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trying to jack off
Dec 31, 2007

The new movement is actually great. It's a bhop combined with walljump system, you gain lots of speed by jumping off walls and you gain a minor speed boosts by strafe jumping. You can also curve in mid air so you can curve around corners and do S shaped leaps like in ns1.

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RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

The Flying Fish posted:

The new movement is actually great. It's a bhop combined with walljump system, you gain lots of speed by jumping off walls and you gain a minor speed boosts by strafe jumping. You can also curve in mid air so you can curve around corners and do S shaped leaps like in ns1.

Yeah the movement code took literally months of work to get down but it's absolutely fantastic unless you're one of those people who is just rabidly opposed to anything that even looks like bunnyhopping. You can break down the new skulk movement into a few key components;

1. Walljumps make you speed up.

2. Jumping continuously prevents you from losing additional speed (and you can 'pre-cache' jumps now by pressing and holding jump while in midair)

3. Turning in midair makes you slow down, but if you strafe into the direction of the turn you can maintain your speed and even gain a very small amount of speed if done perfectly (but it takes about 15 good turns to get the speed of one good walljump so it's very minor). You don't need to be even vaguely any good at this in order to keep a high speed as long as your walljumps are good, it's nothing like HL1 bhop where bad strafing would make you drop like a stone

4. If you have leap then start out your movement with leap so you begin going nice and fast already

Fading is exactly the same thing except you don't have walljumps and you have blink instead of leap. Shadowstep is just for dodging and maybe some advanced movement techniques revolving around the fact that it maintains all of your pre-step momentum 100% unchanged.

Instead of trying to follow someone else's technique exactly it's easier to just try and find the way that is most natural for you personally to chain together walljumps for maximum speed. I have always had a weirdass-looking bunnyhop compared to most people and I had some guy telling me I was doing it wrong while going about 50% faster than he was as a skulk :downs:

GenericOverusedName posted:

If my connection ever unfucks itself I'd actually try playing again. As for now, I'll try to re-re-refigure out movement in Explore mode I guess.

E: strafing is loving impossible, the video lies. Gonna get carpal tunnel before this poo poo actually loving works for me.

Not sure which video you're watching but most of them are somewhat out of date or just plain wrong. The max speed you can attain got nerfed fairly late in testing so you might be seeing unattainable speeds.

p.s. RIP panting, dog skulk best skulk.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
No wonder it wasn't working. There was a bunch of videos about how using just the jump/strafe to get up to growlyskulk speed but I just could not get it to work last night. Because it doesn't work like that :downs:

The walljump got changed. If you hit spacebar on a wall it will make you jump up, instead of just bouncing off away from the wall. I'm neutral on that, really.

The losing momentum while turning really sucks. My mouse movement tends to be schizophrenic at best, so I guess I'll be trying to break that habit.

Can't speak to general gameplay yet, I was too frustrated last night to do much but die a bunch and get more frustrated. Other players are still infinitely better than me in every way so I'll just let them have the floor on the balance changes.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

RabidWeasel posted:

Yeah the movement code took literally months of work to get down but it's absolutely fantastic unless you're one of those people who is just rabidly opposed to anything that even looks like bunnyhopping.

I still have a bad taste in my mouth about the lovely behavior from HL1 where vets were able to go 2x as fast as everyone else by constantly micro-turning while bunny-hopping all while saying that they weren't doing and maybe you all just suck lol.

Incredulous Dylan
Oct 22, 2004

Fun Shoe
So I played my first games with the changes last night. First off, since the game is $8 there are a million new people and it is just so refreshing to see how cool all these new guys can be and how willing they are to work together and learn. Just take a few seconds to explain some basic concepts and command a few probable losses and be cool about it. You will see a group of strangers in real time adapting to the gameplay and eventually start winning games! I had only played one balance test mod game before this release and I instantly dismissed it and quit since it seemed like some sort of weird garbage. My first game last night was a real smack in the face realizing I would have to relearn everything from movements to basic strategies. On one hand it is awesome for the new community that everyone is learning how to play together. On the other hand, what the hell happened to my skulk?!

