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Natural Selection 2 - Page 22

Forum Index > General Games
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Shigure
Profile Blog Joined September 2009
United States215 Posts
January 10 2013 19:03 GMT
#421
I command most of the time and most pubs get screwed by going fast camo.
i stream my games and i still have a habit of comparing ns1 aliens to ns2 aliens.
Iam the mod in KawaiiRice's stream, banning you
Archaeo
Profile Blog Joined December 2009
United States397 Posts
February 19 2013 03:57 GMT
#422
This game is awesome. I love being a jet pack marine w/ shotgun
Also, I hate lava falls and lurks
Yo my chingu!!!
czylu
Profile Joined June 2012
477 Posts
February 24 2013 21:29 GMT
#423
any1 know what's op in this game? I remember in the original it was always Lvl 3 Shotgun + jetpack and Focus + Celerity Blink Fade.
Infernal_dream
Profile Joined September 2011
United States2359 Posts
February 24 2013 22:03 GMT
#424
On February 25 2013 06:29 czylu wrote:
any1 know what's op in this game? I remember in the original it was always Lvl 3 Shotgun + jetpack and Focus + Celerity Blink Fade.


Gorge rushes. But that's a super cheesy build.
Durak
Profile Blog Joined January 2008
Canada3685 Posts
Last Edited: 2013-02-24 22:20:13
February 24 2013 22:19 GMT
#425
On February 25 2013 06:29 czylu wrote:
any1 know what's op in this game? I remember in the original it was always Lvl 3 Shotgun + jetpack and Focus + Celerity Blink Fade.

It's still level 3 shotgun with a jetpack. Fade with adrenaline and carapace is solid.

edit: celerity gets disabled when you take damage so avoid it
czylu
Profile Joined June 2012
477 Posts
February 25 2013 00:53 GMT
#426
On February 25 2013 07:03 Infernal_dream wrote:
Show nested quote +
On February 25 2013 06:29 czylu wrote:
any1 know what's op in this game? I remember in the original it was always Lvl 3 Shotgun + jetpack and Focus + Celerity Blink Fade.


Gorge rushes. But that's a super cheesy build.


o snap i played against that today. What our com did was rush grenade launchers and we just cleaned house lol
Archaeo
Profile Blog Joined December 2009
United States397 Posts
February 25 2013 02:23 GMT
#427
On February 25 2013 06:29 czylu wrote:
any1 know what's op in this game? I remember in the original it was always Lvl 3 Shotgun + jetpack and Focus + Celerity Blink Fade.

Bile Bomb
Yo my chingu!!!
Infernal_dream
Profile Joined September 2011
United States2359 Posts
February 25 2013 02:26 GMT
#428
On February 25 2013 09:53 czylu wrote:
Show nested quote +
On February 25 2013 07:03 Infernal_dream wrote:
On February 25 2013 06:29 czylu wrote:
any1 know what's op in this game? I remember in the original it was always Lvl 3 Shotgun + jetpack and Focus + Celerity Blink Fade.


Gorge rushes. But that's a super cheesy build.


o snap i played against that today. What our com did was rush grenade launchers and we just cleaned house lol


Even if you rush GL which is the appropriate response the aliens should have pretty much the entire map and the players should just be holding resources for Onos.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
February 28 2013 23:23 GMT
#429
Natural Selection 2 is about to be 50%. Also, Gorgeous update is coming for free. If you want to grab it, grab it soon.
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2013-03-01 03:42:22
March 01 2013 03:42 GMT
#430
On March 01 2013 08:23 decemberscalm wrote:
Natural Selection 2 is about to be 50%. Also, Gorgeous update is coming for free. If you want to grab it, grab it soon.


