• Natural Selection 2: Onos edition
    2,166 replies, posted
I envy the smoothness of your gameplay. Ever since the first beta version I played myself it has been the same kind of lag: more people on the screen lower my FPS to around 10, and every setting lags as much.
[QUOTE=wootmonster;34579040]I envy the smoothness of your gameplay. Ever since the first beta version I played myself it has been the same kind of lag: more people on the screen lower my FPS to around 10, and every setting lags as much.[/QUOTE] It's a CPU issue caused by the game being implemented in Lua, not a rendering inefficiency issue. It's slowly been getting worse as builds go on. From what i understand, it has something to do with the amount of prediction the client does (because the servers automatically adjust their tickrate based on stress - the lower it is, the more predicting the client does, and the more stress is put on your CPU). You may as well turn your graphics back to full. Ignore this if you have a bottle-necking graphics card.
Fade is overpower.
[QUOTE=Swebonny;34577213]Will they ever change the player limit? 16 players is kinda empty. That's one of the biggest reasons I stopped to play the beta.[/QUOTE] [quote] I envy the smoothness of your gameplay. Ever since the first beta version I played myself it has been the same kind of lag: more people on the screen lower my FPS to around 10, and every setting lags as much. [/quote] Unless they optimize the game, no. I also seem to remember that servers couldn't handle much more than 16, I'm not sure if there is a hardcoded limit
Didn't the original go up to 32?
pre-ordered this easily over a year ago and out of the 100+ times i've tried to play, i may have gotten about an hours worth of gameplay in with all the crashes and really really bad optimization
Just played three rounds on a 20 player server, worked perfectly fine. It was called NeoTheOnes 100Mbit or something along those lines. [QUOTE=alx12345;34579676]Fade is overpower.[/QUOTE] Possibly, although it does die really fast if you actually hit it from close range with a shotgun. Two shots is enough, maybe even one if the damage is fully upgraded.
i remember playing this when it was first released and it was barely playable, now it works great and i honestly didn't see it coming
It still crashes sometimes for me. Also, last game, We had marines spamming fucking turrets. It was the worst game I've played to date.
[QUOTE=Feuver;34580736]It still crashes sometimes for me. Also, last game, We had marines spamming fucking turrets. It was the worst game I've played to date.[/QUOTE] The turrets don't actually turn 180 degrees themselves, so they are really easy to take out if you just run behind them. I didn't realize that myself at first. But if there are shitloads of them in a small space, the best tactic is to probably get a gorge there to bilebomb the shit out of them. Wrecks buildings in seconds and does splash damage too. I think that's actually something they have to nerf at some point, the range for the bilebombs is pretty crazy and you can just spam them from far away. Shouldn't complain though since I play kharaa like 90% of the time :v:
[QUOTE=RautaPalli;34580759]The turrets don't actually turn 180 degrees themselves, so they are really easy to take out if you just run behind them. I didn't realize that myself at first. But if there are shitloads of them in a small space, the best tactic is to probably get a gorge there to bilebomb the shit out of them. Wrecks buildings in seconds and does splash damage too. I think that's actually something they have to nerf at some point, the range for the bilebombs is pretty crazy and you can just spam them from far away. Shouldn't complain though since I play kharaa like 90% of the time :v:[/QUOTE] Yeah, but the problem was that they had Jetpack marines with grenade launchers and flamethrower waiting JUST behind those. They didn't move up, they just waited there and trolled there for an hour.
[QUOTE=RautaPalli;34580704] Possibly, although it does die really fast if you actually hit it from close range with a shotgun. Two shots is enough, maybe even one if the damage is fully upgraded.[/QUOTE] It's quite hard to hit a good fade, it always blinks
[QUOTE=RautaPalli;34580704]Just played three rounds on a 20 player server, worked perfectly fine. It was called NeoTheOnes 100Mbit or something along those lines. Possibly, although it does die really fast if you actually hit it from close range with a shotgun. Two shots is enough, maybe even one if the damage is fully upgraded.[/QUOTE] Between two shotgun shots, a fade has plenty enough time to hit you twice, granting an instakill.
