A fast paced multiplayer shooter that pits aliens against humans in a strategic and action-packed struggle for survival!
Nylige anmeldelser:
Hovedsagelig positive (74) - 77% af de 74 brugeranmeldelser, fra de seneste 30 dage, er positive.
Alle anmeldelser:
Meget positive (5,709) - 85% af de 5,709 brugeranmeldelser for dette spil er positive.
Udgivelsesdato:
30. okt 2012

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22. december 2017

Update 320 - Merry Gorgemas!


"Twas the night before Gorgemas
when all through the base,
Not a creature was stirring
not even a MAC;
The Hydras were placed
by the Command Station with care,
In hopes that Saint Gorgie, soon would be there..."

Tis the season of gift giving and holiday cheer, so with that in mind we bring you Update 320. We’ve got some balance tweaks, visual improvements, and stability fixes for you this season. A huge thanks to Katzenfleisch for his many contributions this patch!

We’d like the take a moment and address some of the mod/client/server issues that started this week. Earlier this week Valve pushed out an update on the way clients access and use the version of workshop NS2 utilizes. As a result NS2 clients and servers can no longer access the workshop content. Thanks to some coding magic by Ghoul and McGlaspie, we have a temporary fix that will be released with Update 320, please be aware that some users may experience slightly longer load times as a result of this workaround (the more mods the longer it will take). We want to stress that this is a temporary fix and that server operators have been encouraged to setup mod backup servers to help keep games going if we continue to run into issues.

Our team is in communication with Valve and working to find a long term solution to the issue and we will be posting more in the next couple weeks as we figure out just what that permanent fix is going to be.

We hope you enjoy your holidays and stay tuned for more to come.
Merry Gorgemas!

Changelog

Gameplay
  • Exosuits - Based on resounding community feedback, these are temporary interim changes to slightly nerf Exos, to allow us time to redesign them entirely through proper testing in following updates.
    • Increased purchase costs to 55 pres (from 45)
      • So marines can’t get them too early into the round and to make buying an Exo a significant investment again, as well as potentially limiting the ability to just re-purchase after a quick death.
    • Decreased the base (0% charged) damage of a railgun to 10 from 33. Each railgun shot now deals only up to 150 (instead of 173) damage fully charged without any weapon upgrade researched.
      • A lower base dmg should help encourage fuller charges and diminish the likelihood of cheap “chipping” kills from immediately tapping fire, especially as follow up shots.
    • You can no longer simultaneously charge both railguns at all. You can only charge one at a time.
      • This, along with the base dmg decrease, should prevent the "Double Tap" issue that can result in a near instant ~250 dmg output by skilled railgun shooters. Feeling like you were being killed by one shot was an incredibly frustrating experience for the community.
  • Flamethrower - Based on community feedback, our previous Flamethrower buffs were not enough for the weapon to feel viable on it’s own. Please try these changes thoroughly before providing your updated feedback!
    • The flamethrower now deals light damage instead of “super light” damage
    • Increase the direct damage of the Flamethrower to 15 (from 10)
    • Increased burn damage to 8 (from 6)
    • Fixed that the flamethrower did not deal any direct AOE damage unless you hit an enemy directly.
    • The flamethrower can now set targets on fire up to 6 seconds. Each hit will add 2.1 seconds.
      • This should help with tackling the improved Whips
  • Dissolving ragdolls no longer stop or absorb bullets (Contributed by Katzenfleisch).
    • This affects Babbler, Resource Tower, Hive, Player and any other ragdolls from blocking any following damage or bullets. This is quite a notable change for the attentive shooter, and we think it feels much more responsive. Let us know what you think!

