smoothly.
...
specs or no help, capice?
<img src="http://t.fireden.net/t/fireden.net/wp-content/uploads/2012/07/get-a-load-of-this-guy-cam.jpg.jpeg" border="0" class="linked-image" />
I'd rather have them buffed as they are now and cost 3 res and not die off when the gorge dies than made of paper and missing every shot.
Now they just need to add +1 hydra to your limit with each hive so you can build 5 when 3 hives are up and so on.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->•Reduced marine total sprint distance and recovery time to make more intentional. Added "out of breath" sound effect when you run to exhaustion.<!--QuoteEnd--></div><!--QuoteEEnd-->
this fixes nothing. I wish you could explain why you think sprint is beneficial to the game, because many of us believe (and have explained why) that it has detrimental effets on gameplay.
specs or no help, capice?<!--QuoteEnd--></div><!--QuoteEEnd-->
whats the point o sprint the guy cant even walk backwards
I hope this means they are making it more like DoD - faster burst for moving to cover, but otherwise useless to sprint.
Egg spawn rate "fix" not fixing the initial problem as to why the alien spawn system sucks. (Hint: It's the 3 player cap)
Alien upgrades are now permanent. As if the alien gameplay wasn't boring and limited enough already.
At least hydras were buffed some.
I have to agree with fana here, i find sprint weird. in ns1 we used double jump or a+d spam to move faster and i think we would have used sprint aswell if we could so i dont know why i don't like it. maybe its just me.