Search Amazon.com:
Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us $3,400 per month for bandwidth bills alone, and since we don't believe in shoving popup ads to our registered users, we try to make the money back through forum registrations.
«145 »
  • Post
  • Reply
apostateCourier
Oct 9, 2012


Cyks posted:

Just tested it on a private server in the current build; there is no default cap. I suppose servers may be able to put their own player spawn limit.

# of marines-1 IP strategy is go. Now I know where to put excess resources!

...I just had a fun thought. If you set that up at a CC near a hive, you could have your guys do a suicide push in one direction, beacon after they're all dead, then go murder the hive. Then again that's a stupidly large amount of resources tied up in IPs.

Adbot
ADBOT LOVES YOU

Addict
Nov 11, 2003



I have commanded a decent amount of times now, and I can say that its getting stale. I am certainly not the best, but I find that being adequate is all that a team usually needs. Run the upgrades in the right order and hold onto 5 res nodes until you get better guns or lifeforms. Congrats you are a good commander.

Standard patterns have emerged. There is never a reason to drop an early second hive, or rush a strange upgrade as a hail mary, or get really anything but shift first. Maybe crag in a small but skilled team but I digress. The worst part of it is when I see my team losing there isn't much I can do about it. Any fun flexibility comes when you have already clearly won the game, before trying something offbeat can cost your team the game because you did that instead of carapace.

I wish that NS was more about two commanders battling each other by taking risks that may not work, using the ground troops to carry out their will. Instead you end up playing upgrade administrator.

Also descent is annoying to traverse and has really weird res placement. Hydro is a lynch pin. Odds are if you hold hydro, like double in veil, you will win.

Addict fucked around with this message at May 19, 2013 around 22:27

Limastock
Oct 28, 2004

i just want to be ur ~*friend*~


Addict posted:

I have commanded a decent amount of times now, and I can say that its getting stale. I am certainly not the best, but I find that being adequate is all that a team usually needs. Run the upgrades in the right order and hold onto 5 res nodes until you get better guns or lifeforms. Congrats you are a good commander.

I feel the same way. I find myself trying what are considered 'radical' strategies because im bored of the standard tech tree path you allude to above. If you deviate even a tiny bit from the standard PG tech rush and hold two tech points while you upgrade jet packs people are screaming mad. HORRIBLE COMMANDER they yell and try to eject you simply because you tried rushing ARCs or something. The marine tech tree is really not dynamic at all. There isnt much wiggle room for experiment and every choice you make seems pre-determined.

"Should I upgrade shotguns or mines first?" is not even a question anymore. Alien teams have figured out bile bomb and all alien teams will get a second hive, so sure you could upgrade mines, maybe your team will buy them but probably not, but even if they do, the result is you end up with marines poor in pres and alot of lerks mopping the floor with your team while gorges just blow them up with one bile bomb later. So you go shotguns first. And dont even think about upgrading grenade launchers.

Armor 1 comes before Weapons 1, because it gives you an extra bite that vastly outweighs the slightly extra fire power.

Exos before jet packs? Unthinkable. Jet packs>exo>dual exo. That is the only order.

Aliens of course arent any better. Shade first is fun, but will get you ejected unless your team votes for it, and with good reason.

That being said, it still has the most depth at commander/khammander than any other FPS/RTS hybrid ive ever played so VV

Limastock
Oct 28, 2004

i just want to be ur ~*friend*~


apostateCourier posted:

# of marines-1 IP strategy is go. Now I know where to put excess resources!

...I just had a fun thought. If you set that up at a CC near a hive, you could have your guys do a suicide push in one direction, beacon after they're all dead, then go murder the hive. Then again that's a stupidly large amount of resources tied up in IPs.

I took a pic the last time I did it:



also:

Limastock fucked around with this message at May 19, 2013 around 22:51

Addict
Nov 11, 2003



I think part of the problem is that commanding on a server with more than 7 people on each side (so every server) means that your job as commander is crowd flow. The lone ranger is pointless in the face of 14+ other players. If you cant shovel people into the bottleneck you will lose. You are practically forced to PG and Shift rush. That and the alien egg spawn is tuned to 7 players so you need the eggs anyway.

If enough people played this game anymore it would be worth it to write a mod to tune the balance of larger servers. Speaking of larger servers, the 32p ones are cool, but the game is STILL decided in the same amount of time, it just takes 30 extra minutes of fighting to conclude it.


The alien players are always like "Its making them waste res" but not really. Oh no the 1 res risk that you took.

Addict fucked around with this message at May 20, 2013 around 01:27

Limastock
Oct 28, 2004

i just want to be ur ~*friend*~


I agree, games are usually decided in the first few minutes. It is a real problem and the built in concede voting doesnt help things since it effectively eliminates the come back.

