Update 306 is now live on steam! - Natural Selection 2

SystemSystem Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
edited July 2016 in NS2 General Discussion

imageUpdate 306 is now live on steam! - Natural Selection 2

Our latest build continues on the path of refinement and stability, and although small there are some nice changes in this patch. Those of you with antivirus woes when opening...

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Comments

  • WasabiOneWasabiOne Co-Lead NS2 CDT Join Date: 2011-06-15 Member: 104623Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Pistachionauts
  • WobWob Join Date: 2005-04-08 Member: 47814Members, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    15% marine requiring 9 bullets to hit needs to fire 60
    15% marine requiring 11 bullets to hit needs to fire 74 bullets
    15% marine needs to shoot 14 more bullets

    35% marine requiring 9 bullets to hit needs to fire 25 bullets
    35% marine requiring 11 bullets to hit needs to fire 31 bullets
    35% marine needs to shoot 6 more bullets

    Regressive change. Hurts bad marine aimers more than good marine aimers.
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester, NS2 Community Developer
    is that some kind of sarcasm wob?
  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members
    @Wob acc percents have increased by ~5% since last update in my experience
  • WobWob Join Date: 2005-04-08 Member: 47814Members, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    @trixX and that is probably across the board, and I suspect actually that the better marines gained more from the hitbox increase than the worse marines, again making the hitbox change a more regressive change.
  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members
    edited July 2016
    @Wob true dat, just wanted to point out that the bad aimers will still kill a skulk with 1 clip :]
  • WobWob Join Date: 2005-04-08 Member: 47814Members, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    .trixX. wrote: »
    @Wob true dat, just wanted to point out that the bad aimers will still kill a skulk with 1 clip :]

    Only with 22% accuracy, which I imagine is way above average
  • AbsurdonAbsurdon Germany Join Date: 2015-02-09 Member: 201274Members
    don't worry wob. they thought that through. like they always did. NOT
  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members
    'TIS BUT A PUDDING. Let's taste and see!
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Thanks for the update, super excited about upcoming performance improvements.
  • MoFo1MoFo1 United States Join Date: 2014-07-25 Member: 197612Members
    I just can't help but wonder what other ninja balance changes they slipped in this time...

    I almost don't even want to bother opening the game to check it out... They've been screwing things up THAT badly.
  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members
    @MoFo1 see the bright side, it's a race for who finds/guesses the hidden change first! xD
  • alsteralster Join Date: 2003-08-06 Member: 19124Members
    The excitement is not the new patch, it's what they've hidden in the new patch. :D
  • AeglosAeglos Join Date: 2010-04-06 Member: 71189Members
    They don't need to hide anything in the patch. They can easily hide it in the extension system and most people won't ever notice, especially those with high download speeds.

    While I don't like the changes and the way its implemented, I'm glad they are making use of the extension system. Now they only need to realise they can undo a change rather than starting a cycle of covering it with more changes.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    There are no hidden changes, sorry to disappoint. =P It's certainly not our preference to do things like that (the hitbox change was the first time a silent change method was used).

    There are a few more changes/tweaks being discussed to help out aliens a bit more early game, so stay tuned for those.
  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members
    edited July 2016
    Actually, hidden changes should become a practice. Only reveal a crucial item few days later.
    That way noone can complain about being deceived because it's to be expected, the devs can test changes unbiased, and we get to discuss what has changed: win-win!
    (maybe stupid, but not sarcasm :D)
  • FrozenFrozen New York, NY Join Date: 2010-07-02 Member: 72228Members, Constellation
    Do you have any idea how lame it feels to even have to read in a changelog that you changed skulk starting hp for the first time in what, 14 years?

    There's other fucking ways, speed increase alone would do it
  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members
    Not to mention that you could've kept that change hidden too!
  • soccerguy243soccerguy243 Join Date: 2012-12-22 Member: 175920Members, WC 2013 - Supporter
    Wob wrote: »
    15% marine requiring 9 bullets to hit needs to fire 60
    15% marine requiring 11 bullets to hit needs to fire 74 bullets
    15% marine needs to shoot 14 more bullets

    35% marine requiring 9 bullets to hit needs to fire 25 bullets
    35% marine requiring 11 bullets to hit needs to fire 31 bullets
    35% marine needs to shoot 6 more bullets

    Regressive change. Hurts bad marine aimers more than good marine aimers.

    i don't understand how any change would help bad players more than good players? Can you give me an example? I'm genuinely curious.
  • KeatsKeats United States Join Date: 2014-11-04 Member: 199413Members, NS2 Playtester, Reinforced - Shadow

    i don't understand how any change would help bad players more than good players? Can you give me an example? I'm genuinely curious.

    random critical hits, increased weapon spread
  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members
    Keats wrote: »

    i don't understand how any change would help bad players more than good players? Can you give me an example? I'm genuinely curious.

    random critical hits, increased weapon spread

    I know it's just example so this is not against you, but NOOOOOOOOOOO way NS needs those
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    edited July 2016
    Looks like things are going to stay interesting. I'm going to need more popcorn.
  • WobWob Join Date: 2005-04-08 Member: 47814Members, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    Another example is nerfing marine sprint to the ground.

    Veterans know how to use sprint to the most efficiency.
    Rookies don't really use sprint all that effectively.

    Nerfing sprint will give a bigger nerf to strong marines, and a weaker nerf to bad marines. (A progressive nerf considering the current balance of the game)
  • MoFo1MoFo1 United States Join Date: 2014-07-25 Member: 197612Members
    edited July 2016
    I've always thought the bite cone should extend sideways and hits on the side should be glancing hits that do like 30-40% less damage.




    Trying to remain optimistic, but the first game I joined into was another early game Marine stomp, with a 3.0 avg kdr smurf leading the charge.. And it was the only server populated.

    Giving skulks a little bit more hp doesn't seem like it will fix anything... Making them either faster or smaller would've been better.
  • Deck_Deck_ Join Date: 2014-07-20 Member: 197526Members
    edited July 2016
    It would be nice if the hitbox on the skulk/fade was reduced slightly and probably the skulk model could be smaller too. I like the idea of increasing the sneak speed of the skulk, which will help players that use it, but many players probably wouldn't. Reducing the hitbox and making the model smaller seems like it would help all players. Add a skulk tutorial that breaks down how to play skulk in detail. Then I can just point people to that.
  • ArchieArchie Antarctica Join Date: 2006-09-19 Member: 58028Members, Constellation, Reinforced - Supporter, WC 2013 - Supporter
    curious as to why in pre-game you get killed when trying to go to marine/alien start?
  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members
    Archie wrote: »
    curious as to why in pre-game you get killed when trying to go to marine/alien start?

    This has been in since 304 methinks... The update here is the warning text that youre trespassing on forbidden grounds.
    But I don't see the point in it either
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