Just a few games into things playing, commanding and getting some great tips from people who were familiar and I am completely on board with the new NS2. The strategic variety so far has been a total turn around from the static gameplay of previous builds. I love having the actual option to go shade hive first, even with newer players, and have it be viable. The fact that marines now must be parasited to show up through walls (not just attacked) makes aura a useful ability and really changes up how you approach a push due to the health information. There are so many great touches that are a real call back to NS1 balance and the movement systems became second nature in just a few sessions. I'm stoked to be playing more of this new build and trying to grow our community.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.

Incredulous Dylan posted:

So I played my first games with the changes last night. First off, since the game is $8 there are a million new people and it is just so refreshing to see how cool all these new guys can be and how willing they are to work together and learn. Just take a few seconds to explain some basic concepts and command a few probable losses and be cool about it. You will see a group of strangers in real time adapting to the gameplay and eventually start winning games! I had only played one balance test mod game before this release and I instantly dismissed it and quit since it seemed like some sort of weird garbage. My first game last night was a real smack in the face realizing I would have to relearn everything from movements to basic strategies. On one hand it is awesome for the new community that everyone is learning how to play together. On the other hand, what the hell happened to my skulk?!

Just a few games into things playing, commanding and getting some great tips from people who were familiar and I am completely on board with the new NS2. The strategic variety so far has been a total turn around from the static gameplay of previous builds. I love having the actual option to go shade hive first, even with newer players, and have it be viable. The fact that marines now must be parasited to show up through walls (not just attacked) makes aura a useful ability and really changes up how you approach a push due to the health information. There are so many great touches that are a real call back to NS1 balance and the movement systems became second nature in just a few sessions. I'm stoked to be playing more of this new build and trying to grow our community.


This is refreshing to read. It was certainly not the case before this patch.

Tiny Timbs
Sep 6, 2008

Putting the game on sale at the same time as the patch was smart. The new players and the veterans are on a more equal playing field since the latter are having to figure out the game all over again. I know my skulk play is absolutely ruined.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Zigmidge posted:

This is refreshing to read. It was certainly not the case before this patch.

There's a lot of things that you could probably find issue with about the patch but the early game tech variety is really wide open right now, with the slight exception that very fast advanced weapons rush (like, before phase tech) as marine is probably a bit good right now. Aliens can go for any upgrade path, they're all really drat good; celerity works in combat now, aura is op as hell on fades and lerks, regen works in combat and is useful as always. If any of the upgrades are a bit weak it's cara which is kind of lackluster outside of early skulk and lerk.

a creepy colon
Oct 28, 2004

by Jeffrey of YOSPOS
The best thing about the new patch is Aura combined with the new Xenocide. It owns bones.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
If I hadn't already played 1500 hours I would probably fire this up again, but it's too late for me. Going on one full month of not launching NS2, feels kinda weird.

chocolateTHUNDER
Jul 19, 2008

GIVE ME ALL YOUR FREE AGENTS

ALL OF THEM

Garfu posted:

If I hadn't already played 1500 hours I would probably fire this up again, but it's too late for me. Going on one full month of not launching NS2, feels kinda weird.

I'd say 1500 hours you more than got your moneys worth.

Opinionated
May 29, 2002



The game actually feels like it's running at 80-100 fps now. I used to get those frames before, but it always felt like there was still input lag. Haven't played enough games to weigh in on the balance patch, but drat I love the performance now.

a creepy colon
Oct 28, 2004

by Jeffrey of YOSPOS
First game since the patch and I had 3 maps where out of the 20 person server only 2-3 of us werent green on the scoreboard :eek:

I did my best to be really helpful and some guys felt really overwhelmed. It really is easy to forget how complicated and unintuitive the game really is for new people. I played with people who were gorges and didnt even know there was a build menu.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
Okay, for some reason the game doesn't want to recognize that my mouse has thumb buttons. It used to, but I don't know if the patch or the fact that I got a new mouse are the problem.

To try to get around this, I tried changing my thumb buttons to be PageUp/PageDown. I go to the Bindings menu in NS2. I change the movement special to be my lower thumb button. It accepts the change, says I've bound it to PgDown. I go into the game, hit my low thumb button... nothing happens. Voicechat is the top button, I changed it to PgUp, it accepts the change... it doesn't recognize it ingame. If I reach over to my keyboard and hit the actual PgUp button it toggles voice chat.

The options menu has different key detection than the actual game or something, I don't even know what is going on at this point.

