Natural Selection 2 - Page 25
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Dacendoran
United States825 Posts
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Goldfish
2230 Posts
UWE is finally planning to sell Gorge Plushies! Gorge Plushies have been the most requested thing since the release of NS1. They're finally making it happening! | ||
[17]Purple
United Kingdom3489 Posts
Nexzil vs Archaea http://www.twitch.tv/naturalselection2 | ||
Sabu113
United States11047 Posts
I wish they could grab 2gd for these games. | ||
[17]Purple
United Kingdom3489 Posts
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monkh
United Kingdom568 Posts
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TheMooseHeed
United Kingdom535 Posts
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monkh
United Kingdom568 Posts
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Goldfish
2230 Posts
Natural Selection 2: The Fighting Edition (you can skip to 3 minutes for the actual gameplay): Actually this is part of the ModJam series they had which is to display/test out the capabilities of modding in the Spark Engine. (And the official name for the mod is just "Fighter".) Here is Heist (a co-op game "The Heist" game where you try to steal a suitcase): (I set the video to skip to 4 minutes 35 seconds, since most of it before was just them just setting up the game on Hugh's computer.) The actual game begins 9 minutes into the video. You could skip to 17 minutes and 50 seconds to see Hugh finally succeed on the first part of the map. And here is the "The Last Stand" which is potentially an extra game mode for NS2: (Basically marines try to defend/survive for a certain time while they only have 1 life.) They will release all the mods (open source) to the community for them to work on (they just worked on the base part of the game, after that they'll keep working on updating NS2). I wouldn't mind if they (or someone) tried to make a single player version of NS2 (maybe similar to SC, where you have a campaign with marines, then one with aliens (that starts off after the end of the marine campaign, storywise), and of course we might as well throw in a third race... the protozz!... which is totally not a rip off from Protoss in StarCraft since it's spelled differently of course). | ||
Sicion
Germany131 Posts
Its a huge balance rework. Almost everything got changed and you have to relearn the game. Btw build 249 improvement the performance in general and in endgame situations by alot. I got +20 fps! Its kind of unreal how smooth it plays now and for everyone that is intrested and havent bought it yet. Its on a sale on steam for 66% off. Changelog for build 250 + Show Spoiler + No longer benefits from weapon upgrades Increase flame thrower magazine size to 50 Removed flame thrower damage ramp up Reduced flamethrower weight Flamethrower can now burn up bile/whip bombs and disables enemy structure functions Flamethrower can now burn up drifter clouds Grenade Launcher Increased base damage No longer benefits from weapon upgrades Reduced grenade launcher cost to 15 Increased grenade launcher reserve ammo to 28 Whips no longer whack grenades Shotgun Increased shotgun rate of fire by 18% Reduced base damage to 170 Adjusted shotgun spread ARC Reduced ARC build time from 10 to 7 Reduced robotics factory upgrade time from 40 to 20 Reduced ARC movement speed by 33% Reduced ARC movement speed by 70% when in combat or on infestation ARCs are now properly affected by shades ink cloud Reduced ARC splash radius to 7, down from 10 Marine General Marines can now build on infestation (25% slower) All marine structures take damage to armor while on infestation Reduced health/armor of Phase Gates to 2500/300 (down from 2700/450) Marines can now always sprint (no more fatigue) Added ability for marine commander to temporary power individual structures Amories no longer heal armor Increased jetpack cost to 15 (was 10) Removed MAC EMP Extractors and command stations can now be parasited Increased spawn time to 8 seconds (was 7) Alien Spawn Each alien has individual spawn timer (10 seconds) An egg is generated every 13 seconds (6.5 seconds for 12 player) Each hive can have max of 3 eggs (6 for 12 players) Hives have now the hatch ability (2 eggs for 5 t.res) Whip Increased whip bomb splash radius to 6 meters (was 3) and reduced damage by 50% (down to 600) Whips can automatically bombard once they are matured Reduced whip cost to 10 (was 15) Whips will now root and unroot automatically Alien Tech Tree Personal upgrades scale now cost depending on life form (0 for skulk, 2 gorge, 3 lerk, 5 fade, 8 onos) Reduced life form cost to compensate with new upgrade cost (5 gorge, 25 lerk, 40 fade, 60 onos) Add bio mass: every structure grants bio mass which increases the health of life forms Scaleable upgrades (for example build a maximum of 3 shells to get maximum efficiency for carapace, regeneration), 20 res per structure Celerity works now in combat and increases max speed by 1.5 m/s Regeneration works now in combat Adrenaline increases max energy and regeneration rate by 10% per level Added new shade upgrade which shows enemies and their health (Aura) Merged silence and camouflage (Phantom) Fade Swipe damage down by 16% Fades are a bit easier to see during blink Blink is now always researched Shadowstep does not add any momentum anymore and can be researched with biomass level 5 Increased range / accuracy of fade vortex ability Disabled fade double jump Lerk Spores are now tier 3 and bigger / cheaper to use. Umbra is now available at bio mass 3 (was 3 hies before) and damage reduction has been reduced Fixed weapon switch delays (umbra to bite and spores to bite) Onos Changed stomp to affect marines in a radius rather than being a shockwave Onos movement won’t be blocked by skulks, gorges and lerks anymore Reduced gore range Reduced gore damage to 100 Gorge Hydras are now flamable Increased gorge build rate Skulk Skulk moves now faster on walls Xenocide cant be cancelled anymore When dying by xenocide, skulk respawn time is reduce by 6 seconds Infestation Cysts will block recreation in the area when destroyed for 4 seconds Cysts will autobuild once their parent is contructed Increased cyst build time to 4 seconds, removed cool down Increased cyst range and infestation radius Infestation receding is now twice as fast than growing Gorge tunnel entrances create now infestation when the other side is infested Drifter Drifters can now be created during the hive is researching Reduced drifter cloud costs to 1 (was 2) Drifters unlock triggered abilities (shade hive: hallucinate, shift hive: storm cloud/movement speed, crag hive: mucous membrane/heals armor) Moved hallucinations from shade to drifters: every alien in