Yeah, here's the trailer for the new content update:



Babblers used to be in NS1 (1.0X versions), and they used to spawn weaker versions of skulks. They're back (though this time as a completely new alien instead of just a skulk) and they were one of the most requested features for the Gorges!
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
March 01 2013 04:11 GMT
#431
The new patch is awful :X. I get horrible fps in it and its super jittery, its not even really playable.
Descolada in everything not TL/Starcraft
Sicion
Profile Joined June 2011
Germany131 Posts
Last Edited: 2013-03-01 12:26:02
March 01 2013 12:25 GMT
#432
Here is the complete Changelog+ Show Spoiler +

Added

Railgun Exosuit now available at Prototype Lab. Explodes things.
Gorges may now spawn Babbler eggs, which hatch into Babblers!
Gorges may now create Gorge Tunnels
Bait Balls – Direct babblers by flinging it at enemies of friendlies
New map: Descent
New contextual help system, ‘TipVids.’
Insight Spectator System Mk 2 – Redesign and interface overhaul.
First Person Spectating
Damage decals
Reflections
Refraction effects
New alien cloaking effects
New main menu background scene

Change

Disabled wall walking on Command Stations.
Added one second cool-down between Gorge structure drops
Claw damage increased to 75.
Claw range increased by 10%
Rifles will now get destroyed when purchasing a new weapon at the armory to prevent a pile of Weapons in big games (manually dropping or picking weapons up is unchanged)
Removed foresight from Alien Commander.
Increased frequency of alert message when a base power node is under attack.
Whips no longer hit multiple targets with their melee attack.
Doors are no longer usable.
Removed exo backwards speed scalar.
Updated personal resource icon in Alien buy menu.
Reduced phase gate rate from 0.5 to 0.2 seconds.
Exosuit movement speed depends now on weapons weight (minigun heaviest, railgun lightest)
Slightly increased Axe range to prevent situations where you could not hit an enemy below you even when crouching.
Skulk movement adjustments – Movement code now makes them slightly less erratic when dancing in your sights.
Cloaking system is now analog rather than binary – Allows for more nuanced use of cloaking trait
Decreased the amount of time it takes for the game to start once both teams have a Commander.
Doubled the rate that the “Game will not start until both teams have a Commander” banner message appears on the screen.
Enemy players are now damaged while near the enemy Command Structure before the game starts.
Bile bomb can now destroy dropped weapons.
Reduced Bile bomb single target damage by ~20% (and reduced force from 13 to 11, so shorter effective range)

Editor

Added the ability for death triggers to do damage over time instead of instantly killing the entity.
Max distance that initial Cyst spawn points can be from the Hive increased by 50%
Changed the texture list in the Editor to “and” all of the search terms together by default (old “or” behavior can be reproduced by using ? in front of a search term)
Changed the texture list box to allow selection of materials in any directory (not just the materials directory)

Feature

Added ‘-logdir <path>’ command line option to let server admins override the location of log.txt.
Added pagination to the mod browser in the dedicated server web admin.
Added search capability to the mod page of the dedicated server web admin.
Added resource graph in Insight (Press Q)
Added commander research bars in Insight, replaces monolithic research block
Added player energy/ammunition indicators in Insight