Tweaks / Improvements
  • Optimized the update routine for unit status HUD elements:
    • Health and armor bars of targeted units now update instantly.
    • Removed the annoying pulsate effect of the repair icons.
  • Improved map overviews
    • Fixed an issue where mini-maps would exhibit z-fighting, resulting in mini-maps that appeared to be missing certain details (eg crates).
    • Fixed an issue where the area the mini-map is rendered would not line up correctly with the minimap_extents object placed in the editor.
    • Added multisampling to greatly improve the quality of the generated mini-maps.
    • Fixed an issue where vent coloring would be incorrect/inconsistent.
    • Fixed an issue where some objects would incorrectly be colored vent-like (eg Repair room in Mineshaft had many yellow objects on the mini-map -- yet has no vents).
    • All vanilla maps now have higher resolution mini-maps!
      • Note to Mappers: ALL CUSTOM MAPS MUST BE UPDATED FOR THE MAP TO BE ACCURATE! Before re-rendering the mini-map for your level, open the level in the editor, and re-save it. Otherwise, the newly generated mini-map will not line up correctly with the in-game icons.
  • Improved quality of cloaked aliens shader effect for Marines.
  • All models and props that were not hand-made by level designers that emit a glow, will now change to match the current light color when power nodes are destroyed or repaired (code contributed by Nin). As a result unpowered locations will appear to be much more consistent now.
    • Note to Mappers: Please read the SDK section, as there is an explanation on how this change impacts your maps. By default, no changes are need and it will work correctly with all maps.
  • Commander selection and entity moving improvements. (Thanks Katzenfleisch!)
    • Fixed that you are able to select both movable and non-movable entities at the same time, resulting in a "invalid" sound each time an order is given to that group (even if all the movable entities are following that order). This happens especially with cysts and crag/shift/etc.
    • Fixed not being able to cancel an action given while a group of entities was selected.
    • Fixed having all the movable selected entities going to the same exact point when asking them to move, resulting in entity stacking. They should now distance themselves automatically when arriving at their destination.
      • Note: It is still possible to *manually* stack entities if one tries hard enough, but it should no longer occur automatically when moving groups.
Fixes
  • Fixed client/server crash when checking file(s) consistency from multiple threads.
  • Fixed client crash with texture streaming when resetting render device or closing client.
  • Fixed client crash with sound system when device is reset or client closes.
  • Fixed client crash during physics update when collision objects were create or read from multiple threads.
  • Fixed client crash where in some rare cases, starting a listen server with a mod enabled that had model resource content would crash when loading a map.
  • Fixed that the curl multi interface doesn't exit when the easy interface times out and thus the given network connection is never closed. Based on the number of players connecting this can cause a server's network interface to overload / show redplugs.
    • This was a major issue that we discovered when Hive temporarily went down, and while Hive’s issue was permanently fixed, we wanted to doubly ensure it could not negatively affect servers going forward.
  • Fixed issue with LuaJIT memory allocator not having correct memory space available.
  • Fixed that spectator slot users could not join a playing team, after a player slot user joined the spectator team in a full server.
    • This also fixes spectators from joining a team while a player who was guaranteed a playerslot is connecting. As a result, this should also fix most cases where the playercount was able to eventually show negative numbers in the browser.
  • Fixed that veterans couldn’t spectate in rookie only servers.
  • Fixed that Auto pickup of a Welder would also auto switch to it, even in combat.
    • Weapon pickup now behaves much more like you’d expect : you still pick up weapons automatically when walking over them, but if you want to swap weapons, you can now look at specific dropped weapons to pick them up within a pile of different weapons. Additionally, standing on top of a pile of welders will no longer hijack your “drop weapon” key, preventing you from swapping out weapons within that pile for a welder you already own.
  • Fixed that the quickplay_ready server flag didn’t work. Also added it as an option to the serverconfig, which defaults to enabled. Server operators do not have to rely on mods anymore to remove their server from the quick play queue.
  • Fixed that entity ragdolls did not dissolve properly or on time.
  • Fixed that Babblers did not detach when their parent died. (Contributed by Katzenfleisch).
  • Fixed that the Babbler’s collision boxes were not removed correctly when an attached babbler got destroyed causing aliens to become invincible around the babbler attachment points in the world. (Contributed by Katzenfleisch).
  • Fixed that certain structure’s range circles did not show up while placing them. (Contributed by Katzenfleisch).
  • Fixed that phasing through a Phase Gate could fail due to a server/client time desync (Contributed by Nin).
    • Note: This only fixes one of the possible conditions where this bug can occur.
      Fixed that the lights flickered when a destroyed/unsocketed/blueprint Power Node was attacked by Aliens, or when any Powernode state was attacked by Marines. (Contributed by Nin).
  • Fixed that AI unit’s speed restrictions weren’t applied while turning (bye-bye Initial-D Drifters!).
  • Fixed that many entities did not display damage numbers upon killing them. This list includes Hallucinations, Veils, Shells, Spurs, Babbler Eggs, Drifter Eggs, Eggs, Babblers, Jetpack on ground, Clogs, Mines, Cysts, Exosuits, and Sentry Batteries. (Contributed by Katzenfleisch).
  • Fixed that net_lag, net_loss, and net_blackout console command values were maintained after switching servers.
  • Fixed that Skulk bots tried to evolve to higher life forms including all available upgrades even if they don’t have enough personal resources, causing them to stay still until they have the needed resources.
  • Fixed that buildings that require orientation before placement (Phase Gates, Robotics Factory) would change their *position* (not just orientation) when the commander clicked once and moved their camera. (Contributed by Katzenfleisch).
  • Fixed a script error occuring because the jetpack flying sound wasn’t stopped when the Jetpack was destroyed (Contributed by Katzenfleisch).
  • Fixed that the Kill-Feed did not show the healspray kill icon when they gorge had the bile bomb or the babler bait selected (Contributed by Katzenfleisch).
  • Fixed that commander couldn’t place new structures while having enemy units selected (Contributed by Katzenfleisch).
  • Fixed that some alien structures’ impact were not removed from the navigation mesh after they got repositioned (Contributed by Katzenfleisch).
  • Fixed that you can damage a un-fully repaired PowerNode with every Alien damage ability except with Bilebomb
Maps

