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Account Details | |
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SteamID64 | 76561197961858759 |
SteamID3 | [U:1:1593031] |
SteamID32 | STEAM_0:1:796515 |
Country | United States |
Signed Up | July 24, 2012 |
Last Posted | November 17, 2015 at 4:48 PM |
Posts | 36 (0 per day) |
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Vortexthere's definitely aim assist when you're shooting people
i can hold m1 across the map and not miss
No, there isn't. I've been playing this game since alpha and there has never been auto-aim or aim assist.
VortexThe game is a lot of fun, but the auto-aim is pretty game breaking. There's recoil on automatic weapons, but if you're hitting someone it controls the recoil for you. So why is there recoil in the first place?
There is no auto-aim in this game.
Sidebar name: rline
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Former comp. tf2 player. Currently playing Reflex, Dirty Bomb, and Nosgoth. Occasionally DM'ing in TF2, looking to get back into pugging (where does this even happen now?).
waar
brownymasterLooking at the patch nodes, it doesn't sound like NS1 :/
Also they were licensing source at the start. The earlier dynamic infestation video was on source, but then they scrapped everything because they wanted a fancy engine.
Correct, it isn't exactly NS1. From the about page: "NS2c stands for Natural Selection 2 Classic. This mod was developed to experiment (initially) with changing core NS2 game play back to proven NS1 mechanics. From there it has grown to encompass a remake of the NS1 experience within NS2, also while attempting to increase the approachability and ease of learning the game. From there, I also hope to add to the mechanics and game play from NS1, and also attempt to further the skill based game play."
Yeah, it's kind of weird. They wanted to really get into dynamic infestation with their own engine. And then ended up with no dynamic infestation and the awfully unfun cyst system.
brownymasterI'd like to see how NS ported to source would do today. Making their own engine was way too ambitious. Heck, I wonder if you could port NS into the spark engine since it's suppose to be like GMod with tons of lua.
This would be pretty cool. With a proper engine, more time could be spent on balance and a better movement system. I mean, it's cool that they made their own engine and all, but the result was definitely a letdown to the community who was used to a solid engine in Goldsrc. I'm surprised that Valve never approached UWE in the same way they did with the CS/TF mod development teams (or maybe they did but it didn't pan out?).
Dragon has already remade most of NS1 into the NS2's Spark engine with NS2 Classic mod: http://www.ns2cmod.com/blog/
The game has a ton of technical and balance issues that continue to persist after every patch. The potential was there but there are way too many things that are wrong with the game on a fundamental level. I'm mostly just playing the game now to pass the time until Extraction comes out.
turtsmcgurtsthe NA competitive scene hasn't been/isn't that great. the 'top' team got flown out to germany for a LAN and the euro team (fana/tane/ect) had them spawn camped around the 1:40 mark.
The NA competitive scene was/is dead for sure. However, we did beat all of the other Euro teams to get there (saunamen, godar, duplex, mercury, coolclan). Archaea was just a level above everyone else, and we played pretty poorly. That "spawn camp" you're talking about was actually a result of us fucking up an early base rush and them already being in position for an egg lock after arc started off with a 1-3-1 pressure split. This egg lock was particularly easy given that Fabrication is a poor alien spawn on Descent. This play isn't exactly uncommon and isn't necessarily indicative of a skill imbalance. I do agree that the only really even games of that series were the first two on Tram.