• Natural Selection 2 - "Very Nice." -Gabe Newell
    328 replies, posted
[QUOTE=nikola631;31000085]I wish the lerk was able to cling to ceilings like bats it just seems like something they would do.[/QUOTE] I thought there was just a special button for it and couldn't find it at first, was incredibly disappoint. (Like I am now that the emergency lights have been reverted back to pure red >:|)
[QUOTE=Lick;31001101]Even though it's in beta, would you guys say it was a worthwhile purchase?[/QUOTE] yes
the new slowdown on hit is annoying as shit, getting hit by a marine means instant-death as skulk now infact i hate the ns2 skulk it's so big and slow compared to the NS skulk which is why they can't simply put leap tier 2
I'm tempted to purchase it. Are there many servers / players? Any Australian servers? Could I jump in the game at any time and play?
[QUOTE=DogGunn;31028289]I'm tempted to purchase it. Are there many servers / players? Any Australian servers? Could I jump in the game at any time and play?[/QUOTE] There are some servers, but last time I played it they were either completely full, or empty. I know there's one pretty good Australian server. And yes, you can.
I'm on the verge of buying it as well, is there a nice amount of uk/europe based servers? from what i gather from friends there doesn't seem to be [editline]10th July 2011[/editline] also any POV videos from an onos?
There isn't a Onos yet.
oh thats interesting, i figured since there was a trailer for it it would be in game
[QUOTE=A Glitch;31028810]I'm on the verge of buying it as well, is there a nice amount of uk/europe based servers? from what i gather from friends there doesn't seem to be[/QUOTE] There's not [i]many[/i] servers, but you can get into a game at almost any given time, so it doesn't really matter.
Build 181 just got released on Steam! A few interesting notes: - Brand-new pathing system ("recast"). Pathing should be much better now. - Removed slow on damage - Added slow on land for marines, so repeatedly jumping will reduce their max speed for a bit. Reduced marine acceleration somewhat to make this work. - Skulk leap is only available with 2+ hives - Increased skulk speed from 6.2 to 7 to balance out lack of hive1 leap and make him more Skulky - Reduced max shotgun damage at close range from 20 back to 18 (I guess players engage much closer, much more often, which is outweighing the damage drop off) - Increased shotgun cost to 20 (make less prolific) and decreased max range from 20 to 15 (to make more focused on close range) - Marine sentries now have ammo and must be refilled from time to time - Attacking marine sentries makes them less accurate (the sentry fires through the actual model barrel now) - Added new "auto-orders" that are given to marines that haven't been given orders by the Commander (build structure, defend structure, attack target, do what nearby players are doing) - Fixed bug that allowed the enemy team to infer the location of command stations, hives, and resource towers due to not displaying a techpoint or resource point for points with a structure attached - Added vent in Crossroads between the 2 marine entrances (ns2_summit) - Various server performance improvements - Added line drawing to GUI Full changelog here: [url]http://www.unknownworlds.com/ns2/news/2011/7/ns2_build_181_released[/url]
184 is out [url]http://www.unknownworlds.com/ns2/news/2011/8/ns2_build_184_released[/url] [quote]Features Added Shade structure and Cloak ability. Triggering cloak on Shade will cloak nearby players and structures. They are invisible to sentries and enemy players until they take damage or they attack (Players, Whips, Hydras), up to 15 seconds. Friendly players and structures show a stand-in particle effect when they're cloaked, as well as updated reticle text (we don't have transparency in the engine yet). Added Camouflage upgrade, which can be researched at the Shade. This allows aliens to stay still to go invisible. Created a framework for building different bot AIs Created a simple bot that runs back and forth for testing Added Distress Beacon ability to Observatory. Beacon time is 4 seconds to increase drama (it was 3 in NS1). Costs 50 energy. Added Shared.CollideCapsule function to script New marine/skulk footstep sounds Many new structure deploy sounds and flamethrower reload New sounds for alien and marine resources received, powernode fixed_powerup sound added a common marine hit event, set up the playback priorities, so that important sounds can always be heard and more polish/eq/volume tweaks Alien attacks volume tweaks, improved shotgun sound, pistol shorter, powernode powerup sound, nicer IP idle sound Added r_mt console command to enable/disable multi-threaded rendering Balance Increased egg spawn time from 9 seconds to 13 seconds to compensate for usual case of insta-spawn Temporarily decreased Skulk armor from 10 to 5 (11% less total HP) until frame-rates and frame-times are totally consistent. Should promote Skulkiness by keeping his speed and damage output, but also encouraging him to hide and ambush more. Increased egg health from 200 to 250 to compensate for slower egg spawn times Fixes Fixed bug where attaching a structure to a resource or tech point would potentially rotate the resource or tech point Fixed bug where numerical imprecision in time values would not cause the server to think a client was speed hacking and drop their move (fixes bots stopping for no reason) MACs now move at their proper speeds. Fixed bug where building two additional hives after building a crag made crag unbuildable Marine damage upgrades now work for all weapons Alien upgrades now only work for melee weapons (bite, swipe) Fixed bug where entities were not interpolated smoothly on the client (caused other player's movement to appear jerky) Fixed bug where the Mini Cyst description was not properly looked up in the localization data (and appeared in all caps) Fixed tooltips for Phase Tech, Phase Gate and Advanced Armory Updated the bundled version of Decoda to version 1.15 Locked/Welded Doors now block pathing Fixed an issue where you could accidentally build things when clicking on the mini map or other UI elements. Fixed bug where the Commander mode would scroll based on mouse input when the window didn't have input focus Fixed bug where the Commander mode would scroll based on mouse input when the window didn't have input focus Fixed an issue where eggs would not play their idle animation. Everything but door entities and world geometry are filtered out for the SporeCloud damage check, makes it impossible to hide behind something like a MAC to avoid taking spore damage (Thanks Matso!) Changed spore cloud to shoot like bullets so they can be shot through objects like railings (Thanks Matso!) Fixed issue when loading Cysts from a saved scenario that were connected to a Hive Changed Marine weapon melee hit effects to only happen on the server (prevents doubling up and prediction errors)[/quote] what the shade should look like: [img]http://i.imgur.com/gMLeq.jpg[/img]
So is the sort of playable yet? I installed it when the alpha first released, and it was just an unplayable mess of framerate drops and ridiculous lag, which was to be expected, what with being an alpha and all. But yeah, is it worth installing yet?
