Natural Selection 2 News Update - NS2 Build 220 released

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Comments

  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited September 2012
    Holy cow, first you nerf the bite cone, then you nerf its movement and now you nerf the bite range? Really feels like the skulk is getting shafted here :/. Also, with these ever decreasing costs for structures and tech, marines will have researched all tech easily by the 15 minute mark in most games. It's clear to me that you really don't want NS2 to be like NS 1, shorter games, no sentries, no unbound relocs, etc It's clearly less about strategy and tactics and more about fast-paced FPS fun with a wee bit of RTS.

    It's your game of course, but I guess us NS1 fanboys will have to start looking out for a mod.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    Thank you for removing the carapace slowdown! one of the best changes here for sure. The different weapons level sounds are very cool also.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    Are crags and shades really only 5 tres now? That seems a bit extreme.

    Not a fan of the whistle noise coming out of rank 3 marine guns.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    <!--quoteo(post=1980078:date=Sep 19 2012, 05:48 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Sep 19 2012, 05:48 PM) <a href="index.php?act=findpost&pid=1980078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's your game of course, but I guess us NS1 fanboys will have to start looking out for a mod.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I know ay, its not even ns anymore. its some crippled fece. There is a mod in the works afaik, slowly progressing tho.

    had one JP marine in our hive room 4 skulks spent 5 mins trying to kill him. absolute bull######, adrenaline is ###### so bad for anything but fades. i played all day today as aliens. Marine team stacked every game because aliens are so nerfed its not even fun. once second hive is dead you cant even defend anymore.
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    •Skulk bite range reduced by 20% (skulk domination, this is much closer to NS1).


    Worst thing ever. if before i would bite a marine in the face 20 times and still not any damage done, what's the point of going skulk now? just to run and being hit? When i am Marine, the skulks seem so much weaker, now that got worsen.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited September 2012
    I used to enjoy skulk play several builds back, but the combination of movement mechanic changes, bite cone nerfs, bite range nerfs, poor hit reg and performance increases (making it easier for marines to track skulks compared to the older builds) as well as cheaper marine upgrades just made the skulk a frustrating class to play.

    Skulks really didn't need any of these changes, just needed the performance and hit reg increases so marines could actually properly hit them. But no, somehow it made more sense to someone to nerf the skulk on top of these things that 'naturally' buffed marine performance vs skulks. (Essentially overnerfing skulks)

    Lerk's still useless too, as is the gorge (at least if we're still calling it a 'combat engineer'), as are sentries, among other things :(
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    Heck, back on ns1, i used to get 3x more Kills than Deaths... here, i get 1 kill each 15 deaths as a skulk.... i've never played such a frustrating game...

    1-Bites that hit.... but the game says "Nope."
    2-Marines that kill you through walls
    3-Loosing 30 res on Lerks that die on 1vs1 against a Stock, Basic, Rifle marine easily.
    4-Bad frames/ps
    5-Bad loading times

    And dont take me bad, i love this game, thats why im soooo MAD for not being able to play it properly >:(
  • spacedanielspacedaniel Join Date: 2009-11-11 Member: 69348Members
    That all sounds great! Usually if I want a challenge in game (pub) I play rine, if I just want to lull about and not bother (and still win) I'd go alien. I'm hoping for that tense feeling as aliens as well now! :)
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    <!--quoteo(post=1980109:date=Sep 19 2012, 07:02 PM:name=spacedaniel)--><div class='quotetop'>QUOTE (spacedaniel @ Sep 19 2012, 07:02 PM) <a href="index.php?act=findpost&pid=1980109"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That all sounds great! Usually if I want a challenge in game (pub) I play rine, if I just want to lull about and not bother (and still win) I'd go alien. I'm hoping for that tense feeling as aliens as well now! :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lol its the opposite for me, you want a cheap win play rines.
  • GameOverGameOver Germany Join Date: 2003-10-15 Member: 21700Members, NS2 Map Tester, Reinforced - Shadow
    I like the new rookie mode, but the thing which confused me is, why i was marked as rookie?
    I already played a looot more than four hours... :D

    The change you made for adrenaline :( ... i don't like them either.
    In fight, the bonus gets lost most of the time, because i have to get to the fight first via blink or leap. I also have to wait a longer time to get my energy back to 100%.
    Oh and there comes one question up... is the energy regeneration rate a percentage of the max amount of energy or a fixed value?
    If it's a fixed value i'd rather suggest to change it to a percentage of the max amount or make a compromise between build 219 and 220 adren ability.


