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octoroon posted:From what I've seen, successfully taking down a power node in a base gives you something like a ~75% chance of winning right then regardless. If Fades are up and their IPs are unpowered, they don't stand much of a chance. But maybe with really top-tier players that isn't quite so certain. A lot of times a skulk or 2 will take down the base powernode without the marines realizing it. Then the marines would kill the skulks and what would have been a game ending power loss is spoiled. If there's an aware fade in the area they can keep the power down indefinitely until more backup arrives to wipe the team. This happened a lot in the beta with more aware players.
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# ? Nov 5, 2012 22:58 |
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# ? Apr 28, 2024 13:39 |
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Boing posted:<skulk chat> Don't ever move in straight lines for more than a split second (in combat). It makes you easier to track, *especially* if you are moving straight towards your target. Leap can be used like a double-jump, and you can completely change direction when you use it. You can also point up or down when you use it. This lets you move in all kinds of crazy ways, without needing a nearby wall to bounce off of. Similarly, Fades can use blink in the same way... go right over a marine's head, or get close to that rear end in a top hat jetpack who thought he was safe. This part is kind of hard, but try to get to the point where you don't just hold down the button to keep biting and hoping for a hit. When you are juking around super fast, sometimes this is the only way to hit anything, but when you get more aware of precisely how you are moving around, it might give you an edge. Basically as you get better at movement, you will get better at determining when you need to bite and when you don't, so you are less likely to miss those opportunities where the target has flashed by your mouth but you were between bites. And don't be afraid to retreat. Dying gives them resources, and you won't gain any while you wait to hatch again (this REALLY sucks). If you leave a marine wounded, he will either go back for healing (taking time) or continue on becoming a 1 hit kill for the next skulk that finds him. Getting the first hit is usually the easiest... finishing them off is much harder. Listen for their reloads. Rifle clips are short, and the pistol sounds distinctly different so it is easy to tell if they swapped to it instead of reloading. When they reload, you have an opportunity to stop spazzing and go straight at them for a moment (assuming they are alone). If you are hiding in a room and a marine comes in to start building something, you can often get at LEAST 2 bites on them from behind before they react. The building sounds can help mask the noise you make. Just try and make sure you approach from behind. [Edit] Ping makes a big difference too I think. Although the game feels like it plays well with high ping, it seems like you can die nearly instantly from rifle because you didn't realize you were even being shot until you are virtually dead. FuSchnick fucked around with this message at 23:08 on Nov 5, 2012 |
# ? Nov 5, 2012 23:05 |
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I thought they took out res for kills, can we confirm that's still in?
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# ? Nov 5, 2012 23:38 |
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Uh no we can't confirm it's still in because it's not in. It's out.
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# ? Nov 5, 2012 23:40 |
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AndyAML posted:if you get killed a lot, it means that you're giving the enemy team more resources to play with. loving WRONG Dying to an enemy gives them exactly 0 resources or benefits besides the fact that you are dead. If you're a skulk, sometimes dying in order to injure a group of marines and maybe even making them retreat in fear is a fine choice, if it means it stops them from making an organized push for your harvesters. The worst thing you can do in this game is sit on the goddamn ceiling, waiting for the perfect goddamn moment to activate your ~*MASTER AMBUSH PLAN*~ Just loving kill them. Who cares if you die, you're a skulk. You are literally walking garbage, meant to fall on people and bite their ankles apart, and keep the important things like lerkers, onoses, fades, harvesters, and other expensive poo poo alive and kicking. You are a distraction and a pest. Don't try to protect your priceless Kill Death Ratio like in call of duty because I guarantee your team will be pissed at you for masturbating on the ceiling for minutes at a time instead of skulk-swarming a power node or loving up marines faces. FuSchnick posted:and you won't gain any [resources] while you wait to hatch again (this REALLY sucks). Slappy Moose fucked around with this message at 00:09 on Nov 6, 2012 |
# ? Nov 6, 2012 00:05 |
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So my frequent locking up/hitching seems to be related to texture loading. When I had texture streaming on, the game only starts hitching after playing for a while. With it off, I get frequent hitching right off the bat, usually whenever I move/turn a little. Does this mean a potential issue with my HDD or video card? How might I go about narrowing down the problem?
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# ? Nov 6, 2012 00:12 |
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Any goon servers? Best part of NS1 were the community servers where you played with roughly the same people and knew what to expect and tried various tactics.
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# ? Nov 6, 2012 00:49 |
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Just had my first game as alien comm and I think I did alright. We won at least. Went early camouflage then carapace. So can someone give me a run down on Shifts, their purpose and strategies because it was implied they were game changers but I didn't really get a chance to use them. quote:Any goon servers? Best part of NS1 were the community servers where you played with roughly the same people and knew what to expect and tried various tactics. There are at least two goon servers right now. Check out PGS.