Fix

Fixed bug causing Skulk hitbox and worldmodel to be misaligned on some vertical surfaces (Makes the buggers easier to hit).
Fixed bug where emissive only surfaces would not be properly bloomed (caused cloaked Alien structures to be somewhat visible)
Fixed issue where enabling double or triple buffering while in fullscreen windowed mode would cause the display to not update
Fixed swipe not triggering effects / draining energy when quickly tapping primary attack button.
Fixed script error when firing a Rifle that had been previously fired and dropped on the ground.
Fixed holo Marine model being visible for a few frames for the already respawned Marine.
The unban button now works in the server web interface.
Fixed health bars showing up in ready room.
Fixed bug where caps lock couldn’t be bound in the input settings.
Fixed bug where tapping primary attack key with Skulk bite selected wont deduct energy / trigger sound.
Fixed clogs appearing for one frame at world origin.
Fixed bug where Marine Commander could select cloaked Alien units.
Fixed bug where the “retry” console command would not attempt to reconnect to the last server joined using the “connect” console command.
Fixed health/armor not being properly predicted for growing Alien structures.
Fixed bug where tech point remains smashed after the Hive got replaced by a Command Station.
Fixed camera hitch when crouch jumping as Onos.
Fixed sentry battery destruction effects.
Fixed unsocketed power nodes not considering LOS properly.
Fixed bug where units recloak when Marine who touched them is still in close proximity.
Text chat now displays above the “Fade to black” death screen.
Fixed Alien structures playing metallic sound when attacked by Skulks.
Ghost structures disappear now immediately when killed.
Commander no longer triggers a ping during entering a chat message.
Fixed Aliens losing abilities when a Hive gets destroyed and they evolve an upgrade without changing life form.
Fixed issue where chat text would sometimes be displayed escaped in the web server admin console.
Players can now damage each other after the round ends.
Changed behavior of Gorge build menu: You no longer need to re-select things to build more of them.
Fixed bug where hitting alt-enter would not cause the options menu to be updated based on the current windowed/fullscreen status.
Fixed bug where the microphone would be stuck on if the server changed maps while a player was recording.
Fixed infestation decal not showing up for Hydras.
Fixed bilebomb effect not showing up on MAC model.
When a team surrenders, everyone will be notified.
Fixed prediction error when jumping in rapid succession.
Fixed clogs blocking phase gates.
Fixed bug where Aliens could barely see cloaked units when dark vision is enabled.
Fixed welder ignoring the deploy animation.
Fixed bug where Commanders could drop structures when help mode is enabled.
Fixed Marine structures showing Alien blood when hit by flame throwers.
Fixed adrenaline / camouflage banner not being displayed.
All team members will be notified when someone votes to concede or to eject the Commander.
Robotics Factory can’t cancel research.
Fixed bug which gave Aliens abilities which are not researched.
Fixed Editor bug that would occasionally cause a vertex to be created a large distance away from its intended location.
Fixed issue where a change to a shader template file would not necessarily trigger shaders to be rebuilt.
Fixed hitch when first encountering Infestation after the shaders have been updated.
Fixed issue where dynamic props wouldn’t be animated on the dedicated server due to missing animation graphs.
Spectator Mouse Hover no longer misses.
Recycled/Refunded structures are no longer added to total team resource gathered.
Fixed exploit in server web admin (Thanks confused!)
Fixed issue where mods that specified a specific version build was required would not mount the file system in the proper order.
Fixed bug causing pre-placed Cysts to sometimes die at the start of the round.
Fixed bug where HTTP requests did not follow 301 redirects (fixes the mods list in the web admin)
Fixed bug where Aliens were able to evolve both upgrades from one Hive type.
Fixed exploit where selecting multiple shifts allowed it to bypass the global cool down for hatch ability.

Improvement

Exos display now the thruster duration / cooldown in their HUD.
Added smoke effect for Spike attacks.
Added missing minimap icons for shift, shell, spur, veil.
Insight text now much more legible

Optimization

Reduced the number of bits used for network fields.
Optimized determination of whether or not Orders should be relevant to a client (improves server performance)
Optimized querying the world for entities.
Infestation blob coordinates are now saved after being generated once (Thanks Mats!)
Sped up the compiling shaders process.
Reduced memory usage by compressing animations – also reduces load times.
Tweaked texture streaming – reduces load times.

Docking

Cafe is now now a random marine spawn again
Lockers is now a random spawn for both aliens and marines
Redesigned how Cafe connects to Bar
Redesigned Central Access so it now connects to cafe
Redesigned Back Alley
Moved Bar further west to prevent sieging of Lockers
Moved Cafe RT to the lower level to prevent LOS issues
Some changes to courtyard to fit the Central Access changes
Some cosmetic changes to Ball Court
Some cosmetic changes to Bar
Reflection Probes added

Refinery

Made Smelting a marine spawn.
Removed route from Smelting to Conduit.
Added new route from Smelting to Routing.
Bug fixes including building placement and power grid issues.

Summit

Improved Atrium RT location (less claustrophobic)
Added more cover and flanking options for aliens in Flight Control
Added missing lights in Crevice vent