[QUOTE=postmanX3;31617634]So is the sort of playable yet? I installed it when the alpha first released, and it was just an unplayable mess of framerate drops and ridiculous lag, which was to be expected, what with being an alpha and all. But yeah, is it worth installing yet?[/QUOTE] It's pretty playable at the moment. I can run it fine
I tried out alien commander today, I did suprisingly well for a guy who cant even play starcraft SP
Had half hour on this today. Playing aliens. Frustratingly. Way too dark on my monitor, and apparently there's no way to turn that up. Everything seems to happen too fast and too confusingly. Maybe the server I was on was laggy but the netcode doesn't seem great? Probably too early to judge based on 30 mins on one server.
[QUOTE=garry;31727091]Had half hour on this today. Playing aliens. Frustratingly. Way too dark on my monitor, and apparently there's no way to turn that up. Everything seems to happen too fast and too confusingly. Maybe the server I was on was laggy but the netcode doesn't seem great? Probably too early to judge based on 30 mins on one server.[/QUOTE] The netcode is a bit wonky but it seems to get better each update, it's best to play on a server >90 ms. I don't have a problem with the game being dark so I don't know about that.
did you mean <90ms?
[QUOTE=garry;31727091]Had half hour on this today. Playing aliens. Frustratingly. Way too dark on my monitor, and apparently there's no way to turn that up. Everything seems to happen too fast and too confusingly. Maybe the server I was on was laggy but the netcode doesn't seem great? Probably too early to judge based on 30 mins on one server.[/QUOTE] It used to be alot worse (lag wise). I haven't played in awhile but I never got a chance to play marines (and I've played for quite a number of hours). My experience was that aliens were just better. Although I see that they made skulk leap require 2+ hives now, which may be why you're having trouble early game. You can always go gorge and just help the team out as a non combatant. Or go fade as soon as you can if you want to be on offense. I found I generally got enough points in a life as fade to be fade again. They also seem to be the counter to sentries as you can just warp in behind them. The other counter to sentries are the flying guys but I don't like them quite as much. As them you should switch to the single shot, hide behind a box, pop out and shoot a sentry, and hide again. Also aliens have an alien vision thing. Check the key bindings, it might help you see better.
I bought the special edition back when they first started doing pre-orders/donations a couple years back. I recently got a computer that could run the game nicely, so I played for a bit. I don't like it.
I myself can't wait for it to be finished. It reminds me so much of another game I used to play, "Tremulous". Sadly, there are never any players in Australia ever playing it, I probably won't be able to enjoy it until it's really released.
[QUOTE=garry;31727290]did you mean <90ms?[/QUOTE] oops
[QUOTE=garry;31727290]did you mean <90ms?[/QUOTE] your best bet is to check the serverlist here [url]http://www.play4dead.com/ns2/[/url] and find a server that has a 30 tickrate, because the netcode still has a lot to improve as the server software still makes some of the best servers come to a crawl
[QUOTE=xDrTran;31727587]I myself can't wait for it to be finished. It reminds me so much of another game I used to play, "Tremulous". Sadly, there are never any players in Australia ever playing it, I probably won't be able to enjoy it until it's really released.[/QUOTE] I remember Tremulous. It was awesome. Similar to Natural Selection, but much much faster.
To celebrate the 9th birthday of Natural Selection, the developers are bringing 2 maps into NS2. (one of them is a community remake of a NS1 map.) [media]http://www.youtube.com/watch?v=0xW7kx_ZQtI&feature=feedu[/media]
Thread necro (oh noes), first post needs some updates apparently :) Real ingame footage on a 16 player server in NS2 Build188 (A bit Start Trek TNG inspired, I guess) Using a 3 year old pc: [I]Intel C2D E6420 @2.4Ghz, HD4850 512Mb, 2Gb OCZ DDR2 @900Mhz on WinXP Pro sp3[/I] [video=youtube;xtA7RU4nlRQ]http://www.youtube.com/watch?v=xtA7RU4nlRQ[/video] This week, Hugh and Alex set off on their journey from Sydney Australia to meet with the developers in their San Francisco office once more. And this time, they're taking all of us with them. A whole week of behind the scenes content! :D [video=youtube;lAj86cRqQ5Y]http://www.youtube.com/watch?v=lAj86cRqQ5Y[/video]
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