Addict
Nov 11, 2003



I am going to take a few month break from the game, and if it still has life then I would be interested in playing it again. If its dead I will be sad, but I got my moneys worth a while ago.

I think what it needs is NS 2.5, which would be a bold rethinking of how the game plays and how abilities work. They have the engine, most of the art assets, and hopefully the funding left to do so. The maps would probably need some refactoring but the current game, as fun and unique as it is, seems to get shallow once you have a good grip on it. Past that point its just how annoying of a lerk or fade can you be.

I can only speak from the casual perspective though. I have seen garfu and company go at it, few can be that good. Every few pro games you can see the game playing exactly like it should. It just can't happen in pub games though.

Addict fucked around with this message at May 20, 2013 around 08:09

mysteryberto
Apr 25, 2006
IIAM

Limastock posted:

I agree, games are usually decided in the first few minutes. It is a real problem and the built in concede voting doesnt help things since it effectively eliminates the come back.

I really dislike the concede voting. People start conceding at the slightest hint of a loss. Before you could come back from some pretty grim situations. I understand conceding if you've been stuck 15 minutes in your last marine base fighting several onos, less so when you lost your second base a few minutes in and have resources to rebuild it.

Incredulous Dylan
Oct 22, 2004

The act is always the same, but each time it's different.

If I feel that there is no teamwork and we are in a position for a long, drawn-out loss I'll concede. I'd rather have the scramble than waste 45 minutes. NS2 matches take a long time and there should be a system that keeps things moving in casual play when the enemy team is too disorganized to push in and your team is too disorganized to push out. When you have actual teamwork I think any situation can still result in at least a fun time for your teammates, so I'll always stick it out.

Incredulous Dylan fucked around with this message at May 20, 2013 around 15:38

Volmarias
Dec 31, 2002

This could be too paranoid to be effective, but it's a thought.

...

See, stuff like that make me confident in my decision to convert a Jovian moon mine shaft into a survival bunker!

When you're aliens with 1 hive, 1-2 RT, and the marines control the rest of the map, and are clearly just dicking around until everyone can go Exo, it's time to concede.

Attention marines: Just kill the goddamned hive.

Cyks
Mar 17, 2008


mysteryberto posted:

I really dislike the concede voting. People start conceding at the slightest hint of a loss. Before you could come back from some pretty grim situations. I understand conceding if you've been stuck 15 minutes in your last marine base fighting several onos, less so when you lost your second base a few minutes in and have resources to rebuild it.

I had a concede two days ago because we lost our third tech point. Jetpacks were up, exos finished when the vote passed and we held 3-5 RTS throughout the whole game. It was so drat stupid.

Did have a match the same day where the marines lost despite owning the majority of the map on Veil. We knocked out the power in control which had all of their IPs and the only marines alive were all exos (like six of them) so nobody was able to build. It was so drat hilarious.

Guesticles
Dec 21, 2009

I AM CURRENTLY JACKING OFF TO PICTURES OF MUTILATED FEMALE CORPSES, IT'S ALL VERY DEEP AND SOPHISTICATED BUT IT'S JUST TOO FUCKING HIGHBROW FOR YOU NON-MISOGYNISTS TO UNDERSTAND

P.S. STILL COMPLETELY DEVOID OF MERIT


Volmarias posted:

Attention marines: Just kill the goddamned hive.

Attention Aliens: Stop eating me when I try.

Mega Comrade
Apr 22, 2004

Listen buddy, we all got problems!


Build 247 just went live.

chocolateTHUNDER
Jul 19, 2008

GIVE ME ALL YOUR FREE AGENTS

ALL OF THEM


Mega Comrade posted:

Build 247 just went live.

I swear they push patches out at the worst times possible.

chocolateTHUNDER fucked around with this message at May 20, 2013 around 22:18

Mega Comrade
Apr 22, 2004

Listen buddy, we all got problems!


Ha yeah its just killed all the servers as no ones version matches what the servers are running.

Guess i'll be playing something else tonight.

Limastock
Oct 28, 2004

i just want to be ur ~*friend*~


Guesticles posted:

Attention Aliens: Stop eating me when I try.

I hate this complaint as well. Sometimes you have to get more men and tech up a bit before taking the last hive down. It's difficult finishing off an entrenched enemy.

Fallom
Sep 6, 2008



Mega Comrade posted:

Ha yeah its just killed all the servers as no ones version matches what the servers are running.

Guess i'll be playing something else tonight.

Every time they release a patch it's timed just right so that I don't get to play Natural Selection 2 at all that day. I wouldn't complain if they just waited another day and put it out at 0600 PST or something.

Splicer
Oct 16, 2006


Console is giving errors about loading pulse, nerve, and cluster grenade resources. Is that new?

