Natural Selection 2 - Page 11
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Shivaz
Canada1783 Posts
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Alethios
New Zealand2765 Posts
On October 31 2012 10:42 Surili wrote: I can't actually play the game, i dunno if my system specs aren't good enough, but i just get huge delay in playing. Here are my specs: OS: XP 2.33ghz Quad Core 2gb ram Nvidia 9600 GT The specs are available here at the bottom, and i do achieve them more or less, but the game is unplayable, not sure why :/ http://www.naturalselection2.com/ I'm really sad about this, because i loved NS1, and i bought NS2 straight away after just feeling that i owed Unknown Worlds for the amount of joy they brought me over the years. Looks like you've got pretty much the same specs as me. If you're finding it unplayable, I might hold off buying it. | ||
Fawkes
Canada1935 Posts
3GHz Q8300 Nvidia GTX 260 4gb of ram No where near highest settings/resolution and what not. But runs pretty good. | ||
Disengaged
United States6994 Posts
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appe
Sweden149 Posts
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AnomalySC2
United States2073 Posts
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jexxto
United Kingdom284 Posts
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floor exercise
Canada5847 Posts
On October 31 2012 15:45 Shivaz wrote: yeah i dont know if its just me but the performance of this game seems sketchy at times. i get this problem where for example i turn around a corner and there happens to be 1-2 enemies/fighting going on i get a mini stutter sometimes and its pretty annoying. Its not like the extra enemies are causing my frame rate to be drastically lower, it just freezes for 1 second and then goes back to smooth. Yeah performance is still an issue but this is a million times better than it was during the majority of beta/alpha. I'm a little disappointed with aliens, it feels like they haven't changed much but lost so many movement advantages, the general speed seems slower, no bhop, leap seems much weaker, etc. Meanwhile Marines got all these cool new toys. I don't like the alien commander thing nearly as much as gorges. It was kind of the advantage of alien in NS, you didn't need one person calling the shots. | ||
Surili
United Kingdom1141 Posts
On October 31 2012 15:45 Alethios wrote: Looks like you've got pretty much the same specs as me. If you're finding it unplayable, I might hold off buying it. I really wonder if it is something else, because it SHOULD run, but i have tried it on two different internet connections, and i feel like i should be able to run the game. maybe i'll try it again soon and there was a problem going on. maybe i need more ram. Not sure. | ||
KarlKaliente
United States434 Posts
We all know how to DM/communicate/play for objectives (slowly getting skulk movement down, its so much fun) but we have no clue what to prioritize, whats important or how we should go about playing a map tldr help some scrubs www.steamcommunity.com/id/carl | ||
PassiveAce
United States18076 Posts
On November 01 2012 00:24 KarlKaliente wrote: I played TF2 competitively for a long time, and a big part of that community came from NS1, so I decided to check out NS2. Put in about 3 hours last night, had a blast but holy shit is this game complicated. Anyone mind giving me and my other tf2 buddies a rundown of how to play well/effectively? We all know how to DM/communicate/play for objectives (slowly getting skulk movement down, its so much fun) but we have no clue what to prioritize, whats important or how we should go about playing a map tldr help some scrubs www.steamcommunity.com/id/carl There are a number of viable builds for each faction. You can do rush builds with both sides where you focus on very fast upgrades with little focus on resource gathering, or you can play a more defensive "macro" oriented game where you try and get as many res points as possible while teching up. a decent order for marines is to get out phase gates early to make up for the marines lack of speed and ability to defend res points, and then moving on to weapon and armor upgrades and mines/welder/shotgun before eventually moving on to grenades and jetpacks when you have the res for it. endgame is always exosuit ofcourse. you also want to work in utility buildings like observatories and such in key places on the map. A fun rush you can do with marines is to set up a forward base near the alien hive at the start of the game with 4-5 marines with a phase gate and an armory, if you do this quickly you potentially end the game very fast by having a direct route from your spawn into the enemy base 4 or 5 minutes into the game. This is probably the strongest "rush" build the marines can do. Aliens can feel a little more vulnerable in the early game because they absolutely have to get their second base up quickly or they have to all-in rush, because a huge chunk of alien tech relies on having a second hive. getting upgrades for skulks and gorges are extremely important because the majority of your team will be made up of them, specifically celerity and camouflage are very good. Carapace is also very good. then you move on to lerk spores (important) and then things like the fades blink and onos' stomp. A huge part of being a good alien commander is good placement of buildings and using all of the commanders abilities to their full potential, for instance a alien commander could put eggs down near a place the aliens are assaulting for faster reinforcements. The aliens need to be very careful about defending their res points because they take much longer to build then the marine res points, so losing a res point is a much larger loss to aliens then it is to marines, so keep that in mind. If you have any other specific questions il try to answer them. edit- In terms of movement, a very important feature of this game is that marines move extremely slow backwards. because of this it is impossible for marines to run from skulks until jetpacks are available. This means that all marine movement has to be done in small to large groups otherwise the lone marine is in constant danger. | ||
AnomalySC2
United States2073 Posts
On October 31 2012 23:26 Surili wrote: I really wonder if it is something else, because it SHOULD run, but i have tried it on two different internet connections, and i feel like i should be able to run the game. maybe i'll try it again soon and there was a problem going on. maybe i need more ram. Not sure. I wouldn't get all paranoid about it being something on your end. This is an indie game after all, and they did build their own engine from the ground up. And it's been in development for an absurd amount of time. I guess I'm saying, don't be too surprised if the game is poorly optimized for now. | ||
matiK23
United States963 Posts
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Fruscainte
4596 Posts
How the fuck do you play alien. | ||
blade55555
United States17423 Posts
On November 01 2012 06:04 Fruscainte wrote: So How the fuck do you play alien. You walk into the alien sign? ![]() | ||
MooseyFate
United States237 Posts
On November 01 2012 06:04 Fruscainte wrote: So How the fuck do you play alien. Flank. Hit and run. Use vents to get around because the Marines can't. Don't just charge head on, you will probably die. You won't be able to go toe-to-toe with a Marine unless they can't aim very well. Each alien has a specific role, if you play to its strengths, you can take out several Marines: As a Skulk, avoid walking along the ground because you will be an easy target. As a Fade, pop in, do some damage, and get out. Gorge it up if you like to play map-control. | ||
FFGenerations
7088 Posts
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indo
United States99 Posts
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Koriel
United States19 Posts
It seems to me that an early third hive (not on veil) would be decently vulnerable and even if it did stay up would not be vastly beneficial. It only seems like you would not throw down the early Onos only if you lost early harvesters and are behind. I am nowhere near an expert on NS2, just wondering if a different strategy was equally as beneficial at that high level of play for the aliens. | ||
AnomalySC2
United States2073 Posts
On November 01 2012 06:04 Fruscainte wrote: So How the fuck do you play alien. You pick marine in the starting area lol. | ||
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