Natural Selection 2

Even in the previous version it wasn't that great, plus they don't reply to any of my tweets.

Getting seriously dissapointed in purchasing two copies ( me/brother ), I don't play it anymore nor does my brother. The performance/bugs from the rezzed event was completely different to the home download version :mad:

I thought you seemed a bit too enthusiastic about this game when you came back from that event :D
 
Would like them to get the damn thing into release either free-to-play or retail .... been waiting ages even though I've paid for the special edition :D
 
Much much better in the short play i just had!

Apart from being told to **** off as soon as i joined a server and went onto the marine side because they wanted to try out the exo suit!
 
Had a game last night, playing on Aliens.

Everything felt better since I last played, which is good.

The main gripe I had was a lack of tactical feedback on when I was actually hitting stuff.
As a skulk: I was running around biting ankles and it felt very random as to whether they would fall over after 2 bites or 7. I couldn't accurately say when my attacks were landing or whether I was doing any damage at all.
Lerk: Less of a problem, most of your damage vs. marines comes from gas and other 'obvious' attacks.
Fade and Onos: Exactly the same problem as skulk, couldn't tell when my slashes and bites were hitting the marines.

Those who played NS1 will remember the proper 'crunching' noise made when you landed a bite as skulk or lerk, or the 'doof' sound with fade, or the crashing/crunch sound with Onos's headbutt. It needs that.
I feel NS2 needs to be a bit more like NS1 in terms of combat.
 
Now for the really cool part: We have some presents for everyone who pre-ordered the game before today's Steam release (anyone who has played in the NS2 beta). You all receive:

A free upgrade to the Deluxe Edition detailed above
A free copy of NS2 Standard Edition to give to a friend or stroke lovingly
Continued private beta access right up to launch day in October
 
We just finished up a quick patch, hot on the heels of the Onos/Veil epic Build 217. This patch is mostly bug fixes and improvements.
Balance

  • Increased mature hydra health by 30%. Decreased spread on hydra spikes so they are more accurate. Removed inaccuracy versus fast-moving targets.
  • Reduced Lerk umbra energy cost from 30 to 25.
  • Reduced marine total sprint distance and recovery time to make more intentional. Added "out of breath" sound effect when you run to exhaustion.
  • The MAC is no longer able to weld for 1 second after taking damage.
  • Adjusted minimum (and minimum-emergency) egg spawn rates to increase the spawn rate when many aliens are dead.
  • Increased Exosuit research from 20 to 30.
Fixes

  • Attempt to improve wall jumping by adding more of a vertical boost.
  • Fix server browser column sorting order (e.g. first click on the ping column will always sort in ascending order).
  • Fixed TechNode:GetHasTech on client side.
  • Fixed aliens not being able to damage partially repaired powernodes.
  • Fixed bug causing the first click on the Commander minimap to be ignored.
  • Fixed bug where aliens could upgrade the same hive type multiple times.
  • Fixed bug where Gorge could attack during belly slide.
  • Fixed bug where marine could purchase weapons when in vortex.
  • Fixed bug where other players would not hear the pistol attack sound.
  • Fixed bug where the GUI would stop updating after hot-loading Lua files.
  • Fixed bug where the server could send an update to the client even if the world had not been updated (could cause poor interpolation for server side simulated objects).
  • Fixed crash when calling destroy on a nil render object.
  • Fixed exploit where a player could gain unresearched abilities when evolving with a commander dropped egg to a higher life form.
  • Fixed incorrect icons displaying on the death screen (The pistol will not display when you are killed by the Exo Minigun for example).
  • Fixed incorrect interpolation of grenades.
  • Fixed issue where the Exosuit interior was lit by the outside world when the cockpit was closed.
  • Fixed issue with commander ping interfering with default voice keybind (ping can now only be triggered with mouse button 3 or the icon at the minimap).
  • Fixed script error caused by using sv_say or sv_tsay without providing any message.
  • Fixed spike attack sound triggered too early.
  • Fixed vortexed units being affected by bilebomb.
  • Increased Lerk spore energy cost a bit so they can't be spammed forever with Adrenaline.
  • Increased Lerk umbra radius a bit to more accurately match the effect.
  • Insight - tech point damage audio and flashing red warning not working.
  • Marine commander sees now player health bars again.
  • Moved Shade to use ModelMixin; it animates too much for it to be a good ClientModelMixin candidate.
  • Sentries now correctly attack hallucinations.
  • Server/Client side hitbox mismatch for some structures.
  • Shooting the Shift will always result in damage now, it was inconsistent before.
  • The Exo no longer displays the weapon switch indicator at the bottom of the screen.
  • The Exo no longer tracks cloaked enemies on the UI.
  • The Mine will no longer damage enemies on the other side of a wall.
  • The Mine will no longer explode when it detects an enemy through a wall.
  • The button image for Welder on the Commander interface is no longer blank.
  • Weapons will no longer float above the Marine after they are knocked down to the ground from the Onos stomp ability.
Improvements

  • Added an image that is displayed on the UI when there are connection problems to alert the player.
  • Camera is closer to egg when you're evolving: looks better and makes you paranoid about what might be sneaking up on you.
  • Marines now drop weapons which cost resources (same as when they die) before entering an exosuit.
  • The sv_status command may now be used by all clients on the server.
ns2_summit

  • Fixed problem where you couldn’t drop anything between Sub Access and Maintenance.
  • Fixed some Commander building exploits (Thanks rantology!).
ns2_tram

  • Detailing changes in Repair room, added tram tunnel signs.
  • Fixed texture issues in some rooms.
Optimizations

  • Changed precached cinematics to be loaded when the client starts.
  • Fixed issue where materials could be loaded and unloaded during ray tracing.
SDK

  • Fixed hot loading of textures and surface shaders in the tools.
  • IP address is no longer displayed in sv_status, sv_statusip can be used for that now (only available for admins).
Sound

  • No more girl screams.
Enjoy!
I did request triple buffering for D3D and Vsync options in the graphics card options in early july, they've had months to put it in as it would be a great addition. But no such luck :(
 
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