All maps have been updated to better utilize the glow toggling effect (when power is destroyed). As a result, the auxiliary power will now be more visually uniform. Some additional changes were added to toggle objects like holograms on/off when the power goes out.

Changes contributed by Zavaro:

Tram
  • Fixed stuck spots in Repair around the tech point
  • Added missing occlusion to southern Repair entrance
  • Fixed occlusion issue in east vent in Ore
  • Added more robust collision geometry in east vent in Ore to prevent stuck spots
  • Fixed lighting issues in North Tunnels
Refinery
  • Removed two invulnerable Gorge locations in Conduit (NE and SE corners of the room)
  • Added method for Marines to jump into Chasm-Containment vent
  • Fixed stuck spot on stairs north of Flow Control
  • Fixed spots around Exchange where cysts could be placed inside pipes
Docking
  • Removed invulnerable Gorge location in Stability above the vent
Descent
  • Fixed stuck spot in Fluid Transfer
Mineshaft
  • Fixed unaligned props near Repair Room
  • Fixed hole in Deposit’s moving crates that allowed players to exit the map
SDK
  • Note to Mappers: ALL CUSTOM MAPS MUST BE UPDATED FOR THE MAP TO BE ACCURATE! Before re-rendering the mini-map for your level, open the level in the editor, and re-save it. Otherwise, the newly generated mini-map will not line up correctly with the in-game icons.
Graphics
  • Material files used as layered effects (eg the distortion material used for cloaked aliens) can now use "%inherit" as a texture name, meaning it will use the base material's texture in its place. As a result, cloaked aliens now appear more detailed, since the normal map can now be used. Before, only the vertex normals were available for generating the distortion map.
Editor
  • There is a new “Emissive matches power” drop-down option for level-props. By default this option is set to true. All level Models (props) used by the game can now potentially be affected by a Location’s power-state. The emissive channel in said model’s materials is toggled off when there is no power or the auxiliary lights are active. Mappers have control over which props are affected at run-time. In order for this to be applied to a map, it simply needs to be open and re-saved. To control the effect mappers will need to selectively choose which props are excluded from being changed by a location’s power.
  • Added a new option to the texture tool that will cause it to attempt to align textures by their seams when copying the texture from one face to an adjacent on.
  • Added options for prop placement, including align-to-surface, and randomize \rotation.
  • Fixed a crash that occurred when trying to select a sound file.
  • Fixed that selecting multiple layers was difficult/impossible.
  • Fixed that sometimes the drawing tools would cut into invisible faces.
  • Fixed that double-click-selecting a large interconnected piece of geometry would sometimes crash the editor.
Known Issues
  • NS2+ percentage unit-status option updates too slowly (every 200ms)
    • While the flickering issue was resolved, fixing the update rate of this NS2+ option will require the base game to be refactored due to the way this option hooks into the game. This is a goal for our next patch.
  • Tram’s Logistics Hologram will be off when the power is in an unbuilt / neutral state.
  • The inability to charge your secondary railgun simultaneously is not currently communicated through the HUD.
  • Not all map overviews are 100% accurate, with some connecting room areas showing as not being connected on the map. This is going to require mappers making per item changes over the next few weeks through our extensions mod. We apologize for not having this feature in perfect condition upon release, but we felt the benefits provided by it justified the temporary downsides.
  • Not all room lights are updated to take advantage of the Emissive power state changes (eg: Hangar Bay on Kodiak). This is another issue that will require mappers making per item changes over the few weeks, and was a feature we felt while not perfect yet, should be included for feedback as it was improvement over the current state of things.
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27. oktober 2017