    I like the idea of changing the rifle sound with the weapons upgrade but the new rifle sound doesn't fit the rifle... it sounds more like a sort of kitchen cutting machine to me.
    Hm, may be the sound should be "deeper".

    Thanks for reading
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Well despite some good changes, after playing b220 its obvious alot of the fundamentals got broken this build.

    <b>Build 220 specific problems</b>
    1) Lerk spore is ridiculous as i had predicted. The crazy vision block was bad enough - 20 dps and an overly large radius is overkill.
    2) new gun sounds are just plain annoying. Especially w3. Hope these are placeholder.
    3) Sound issues all over the place. Was there a revamp of the sound code because its totally broken. Impossible to soundspot, sounds clipping out, sounds playing after the fact or sometimes not even playing, reverb broken etc. Stuff behind you uncannily soft.
    4) Armslab upgrades definately too cheap
    5) Walljumping. enough said.
    6) Hit rego on top half of harvestors is worse than ever when it goes through its flinching animations.
    7) Shade disorientate effect is over the top
    8) Crag/shade spam

    <b>Some annoying problems not related to b220</b>
    1) small minimap square icons are useless. They don't tell you what building is what and only look pretty. Might as well not exist - inconsistent with big minimap.
    2) Drifter hp still 300
    3) Ammopack still resupplies 5 clips
    4) Jetpack still 10pres
    5) whole screen flashing red on taking damage instead of just low health. Atleast have consistency in the signals you are sending players. Am i low health or did i take 9 damage from a spike?
    6) rifle butt stuns causing more confusing grief that depth due to interp. Especially floor stunning.
    7) Bad player collision. Try axing a gorge without accidently walking over him, goodluck.
    8) Player icons on C map blinking when taking damage AND when firing. They should only blink when taking damage OR when firing. Again, this stuff needs to be informing the player clearly.
    9) Seeing egg spawn effects through fog of war
    10) Beacon costing tres but not teleporting dead marines.
    11) Way too fast marine and alien spawning.
    12) Phasegate pushback
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    <!--quoteo(post=1980136:date=Sep 19 2012, 11:20 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Sep 19 2012, 11:20 AM) <a href="index.php?act=findpost&pid=1980136"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is a great summary, for starters. This close to release it is slightly worrying.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    you forgot the lack of a useful turret function elodea. ;/
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    And the GUIMinimap is as unoptimized as it was.
  • frmehefrmehe Join Date: 2012-07-08 Member: 153980Members
    edited September 2012
    pro:
    marines are very strong
    marine upgrades are cheap
    damage draw is VERY VERY GOOD, ty, this helps a lot!


    contra:
    aliens are very weak
    peformence is still terrible
    one onos die quick infront of one exo
    eggs still stuck in vents
    6 hydras + 2 gorges vs 2 Marines = Marines won...this means hydras are still terrible but cost 3 res each. remember a mine cost 5 res each and kill a skulk instant.
    if run as onos, it's terrible, do it like in ns1 please.

    fun:
    walking over skulks as marine if they try to bite me, lol.
    marines run away from any lifeform, with only a axe = speedrun.
    marines climbing vents, next patch adding grapple hook?
    a lot of alienplayers ragequit, most time around 6-10 mins.

    result:
    wait for final release, but there are some good changes, some bad.


    update:
    elodea's ideas are good, jetpacks are realy to cheap, should be around 20 or 25.
    a lerk cost 30 res, how can it be cheaper going jetpack marine?
    today i saw jetpack marines killing hives with grenade launchers in seconds, thats just 35 res, 5 more res then a lerk.
  • havok?havok? Join Date: 2012-05-22 Member: 152462Members, NS2 Map Tester
    <!--quoteo(post=1980136:date=Sep 19 2012, 06:20 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Sep 19 2012, 06:20 AM) <a href="index.php?act=findpost&pid=1980136"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3) Sound issues all over the place. Was there a revamp of the sound code because its totally broken. Impossible to soundspot, sounds clipping out, sounds playing after the fact or sometimes not even playing, reverb broken etc. Stuff behind you uncannily soft.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Seems like whatever sound my marine makes (reloading, rifle-butt, footsteps, etc.) only comes from one earphone or just favors one more than the other and it's ridiculously louder than anything else. It's really distracting and makes it hard to hear.
  • KaptajnKLOKaptajnKLO Join Date: 2012-06-25 Member: 153658Members
    edited September 2012
    The new sounds for weapon upgrades is a good idea, but I don't like the ones you have implemented. It sounds like a whistle at level 3 weapons and it gets annoying to listen to.