GenericOverusedName fucked around with this message at 02:02 on Jun 29, 2013

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Just played a few games with the new patch. I'm pretty pleased; games are frantic and fun again, and it feels like your actions have weight. Lerks are still damned impossible to kill (except when I'm a lerk, naturally) but as a marine I felt like I was more free to use the weapons rather than saving for dual exos.

I only played one round as aliens, but it was pretty darn fun. It still feels like it's easier for marines to get the initiative than aliens, to be honest.

kojei
Feb 12, 2008

If the mouse is a Logitech, make sure the forward/back buttons are set to "Generic Button" rather than forward/back.

Visual Sneeze
Mar 4, 2008

Rose City 'til I die!

RabidWeasel posted:

aura is op as hell on ... lerks

You weren't kidding, thanks for the tip. That was really nice to have when I was spike-sniping 6 marines in Cave and was able to prioritize my targets much more effectively.

Visual Sneeze
Mar 4, 2008

Rose City 'til I die!
Alright, now there certainly is a thing as too many rookies. Hooboy. I just tried alien comming on Summit and tried to organize a rush on Sub or Cross (we started in Data and held Atrium). I provided gorge eggs and a lerk egg, explained the tactics of bile-bombing stuff and using umbra and general mayhem to draw fire from the gorges, set up a forward base, pinged the map and provided drifter escort...

...and 80% of my team spent 15 minutes fighting over Crevice instead. Both teams were hilariously inept, but once the 40 minute mark rolled around and we had neither lost nor gained any ground in what felt like an eternity, I pretty much just lost the will to keep trying and hopped out to join the fight before we got overwhelmed. There have been some really promising and friendly new players that have been a genuine pleasure to play with, but a lot of these guys don't communicate AT ALL and just seem to play it like your typical "deathmatch with a suggested objective" sort of FPS, not really getting the point of the game. When those players hit critical mass in a server, you can't really expect them to do anything else when they're all just playing off each others' lead, nor can you expect them to learn anything about how an effective match is played out. I dunno, I'm just exhausted from herding cats all night, hopefully I'll be less frustrated when I wake up.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I've just been talking constantly and hoping that it is sinking into the new players but it is bad times if you don't have at least a comm + 1 or 2 players in the field who are willing to mic spam so that the rest of the team goes along with it.

Barent
Jun 15, 2007

Never die in vain.

Garfu posted:

If I hadn't already played 1500 hours I would probably fire this up again, but it's too late for me. Going on one full month of not launching NS2, feels kinda weird.

1500 hours?!?! Holy poo poo, even all of my playtime from Civ 4 and 5 combined doesn't match that. You crazy!

a creepy colon
Oct 28, 2004

by Jeffrey of YOSPOS
Yeah the game is basically unplayable right now. The amount of rookies is unreal and it leads to these awful 60 min stale mate matches where both teams are so bad they can't make any progress. It sucks because most of these people are probably just going to never pick the game up again because they have only been exposed to a few games like this filled with all new people. There is no nuance in the ganplay, tech points don't seem to matter, it's just like ns2 deathmatch out there.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
Not only that, but all the changes in the patch broke the combat mod so you can't even play the unofficial deathmatch mode if you wanted to!

speng31b
May 8, 2010

I just tried this patch out after having taken a few months off, and the difference is crazy. I dunno what this is like for people who have been playing incrementally all along, but it's definitely a huge improvement in terms of both fun and performance from what I last experienced. I've played 10 or so matches and every one of them has been reasonably well-coordinated and exciting. Best of all, it performs well enough that I can play on my laptop, now, which I take everywhere with me.

I don't know what all the exact changes are that lead up to this, but things definitely feel pretty good right now.

I didn't really notice too many rookies but maybe I just lucked onto a server with people who knew the map layouts and what to do. The thing I have noticed is that there are more moderately-experienced-but-not-quite-there players who take it upon themselves to armchair comm and confuse the poo poo out of everyone over voice chat, second-guessing the real comm and sending panicked messages about how everyone has to get to main base RIGHT NOW because he saw a skulk on his minimap which is outside the window and not even in base.

a creepy colon
Oct 28, 2004

by Jeffrey of YOSPOS
Yeah you probably lucked out and found a server with less green. Ive had some awesome games myself with the new patch but the rookie zerg rush is just too much for me right now. I cant stay quiet in a game when people clearly need help so it just leads to 90 min tutoring sessions. Cant wait for people to get used to the new patch though. Lovin the 15 res GLs