Update 319 - Anniversary!



Happy 5th Anniversary to NS2! Five years ago… Wow saying that makes me sit back in my chair a moment. It’s crazy to think that much time has passed, it seems like only yesterday we launched. So much happened to make the game become a reality even before release on Steam and even more has happened since.

We wanted to do something special for the Anniversary patch beyond just celebrating and we think we have done just that for Update 319. To say this update includes a lot of under the hood work would be an understatement. In fact, Update 319 includes changes to over 80,000 lines of code. Ghoul has been working for some time on making as much of the game code able to use LuaJIT as possible. Taking advantage of this function allows for the code to run faster and create a smoother experience for the user. These changes will not necessarily add additional FPS, what it does do is help diminish the disparity between what your FPS shows and how it feels.

Additionally, Update 319 includes some changes to two of our official maps. Summit has had some changes made throughout the map to give additional coverage areas and allow for more interesting engagements between Marines and Aliens. A lot of you may already be familiar with these changes, they are part of PsYk’s Summit_andabove mod. Seeing how the map was playing on public servers and testing it ourselves, we really enjoyed the changes and decided to merge them into the game. PsYk has also provided us with an update to Derelict. This update is mainly a performance pass throughout the map, fixing some long sight-line issues and changing a lot of lighting throughout the map. We hope that all of you will enjoy these changes as much as we do.

As previously stated in our last blog post, Update 319 marks the “End of Support” for our 32-bit client and server. While we are sad to do this, we are also thrilled to now be on 64-bit. Upgrades like this will allow us to continue more advanced updates to the game and content within the game moving forward. In fact, some of that new content is available now on STEAM!

Clutch your weapon tight for warmth, the Nocturne skins will chill your enemies to the bone!
Click here to view on Steam!
(Thanks to Ieptbarakat for the name, Nocturne!)



..but it doesn’t end there!

Forge your destiny! Show the enemy that fire cleans filth with the Forge Skin pack.
Click here to view on Steam!



Finally, we have felt for some time that the flamethrower still just didn’t feel right. An expensive upgrade weapon that just doesn’t seem to have much effect on anything, in essence it just didn’t feel like a flamethrower. The changes included in this update definitely make it a more viable weapon choice for groups on assault and we look forward to seeing how the community uses them.