[QUOTE=Feuver;34581384]Between two shotgun shots, a fade has plenty enough time to hit you twice, granting an instakill.[/QUOTE] Between two shotgun shots dealt by a single marine, yes. But you're not really supposed to wander alone as a marine in most situations. Fades wrecked your shit in NS1 also if they caught you alone. I'm not really sure how they should nerf the fade though. Maybe add a delay between the time you attack and when you can blink again? Although worrying about things like these probably isn't a smart thing to do yet, they haven't even implemented all of the equipment for the marines yet. Heavy armor for example, that was really efficient against fades in NS1.
They haven't even implemented the welder. Also, I've found a certain curve to this game, in most games if the aliens haven't crushed the marines by around half-way through the game, they will always lose. However, the aliens have a very large advantage in the early stages, all it takes is a single successful bumrush of Skulks and it's game over.
Depends quite a lot on the map, mineshaft is just terrible right now in terms of balance. The marine spawn alternates between two spots only and they are right next to each other, so you always know where to rush in the beginning of the game. Most of the rooms are really big and high also, so aliens can hide pretty much anywhere. I've seen a pretty even distribution between wins and losses in the other maps, but so far in mineshaft I haven't seen marines win a single game.
I've won a couple games as marine on mineshaft, and I tend to see the horrible bumrushes on summit more commonly.
i dont think many of the ns1 maps had that problem because most of them were pretty large in size and had random starting locations for both sides
[QUOTE=Fables;34581798]They haven't even implemented the welder. Also, I've found a certain curve to this game, in most games if the aliens haven't crushed the marines by around half-way through the game, they will always lose. However, the aliens have a very large advantage in the early stages, all it takes is a single successful bumrush of Skulks and it's game over.[/QUOTE] We won the game ~5 times in a row by just Skulk rushing
Avid fan of the original mod....hundreds of hours played. But -- Will purchase when I see a pre-sale / pre-order on Steam. This game was supposed to be out a long time ago. I get the indie dev thing...but...I can't stand it when they fall short of their release schedules, especially after purchase...get too ancy. Anywho...can't wait.
i got mine free when a friend of mine bought it during the christmas sale can't say i regret my purchase! :)
[QUOTE=Ese;34582475]Avid fan of the original mod....hundreds of hours played. But -- Will purchase when I see a pre-sale / pre-order on Steam. This game was supposed to be out a long time ago. I get the indie dev thing...but...I can't stand it when they fall short of their release schedules, especially after purchase...get too ancy. Anywho...can't wait.[/QUOTE] The game is already tied to steam though; it just doesn't have a store page.
[QUOTE=Ese;34582475]Avid fan of the original mod....hundreds of hours played. But -- Will purchase when I see a pre-sale / pre-order on Steam. This game was supposed to be out a long time ago. I get the indie dev thing...but...I can't stand it when they fall short of their release schedules, especially after purchase...get too ancy. Anywho...can't wait.[/QUOTE] They're a team of 6 that made the engine and assets from scratch.
[QUOTE=Ese;34582475]Avid fan of the original mod....hundreds of hours played. But -- Will purchase when I see a pre-sale / pre-order on Steam. This game was supposed to be out a long time ago. I get the indie dev thing...but...I can't stand it when they fall short of their release schedules, especially after purchase...get too ancy. Anywho...can't wait.[/QUOTE] You get a steam copy with the preorder So it's basically a preorder on steam
I bought the game over a year ago, just to support the devs. I haven't really played the game yet, though I should have access to it. I can't wait until they add proper infestation, and not this shitty looking beta texture overlay.
this game, with good team-members, has some of the best teamwork I've seen.
[QUOTE=Ese;34582475]Avid fan of the original mod....hundreds of hours played. But -- Will purchase when I see a pre-sale / pre-order on Steam. This game was supposed to be out a long time ago. I get the indie dev thing...but...I can't stand it when they fall short of their release schedules, especially after purchase...get too ancy. Anywho...can't wait.[/QUOTE] Well, release date is set this summer, though I don't know if it means much, the game is pretty fun in its current state. (Apart from the frequent crashing (I think it's on my end) or the bad netcode)
NS Build 195 is out!
