Combat Mode Relaunch

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Comments

  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Snipo wrote: »
    web is awesome(thanks) , flame thrower destroys hydras instantly again.
    6 round shotgun is fail against an onos. i need level 4 damage if its going to stay like this.
    exo is very hard to play now maybe that was the intent you need epic bot aim + lots of welders to do anything.... maybe that was the point?
    i tried 5 times i don't get bilebomb unless i get tier 3.

    NO SHADOWSTEP? has anyone noticed this one? just saying the lack of posts tells me no one is playing besides the 16 people i play with on the normal... =\

    Rail gun bullet size was decreased IIRC.
  • LatherLather Join Date: 2013-04-28 Member: 185036Members
    Still don't have leap after getting teir2 as a skulk.
  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    Lather wrote: »
    Still don't have leap after getting teir2 as a skulk.
    i have to get tier 3 to get tier 2 leap,bile bomb etc

    try that!
  • GameOverGameOver Germany Join Date: 2003-10-15 Member: 21700Members, NS2 Map Tester, Reinforced - Shadow
    leap wasn't working for me at all.

    Are you guys working on an updated version?
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    I know you guys keep on top of bugs and do the odd tweak now and then but is there any hope we'll ever see a build menu for combat?

    I've been looking forward to one for ages and there was talk of it a long time ago but nothing seems to happen, i thought perhaps now xenoswarm is released with one we might finally see it in combat as well, hopefully once reinforced issues are taken care of you can give this a go, i know it would make a lot of players happy and keep combat interesting!
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    By the by, a new version of Xenoswarm has been published to the workshop. This fixes all the issues with b254! Happy alien stomping!

    @Electr0 90% of the work for the build menu is done now. It's just a case of porting the code from Xenoswarm to Combat. One key problem though is that it's really hard for us to add new tech data in the current Combat codebase.