From everyone at Unknown Worlds, thank you for a great five years! Now, go and dominate the other team while we get back to work  ;)

Update 319 Changelog

Gameplay
  • Flamethrower
    • The following changes aim to make the flamethrower a still unique but efficient primary weapon. To be considered worthwhile a primary weapon has to offer a decent amount of power in PvP (Player vs Player) engagements. That’s why most of the changes focus on increasing the damage in PvP engagements. The unique characteristic of the Flamethrower is kept by dealing mostly conditional damage with the focus on supporting other players and taking down alien structures:
      • The flamethrower now only hits the first target in line of fire but deals Area of Effect (AOE) damage:
        • Any enemy inside a small range (2 meters) of the target will be hit as well.
        • Every target hit receives 10 (was 8) damage and gets set on fire.  
        • A flame puddle is created below the first target.
      • The flamethrower deals now light damage to players, so armor will cover more damage.
      • The conditional damage of the flamethrower has been increased:
        • Flame puddles deal 27 (was 12.8) damage per second (dps) but each puddle only lasts 3.1 seconds (instead of 5.6)
        • Enemies take 5 dps (was 3) while being set on fire but each hit only sets targets for 3.1 seconds on fire (instead 6)
      • The flamethrower now hits targets more consistently:
        • Increased the fire cone width to 0.3 (from 0.17)
        • Flame puddles now deal damage 3 times a second to enemies in range (instead of 1.6 times)
      • Decreased the amount of energy the flamethrower removes from a target to 1 (from 3) per hit.
      • The flamethrower no longer removes applied enzyme effects from a target on hit
        • The flamethrower still can destroy enzyme clouds (including spores and umbra clouds)
      • Increased the cost of the flamethrower to 15 (from 12) personal resources
  • Hive
    • Added a biomass 4 research
      • Costs 60 team resources and takes 60 seconds to research.
      • A very efficient strategy for Marines right now is to rush the from the Alien start nearest tech points and lock them down. Blocking Aliens from getting a second Hive forces them to regain control over those tech point or get out-teched pretty quickly. The Biomass 4 research offers Aliens the opportunity to compensate the lack of control over tech points through their economy. Allowing them to get access to much needed abilities to fight back Marines. Locking down tech points will still be a strong strategy for Marines as you deny Aliens a upgrade path and spawn tickets that way. However it’’s not enough to focus solely on locking down the tech points anymore.
  • Contamination
    • Now Requires Biomass 10
      • Moved Contamination so it isn’t possible to unlock it immediately with the third hive utilizing the new biomass 4 tech. Marines still have time to take down the new third hive before they have to tackle contamination getting dropped in their base.
    • Can now be set on fire and doesn’t spew bile while on fire
      • This allows marines to stop contamination from destroying structures, ARCs and Exos on it’s own. The design goal for having contamination spew bile is to shorten the time it takes Aliens to destroy the last Marine base when they have map dominance. However Aliens started rushing Contamination to quickly win the game. This is especially frustrating for Marines on maps with 5 tech points where they may hold 2 tech points but the round just ends shortly after biomass 9 has been reached no matter how hard they fight back. We will monitor the effect of this change closely and are willing to revert/change it to make sure the frustrating end game siege / turtle situation does not return.
  • Observatory
    • Fixed that enemies could avoid getting detected by staying out of range by just flying over the observatory in high rooms. The observatory will now detect an enemy regardless of their height. (Contributed by Nin)
Tweaks / Improvements
  • Removed all x86 (32-bit) specific binaries. Support for 32-bit systems has ended.
  • Optimized game code for LuaJIT
    • Optimized most world update runtimes. So the game runs slightly faster on average.
    • Decreased input delays.
    • Stabilized frame times, so the game feels smoother.
  • Rewrote the cyst chain logic (Contributed by Katzenfleisch)
    • Placing a cyst will now create a optimal cyst chain utilizing existing cysts instead of creating new cysts close to them (saving team ressources).
    • Optimized the cyst chain routine to run faster and not cause fps spikes.
    • Fixed that the client and server logic generate different cyst chains.
    • Fixed that you couldn’t place cysts at various map locations or that they were not connected correctly.
  • Improved the shaders linear srgb transformation methods using a more precise and faster approximation (Contributed by Nin)
  • Improved the memory management of the soundsystem (FMOD) by adding a static memory pool. This improves how long it takes to load a sound on average and avoids possible memory leaks.
Fixes
  • Reintroduced an updated version of Intel’s TBB library for the job parallelization due to implementation issues of C++11’s atomics in vc++13 causing significant memory leaks over time. The version of TBB used still provides the core-spreading and multithreading benefits introduced with Update 318.
  • Fixed issue with Engine’s memory allocators being unable to access all available system memory for clients and servers. This increases the amount of memory it can allocate but does not mean it will.
  • Fixed PhysX not initialized correct which generated an errors on startup and shutdown
  • Fixed issue with FMOD libraries not being linked correctly for Linux clients
  • Fixed two memory leaks in physics layer of the engine.
  • Fixed that the position the commander clicked didn’t match where the structure ends up being dropped (Contributed by Katzenfleisch)
  • Fixed that spectator slot clients used player slots after a map change causing the server to end up with negative player numbers after they disconnect.
  • Fixed issue where returning to ready room while waiting to respawn would sometimes cause the player to be stuck in 3rd person view.
  • Fixed issue where changing skins in the customization menu wouldn't always immediately apply to the weapon you were holding.
Maps