[quote]Hey everyone, We're glad to see the servers are full and that Gorilla went over well! We got some great coverage around the web which made us quite happy. We want to the patches coming frequently, instead of doing bigger less frequent patches. With that in mind, we wanted to release this follow-up patch to address some of the issues that came with last week's release. [h2]Feature[/h2] Moved Onos smash to separate HUD slot. Onos will not collide with medium sized structures anymore. Added a stoop animation for Onos, which triggers when you move through low corridors/doorways. This will trigger most of the time instead of auto crouch and does not slow the Onos down. Increased Onos hide armor. Adjusted Onos movement collision model. Increased Onos acceleration. Added a bitmap based font rendering system. Added Lerk "roosting", fly into a wall or ceiling and hold the movement modifier button to latch on (Thanks Matso!) The Commander can now drop weapons anywhere, not only in range of Armory. Weapons always cost player resources. [h2]Fix[/h2] [li]Fixed bug preventing the Pistol from functioning correctly in some cases. Fixed bug causing some Hydras placed on walls or ceilings to take damage even though they are on Infestation. Marines with a Jetpack now display on the minimap. Fixed script error caused by a bot switching to a different player class. Improved melee attack collision detection (Rifle alt, Axe, Fade, Skulk, Onos, etc) (Thanks Matso!) Fixed script error caused by upgrading Shade to Mature Shade. "DEFEND" order text is now displayed as "Defend" as intended. Pistol laser is pointing in the correct direction when viewing another player with a pistol. Player will now rotate more smoothly. Fixed script error when using the web admin interface. Fixed bug where sometimes the Alien hatch text would say "-2 more Aliens will hatch before you" Scenario Handler now handles unconnected cysts properly (Thanks Matso!) AI units will now go to the direct spot commanded instead of nearby (Thanks Matso!) The Sentry laser will only appear once the Sentry is fully deployed. Scoreboard reloads now correctly when you change the screen resolution. Fixed a bug where Whip bombs could sometimes damage health from Marines. Added Onos death message icons. Fixed the minimap generator not working properly. Fixed crash when a vertex buffer couldn't be created due to the system being out of memory. Fixed infinite loop when an open space can't be found for a Drifter. Fixed script error caused by the Marine Commander giving a Marine an order to defend an Entity that hadn't been damaged yet. Changed the field of view to remain constant vertically regardless of the aspect ratio of the game. Give dropped weapons a little bit of initial angular velocity. Increased the size of the minimap. Marine Commander can now drop weapons everywhere on the map (no armory nearby required anymore) Aliens can choose same number of upgrades as they have Hives. Better targeting system for Sentry, Hydra, Whip, etc (Thanks Matso!) Whip Grenade whack improved (Thanks Matso!) 'autobuild' option will work with powerpoints now (thanks matso!) Updated Alien ability icons. Sentries and pistols in alt fire mode have now a red laser attached to them. Added "killall" console command to kill all of one type of Entity, "killall Hive" for example, cheats must be enabled. [h2]Balance[/h2] Increased Onos Stomp energy cost from 10 to 40. Reduced bile bomb damage by 10%. [h2]Mineshaft[/h2] Moved Powernode in Central Drilling to other corner. Opened up brew room into small room next door and moved the black door. Raised the Left Operations exit slightly Rebuilt Operations right exit to Drill Repair Extended rock division wall in The Gap Moved Drill Repair RT Closer to Operations Replaced all Location Volumes Renamed "Ore Transfer" to "Refinery Transfer" Included "Refinery Transfer" Tech point into Marine Random Spawn. Renamed "Belt Room" to "Belt Transfer" Renamed "Ore Extraction North" to "North Tunnel" [h2]Tram[/h2] Replaced dev textures in corridor outside Server room. Removed some deformed geometry from Alien Tram. Fix for drifter stuck issue in Shipping. [h2]SDK[/h2] Added the ability to make static and dynamic props as not collidable in the Editor. Added SetAngularVelocity to CollisionObject. See you online![/quote]
My favorite class is by far is the Fade. I love to use the camouflage upgrade and blink right in front of the marines (because when cloaked only your exit-blink is visible and heard), they do a kind of twitch when they see me. Also, I think this version fixed the horrible CPU lag that I've had.
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