    I like the new adrenaline as it's no longer so damn OP and I think the people who are complaining simply have to adjust to the fact that they can't just spam abilities anymore.

    I freaking love the draw damage! Absolutely brilliant UWE and it's implemented so nicely that I just loved it right away.

    I can't really talk about the changes to the costs of upgrades and crags and shades. I have to play more games, but atleast the in the games I have played so far I couldn't see any real major difference compared to b219.

    Playing as a skulk I can certainly feel a difference when I try to bite marines, but unlike some people on this forum I will try and adapt to this change before I cry foul. It was the exact same outburst when UWE changed it the first time and people eventually just adapted to that. The same thing will happen now I am sure.

    Edit: Btw and this has benn bugging me for some time, fades get stuck so easily in doorways that it's really a problem, atleast for me. It seems like fades have trouble blinking through doorways and they get stuck. I have tried a few times now where I can't blink through a doorway and I just get slaughtered by marines. It's really annoying losing a 50res investment like that and it has been like that for a few builds now. Plz fix this issue!
  • HeymanHeyman Join Date: 2005-03-29 Member: 46895Members
    <!--quoteo(post=1979953:date=Sep 18 2012, 07:33 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Sep 18 2012, 07:33 PM) <a href="index.php?act=findpost&pid=1979953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hahaha. Wow...just...wow.

    Making this game for you guys is sooo much fun sometimes :p

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->


    I don't think you should expect much from him. Pretty much the same-old reaction every time I see him.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Thanks for lowering crag and shade costs.

    I'm sceptical about the skulk change. Since I started playing NS2 again after missing a couple of patches I found it hard to get kills with the skulk. Is the idea that skulks should rely on stealth kills? Hard to get stealth kills when the footsteps are so loud, and marines are too fast to make crawling feasible, plus the skulk model is big you can't miss it.

    Well I'll give the patch a go now. Interested to hear the gun sounds and exo flashlight!
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    <!--quoteo(post=1979993:date=Sep 19 2012, 05:58 AM:name=Shaker)--><div class='quotetop'>QUOTE (Shaker @ Sep 19 2012, 05:58 AM) <a href="index.php?act=findpost&pid=1979993"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the massive kick in the alien balls was a little bit too hard.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Marines have to be made slower, a lot slower for skulk bite range to work.
  • 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=1980136:date=Sep 19 2012, 11:20 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Sep 19 2012, 11:20 AM) <a href="index.php?act=findpost&pid=1980136"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lots of things<!--QuoteEnd--></div><!--QuoteEEnd-->

    A number of those things will be addressed in time. The spore cloud however, does not have an over-sized damage radius. I tested this myself. If you are in a cloud of deadly gas, you would expect to get hit by it. When you're not in it, then you don't. That's what the aim was, and I think that's a pretty simple method of working.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1980121:date=Sep 19 2012, 08:28 PM:name=GameOver)--><div class='quotetop'>QUOTE (GameOver @ Sep 19 2012, 08:28 PM) <a href="index.php?act=findpost&pid=1980121"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the idea of changing the rifle sound with the weapons upgrade but the new rifle sound doesn't fit the rifle... it sounds more like a sort of kitchen cutting machine to me.
    Hm, may be the sound should be "deeper".<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well either that or the weapons upgrades should increase number of bullets in mag and ROF.
    If we get more damage for same bullet then its a bigger bullet (more explosive...louder...deeper..not high pitched it sounds like its firing faster which makes no sense.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited September 2012
    It's already apparent today aliens are not scaling with marines (who benefit greatly from better performance and hit reg) and it won't be much longer before marines are the new OP. Heck, doesn't help that aliens are getting nerfbatted left and right while this process takes place. It's essentially becoming a case of 'overnerfing'. I wish they would have withheld some of these changes until performance was on level, since it's premature to judge balance in an environment where most players have 15 - 30 fps at best.

    In addition, it really feels like everything is being 'dumbed down' rather than the 'underwhelming' aspects of gameplay being brought up to standard with the rest.