Special thank you to pSyK (the original author of Summit) for doing all the updates to these two maps

Summit
  • Minor visual improvements
  • Fixed stuck spots
  • Added more cover and los-blockers around the map,
  • especially Flight Control, Sub Access, Crossroads, Crevice, Atrium
  • Added half closed doors around Computer Lab area for more cover/ambush spots
  • You can move faster into Ventilation coming from Data Core through that pipe-gap (Thanks Mephilles!)
  • Added more starting-cysts around Harvester, so Marines need more time to harass it
  • Made corridor between Crossroads and Summit Reception more alien friendly
  • Turned some railings in Crevice and Ventilation into railings with cover
  • Fixed hidden cysts exploit in Crevice
  • Added more cover to Flight Control entrance from Computer Lab
  • Gorges can now place a tunnel in the north-west corner of Flight Control
  • Created more space behind resnode in Atrium, more dodging space for skulks, gorge tunnel possible
  • Adjusted pipes in Reactor Core, easier navigation around them and dodging of marine bullets
  • Added more cover geometry/spots to Crossroads, which can be used to dodge marine fire or approach easier.
  • Added another little alcove in Atrium for upgrade structures, cover or a gorge tunnel
  • Fixed Arcs being able to hit some spots in Atrium from Glass Hallway / Crossroads (Thanks ydy)
Derelict
  • Improved/Fixed Occlusion Geo
  • Added some rocks and more Occlusion Geo to Glass Hallway / Biome area to improve performance
  • Removed many lights from the low light quality option
  • Made the map slightly brighter, if you use low quality light option
  • Removed "inefficient" props in the map to reduce primitives count
  • Removed a lot more ceiling geo and props from commander view, especially around Administration.
  • Added two more pillars and another Truck into Garage
  • Added more sand rocks into Geothermal to cover the hive
  • Added more view-blocking tarp in Western Entrance
  • Covered one of the windows in Plaza with moss, added a 3rd row of pipes, and scaled up the crate in the middle of Plaza to block view for better ambushing and to improve performance
  • Modified pathing mesh, so you can cyst across the broken bridge in Plaza
  • Added more obstacles in Nursery, created space for lifeforms between the vines and carousels
  • Widened vent from Garage to Alley; removed connection to Administration
  • Added vent from Biome/Lookout to Plaza
  • Added vent from Plaza to Administration/Overlook
  • Added a second vent exit in Turbine
  • Added vent from Atmospheric/Botany to Biome
  • Replaced some glass pipes with solid ones in Glass Hallway, so aliens can hide on top
  • Improved Infested Corridor for aliens
  • Slightly moved the hanging grating tile blocking the glass hole in Geothermal, so aliens can move around on all sides
  • Slightly decreased the size of the pipes above Geothermal
  • Added a broken pipe section in Geothermal to make it harder for bile bombing gorges to hide
  • Adjusted surrounding rocks in Geothermal so players can get up on the pipes via the rocks, too
Known Issues
  • The game client still leaks memory which may cause crashes on long runs. We will be continuing our efforts on reducing memory usage and addressing leaks with future updates.
  • We strongly recommend running in DX9 Fullscreen only for the time being, without any 3rd party overlays such as MSI afterburner, Razer Synapse etc.
SDK
  • Fixed the build_setup.xml so that builder converts texture files again.
  • Replaced nvcompress with another version so the output contains less artifacts and you can convert textures without a resolution of power 2. The engine still requires textures dimensions that are multiples of 4.
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"NS2 is a genius mash of Counter Strike and Starcraft"
Kotaku
"This is getting close to my idea of the ultimate game"
Machinima