    This is one of the reasons why the Xenoswarm codebase got started. If you play Xenoswarm on a Combat map you get a shitty imbalanced version of combat but at least the build tool works! The source code is out there, so if someone wants to take that on and finish the job to make Combat 2.0, I'd be happy to support them!
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    Thanks for the update, im looking forward to it, whenever that may be!
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    255 is out and combat mod is not happy lol
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Error: lua/combat_PlayingTeam.lua:200: attempt to index local 'player' (a number value)
    [Server] Script Error #35: lua/combat_PlayingTeam.lua:200: attempt to index local 'player' (a number value)
        Call stack:
        #1: Update lua/combat_PlayingTeam.lua:200
            self =  {ClassHooker_Hooks= {1= {1=function, 2= {ClassHooker_Hooks= {1= {1=function, 2= {ClassHooker_Hooks= {1=..., 2=..., 3=..., 4=..., 5=..., 6=... }, GetHasTeamLost_Hook=function, GetHasTeamWon_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetSpawnTimer=function, RespawnPlayer_Hook=function, SpawnInitialStructures_Hook=function, SpawnPlayer=function, UpdateTechTree_Hook=function, Update_Hook=function }, 3= {Class="PlayingTeam", Dispatcher=function, Name="SpawnInitialStructures", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } }, 2= {1=function, 2= {ClassHooker_Hooks= {1=..., 2=..., 3=..., 4=..., 5=..., 6=... }, GetHasTeamLost_Hook=function, GetHasTeamWon_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetSpawnTimer=function, RespawnPlayer_Hook=function, SpawnInitialStructures_Hook=function, SpawnPlayer=function, UpdateTechTree_Hook=function, Update_Hook=function }, 3= {Class="PlayingTeam", Dispatcher=function, Name="GetHasTeamWon", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } }, 3= {1=function, 2= {ClassHooker_Hooks= {1=..., 2=..., 3=..., 4=..., 5=..., 6=... }, GetHasTeamLost_Hook=function, GetHasTeamWon_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetS..., GetHasTeamLost_Hook=function, GetHasTeamWon_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetSpawnTimer=function, RespawnPlayer_Hook=function, SpawnInitialStructures_Hook=function, SpawnPlayer=function, UpdateTechTree_Hook=function, Update_Hook=function }
            self = MarineTeam { }
            timePassed = 0.030072685331106
            players =  {1=MarineSpectator-3308 {activeWeaponId=-1, alive=false, animateAngles=true, animateDistance=true, animatePosition=true, animateYOffset=true, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, baseYaw=0, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0, cameraDistance=0, clientIndex=1, collisionRep=0, communicationStatus=2, countingDown=false, currentOrderId=-1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, flinchIntensity=0, followMoveEnabled=false, followedTargetId=-1, followingTransition=true, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityTrigger=0, hasPAXBadge=false, health=100, healthIgnored=false, imposedTargetId=-1, isMoveBlocked=false, isUsing=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=1, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveButtonPressed=false, moveTransition=false, overheadMoveEnabled=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, reinforcedTierNum=0, resetMouse=0, resources=1, runningBodyYaw=0, secondaryAttackLastFrame=false, selectedId=3221, slowAmount=0, specMode=3, standingBodyYaw=3.6920604705811, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, stepAmount=0, stepStartTime=0, syncHealth=false, teamNumber=1, teamResources=60, techId=1, timeLastHealed=0, timeLastMenu=0, timeOfLastPhase=0, timeOfLastUse=0, timeOfLastWeaponSwitch=0, timeUntilResourceBlock=0, transitionDuration=0.30000001192093, trans..., 2=MarineSpectator-1931 {activeWeaponId=-1, alive=false, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, baseYaw=0, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0, cameraDistance=0, clientIndex=10, collisionRep=0, communicationStatus=1, countingDown=false, currentOrderId=-1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, flinchIntensity=0, followMoveEnabled=false, followedTargetId=-1, followingTransition=false, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityTrigger=0, hasPAXBadge=false, health=100, healthIgnored=false, imposedTargetId=-1, isMoveBlocked=false, isUsing=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=1, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveButtonPressed=false, moveTransition=false, overheadMoveEnabled=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, reinforcedTierNum=0, resetMouse=0, resources=0, runningBodyYaw=0, secondaryAttackLastFrame=false, selectedId=-1, slowAmount=0, specMode=4, standingBodyYaw=0.10459990799427, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, stepAmount=0, stepStartTime=0, syncHealth=false, teamNumber=1, teamResources=60, techId=1, timeLastHealed=0, timeLastMenu=0, timeOfLastPhase=0, timeOfLastUse=0, timeOfLastWeaponSwitch=0, timeUntilResourceBlock=0, transitionDuration=0, transitionStart..., 