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# ? Nov 6, 2012 00:54 |
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I'm going to be streaming later, so for all the people that keep asking about tactics or how to play a certain lifeform, come in IRC (and then eventually in my twitch channel /garfu) and you can make requests and I'll do my best to show you how to play. I'll probably start around 9est.
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# ? Nov 6, 2012 00:59 |
RadicalWall posted:Just had my first game as alien comm and I think I did alright. We won at least. Went early camouflage then carapace. Shifts can spawn eggs around them which allows you to create closer respawn zones for your team. Reduced travel time = your pushes are harder to stop. You can also upgrade them and use them to teleport buildings around, allowing you to move your crags/whips/stealthy building (whatever the hell it's called) forward as the push advances. Generally though, by the time that this is something I'd want to do I probably have enough res to just plop down another bunch of crags and a stealther. If your team is sucking a shift pushing eggs out eliminates the respawn bottleneck too. The most effective thing that I have noticed helps as alien commander is to simply tell your skulks to travel in packs. If you are alone, find someone else to go with. Never travel alone. They are so fast and can cover the map so easily (particularly since I always start with shift hive and give them celerity relatively soon) that there's really not much point in spreading out all over to be easily picked off. Oh and beg for a gorge if necessary to help with your initial expansion. Nuclearmonkee fucked around with this message at 01:07 on Nov 6, 2012 |
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# ? Nov 6, 2012 01:03 |
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So a Shift can teleport other structures to itself or away from itself? What are the tactical uses of this? Building up a reserve of Shades in your base then plopping them quickly on the map? How fast does this teleport process happen?
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# ? Nov 6, 2012 01:16 |
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Garfu posted:I'm going to be streaming later, so for all the people that keep asking about tactics or how to play a certain lifeform, come in IRC (and then eventually in my twitch channel /garfu) and you can make requests and I'll do my best to show you how to play. I'll probably start around 9est. I'm curious your own feelings on hive evolution order if you could.
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# ? Nov 6, 2012 01:16 |
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RadicalWall posted:I thought they took out res for kills, can we confirm that's still in?
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# ? Nov 6, 2012 01:21 |
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AgentF posted:So a Shift can teleport other structures to itself or away from itself? What are the tactical uses of this? Building up a reserve of Shades in your base then plopping them quickly on the map? How fast does this teleport process happen? Only away from itself. Once the shift building has fully matured (An enzyme dropped on it (Third tab, third row, first button, or hit 'e' then 'z') will accelerate the maturation) you can evolve the shifting ability. I think it's 10 for the tower and 15 to evolve the ability. From then on, you can select the shift tower (Or multiple shift towers) and use the button to select a type of tower near the shift tower you want to move. This includes all the upgrade towers, all the special towers and the whip, and you can place it *anywhere* on the map on infestation for 5res. Takes about 6-10 seconds or so. You can also move the shift tower itself in the same way. It's ludicrously expensive res wise, unless you're hitting a turtle and don't really have anything else to spend it on. But it allows you to get healing bases back in order really fast, or coordinate whip-bomb attacks. DelphiAegis fucked around with this message at 01:36 on Nov 6, 2012 |
# ? Nov 6, 2012 01:29 |
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Side question: Do you have to evolve Bombard on every whip separately or is it hive-wide? EDIT: How do they fare against Exos? RadicalWall fucked around with this message at 01:42 on Nov 6, 2012 |
# ? Nov 6, 2012 01:36 |
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RadicalWall posted:Side question: Do you have to evolve Bombard on every whip separately or is it hive-wide? Separately. Think of them like ARCs.
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# ? Nov 6, 2012 01:37 |
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So, how about using a Shift to farm Crags at your base and teleporting them off to be healing stations outside a marine base? Is this any faster than just plonking down the Crags normally and, if so, does the extra speed justify the extra cost?
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# ? Nov 6, 2012 01:47 |
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AgentF posted:So, how about using a Shift to farm Crags at your base and teleporting them off to be healing stations outside a marine base? Is this any faster than just plonking down the Crags normally and, if so, does the extra speed justify the extra cost? I cant see how it would possibly be faster considering you still have to grow them and then wait for them to transfer over. It seems like its purely for reusing your old structures to push the front lines.
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# ? Nov 6, 2012 01:54 |
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7c Nickel posted:Unable to function at all. From personal experience, it also has a small area of effect - I have disabled 3 infantry portals at once with vortex. I haven't tried it on a command chair before, but now that I think about it that has the potential to be incredibly annoying! You can also stop people humping the armoury in a base with vortex if there is no gorge around to bile it.