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Limastock posted:

Yeah you probably lucked out and found a server with less green. Ive had some awesome games myself with the new patch but the rookie zerg rush is just too much for me right now. I cant stay quiet in a game when people clearly need help so it just leads to 90 min tutoring sessions. Cant wait for people to get used to the new patch though. Lovin the 15 res GLs

I've had a lot of fun with those 30-40+ minute games but yeah I can only handle like 2 or 3 in a row before I need to stop, it's pretty exhausting trying to teach half a team what to do! GL+JP is amazing right now, I managed to skillshot a lerk out of the air and it was pretty much the best thing ever. Flamers might be even better though since you can chase down fades and cows and burn them to death while they have no energy.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
So I've mostly figured out the skulk and lerk changes, now I'm trying to figure out fade. I'm so used to the jump->step->jump->step pattern of movement, so I'm doing a lot of unlearning.

There's no more doublejump, but you start with blink so not like that matters with regards to getting on top of stuff. Momentum seems to behave very much the same way as it does for skulks, if you're in the air you'll keep most of the momentum you have. A short burst of blink + bunnyhopping kept me going at high speed across the map. As long as you keep off the ground you'll be zooming along without using up your energy. You don't lose as much momentum by turning in the air, but you'll still lose some unless you do the strafe/turn thing like you'd do as a skulk. You can always get your speed back up by tapping blink again, though, so it's more forgiving.

With celerity, corners are a bit more tricky. Max celerity I can get about 19(!) speed down hallways, but the loss from turning in midair is a lot more noticeable. Or I'm hitting the corners/walls/ceiling because god drat it is FAST.

It is also pretty quiet compared to the stepjumping from pre-patch. Blink is still loud as ever. Standard jumping is still noisy, but if you crouch-jump it's not as loud. It seems quieter as I go faster, like it's only playing half of the sound? Could just be anecdotal weirdness, too.

So fade is still the fastest motherfucker around, good luck hitting them. Also as I wrote up this post I got kicked from my own server for idling too long so I think that's new too.

E: Messing around as commander... holy poo poo, shifts/crags/shades can MOVE what. Very slowly but whaaaaaat.

GenericOverusedName fucked around with this message at 03:16 on Jun 30, 2013

TheSpiritFox
Jan 4, 2009

I'm just a memory, I can't give you any new information.

GenericOverusedName posted:

E: Messing around as commander... holy poo poo, shifts/crags/shades can MOVE what. Very slowly but whaaaaaat.

Hahaha this is awesome. So going to Alien comm and creep crag/shade bases up hallways behind a push.

AgentF
May 11, 2009
Just played maybe 4 games of alien comm in a row. A lot of changes to get used to, originally the biomass system threw me for a loop. Figured out how to do everything now but still need to learn how to use it all properly. For example I kept building new forward bases instead of just advancing the old one. I reached some sort of command cap, which made me want to spawn more overlords.

Sort of missing the old drifters but I can understand the new ones. They're actually pretty cool when you have several hive types and the drifters can advance with your raids and just poo poo upgrades all over your aliens.

limp_cheese
Sep 10, 2007


Nothing to see here. Move along.

Had my first griefed match tonight. Guy would get into Alien comm, make about 40 drifters, and just kept on giving them all move orders at once. Some of the worst lag I've ever seen.

On the plus side seeing 40 drifters come floating down a hallway or all of them in the same model space is a sight to behold.

a creepy colon
Oct 28, 2004

by Jeffrey of YOSPOS
Drifters are pretty amazing on attacks now. They create hallucinations, regen armor and enzyme.

limp_cheese
Sep 10, 2007


Nothing to see here. Move along.

Did they get rid of the floating numbers when you attack someone? I liked knowing how much damage I did, even though it seems I get more kills without that. I did notice they have the red flash around the crosshair when you do hit.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

limp_cheese posted:

Did they get rid of the floating numbers when you attack someone? I liked knowing how much damage I did, even though it seems I get more kills without that. I did notice they have the red flash around the crosshair when you do hit.

No, check your settings

limp_cheese
Sep 10, 2007


Nothing to see here. Move along.

Volmarias posted:

No, check your settings

It was a server mod. Probably should double check these things.