3=MarineSpectator-2642 {activeWeaponId=-1, alive=false, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, baseYaw=0, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0, cameraDistance=0, clientIndex=2, collisionRep=0, communicationStatus=3, countingDown=false, currentOrderId=-1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, flinchIntensity=0, followMoveEnabled=false, followedTargetId=-1, followingTransition=false, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityTrigger=0, hasPAXBadge=false, health=100, healthIgnored=false, imposedTargetId=-1, isMoveBlocked=false, isUsing=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=1, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveButtonPressed=false, moveTransition=false, overheadMoveEnabled=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, reinforcedTierNum=0, resetMouse=0, resources=0, runningBodyYaw=0, secondaryAttackLastFrame=false, selectedId=-1, slowAmount=0, specMode=4, standingBodyYaw=0.61887484788895, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, stepAmount=0, stepStartTime=0, syncHealth=false, teamNumber=1, teamResources=60, techId=1, timeLastHealed=0, timeLastMenu=0, timeOfLastPhase=0, timeOfLastUse=0, timeOfLastWeaponSwitch=0, timeUntilResourceBlock=0, transitionDuration=0, transitionStart=... }
            respawnTimer = 12
            timeToSpawn = true
            lastPlayer = MarineSpectator-3308 {activeWeaponId=-1, alive=false, animateAngles=true, animateDistance=true, animatePosition=true, animateYOffset=true, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, baseYaw=0, blockPersonalResources=false, bodyYaw=0, bodyYawRun=0, cameraDistance=0, clientIndex=1, collisionRep=0, communicationStatus=2, countingDown=false, currentOrderId=-1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOffset=0, flinchIntensity=0, followMoveEnabled=false, followedTargetId=-1, followingTransition=true, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityTrigger=0, hasPAXBadge=false, health=100, healthIgnored=false, imposedTargetId=-1, isMoveBlocked=false, isUsing=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=1, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveButtonPressed=false, moveTransition=false, overheadMoveEnabled=false, physicsGroup=8, physicsGroupFilterMask=0, physicsType=1, playerLevel=0, playerSkill=0, primaryAttackLastFrame=false, processMove=true, pushImpulse=cdata, pushTime=0, quickSwitchSlot=1, reinforcedTierNum=0, resetMouse=0, resources=1, runningBodyYaw=0, secondaryAttackLastFrame=false, selectedId=3221, slowAmount=0, specMode=3, standingBodyYaw=3.6920604705811, startCameraAngles=cdata, startCameraDistance=0, startCameraPosition=cdata, startCameraYOffset=0, stepAmount=0, stepStartTime=0, syncHealth=false, teamNumber=1, teamResources=60, techId=1, timeLastHealed=0, timeLastMenu=0, timeOfLastPhase=0, timeOfLastUse=0, timeOfLastWeaponSwitch=0, timeUntilResourceBlock=0, transitionDuration=0.30000001192093, transitionStart=1270.6907958984, tweeningFunction=1, upgrade10=1, upgrade1=1, upgrade2=1, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, upgrade7=1, upgrade8=1, upgrade9=1, velocity=cdata, velocityLength=0, velocityPitch=0, velocityYaw=0, viewModelId=1040, viewPitch=6.1675601005554, viewRoll=0, viewYaw=4.6542649269104, weaponsWeight=0 }
            thisPlayer = nil
            (for generator) = function
            (for state) =  {1=1931, 2=2642 }
            (for control) = 1
            i = 1
            player = 1931
        #2: Update lua/combat_MarineTeam.lua:63
            self =  {ClassHooker_Hooks= {1= {1=function, 2= {ClassHooker_Hooks= {1= {1=function, 2= {ClassHooker_Hooks= {1=..., 2=... }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, SpawnInitialStructures_Hook=function, Update_Hook=function }, 3= {Class="MarineTeam", Dispatcher=function, Name="SpawnInitialStructures", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } }, 2= {1=function, 2= {ClassHooker_Hooks= {1=..., 2=... }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, SpawnInitialStructures_Hook=function, Update_Hook=function }, 3= {Class="MarineTeam", Dispatcher=function, Name="Update", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } } }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, SpawnInitialStructures_Hook=function, Update_Hook=function }, 3= {Class="MarineTeam", Dispatcher=function, Name="SpawnInitialStructures", Orignal= {1=function, 2= {ClassHooker_Hooks= {1= {1=..., 2=..., 3=... }, 2= {1=..., 2=..., 3=... } }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, SpawnIni..., HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, SpawnInitialStructures_Hook=function, Update_Hook=function }
            self = MarineTeam { }
            timePassed = 0.030072685331106
        #3: Orignal lua/NS2Gamerules.lua:1010
            self = NS2Gamerules-3884 { }
            timePassed = 0.030072685331106
        #4: lua/DispatchBuilder.lua:134
    