effect range generates a hallucination, controllable by the alien commander Alien General Crag, shift and shade can now always be build and can move Chamber triggered abilities require now the correct hive type Allow aliens to change upgrades (min gestation time 5 seconds) Alien structures auto build rate is reduced by 70%, drifters speed up build time to normal rate Cloaked players are always slightly visible Regeneration works now in combat (5% of max health every 2 seconds) Rupture can now be cast directly on infestation, like bonewall Added echo harvester to shift Added echo gorge tunnel to shift (only on infestation) Enemies are outlined with parasite only (damage will no longer trigger it) The normal gestation time is applied when using a pre-evolved egg instead of just 2 seconds Shift echo ability no longer requires maturity Adjusted shade ink ability duration and cool down to allow arcs to fire once between successive use of ink clouds Fixes Fixed bug allowing the scoreboard button to be used while text chatting Fixed bug causing Babblers to sometimes freeze mid-jump while they are trying to cling to an Alien that has no more free cling points The Onos player can now move their camera up and down while charging Fixed medpacks being picked up by dead marines Fixed bug causing player ghost models (Clog, Mine, etc) to freeze in place when placed in certain invalid areas SDK Fixed Lua io lib readline functions sometimes crashing if the line was too long Changed Shared.GetSystemTime() back to unix time Added Client.SetMouseSensitivityScalarX() and Client.SetMouseSensitivityScalarY() functions to adjust mouse sensitivity independently on the 2 axes The modding framework is automatically included again (this is so the modding entry system is auto-loaded) | ||
Durak
Canada3684 Posts
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Shigure
United States215 Posts
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Aylear
Norway3988 Posts
The game right now is functional at best. There is a significant amount of lag on all servers, especially those running any kinds of mods. Some times, a dead center meatshot with the shotgun will only do 30 damage, and bites and swipes regularly fails to properly connect. It's hard to hit anything right now. There's also a problem with cached assets. Earlier today I had a game where a hive died in the Crossroads, and my screen summarily froze for several seconds, ostensibly because it was loading the asset that until now had not been used. Until this stuff gets fixed I probably won't be playing much. The big new patch will be released on Friday, so hopefully they'll squeeze in some bug fixes. | ||
Enhancer_
Canada320 Posts
Will probably forget about it in a month when it's all smoothed up, but still, just a shitty way to do things. http://forums.unknownworlds.com/discussion/comment/2142486#Comment_2142486 Ok guys, deep breathes here, please. The reason this patch went out in this state is that we have a lot of promotional things happening the second half of this week, to advertise the patch, promote the game, and hopefully bring in a lot of new players. We realized that with the immensity of the rendering changes that had to be made to the game in order to support DX11, OpenGL, and Linux, and due to those changes taking much longer to implement then first anticipated, we felt it was going to be too risky to just wait until the final release when all that promotion had kicked in. We needed to get this out to a wider testing audience, in order to get a better sense of all the issues that the new rendering changes are causing, so that we could fix them up before the final patch release. It is certainly not an ideal way of doing things, but we had hoped that our community would be understanding of this and help us to track down issues and fix them up, to get this huge Reinforced update in good shape for later this week. Using the Beta release on steam has been tried in the past, and just does not bring in enough people playing on the beta version, to give us adequate testing, so we just had to go with a full release here. We did not release a changelog as this shouldn't even really be considered the Reinforced patch, we just needed to get it out to test the rendering changes. If we could have released a version with just the rendering changes and not any of the balance changes and new features, we would have, but that stuff had to go out along with the release as well. Regarding the Skulk change, yes, I was wrong that there was nothing changed, as we did discover a bug that has since been fixed, but I meant to convey that nothing INTENTIONALLY was changed with Skulk movement. We are reading through all your feedback, but at the moment we are mainly focused on the major issues with the rendering changes. Perhaps someone can keep reposting this post, since undoubtedly there will still be pages and pages of people who continue to ask why did we change Skulk movement and why did we release the patch so early? --Cory | ||
Disengaged
United States6994 Posts
I understand. | ||
Shigure
United States215 Posts
![]() I really just jump on now for some CO since a few of my regular servers arent there anymore. If anyone has a good server they frequent, it would be awesome to play some NS2 together with some TL members. | ||
Coriolis
United States1152 Posts
its going to be glorious to stomp all these free weekend noobs. And yeah the new patch broke combat, only IBIS is up and that server is dog shit. Seriously, don't play on IBIS. They're so bad that you literally warp into the previous room you were in sometimes :/ | ||
Aylear
Norway3988 Posts
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Aylear
Norway3988 Posts
So I still play NS2, although not as much as I used to. If you haven't played it yet or you're on the fence about it, the above video might be a worthwhile watch. I talk a lot about the game and some of its mechanics while I play and show off Skulk and Fade gameplay. The game itself feels a lot better now. It's a lot more responsive; the input lag is gone and the servers seem stable. It's also much better optimized than it was at release, although I have heard that the Biodome map still kills the framerate on some computers. I can always find a server to play on, and I think cross-region gameplay is absolutely fine as I play with friends in the US a fair bit. Cross-Atlantic pings aren't a problem, at least for public play. Edit: I forgot about this, but someone made a "Natural Selection II in 1 minute" video that explains the basics. Might want to put this in the OP. | ||
3772
Czech Republic434 Posts
How finished is the game now? Is there a developed competitive scene? | ||
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