Martigen
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Just echoing same issue with 4K here as well. Game hard-freezes without fail < 20 mins (sometimes as quick as 2 mins, it's rather random). Same configuration with 2560x1600 or less, and can play for hours no problem.
EDIT: To ex… -
All good ideas ATF. And as you raised the spectre of stacking this is something I've been thinking about for a while (and goes against displaying team skill average, sorry ATF!):
One possible solution to reduce stacking:
We a… -
(Quote) I approve of the anuses.
Also, I think this is the real issue -- not getting new players, because everyone who might buy NS2 has done so by now, but getting those who tried and dropped it to give it a go again. Especially thos… -
(Quote) Unless I'm mistaken -- @moultano please confirm -- the new skill system directly combats this: if you stack a team to win against a clearly inferior team, you …
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(Quote) I know. I hated it at first, but as I got better at the game, I liked it. It was a personal reward mechanism, while winning a game was a team reward. Yes, opinions differ, that's mine
in UWE - do you have any last tricks up your sleeve to help the dwindling player base? Comment by Martigen September 2014
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(Quote) Ha
No worries, just an idea for a mod to open up new play styles, keep things fresh. Worth noting though, NS1 maps were… -
(Quote) That's kind of the point. The NS1 chair was so small you could stick it in a vent. The NS2 CC size actually means it's inherently more balanced in where it can be placed, and what relocations are viable.
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(Quote) This. Structure blocking is a legitimate strategy as it has natural counters, mostly though restricting placement would remove even more options and in turn narrow the game. Though I think you were arguing for CC relocs dopedog minus your…
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(Quote) That's just your shit PC radi

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(Quote) Or.. destroy it? That's why skulks have teeth and onos have horns. No different than blocking with any other structure.
And again, as I said above, one per room. Both entrances couldn't be blocked regardless.
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(Quote) Second this. Call it 'Skill Balanced Teams' for next build @WasabiOne
Edit: it also currently says '(this will reassign all players)' wh… -
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That's the point, relos are about location. However, they come with a risk -- if you do it at game start, failing to get there as a team or holding long enough to get IPs is game over. You rolled the dice, and lost. If a relo is do… -
(Quote) Well, a CC blocking an area can be eaten, and it's an expensive block. Just make them like turret batteries, one per room, and you can't use them to block a techpoint room.
Worth noting of course there's an excellent strategic… -
Since we're bitching.
Bring back CC relocations! And Devour!
Two things that went with the change from NS1->NS2 that were immensely fun, and now missing.
(Seriously, is it possible to add CC relocations via a m… -
(Quote) This ^
Also, this sounds great Moultano! My 2c of input:
* Force Even Teams does have a bad rap at the moment, so I hope 269 includes some education and promotion of this change (In Super Effective's video changelo… -
(Quote) I don't think he was suggesting this, but he has a point about the public discussion -- unless I'm mistaken, there hasn't been any. I don't remember seeing a thread 'Proposed balances changes for 268'.
It wouldn't be hard to m… -
Awesome work CDT!
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(Quote) I agree, and it's been done to death anyway. I hope I didn't de-reail with my post, just wanted to point out balance is not as large an issue as it may seem, speaking from months playing on these servers (though tick's approach and Woozas…
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Hmmm... this can be a can of worms, but there's needs to be voices of reason on both sides. (Quote) I won't comment on the technical aspects, you know better than anyone else. I just want to point out that for large player games little if any bala…
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(Quote) That's nonsensical. They show how the engine is scaling for that given load, regardless if it's 'supported' or not. They are what they are.
I'd like to think the CDT would find it informative as a use case. Running software be… -
(Quote) Two things --
- You want 'Force even teams' once the skill system data is populated. I think Random remains, well, random.
- I don't mind that mod that 'forces' you to stay on one side a while after allocating teams. There's …
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My initial feedback:
- The game definitely 'feels' smoother, fantastic work.
- MENUS! Am I the only one noticing they load faster? It should be unimportant but it's really not -- it's about polish, and first impressions last for new pla…
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(Quote) What's that? Optional high-res texture pack?

NS2 is pretty but there are plenty of low-res textures, and wh… -
(Quote) Right
Does hovering the mouse over the skill rating in the server browser show a tooltip? If so, maybe it's worth addin… -
(Quote) It was covered in the clogcast that joining server below your level rewards you with less skill points (or whatever the unit of measurement is). If it's really below you, you get nothing at all. So it doesn't serve players to join servers…
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(Quote) *watches community put down pitchforks*
Sounds great Wasabi.
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I get this too. It usually only happens for me when marines all try to rush through a PG at once.
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(Quote) You.
Are.
AWESOME. (all CDT)
Now to change the perception on servers, where Force has gotten a bad rap (since a] it didn't actually make even teams and b] it only allocated up to 16 players). I wonder if a name cha… -
Enjoyed the clogcast and the epic changelog!
Two things I didn't see addressed, if you wouldn't mind expanding @Wasabione and CDT:
* One of the o… -
(Quote) Size jokes never get old.