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# ? Nov 6, 2012 02:19 |
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Game owns. Thread owns. Thanks guys for all the great information here. Coming from what seemed like years of NS1, I was still far more lost than I expected to be firing this game up today. No one in the server I played in knew what vortex was, so I'm glad that got answered here. Does it seem like like aliens win far more often than marines, or is it just my newbie experiences on first day? Something seems off on the balance still, but I like that there seems to be more flexibility in build structure allowed for this time. The map is fluid and flexible instead of rigid and predictable like in NS1.
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# ? Nov 6, 2012 02:22 |
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RadicalWall posted:I cant see how it would possibly be faster considering you still have to grow them and then wait for them to transfer over. It seems like its purely for reusing your old structures to push the front lines. Pretty much this. If you're patient enough, you can move a shift around to move a healing station closer/away from/to the other side of a base that you want to attack. The khammander has a lot of depth to his gameplay, but it's basically the reverse from the marine commander. The marine comm is relying on his vision to instruct his marines and do what needs to be done, whereas the Khamm is reacting more to the players as they move/chomp things around the map. The crags are great for not only the passive healing, but the res-costing massive heal on a cooldown they have. Can be ridiculous on structures if the Khamm is paying attention. And shades can throw out Khamm-controllable hallucinations that can wreak havoc to morale sometimes. I love playing, and I can't wait until the depth of the game is really plumbed even in pub games.
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# ? Nov 6, 2012 02:22 |
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Cmdr. Shepard posted:Game owns. Thread owns. Thanks guys for all the great information here. Coming from what seemed like years of NS1, I was still far more lost than I expected to be firing this game up today. I think their latest metrics showed an almost perfect 50/50 split on games won, I think with a very slight edge to Marines.
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# ? Nov 6, 2012 02:25 |
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Cmdr. Shepard posted:Game owns. Thread owns. Thanks guys for all the great information here. Coming from what seemed like years of NS1, I was still far more lost than I expected to be firing this game up today. Vortex is one of those new things that no one has a handle on cause it's unlike anything from NS1. I think it's one of the main reasons why people complain about aliens feeling weaker is because alot of their mid/late game abilities are these really new things that people just aren't used to yet like how vortex can break a turtle in it's tracks or how hallucinations can get commanders to panic about a non existent base rush.
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# ? Nov 6, 2012 02:26 |
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RadicalWall posted:I'm curious your own feelings on hive evolution order if you could. In pubs: If you go quick hive, it's leap, crag, carapace, shift, celerity, bunch of other upgrades, then shade. If you go harvesters + upgrades, its shift, celerity, leap, crag, carapace, everything, shade.
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# ? Nov 6, 2012 02:43 |
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It's funny how a lot of skulk players haven't figured out that the pistol is powerful and laser-accurate. In my last game, I kept gunning down skulks who thought they were safe watching me from all the way across the room but it takes less than a second to empty half the magazine into them.
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# ? Nov 6, 2012 02:46 |
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Important note for marines: NEVER GO IT ALONE. You are not a spartan-II. You are not a space marine. You're an average man with a gun, and your comrades are more important weapons than the ones you hold in your hands. I'm sick of commanding pub games where everyone rushes off to do their own thing and gets picked off by skulks who are made for that sort of thing. You see that? That's how marines should operate. It might be too much to ask pubs to perform perfect military drills, but goddamn, at least have the sense to cover each other and maybe pay attention to what's behind or above your friends.
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# ? Nov 6, 2012 03:04 |
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I just bought this. How awful is the community? If I play a few matches to get a feel, and then decide I want to try a match as commander, am I going to get yelled at and votekicked from the game the moment I do something badly?
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# ? Nov 6, 2012 03:07 |
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LibbyM posted:I just bought this. How awful is the community? If I play a few matches to get a feel, and then decide I want to try a match as commander, am I going to get yelled at and votekicked from the game the moment I do something badly? I haven't seen too many people being really rude to commanders, but new commanders are under a lot of pressure because bad commanding legitimately makes the game suck for your team. Just make sure to communicate and listen to your team and it'll be fine.