    Here are my gripes:
    - Skulk play (movement, wall jump, bite, poor scaling into lategame)
    - Gorge play (Up hydras for 3 P.res, no survivability and/or no damage when it's supposed to be a combat engineer, dull to play)
    - Lerk play (gas as T2, lacklustre spikes, low survivability)
    - Onos play (Big meatshield, can't handle neither jetpackers nor exos)
    - Useless sentries
    - Cheaper upgrades, even faster-paced gameplay (the early game is already short enough as it is)
    - Adren change
    - Lack of depth to the alien comm
    - ARCs

    Granted there's a lot of things I do like, these are imho severe issues that, so close before release, could cost NS2 the title of 'worthy successor' to NS 1. It'd be naive to think the 'new playerbase' that will arrive in NS2 upon release is not going to be looking for challenging gameplay, serious depth and grand strategy in a title like this. They're not all going to be the CoD and BF3 FPS fanboys that just want to shoot some aliens. (I even dare say these are not the kind of players that will stick with your product in the long run anyway)
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    I think the underlying assumption is that the skulk is somehow OP (based on statistics), and this assumption has been driving the recent changes to the skulk.

    Personally I doubt it's the case, vanilla skulks get destroyed by good marines 1v1. It's partially due to this that virtually every team has been rushing for leap in the wasabi cup this week-end. Even leap skulk get demolished by shotguns (and marines can easily have 4-5 shotgunner at all time), and you might have noticed that good marines rarely miss a shotgun shot.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    There are lies, big lies and statistics.
  • xXSunSlayerXxxXSunSlayerXx Join Date: 2012-09-14 Member: 159287Members
    <!--quoteo(post=1979996:date=Sep 19 2012, 03:59 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Sep 19 2012, 03:59 AM) <a href="index.php?act=findpost&pid=1979996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The -0 is reported fyi.

    As far as the bite range. it went from 1.5 to 1.2. see the below picture for the minimum distance required to bite.. imo its pretty far still. (latency effects this judgement obviously)
    1920x1080 default fov, if i click mouse1 at this distance i hit him.
    <img src="http://i.imgur.com/GYsBN.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    what? you can hit people from that distance? and that's<i> after</i> the nerf? why did i always go into point-blank range for biting before? i feel stupid now... :/
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=1980186:date=Sep 19 2012, 06:48 AM:name=xXSunSlayerXx)--><div class='quotetop'>QUOTE (xXSunSlayerXx @ Sep 19 2012, 06:48 AM) <a href="index.php?act=findpost&pid=1980186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what? you can hit people from that distance? and that's<i> after</i> the nerf? why did i always go into point-blank range for biting before? i feel stupid now... :/<!--QuoteEnd--></div><!--QuoteEEnd-->

    When they are standing still yes. Due to lag and how interpolation works though when moving you will need to be a bit closer to the marine to get the hit to register server side.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    Assumptions based off statistics is an awesome way to balance a game and make it fun.

    /sarcasm

    You have to go so close now to bite that it gets disorientating, and adrenaline is useless now. Gorges hit the hardest with that change. So upset with this patch. I like the lerk changes but thats about it.
  • frmehefrmehe Join Date: 2012-07-08 Member: 153980Members
    edited September 2012
    <!--quoteo(post=1979996:date=Sep 18 2012, 07:59 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Sep 18 2012, 07:59 PM) <a href="index.php?act=findpost&pid=1979996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->at this distance i hit him.
    <img src="http://i.imgur.com/GYsBN.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    You are trolling?!
    I tried:

    YES HIT:
    <img src="http://i.imgur.com/vaQ8M.jpg" border="0" class="linked-image" />



    1 very short backward hit on keyboard, i can't hit the marine anymore and im way closer then you on your image.
    Explain that!
    NO HIT:
    <img src="http://i.imgur.com/A9Qdx.jpg" border="0" class="linked-image" />


    second test...

    yes i hit:
    <img src="http://i.imgur.com/MMYvh.jpg" border="0" class="linked-image" />
    no i don't:
    <img src="http://i.imgur.com/cDoJD.jpg" border="0" class="linked-image" />

    last one with exo...

    yes:
    <img src="http://i.imgur.com/E6qHN.jpg" border="0" class="linked-image" />
    NO:
    <img src="http://i.imgur.com/xA6gY.jpg" border="0" class="linked-image" />

    TAB in your browser the last two images, you will see the short diffrence and you see how ironhorse image can't be true...
  • spacedanielspacedaniel Join Date: 2009-11-11 Member: 69348Members
    YIHAAA! Just played 3 games, 2 of them over 60 minutes long with battle going back n forth, last one on 20 minutes with an actual exo-train (teary eye)!
    What can I say, I was afraid the changes to balance was too great but no, they could be spot on! Either way, both sides were having a good time = most important!
    Some polish and I'd say: RELEASE PARTY!!!
    Well done UWE!
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