SDK

Moved all processing of input into script.
Fixed visualization of the emissive map in the Viewer.
Added the ability to make an external cinematic loop in the Cinematic Editor.
Improved error reporting when a material as assigned in a model with an absolute path.
Increased the timeout for HTTP requests.
Fixed issue where defining a class on the server but not on the client would cause crashes and other bugs.
Added the ability to materials layered on models to inherit parameter values from the underlying material.
Fixed bug where the Ok/Cancel buttons in “Create Mod” window of Launch Pad would not be visible if the Window’s font size was set to large.
Added animatable shader parameters for objects in the Cinematic Editor.
Added support for vertex colors in .model files.
Fixed bug where specifying a float2, float3 or float4 value for a surface shader input would corrupt the value.
Added the ability specify float2, float3 and float4 parameters in a .material file.
Added support for optional commas in SJSON files.
Added “LocalPlayerChanged” engine event when the local player on the Client changes.
Added ServerClient:GetSpectatingPlayer() and ServerClient:GetPlayer() methods.
Added Client.VoiceRecordStart and Client.VoiceRecordStop functions.
There's never enough time to do all the nothing you want.
BoBiNoU
Profile Joined March 2011
France181 Posts
March 02 2013 18:26 GMT
#433
On March 01 2013 13:11 Coriolis wrote:
The new patch is awful :X. I get horrible fps in it and its super jittery, its not even really playable.


always delete the cache in

Appdata/roaming/Natural Selection 2
go m00
Snuggles
Profile Blog Joined May 2010
United States1865 Posts
March 02 2013 18:30 GMT
#434
I'm literally getting turned off by this game right now because I was getting my ass kicked lol. I can tolerate a lot, but running into some ridiculously good player going 27 - 3 on his skulk makes losing a bad experience. But it's pretty crazy how players can be that good at the game, or maybe my teammates and I just aren't very good at killing skulks lol.
Durak
Profile Blog Joined January 2008
Canada3685 Posts
Last Edited: 2013-03-03 01:06:30
March 02 2013 20:20 GMT
#435
How long have you been playing the game for? You can filter for just rookie servers. Even though people of all skill levels tend to join them you're likely to have a higher percentage of rookies on it.
czylu
Profile Joined June 2012
477 Posts
March 03 2013 22:08 GMT
#436
On March 03 2013 03:30 Snuggles wrote:
I'm literally getting turned off by this game right now because I was getting my ass kicked lol. I can tolerate a lot, but running into some ridiculously good player going 27 - 3 on his skulk makes losing a bad experience. But it's pretty crazy how players can be that good at the game, or maybe my teammates and I just aren't very good at killing skulks lol.


This game has a steep learning curve, just try the com chair once as a newb and you realized just how much crap you don't know about this game.

A good tip for new players, position yourself like you are a marine or zergling in starcraft. This game is basically an rts, and the golden rule for a good rts is defensive advantage. Don't just blindly zerg into the enemy base, you're just gonna get slaughtered. It's a lot easier to kill skulks when they need to approach you, rather then when you need to go after them. Long corridors and choke points are where you want to engage as a marine, close corridors and corners are where you want to be as a skulk.
Snuggles
Profile Blog Joined May 2010
United States1865 Posts
March 03 2013 22:47 GMT
#437
Shoulda came back and told you guys what I found out about those players with ridiculous scores. They were blatantly aimbotting, like not the kind of "Omfg i'm so mad from losing so much, he must be aimbotting" but the one where I'm calmly joining spec and watching this mofo twerk his xhairs all over the place and nodding- "uh-huh, this guy is aimbotting, pce out guys"
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
March 04 2013 00:32 GMT
#438
The skill ceiling in this game is definitely high enough for it to be possible to get high KDs. Making every bite count, good tracking/aim, good understanding of the movement physics, etc.

But yeah, they've been pretty amuck.
czylu
Profile Joined June 2012
477 Posts
March 04 2013 00:58 GMT
#439
On March 04 2013 09:32 LoLAdriankat wrote:
The skill ceiling in this game is definitely high enough for it to be possible to get high KDs. Making every bite count, good tracking/aim, good understanding of the movement physics, etc.

But yeah, they've been pretty amuck.
http://www.youtube.com/watch?v=abZDpC3LtUg


Lol i've played against this guy, he's an obvious hacker. Usually tho the hackers play marines, b/c 1 clip will kill 4 skulks if you have aimbot. It only takes 11 bullets to kill a skulk and you have 50.
Durak
Profile Blog Joined January 2008
Canada3685 Posts
March 04 2013 02:03 GMT
#440
I've played 150 hours and I'm pretty sure I've never played a hacker.
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