I dunno if it has already been said but i hope those aren't the final sounds for the gorge. Sounds like a sound clip that was cut too short. Someone hit pause/stop too early or sped it up too fast.
Other than that I'm really excited :) Love the new look of the OC! Great work
<!--quoteo(post=1776880:date=Jul 3 2010, 08:43 PM:name=Atone)--><div class='quotetop'>QUOTE (Atone @ Jul 3 2010, 08:43 PM) <a href="index.php?act=findpost&pid=1776880"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would think the skulk can't climb on it or pass through it. He'd just have to move around it.<!--QuoteEnd--></div><!--QuoteEEnd--> I dunno, I could easily see the tentacles moving out of the way to accommodate passage for aliens. Plus they need to be tactically useful -> preferably not hinder as much as they help.
<!--quoteo(post=1776787:date=Jul 3 2010, 06:25 AM:name=Drown)--><div class='quotetop'>QUOTE (Drown @ Jul 3 2010, 06:25 AM) <a href="index.php?act=findpost&pid=1776787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it's just a visual que for players, I suspect it wouldn't inform players or alien commanders until it fires or is attacked.
The video makes them look huge, but they are actually quite small if you think that it barely grows higher than the skulk.
The hydra is jaw droppingly good looking too! Great work!<!--QuoteEnd--></div><!--QuoteEEnd--> Its not that small if you consider the onos-sized skulks
<!--quoteo(post=1776870:date=Jul 3 2010, 06:49 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jul 3 2010, 06:49 PM) <a href="index.php?act=findpost&pid=1776870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know some people may think that because NS2 has maps so tight, that it's not hard to find a wall and therefore place a turret with its back to a wall to effectively bypass the turret-cone-o-fire nerfing. But what happens in a big room. If you place a circle of turrets to cover all directions and a fade or gorge gets to the center of the turret farm and effortlessly dismantles it?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the turrets are rather meant to block corridors/certain bottlenecks and not to cover a full room. Ever seen the Aliens movie? I guess that's how it's gonna work :D
And just like in NS1 i doubt that turrets are meant as ultimate stand alone defense, a fade in NS1 would also wreck any turrent farm you could come up with so i don't see a problem with fade's blinkin behind turrets in NS2.
As long as the turrets prevent the smaller lifeforms (skulks/lerks) from just flying/leaping behind them they will be good enough for their job (heck would be okay with me if the new turrets basicly insta-kill skulks). You also just could build a square of turrets to cover a room with each turret covering another turrets back.
about the fatty gorgy... it seems too big and running too fast... the gorg was my favourite class to play because its funny being a slow fatty with web and annoying marines non-stop lol but if its that fast its because you want us to run... i dont want to run like a ###### i just want to build and annoy the marine lol.
<!--quoteo(post=1776894:date=Jul 3 2010, 07:31 PM:name=Destrock)--><div class='quotetop'>QUOTE (Destrock @ Jul 3 2010, 07:31 PM) <a href="index.php?act=findpost&pid=1776894"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the hydra seem good but
about the fatty gorgy... it seems too big and running too fast... the gorg was my favourite class to play because its funny being a slow fatty with web and annoying marines non-stop lol but if its that fast its because you want us to run... i dont want to run like a ###### i just want to build and annoy the marine lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
The video i believe is sped up above normal playing speed.
<!--quoteo(post=1776848:date=Jul 3 2010, 09:19 AM:name=hotd0g)--><div class='quotetop'>QUOTE (hotd0g @ Jul 3 2010, 09:19 AM) <a href="index.php?act=findpost&pid=1776848"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I bet none of the core game systems (dynamic infestation, rine and alien commanders, power grid) are already in place if they are still willing to waste time on stupid reveal videos such as this one.<!--QuoteEnd--></div><!--QuoteEEnd-->
Right. Because as we all know, the entire NS2 development team has to cease working for the entire duration of time in which a video is recorded during regular testing, and a forum post written up. /sarcasm
Personally I think rather than spazzing out towards the ceiling in alert mode like they do now, they should just perk up and start looking around more actively. Like they're trying to find the marine they just sensed.
<!--quoteo(post=1776901:date=Jul 3 2010, 06:18 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Jul 3 2010, 06:18 PM) <a href="index.php?act=findpost&pid=1776901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally I think rather than spazzing out towards the ceiling in alert mode like they do now, they should just perk up and start looking around more actively. Like they're trying to find the marine they just sensed.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1 they look like the dancing piranha plants from mario when they do that. Kinda awkward how they have seizure episodes and just cool off. A little bit less abrupt?
<!--quoteo(post=1776846:date=Jul 3 2010, 08:16 AM:name=TheLord)--><div class='quotetop'>QUOTE (TheLord @ Jul 3 2010, 08:16 AM) <a href="index.php?act=findpost&pid=1776846"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to see silghtly different animations of the same model for ns2's alien buildings - organic creatures never behave exactly the same way... ... You could make about 10 to 15 different idle animations that all start and end in the same pose and then mix them up randomly (the animations should have different lengths to make it really look random).