GenericOverusedName
Nov 24, 2009


quote:

Features:

Added Server Details window to the server browser
Added “server name” field to server browser filters
Added filter tabs in server browser
Added history tap to server browser
Added in game voting system (change map, kick player, reset round)
Added Quick Switch key (default V) to switch to last chosen weapon

Improvements:

Password prompt window will now join a server when pressing enter
Added key bindings for “Vote Yes” and “Vote No”
Limit pistol fire rate to 10 bullets per second (thanks matso, xDragon)

Fixes:

Fixed bug causing multiple order sounds to play in a row (build order for example)
Fixed problem with marquee selection not being prevented / canceled when performing another action like dropping medpacks
Fixed problem where enemy players could differentiate between normal eggs and gestating aliens
Fixed bug causing the last character in chat to not be sent when the chat message is at the maximum length

Editor:

Entity selection wasn’t aware of the layer lock mode
Added ability to drag layers in the layer list to reorder them
Fixed crash when creating lines along edges of existing face
Added a “Commander Invisible” parameter to Cinematics to hide certain cinematics from Commanders
Added “CommanderInvisibleVents” group for vents that should be hidden for Commanders but that should display on minimaps

SDK:

The SoundInfo tool now generates soundinfo files for wav files
Fixed issue where Lua-style single line comments containing Lua keywords could break the profiler
Added Client.GetServerPlayerDetails() function to retrieve information about players on a server after a call to Client.RequestServerDetails()
Added Client.GetModDetails() function

Veil:

Reworked exit from Pipeline to The Dome
Added new corridor between The Dome and Y-Junction
Removed 45 degree corridor from Skylights
Added crates in East/West Junction
Removed one of the glass panes in West Junction
Columns in Cargo are hidden from Commander view
Added cover in The Dome
Removed the ladder access to The Dome
You can now build behind the RTs in Nanogrid
Reduced the pipeline power node influence to just the main room, and extended the utility location to cover those areas
Extended the geometry behind the pipeline resource node and rotated the node so that skulks and marines can fit behind and around it

Mineshaft:

Fixed a stuck spot in Cave

Descent:

Shifted Energy Flow to the east, in the place of the piperoom next to silo
Moved Energy Flow Resource node to the bottom corner of the room
Added new location “fluid transfer” to offset the changes to energy flow(adds a new power node so this area can be used as a staging point)
Widened all the vents so skulks can pass each other
Modified monorail vent to be less confusing and reduce travel time
Added cover to fabrication hive
Added cover to Hydroanalysis hive
Removed some cover from monorail tech point and pushed the wall by the tech point back
Added some boxes in gravity control so skulks cant hide on top of the tunnel as easily
Commander invisible vents should now be visible on the minimap
Gravity control rings should no longer be visible to the commander


Patch notes for the lazy. I highlighted the ones I thought were most interesting. Goodby pistol script kiddies! Also looks like they're tweaking Descent a bit.

Splicer
Oct 16, 2006


GenericOverusedName posted:

Patch notes for the lazy. I highlighted the ones I thought were most interesting. Goodby pistol script kiddies! Also looks like they're tweaking Descent a bit.
I'm finding it hilarious that "10 bullets per second" is seen as a limitation on a click-to-fire weapon.

e: So is it limited to one shot per .1 seconds, or can you still unload your entire 250 damage clip immediately?

Splicer fucked around with this message at May 21, 2013 around 18:41

This Charming Man
Apr 18, 2010


So it seems the latest patch makes alt-tabbing result in a crash 100% of the time.

Guess I'll finally have to remap the default Push-to-talk key to something that won't inadvertently kick me out of the game if I'm communicating with my team and checking the scores / team balance at the same time.

Bhodi
Dec 9, 2007

Oh, it's just a cat.


The pistol thing still lets you poo poo out a lot of bullets in a short amount of time. I think what it actually did was enable a .1 sec fire delay. It'll be interesting to see if this actually impacts anything, I think the delay needs to be increased more, personally.

Still no basic usability enhancements that are sorely needed, like an auto-evolve to last selected upgrades. I'm sensing this isn't going to happen, if it hasn't happened by now.

Stick100
Mar 18, 2003


Bhodi posted:

The pistol thing still lets you poo poo out a lot of bullets in a short amount of time.

Seriously, wow I would have figured they would have figured that out after NS1.

Adbot
ADBOT LOVES YOU

chocolateTHUNDER
Jul 19, 2008

GIVE ME ALL YOUR FREE AGENTS

ALL OF THEM


Stick100 posted:

Seriously, wow I would have figured they would have figured that out after NS1.

Gotta listen to those ***pro*** players though you know the ones that don't even make up 1/3 of the playerbase.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply
«145 »