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    rofl just for test I actually went to pastebin and it will not let you paste this many errors.
  • NS-SoldierNS-Soldier Join Date: 2013-01-16 Member: 179856Members
    - Leap (tier 2) broken
    - flamethrower is op
    - railgun/mini-gun needs lower overheating

    it's almost weekend i hope they are fixed soon
  • FaustFaust Join Date: 2004-11-18 Member: 32852Members, Constellation, Reinforced - Shadow
    I have had other tier two abilities not work. Tier 2 on gorge wasn't working (no bile). It worked on one life, but when I respawned I lost it, but I still had tier 2 unlocked.
  • relentrelent Join Date: 2013-08-28 Member: 187142Members, Reinforced - Shadow, WC 2013 - Shadow
    The Tier 2 / Tier 3 abilities are fixed now.

    In this new version I've also added a "competitive mode" option which tries to focus on the combat of competitive games. So fades vs shotguns is the end game.

    Alien abilities disabled:
    • Onos
    • Xenocide
    Also, Lerks are limited to 1 per 4 players and there is no cap on the number of Fades.

    Marine abilities disabled:
    • Exo
    • Grenade Launcher
    • Flamethrower
    • Scan
    • Fast Reload
    • Catalyst
    • Mines
    • EMP

    To enable this mode type this console command:
    sv_co_mod_compmode true
    
    and reload the map.

    I have a server running this mode (Europe) at 85.236.100.68:27015 Combat Competitive Mode | No Onos/Exo/GL/FT
  • casan0vaxcasan0vax Cloverfield, USA Join Date: 2012-11-04 Member: 166663Members, WC 2013 - Shadow
    Competitive Mode sounds amazing :0
  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    edited September 2013
    If there's anything that ruins combat it's Xenocide. Consider removing it from the standard mode as well please. I kinda like going exo every now and then but can't get any welding or make a push because skulks spam Xenocide.
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    relent wrote: »
    The Tier 2 / Tier 3 abilities are fixed now.

    In this new version I've also added a "competitive mode" option which tries to focus on the combat of competitive games. So fades vs shotguns is the end game.

    Alien abilities disabled:
    • Onos
    • Xenocide
    Also, Lerks are limited to 1 per 4 players and there is no cap on the number of Fades.

    Marine abilities disabled:
    • Exo
    • Grenade Launcher
    • Flamethrower
    • Scan
    • Fast Reload
    • Catalyst
    • Mines
    • EMP

    To enable this mode type this console command:
    sv_co_mod_compmode true
    
    and reload the map.

    I have a server running this mode (Europe) at 85.236.100.68:27015 Combat Competitive Mode | No Onos/Exo/GL/FT

    Cool, id love to see a few popular modes added to combat if it wasn't too much work, like marine vs marine and alien vs alien combat, perhaps even a few classic ones like ctf, king of the hill etc?
  • NS-SoldierNS-Soldier Join Date: 2013-01-16 Member: 179856Members
    RaZDaZ wrote: »
    If there's anything that ruins combat it's Xenocide. Consider removing it from the standard mode as well please. I kinda like going exo every now and then but can't get any welding or make a push because skulks spam Xenocide.

    easy to avoid xenocide by NOT camping in a group



    found a bug, EMP does not work for the female, i find that very sexist :p



  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    edited September 2013
    easy to avoid xenocide by NOT camping in a group

    You must be insane. Do you really think that will happen in combat? When there are Exos to support on top of that? Fades and Lerks picking off any solitary marine? Not to mention Onos?

    WHAT? Everything in this game promotes group play and supporting each other in close proximity at least on marine play except for the nuclear bomb in the mud that is Xenocide. It's fine in normal play because it's 3hives, late game stuff but in combat, it's completely broken. Literally all it takes is one person to get a multi kill with it and suddenly a bunch more people go skulk and just xenocide at everything they see. It's cheap, it's skill-less, it's completely uncounterable, it stunts the design of group based play and it's really fucking effective.

