Natural Selection 2.0 OUT!!

i saw it but im gonna wait till i build my comp. itll take me a weekend due to shipping and installing stuff but im definatly looking forward to it and i hope it holds me over till hl2.
 
Stupid 56k, Ive got to sit here and wait for it to arrive on CD while all my Clan Mates go and have fun ;(

Bastards.
 
I'll sum up 2.0 for you, 1.1 with a minimap. Honestly they didn't add anything but that and like turning skulks when they run up walls, i mean it hsould be 1.15 or something, all they did is tweak shit I don't see why they are hyping it, it is still super jumpy and laggy, unbalanced, and overall isn't really that fun.
 
Ive noticed the aliens seem notably stronger.
 
did they improve the animations such as running and make the marines a little thicker? and do they have any outdoor maps?
 
Originally posted by Aethaecyn
I'll sum up 2.0 for you, 1.1 with a minimap. Honestly they didn't add anything but that and like turning skulks when they run up walls, i mean it hsould be 1.15 or something, all they did is tweak shit I don't see why they are hyping it, it is still super jumpy and laggy, unbalanced, and overall isn't really that fun.

Um, did you actually read the changelog or play it for more than 5 minutes?

They've thrown in a ton of new things. Just a few of these are:

Marines can electrify resource nodes and turret factories.

Commander can assign people to hotgroups, as in any RTS.

Onos can now devour marines, killing them in about 20 seconds, but allowing the other marines a chance to kill the onos and save their comrade.

Sensory chambers now cloak any alien structures or players within a certain radius, even while moving. Attacking or being shot will reveal aliens.

No more Hive restrictions on life form evolution. You can go Onos at one hive, provided you can get the resources.

And so on and so forth. I'm not trying to hassle you, but they didn't spend months on this just to add a minimap...

Twilight

PS
Below is the nearly complete changelog. This one is actually one or two changes old, but pretty much the same as the final one. The NS forums are down right now (So they can keep all the file mirrors referenced, etc...), so I couldn't get the latest, but here you go:

http://ukns.org/articles.php?action=view&id=11&PHPSESSID=49a0de594add47c1746af7f55a4147b7
 
Marines can electrify resource nodes and turret factories.
which is a glow like in admin mod or anything else which was already existant and trigger hurt, so hard to code

Commander can assign people to hotgroups, as in any RTS.
uhh doesnt sound that hard to do either

Onos can now devour marines, killing them in about 20 seconds, but allowing the other marines a chance to kill the onos and save their comrade.
a image overlay of the screen and a timer until death ok I dont know exactly how you get transported aroudn but I suppose its not that much different from spectating, I doubt if you spec at the onos and go inside him you will see a marine curled up in a fetal position

Sensory chambers now cloak any alien structures or players within a certain radius, even while moving. Attacking or being shot will reveal aliens.
a few minutes of coding, they already had cloaking, all they had to do was add it to things

No more Hive restrictions on life form evolution. You can go Onos at one hive, provided you can get the resources.
like also a few minutes of coding like changing numbers from 1 to 0 to turn off restricting

Below is the nearly complete changelog. This one is actually one or two changes old, but pretty much the same as the final one. The NS forums are down right now (So they can keep all the file mirrors referenced, etc...), so I couldn't get the latest, but here you go:

http://ukns.org/articles.php?action=view&id=11&PHPSESSID=49a0de594add47c1746af7f55a4147b7
most of them are just simple tweaks though, i'll be satisfied when they add new gametypes, weapons, character models, alien types, more structures, outdoors maps, laser perimeter fencing, and smartguns
 
most of them are just simple tweaks though, i'll be satisfied when they add new gametypes, weapons, character models, alien types, more structures, outdoors maps, laser perimeter fencing, and smartguns

It's easy to tear down someone else's hard work, but until you can duplicate these things in your own mod, you might want to reconsider. Flayra and the rest of the NS Dev team have spent most of the past year working on this, so it might have been a little bit harder than you think. There's also balancing the game after adding new alien weapons (Which were done), and new marine upgrades (Which were done).

No more Hive restrictions on life form evolution. You can go Onos at one hive, provided you can get the resources.
like also a few minutes of coding like changing numbers from 1 to 0 to turn off restricting

If you really think it's that easy, I suspect you haven't done much coding. It's not like there's a simple variable you toggle, and that's it. From the way you're making it sound, you could have done all of this in a single evening, and had time to watch some TV afterwards. I think the truth may be more complicated.

Again:
http://ukns.org/articles.php?action...46af7f55a4147b7
most of them are just simple tweaks though, i'll be satisfied when they add new gametypes, weapons, character models, alien types, more structures, outdoors maps, laser perimeter fencing, and smartguns

So basically, unless it has all new weapons, gametypes, and everything, it's only a minor "tweak"? I've been playing NS since it came out, and this has been a massive change, bigger than any other update so far.

However, if you don't find it fun, there's a simple solution, and I'm sure you can figure out what that is. Not every mod is for everyone...

Twilight
 
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