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# ? Nov 6, 2012 03:11 |
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LibbyM posted:I just bought this. How awful is the community? If I play a few matches to get a feel, and then decide I want to try a match as commander, am I going to get yelled at and votekicked from the game the moment I do something badly? The community is pretty laid back and reasonable in my experience. Unlike in most other games, the vast majority of players realize the importance of listening to the commander. You should play as a grunt for a few hours and get a feel for how things are done, and maybe play around with the commander interface in explore mode before you try commanding. People are mostly good sports and you won't be votekicked for incompetence unless it becomes clear that you're blatantly trolling, eg. Recycling every building and spawning thousands of ammo boxes next to an armory. Just make sure you have a microphone and don't afraid to ask for help. Gormless Gormster posted:But yeah, if you're commanding, talk a lot, plan a lot and always update your team. It's crucial, and its extremely annoying when you get a silent commander who treats the game like a resource race and leaves all the planning to the players. Follow ^ and you'll be a graduate of the Gormless Officer Cadet School.
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# ? Nov 6, 2012 03:14 |
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Natural Selection 2 just got a review from IGN http://www.ign.com/articles/2012/11/06/natural-selection-2-review 8/10
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# ? Nov 6, 2012 03:24 |
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I've been kind of worried about the lack of reviews but It's probably a good thing to get the initial launch issues out of the way before they start reviewing.
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# ? Nov 6, 2012 03:34 |
Has anybody come out with an ultra-optimised config for NS2 yet? I've set all graphics settings to minimum in the control panel, but it'd be nice to try a bunch of commands (or muck around in an .ini file) to just streamline it that little bit more. I'm on a laptop of not-awful specs, but not designed to play games. Specs, for reference: 2nd generation Intel® Core™ i7-2630QM processor 2.00 GHz with Turbo Boost 2.0 up to 2.90 GHz (I considered turning turbo boost off and just manually o/c'ing to 2.4ghz but google seems to suggest this doesn't really help anything) 6GB 2 DIMM (2GB x1 + 4GB x1) DDR3 1333Mhz Nvidia® Geforce™ GT 525M ,1GB(Quad Core) I know I'll never break 30fps but after a few minutes in game it becomes completely unplayable, roughly 1-2fps. That said, I haven't played the latest patch.
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# ? Nov 6, 2012 03:39 |
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VarXX posted:Natural Selection 2 just got a review from IGN The guy reams it pretty hard for the lack of a decent tutorial but it's the only negative thing he says about the game aside from some minor gripes about the lack of variety in player models. Too bad he uses it as a basis for saying "Natural Selection 2 has a lot to learn." Ok, NS2 is pretty tough starting out. I'm still learning stuff after playing 9 hours of it. But after the first hour of groping around, I felt pretty confident that I'd figured out the basics. The lack of a tutorial is a downside for sure, but I don't think the game is asking too much from new players.
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# ? Nov 6, 2012 03:40 |
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Slappy Moose posted:loving WRONG
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# ? Nov 6, 2012 03:41 |
Fallom posted:The guy reams it pretty hard for the lack of a decent tutorial but it's the only negative thing he says about the game aside from some minor gripes about the lack of variety in player models. Too bad he uses it as a basis for saying "Natural Selection 2 has a lot to learn." The guy probably only reviewed it for 45 minutes. Besides, it's IGN. I'm pretty sure UWE haven't given them any advertising money, so there's a hard cap on what scores they can give out. A medium-high score with an entire article of "this is all amazing" followed by a concluding "but there are a couple tiny issues so watch out" is just "game review" code for "this is a fantastic game, but they don't directly sponsor us".
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# ? Nov 6, 2012 03:42 |
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Early Silence for Skulks is pretty amazing. I snuck up on a group of three and killed them all without getting hit, then another group of two.
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# ? Nov 6, 2012 03:42 |
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Okay IGN, knocking them for "repetitive player models" is just wrong. The lack of tutorial is an understandable complaint, modern games get judged by that standard -- it's still inexcusable for someone who has been gaming as long as that reviewer to have a hard time picking up the game if he's giving it any effort at all, but at least it's a legitimate gripe in some overarching sense. But "repetitive players models?" What, because there are only three different marine models stratified by preorder status and the aliens adhere to a similar style based on the name of the loving game? I don't even know.
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# ? Nov 6, 2012 03:48 |
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That Gobbo posted:Early Silence for Skulks is pretty amazing. I snuck up on a group of three and killed them all without getting hit, then another group of two. At current pub skill levels anyway.
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# ? Nov 6, 2012 03:50 |
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If you watch the video review they basically gush over the game and the guy hanging over the player's shoulder constantly says "this looks amazing" and "I really want to play this" so I don't think anyone who read or watched the review would be turned off.
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# ? Nov 6, 2012 03:53 |
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# ? Apr 28, 2024 13:39 |
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Not to mention the guy alt tabs when he switches to the alien side and his alt key gets stuck so for the entire alien overview he's stuck crouchwalking thus making the gorge move 1mph and the skulk can't climb walls and the lerk can't fly. Half of his video review is borked. loving idiot.
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# ? Nov 6, 2012 03:59 |