Natural Selection 2 News Update - Build 232 released on Steam (and balance process)
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
Any chance we could get a lastinv keybind?
That way, you could operate with two different rulesets, and please everyone :)
I don't know of any competitive players who've thought it through, that actually want this?
Will make a video if needed and have footage of prior settings to showcase difference.
Increase the heal and make them non-stacking.
Will make a video if needed and have footage of prior settings to showcase difference.<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought it felt different, more sluggish. What's your take on how exactly it changed?
I haven't had a chance to play yet but I assume this also applies to celerity? It was already a pain to get your speed up as cele-gorge (no speed while bile bomb is in effect, no speed if they get a single round in) but now we have to wait twice as long? >_>'
Seems like there is more gravity jumping off the wall, so you drop to the ground faster. It has it's ups and downs, but it'd be nice if this stuff can stop changing. Or at least be vocalized in patch notches @Charles
Waiting for a fix.
I noticed that in the last patch before 232. Cant tell if its a change in gravity, or if you simply don't get the same kind of boost from an upwards wall jump anymore. It's a massive, unneeded agility nerf imo.
On FFA, most beginners keep joining Marines... You can't do anything about it. It takes time to realize that aliens are easier to play than marines. In my opinion, marines requires more communications than aliens do and they both require the same aiming skill.
that is a weird one... i'm guessing they want the shade to be killable and with 20 radius it was too easy to put shade in a safe spot or another room entirely and still cloak everything. it really put a limit on mapmakers though, if you have 2 small or medium-sized adjacent rooms the shade could be put in a corner and make everything in the next room invisible.
probably one of the 'this doesn't feel right' changes :P
1.5 secs is way too powerful. but really fun to use =D
regen camo leap skulk <3
I am not quite sure about the shift changes. But I think they are bearable (except the global cooldown bug)
now the khammander builds structures instead of spamming eggs.
edit:
I do not like the new walljump. I feel so clunky
Shade range doesn't need a nerf. It's already really easy to find the shade because it's so big, just spray around a little and it's there.
Revert plz. :p
EDIT: Oh, otherwise, good changes methinks.
Will make a video if needed and have footage of prior settings to showcase difference.<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe Andi is on vacation so we won't get his explanation until he's back, but looking at the numbers here are (most of) the changes that went into build 230. As far as I know there were no changes in 232.
<ul><li>Wall jump upward boost increased from 2 to 2.5.</li><li>Wall jump vertical modifier decreased from 9 to 5. (This is probably your problem, but was a weird one and I agree with the change)</li><li>Wall jump forward boost increased from 1.18 to 1.2.</li><li>Minimum wall jump speed increased from 8.5 to 9.</li><li>Maximum fall acceleration increased from 6 to 9.</li><li>Ground acceleration increased from 85 to 140.</li><li>Ground friction increased from 12.16 to 20.</li><li>Wall walk code (completely?) reworked and should feel a lot better now.</li></ul>
I enjoy the extra friction/acceleration on the ground though, it feels more responsive.
As for crag heal reduction. I think this is the wrong approach. The problem is their healing stacks and heals the other crags around them. This makes it incredibly difficult to take the crags out if there are more than four of them in a single place. Marines don't really have a way of shutting that healing down, either. At least I don't think they do. Or would the flamethrower fall into the category? I wouldn't know, even by trying it, there is barely any visual or audible feedback for any of its supposed "support" abilities. Just seems like a poor weapon. And then the MACs on the other hand, can all be shut down by a single bilebomb. If it's so important to prevent MAC stacking, why is Crag stacking not a problem?
Good thing, too, that you chose the three second out of combat timer. A good number, I think. Not too high, but not as low as 1.5 seconds, that was really ridiculous.
Now all we need is to have Gorge, Lerk and Fade be able to do more stuff, which will hopefully make them a viable alternative to the popular idea of just saving up for onos and before that playing as skulk for fifteen minutes straight. Lerk and Fade just don't feel like they have the same effectiveness as an onos. It has health, armor, speed and damage. It's obviously the best choice. Please make it be no longer the best choice. I am sick of seeing the onos as the <b>only</b> "real" threat to the marines.
You can't balance a game when the players get extremely poor performance around shooting marines. Any balance change you do will not have a true effect on the actual balance. When players can't see what they are doing it just turns into a luck frag fest full of frustrated players. However we do appreciate that UWE is attempting to balance the product we bought so the game will seem more fair, but I don't understand why they are constantly trying these new balance builds when (like I said above) the players can not see what they are doing in combat because of poor optimization.