Gorgeous Changelog - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Gorgeous Changelog - Natural Selection 2
A piece of software as complex as the Gorgeous update is greater than the sum of its parts. But this changelog gives you an idea about what some of those parts are. Some of them have subtle but wide ranging effects: Fixes to the Skulk hitbox and changes to its movement code make them slightly easier targets in certain circumstances. Others are more immediately apparent:
Comments
NOOOOOOOOOOOOOOOOOOOO
I have to admit I was expecting some more balance changes, none of the changes listed address any of the problems with the current game.
7 Alien Buffs
3 Alien Nerfs
4 Marine Buffs
Not all buffs are created equal.
I am currently doing the first run ritual loading a map. I wonder how huge the skulk change will be.
;-; Not to mention trapping fades as they try to blink on a closed door
In any case they also updated explore mode a bit and the icons on the Gorge menu is wiggly now. I love these little changes.
Hey man I am sure you know the joy of seeing an Onos completely stomp and then kill your teammates while trying to get away. Trying to reach that door UNTIL BAM YOU PRESS E AND IT CLOSES AND IT STARTS PANICKING AS THE MARINES BEGIN TEARING IT TO SHREDS. I will never know that feel again.
Very ungoegeous in my opinion
With the absence of knockback (due to exploits) and pre 1.0 turrets, something was needed to help contest PGs
That said, we've also been working on some much larger changes on the side, which we need to test out and polish more, before dropping them into the main game. Now that this content update is done and out of the way, and we can see how the new features play out, we are going to be fully focused on balance fixes for the next patch.
I see quite a few in there:
-Fist-Exos have been buffed. The fist does more damage and has a slightly higher range.
-Exo speed depends on the weight of their weapons. Not sure if it only distinguishes Railgun vs Minigun or also Dual-Exo vs Fist-Exo.
-Gorges can deny dropped marine weapons.
-Marines can now start in Cafeteria/Locker Rooms on Docking and in Smelting on Refinery. That's quite some substantial changes to the balance of those maps. Plus their connections to other rooms have been changed.
-Gorges can't Clog entrances up faster than marines can destroy them now.
-Axe range got buffed.
-Whips are slightly less dangerous against multiple marines.
-Marines can phase faster to their desired destination across multiple PGs.
-Cloak changes of some description.
-Should be harder to ninja-rush Power Nodes now without the comm noticing.