Natural Selection 2 News Update - Build 230 is now live on Steam
Hugh
CameramanSan Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
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keep up the good work!
PS i am an Aussie and love the Naughty comment :P
I'm not a fan of this balance, aspecially the fade energy cost increase for blink and the onos nerf. :(
<b>But I'm still happy for a new patch, I'm always happy for a new patches. :D But I didn't see any performance improvement in this patch though :/ </b>
I'm thankful that the 2hive onos drop is gone though. Thanks for that. It will be interesting to see how the game plays without it and with the additional changes.
I don't remember "which" blink was b220, fingers crossed for the good one. But hey, at least we're not teleporting any more!
Exited steam and restart steam client, still won't update.
~connect server1.wonuts.com
~connect server2.wonuts.com
~connect server3.wonuts.com
Onos fix! Finally!
Edit: They just gave the balance log and "Evolving Onos eggs now requires three Hives instead of two. Onos eggs are a complex matter, and are a work in progress!" No, it really isn't very complicated and what you've done is make it so that Onos will now be incredibly rare in any game that aliens aren't already dominating because only alien teams that have 3 hives plus saved up 75 res will drop them. Very disappointing.
This is crazy.
<!--quoteo(post=0:date=:name=SquishyOne)--><div class='quotetop'>QUOTE (SquishyOne)</div><div class='quotemain'><!--quotec-->The problem with early onos is that it is EARLY, not that it comes with two hives.<!--QuoteEnd--></div><!--QuoteEEnd-->
Like SquishyOne said
It's a simple fact... what is going on at UWE ?
Now what happens when you have a 2cc vs 2 hives, GG is what! Full tech marines vs aliens stuck on 2 hives but no way to save up their res for onos, great.
I love you guys for all that you have given us and I want to see this game succeed, so please for the love of NS(GOD) get it together.
This doesn't appear to be true, at least as far as Regen is concerned. Outdated change?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Reduced mega regeneration (max regeneration is now 10 per second instead of 120).<!--QuoteEnd--></div><!--QuoteEEnd-->
Not sure what this is referring to, but it's not true for Regen, tested with an Onos who regenned about 60 per tick.
The issue with this is the whole "no personal resources while dead". The more marines successfully pushes you back, the longer time it will take aliens to get an Onos. How much of an impact this will have with only these changes can only time tell, but the mechanics of Fade and the kit of Lerk has to be changed.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Reduced shadow step cost from 15 to 10.<!--QuoteEnd--></div><!--QuoteEEnd-->
Completely unnecessary change, and I can't understand the thought process behind this. The energy cost was completely fine. All it needed was slightly reduced in its cooldown, or slightly increase hang time in air.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Exo armor changed from to 300/390/480/570 to 400/460/520/580.<!--QuoteEnd--></div><!--QuoteEEnd-->
Add an ability for Exosuits to be less of a liability, yet not completely independent. Hardsuits from Blacklight: Retribution comes in mind.
Increasing second hive drop isn't going to decrease the popularity of fast 2nd by itself. So long as marines can get phasegates 2-3 minutes into the match, aliens can't function on one hive.
Not sure what this is referring to, but it's not true for Regen, tested with an Onos who regenned about 60 per tick.<!--QuoteEnd--></div><!--QuoteEEnd-->
Beat me to it. I don't see these changes looking at the actual LUA files.
Two ideas:
<ul><li>Please implement a C-like #include directive to the NS2 Lua API. Even though Lua might not have this(I don't know a lot about Lua) it'd greatly improve modability friendliness! (tell me if this already exists!)</li><li>Make the observatory's detection zone show up in spectator mode</li></ul>
I've already offered my opinion on your suggestion <a href="http://www.unknownworlds.com/forums/index.php?showtopic=124858&view=findpost&p=2029413" target="_blank">here</a>. I'm all for competitive players balancing the gameplay for a TOURNAMENT MODE. Add a tournament mode to the game, and you can put in all the balance changes necessary to make it a great competitive game. Meanwhile, those changes won't impact the public servers - which can 'pub' along without expecting players to play like pros in order for the game to be balanced for them.
We can make both sides happy, but we'll never make either side happy trying to balance the game for both competitive players and pubbers.