Om dette spil



Natural Selection 2 pits alien against human in an action-packed struggle for survival. Wield devastating weaponry as a Frontiersman marine, or become the xenomorph as a deadly Kharaa lifeform.

Strategy Meets Shooter


Natural Selection 2 is a First Person Shooter and Real Time Stategy game rolled into one! Each team, alien and human, has a Commander. The Commander looks down on the battlefield and issues orders, places structures, collects resources, researches technology, and deploys abilities.



Here are some gameplay examples: A human Commander could drop health packs and ammunition to a trapped marine squad, and deploy sentry guns to help them defend their position. Or an alien Commander could grow a new Hive to spread infestation throughout newly captured territory, allowing more alien eggs to spawn...

Two Unique Sides


Aliens players choose to evolve into one of five lifeforms: The fast, fearsome Skulk can run on walls and deliver massive damage with its jaws. Lerks fly and deploy gasses to support their teammates in battle. Gorges heal other lifeforms and build tunnels, hydra turrets, walls, and other tactical structures. Fades blink in and out of battle, picking off marines with giant scythes. Finally, the giant Onos is so massive and so tough, that even entire marine squads can't take it down.



Marines wield rifles, shotguns, grenade launchers, pistols, and other weapons. Cluster grenades can clear ventilation shafts of sneaky Skulks, flamethrowers make short work of alien structures and infestation, and boosts dropped by the Commander increase combat effectiveness.

When attacking on foot doesn't cut it, marines can construct hulking Exosuits wielding miniguns and railguns, and equip jetpacks for high speed assaults on alien Hives.

Long Term Development


Natural Selection 2 receives constant updates. This year, 2016, Unknown Worlds continues to develop new features, content, and improvements.

Mod Tools Come Standard


Natural Selection 2 comes with all the tools we used to make the game. All game code is open source. That means you can create, and play, an endless variety of mods. Publish, share, and download mods from the Steam Workshop, and automatically download mods when you join modded games.

Digital Deluxe Edition


Digital Deluxe Edition includes:

  • Official Soundtrack - 1 hour of tribal, industrial music composed by David John and Simon Chylinski
  • Digital Art Book - 40+ pages of art by Cory Strader, including environments, creatures, weapons and more
  • Exclusive in-game marine model - Exclusive in-game marine model - A new marine model with custom visor and armor plating
  • Exclusive Wallpapers and Avatars - Unique views of the NS2 universe by Amanda Diaz

Systemkrav

    Minimum:
    • OS:Windows Vista 64-bit or newer
    • Processor:Core 2 Duo E6700 (2.66 GHz) or better
    • Memory:4 GB RAM
    • Graphics:DirectX 9 compatible dedicated video card with 1 GB VRAM and support for Shader Model 3 (e.g. AMD X800, NVidia 8600 or better)
    • DirectX®:9.0
    • Hard Drive:12 GB HD space
    • Other Requirements:Broadband Internet connection
    Recommended:
    • OS:Windows 7 64-bit or newer
    • Processor:Core 2 Quad Q9650 (3 GHz) or better
    • Memory:8 GB RAM
    • Graphics:DirectX 9 compatible dedicated video card with 1.5 - 2 GB VRAM (AMD 5770, NVidia GTX 450 or better)
    • DirectX®:9.0
    • Hard Drive:12 GB HD space
    • Other Requirements:Broadband Internet connection

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