    Not to mention it, there are just players now that do nothing but go aliens and rush straight to Xenocide because of how broken it is in combat.
  • wb_spankwb_spank Join Date: 2013-07-11 Member: 186056Members, Reinforced - Supporter
    Please re investigate devour range to be reduced.
  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    edited September 2013
    devour range still sucks. anyone here played with bigticket? i swear he found a way to jump higher as an onos!
  • NS-SoldierNS-Soldier Join Date: 2013-01-16 Member: 179856Members
    flamethrower's ammo needs reducing, it's like using it can go on for like 10 seconds
  • ZowartZowart Join Date: 2013-09-03 Member: 187745Members, Reinforced - Shadow
    RaZDaZ wrote: »
    easy to avoid xenocide by NOT camping in a group

    You must be insane. Do you really think that will happen in combat? When there are Exos to support on top of that? Fades and Lerks picking off any solitary marine? Not to mention Onos?

    WHAT? Everything in this game promotes group play and supporting each other in close proximity at least on marine play except for the nuclear bomb in the mud that is Xenocide. It's fine in normal play because it's 3hives, late game stuff but in combat, it's completely broken. Literally all it takes is one person to get a multi kill with it and suddenly a bunch more people go skulk and just xenocide at everything they see. It's cheap, it's skill-less, it's completely uncounterable, it stunts the design of group based play and it's really fucking effective.

    Not to mention it, there are just players now that do nothing but go aliens and rush straight to Xenocide because of how broken it is in combat.


    Xenocide is great when all those marines clump up in a doorway hoping to farm a lucky shot around a corner...


    Speaking of which, it seems the alien Tier 3 abilities for all the alien forms are missing... I don't get to play marines very often since I go random!

  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation

    any idea when will the new patch be out? update broke tier 3 without bilebomb its hard to win as alien ^^;
    how do i check the win/loss stats for the last few days?
  • lifesfunlifesfun Join Date: 2011-02-24 Member: 83302Members, Reinforced - Shadow
    Having a problem. I keep getting this error in the console,

    Error: lua/Class.lua:21: assertion failed!
    [Server] Script Error #1: lua/Class.lua:21: assertion failed!
    Call stack:
    #1: assert [C]:-1
    #2: Class_ReplaceMethod lua/Class.lua:21
    className = "Player"
    methodName = "OnClampSpeed"
    method = function
    original = nil
    #3: lua/ExtraEntitiesMod/eem_MovementModifier.lua:26
    originalPlayerOnClampSpeed = nil
    #4: Script_Load [C]:-1
    #5: scriptLoad lua/LoadTracker.lua:33
    scriptPath = "lua/ExtraEntitiesMod/eem_MovementModifier.lua"
    normPath = "lua/extraentitiesmod/eem_movementmodifier.lua"
    NewPath = "lua/ExtraEntitiesMod/eem_MovementModifier.lua"
    ret = nil
    #6: Load lua/EventTester.lua:191
    fileName = "lua/ExtraEntitiesMod/eem_MovementModifier.lua"
    reload = nil
    #7: lua/ExtraEntitiesMod/eem_Shared.lua:15
    #8: Script_Load [C]:-1
    #9: scriptLoad lua/LoadTracker.lua:33
    scriptPath = "lua/ExtraEntitiesMod/eem_Shared.lua"
    normPath = "lua/extraentitiesmod/eem_shared.lua"
    NewPath = "lua/ExtraEntitiesMod/eem_Shared.lua"
    ret = nil
    #10: Load lua/EventTester.lua:191
    fileName = "lua/ExtraEntitiesMod/eem_Shared.lua"
    reload = nil
    #11: lua/combat_Server.lua:67
  • SnipoSnipo Join Date: 2004-04-26 Member: 28234Members, Constellation
    no xeno/bile bomb = harder to win help please! :)
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Seems like my Eem mod is broken, need to have a look at it.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    OK should be fixed now.
  • lifesfunlifesfun Join Date: 2011-02-24 Member: 83302Members, Reinforced - Shadow
    Ok thanks Ill Update it and check the logs!
  • lifesfunlifesfun Join Date: 2011-02-24 Member: 83302Members, Reinforced - Shadow
    When loading a map like spacejump which requires the eem mod. The errors are gone, however, when loading a regular combat map, I am still getting the errors.
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