Alain Perdrix
Dec 19, 2007

Howdy!
I just got the game during the sale, and I love it so far. I'm impressed by how complex it is, and by the absolute necessity of communication. I've started getting pretty good at playing as a marine, I find, but the alien game seems a little more complicated. I found some tutorials online from goon TychoCelchuu. I'm seeing a lot of talk about how there were some big changes made to the game with this new patch – can I safely assume that at least most of what I might learn in those tutorials is still applicable?

TychoCelchuuu
Jan 2, 2012

This space for Rent.

Alain Perdrix posted:

I just got the game during the sale, and I love it so far. I'm impressed by how complex it is, and by the absolute necessity of communication. I've started getting pretty good at playing as a marine, I find, but the alien game seems a little more complicated. I found some tutorials online from goon TychoCelchuu. I'm seeing a lot of talk about how there were some big changes made to the game with this new patch – can I safely assume that at least most of what I might learn in those tutorials is still applicable?
Ugh. They're about 80% correct - the commander ones are the most wrong, as are the parts where I talk about alien movement. I've contemplated making a new video to correct all the new stuff, but as of right now it's all broadly right so I haven't yet.

Owl Inspector
Sep 14, 2011

I haven't tried the patch yet, but unless the tutorials talk about very specific things having to do with movement or commander strategy, it should still apply. You'll still want to attack from walls and ceilings instead of running along the ground, you'll still be much safer traveling with other aliens and attacking at the same time, etc.

I think it's slightly less necessary to move with teammates at all times as an alien (whereas it's pretty much required for your safety as a marine) but it still really helps to move as a group if you want to do anything more than harass.

DelphiAegis
Jun 21, 2010
I tried to play some tonight, but was caught in a clusterfuck.

Look, I understand you build a community around a server. That's cool! Communities are what NS2 is based on. And often regular players wish to play the evening.

However, making a mod that lets you load the map, then waits ~30 seconds (Not long enough time to spawn in and ever actually do anything.. ever) and simply shunts you to another server which ALSO happens to be full, that lets you load the map before waiting 30 seconds and shunting you to a third, fourth fifth and loving sixth server is completely asinine.

I was so pissed by the end of the line of server shuffling (at a good 1m loading every loving time) that I quit in loving disgust. Christ.

Tiny Timbs
Sep 6, 2008

DelphiAegis posted:

I tried to play some tonight, but was caught in a clusterfuck.

Look, I understand you build a community around a server. That's cool! Communities are what NS2 is based on. And often regular players wish to play the evening.

However, making a mod that lets you load the map, then waits ~30 seconds (Not long enough time to spawn in and ever actually do anything.. ever) and simply shunts you to another server which ALSO happens to be full, that lets you load the map before waiting 30 seconds and shunting you to a third, fourth fifth and loving sixth server is completely asinine.

I was so pissed by the end of the line of server shuffling (at a good 1m loading every loving time) that I quit in loving disgust. Christ.

Haha I got caught in that the other night. The servers clearly weren't full, but it kept shuffling me around anyway.

If you keep playing on those servers, though, watch out for the one admin who keeps dropping hives without telling anybody and then raging at his team when they get killed immediately. That guy's a trip. I wish I could remember his name.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

DelphiAegis posted:

I tried to play some tonight, but was caught in a clusterfuck.

Look, I understand you build a community around a server. That's cool! Communities are what NS2 is based on. And often regular players wish to play the evening.

However, making a mod that lets you load the map, then waits ~30 seconds (Not long enough time to spawn in and ever actually do anything.. ever) and simply shunts you to another server which ALSO happens to be full, that lets you load the map before waiting 30 seconds and shunting you to a third, fourth fifth and loving sixth server is completely asinine.

I was so pissed by the end of the line of server shuffling (at a good 1m loading every loving time) that I quit in loving disgust. Christ.

Yeah, I hit that one.

I really, really wish that either A) that plugin would check the status on the other server first and just kick you or something, or B) UWE would just freaking add in some sort of official res slot support, so that I have a loving clue BEFORE I connect if I'm just going to get kicked because someone reserves 8 slots on a 24 slot server.

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Dyz
Dec 10, 2010
I'm having trouble getting used to the new lerk. It feels awkward sometimes and I run out of energy way more often than I used to, even without adrenaline. It's also slower but I feel that's to balance out the new celerity. It sucks because lerk is my favorite lifeform to play.

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