Edit: They just gave the balance log and "Evolving Onos eggs now requires three Hives instead of two. Onos eggs are a complex matter, and are a work in progress!" No, it really isn't very complicated and what you've done is make it so that Onos will now be incredibly rare in any game that aliens aren't already dominating because only alien teams that have 3 hives plus saved up 75 res will drop them. Very disappointing.<!--QuoteEnd--></div><!--QuoteEEnd-->
no no no no nonononononononoNoNONONONO!
Seriously? Limit a game based on a hardcoded timer?
That's how to kill your DYNAMIC gameplay and the community.
What if the Alien's are plucky enough to take and hold 3 hives in 6 minutes?
They have to wait until 15 minutes before they can do anything....
They should deserve to ONOS if the Marines are fail to stop at least that 3rd hive.
I've already offered my opinion on your suggestion <a href="http://www.unknownworlds.com/forums/index.php?showtopic=124858&view=findpost&p=2029413" target="_blank">here</a>. I'm all for competitive players balancing the gameplay for a TOURNAMENT MODE. Add a tournament mode to the game, and you can put in all the balance changes necessary to make it a great competitive game. Meanwhile, those changes won't impact the public servers - which can 'pub' along without expecting players to play like pros in order for the game to be balanced for them.
We can make both sides happy, but we'll never make either side happy trying to balance the game for both competitive players and pubbers.<!--QuoteEnd--></div><!--QuoteEEnd-->
A "Tournament mode" won't really solve anything though. It will just increase the gap between public players and competitive players even further.
What I would like to see is that the 6v6 matchups are the standard gametype. Where you search for a game, much like in Mobas. Make the current form of public servers a mod, or whatever. Adding from-menu availability to spectate "top" games.
There is a lot of useful things to gather from dota2, lol and starcraft. It is also a way to avoid having to balance for 6v6 and games with up to 30 players.
The majority of the playerbase would probably disagree with me, haters gonna hate etc.
<3
Thanks I'll look into this asap
Not sure what this is referring to, but it's not true for Regen, tested with an Onos who regenned about 60 per tick.<!--QuoteEnd--></div><!--QuoteEEnd-->
maybe that's regen + the base regen? (the base regen seems pretty good without regen)
I forsee a lot of exos now with no onos to combat them.
The game is balanced via wide consultation, observation, statistic collection, anecdote, and theory. Anything you've heard to the contrary is untrue.
Many people accuse us of balancing only for competitive, or only for public, or only for win/loss ratio, or even of favouring a particular team. All of that is untrue. The reality is NS2 is an extremely complicated interconnected system. That system can be upset, or corrected, by even the tiniest rippling changes.
Charlie casts an extremely wide net when balancing it, and anything you might have heard to the contrary is incorrect.
Not sure what this is referring to, but it's not true for Regen, tested with an Onos who regenned about 60 per tick.<!--QuoteEnd--></div><!--QuoteEEnd-->
combat timeout is still 1.5, that patch note is out dated.
onos could almost regenerate twice as much before (about 110 per second)
At +10hp/s an onos will be healed after... 2 minutes? With that low a regen rate, why wouldn't you just stick with cara and run back to hive? (for all lifeforms.)
The public players will learn from the competitive scene.
The 1% will show them how to play optimal, and teach them their ways.
If the 99% can't play well enough <b>YET</b> they will in time. It's only a matter of time, the balance will improve for the public games at the same rate as their skill level.
At +10hp/s an onos will be healed after... 2 minutes? With that low a regen rate, why wouldn't you just stick with cara and run back to hive? (for all lifeforms.)<!--QuoteEnd--></div><!--QuoteEEnd-->
it's way faster than that, don't just look at the numbers, regen still seemed very powerful for all units (but not too powerful, imo, since marines can kill skulks in .4 seconds and everything)
Many people accuse us of balancing only for competitive, or only for public, or only for win/loss ratio, or even of favouring a particular team. All of that is untrue. The reality is NS2 is an extremely complicated interconnected system. That system can be upset, or corrected, by even the tiniest rippling changes.
Charlie casts an extremely wide net when balancing it, and anything you might have heard to the contrary is incorrect.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=0:date=:name=Build 230 notes)--><div class='quotetop'>QUOTE (Build 230 notes)</div><div class='quotemain'><!--quotec-->The discrepancy continued to widen to an unacceptable 40% marine wins.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can tell how we would get that idea. Especially since the initial reaction to the (i hope) temp onos fix and some other recent changes is that it doesn't seem that well thought through.