Update 320 - Merry Gorgemas! - Natural Selection 2
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Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond
Update 320 - Merry Gorgemas! - Natural Selection 2
“Twas the night before Gorgemas when all through the base, Not a creature was stirring not even a MAC; The Hydras were placed by the Command Station with care, In...
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Dissolving ragdolls no longer stop or absorb bullets (Contributed by Katzenfleisch).
This affects Babbler, Resource Tower, Hive, Player and any other ragdolls from blocking any following damage or bullets. This is quite a notable change for the attentive shooter, and we think it feels much more responsive. Let us know what you think!
is incorrectly under flamethrower
And many, many thanks go out to the Playtesting crew! Those guys are awesome.
Almost. Only the _models_ are affected. The mapper created geometry is unchanged. However, NS2 maps use a lot of models in its levels, so the change is pretty pronounced imo. I also added support for toggling other things on/off, such as various holograms in maps.
Eventually, I'd like to expand this to include ambient sounds and animated machinery (fans, crusher in mineshaft, etc.).
Edit: For an initial reaction (played 5 games so far) the FT buff feels like it was a bit too much. I'm pretty sure I saw a single lone FT Marine solo a full hp gorge and full hp skulk in seconds... without even reloading.
Played 4 "real" games.. Aliens won 3, Marines won 1...
In the 3 Aliens won, Marines never even got the FT unlocked. (comm researched everything else first - as per the usual 'correct' build order)
In the game Marines won, the comm rushed FT and they decimated the Aliens (Over 20 kills for the top 8 Marine players, while there were only 2 Aliens with over 5 kills)
My 5th game was against bots, and using the FT I was able to easily solo 5-6 bot skulks with a single clip... Even with my god-awful 5-10% average accuracy!
Double edit: Also there's a bug with the annoying snowball thing that prevents clicking on the armory during pre-game.. So there's no way to test the FT outside of a 'real' game.
I can confirm that there are problems with shine and AFK, not just on Linux. Might not be the same issues you are experiencing though: it never went as far as actually being kicked, only being moved to RR.
I think the double-railgun nerv is much more important... normal exos you can easily crush or spike down
It's not even mentioned in the Known issues section...
This can already be done. There's a not-advertised "powered" animation_graph parameter that is passed to prop_dynamic objects. The repair arm in tram already does this. Would be nice though if there was a way to do this that didn't require adding in animations specifically for "stopping" the animation. Would be nice if we could just slow the animation down to 0.
2. FT burning dmg should be lower than hive healing otherwise the only counter is a gorge.
And oh yeah, FT is buffed as hell. Will the devs start doing those buff/nerf cycles so players don't get used to a single weapon/creature?
You gotta be careful taking servers off the whitelist though, take the Luckyfuckers server for example, they got taken off the whitelist and they died... an entire community. Especially with how low the player count is, it could actually kill the game.
Maybe ask the server operators to keep the change for a week or so to collect data/feedback.
When a flamer can solo a skulk and gorge on a single clip... there's no arguing that isn't broken.
This is the same dev team that thought boneshield having a super heal was a good idea after all.
Also Luckyfuckers was easily one of the best servers. Crazy to think we lost that entire community because of some idiotic and completely pointless whitelist nonsense.
There are a few server communities that survive without being whitelisted. They just have to reach outside of the game (discord, forums, steam groups) to get their populations. If a server dies solely because they lose UWE's quickplay players, they didn't have much of a community to begin with. Because of that, I think Luckyfkers shut down for other reasons.
And here I am, still waiting on a proper server browser
https://forums.unknownworlds.com/discussion/141651/server-browser-improvement-player-lobby-server-seeding-tool-lite-match-making
They only had 2 months of working part-time to balance it for this patch, you can't blame them for messing up multiple things with such little time on their hands.
However, could it be... Bad planning issues on their part
While I do agree that there are more constructive ways of providing feedback than the pitchforks many people use, playtesting is not accessible to many. I playtested for a short while before burning out a bit, and then also running into other time commitments. 4:00pm Tuesday and Thursday, or 12:00pm Wednesday are not easy times for me to commit to anymore nor is it any easier for many other people. It is not a simple thing to become a playtester.
I think it is a good thing to encourage people to playtest and share their voice in a constructive manner, but the way you worded your post sounds a bit off. Given the the typical time commitments that are hard to make for many, it sounds like telling a poor person that if they don't like being poor maybe they should get a second or third job. Surely you don't mean it quite like that.
For those interested, here is a link to the application.
I think someone got carried away with festive optimism
You're right, I don't mean it like that and I agree the times are not convenient for others. It does feel that there is a missed opportunity. Perhaps playtesting could focus on bug fixes and there be a balance test introduction focused solely on things like this. Open up the balance group to a wider audience, organise a time to get together on a server etc.
The playtesters are also required to sign a very broad NDA/copyright assignment.
In generally that only is tied to the "new features" or "breakthroughs" are not to be made public. Oh, and "don't steal our shit"