This way oc farms and organic buildings in general would look really organic and not like a gene-manipulated/plastic-plantation... ;) ...<!--QuoteEnd--></div><!--QuoteEEnd-->
Probably a really stupid thought here - but do they actually need defined animations as such? When the OC (we don't actually need to call it hydra do we?) is idling, couldn't there just be a random walk for the spikeflowers (for both position and the direction they're facing) and have the rest of tentacle following some sort of set way of lining up between the base and the flower (like curved lines in paint etc)? Animations work nicely for things such as reloading or axe fighting where you want things to look natural, but if you just want a randomish movement then it wouldn't seem to me to be needed - I imagine there's a whole heap of reasons why it is needed, but thought I'd ask.
<!--quoteo(post=1776899:date=Jul 3 2010, 08:02 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Jul 3 2010, 08:02 PM) <a href="index.php?act=findpost&pid=1776899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hell yeah man, every one of us who are working on NS2 had to literally STOP so the video could be recorded.
<!--quoteo(post=1776835:date=Jul 3 2010, 01:16 PM:name=Karba)--><div class='quotetop'>QUOTE (Karba @ Jul 3 2010, 01:16 PM) <a href="index.php?act=findpost&pid=1776835"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Let's see what Structures and characters left to be seen: sentry turret, siege turret, observatory,prototype lab,builder bot, hmg,heavy....defense/movement/sens chambers,fade,.....at 1-2 weeks per structure=sorry no alpha this summer<!--QuoteEnd--></div><!--QuoteEEnd--> Winter is better :P I would hate playing the alpha at this weather, i cant realy enjoy it, but in winter its perfect.
Sentry turrets, obs, siege, proto and builder bot allready seen by the way.
Don't you think that 325 ress is a little bit steep for just one Threepe-Hydra? :) Give it the sunflower's idle animation and you are done -> <a href="http://www.youtube.com/watch?v=0N1_0SUGlDQ" target="_blank">http://www.youtube.com/watch?v=0N1_0SUGlDQ</a>
<!--quoteo(post=1776928:date=Jul 4 2010, 06:10 AM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Jul 4 2010, 06:10 AM) <a href="index.php?act=findpost&pid=1776928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Soo... The gorge will only be a OC chamber dropper ? Nobody will gorge now.
What was funny in gorge was that you could build things in your own way and take control of a part of the map. you could improvize !
put A SC in some strategic place, or a DC behind OC, or a MC next Marine start.. And Now it's just a lame and boring oc spammer ?
(And even if there is one alien commander. On a 15v15 game it's mean that 14 players can't build/spend their ress the way they want)
I wish i'm wrong and that i just misunderstood something.<!--QuoteEnd--></div><!--QuoteEEnd-->
Gladly I can dispel this Tguad. You have misunderstood something. The intention is to have field gorges and commander gorges work together (hopefully?) as a team. Really we've seen very little from the marine tech tree and even less from the alien options, beyond the three fairly indicative concepts. Gorges in the field might not be able to do everything, but it's clear that they are being given a critical field role.
The res model is still hidden though, so distribution and spending is just gueswork so far. But don't worry, gorges will still be fun to play - I'm sure it's something they stress over a bit since the gorge is one of the most endearing units from the old game.
Don't you think that 325 ress is a little bit steep for just one Threepe-Hydra? :) Give it the sunflower's idle animation and you are done -> <a href="http://www.youtube.com/watch?v=0N1_0SUGlDQ" target="_blank">http://www.youtube.com/watch?v=0N1_0SUGlDQ</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I actually watched that entire sunflower music video. I don't know why but I did.
<!--quoteo(post=1776928:date=Jul 4 2010, 06:10 AM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Jul 4 2010, 06:10 AM) <a href="index.php?act=findpost&pid=1776928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Soo... The gorge will only be a OC chamber dropper ? Nobody will gorge now.
What was funny in gorge was that you could build things in your own way and take control of a part of the map. you could improvize !
put A SC in some strategic place, or a DC behind OC, or a MC next Marine start.. And Now it's just a lame and boring oc spammer ?
(And even if there is one alien commander. On a 15v15 game it's mean that 14 players can't build/spend their ress the way they want)
I wish i'm wrong and that i just misunderstood something.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think you misunderstood anything rather I think you jumped to a conclusion based off nothing. There is literally no reason why someone with a logical thought process would read UWE's update then post what you just did. The <a href="http://www.unknownworlds.com/ns2/2009/8/gorge_reveal" target="_blank">gorge reveal</a> showed off two new abilities (damage soak and belly slide) which, along with spit and heal spray, will help the gorge be a more skill based support class in combat while still being able to dish out additional damage.
i have no idea how the mechanic will be between the alien com and their gorgs but
i think the com will give order to gorg for building stuff (with waypoint and things like that) and with his mic giving direction to attaker
or maybe if we could as com change the color of waypoints that would help. (exemple : blue waypoint= marines direction, orange wp = gorg build direction and purple waypoint is where the attaker need to go...)
<!--quoteo(post=1776899:date=Jul 4 2010, 01:02 AM:name=dux)--><div class='quotetop'>QUOTE (dux @ Jul 4 2010, 01:02 AM) <a href="index.php?act=findpost&pid=1776899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hell yeah man, every one of us who are working on NS2 had to literally STOP so the video could be recorded.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, The Hydra looks Pretty darn awesome if u ask me, i wonder what the Sensory Chamber and Defence Chamber and Movement Chamber will look like? This is pretty neat, i can't wait to play ns2 and i just can't i hide it, LOL Nice Work NS2 Team
hydras constant movement after they are grown is kinda annoying they should move rarely or the animation should be converted in a more smooth move.(like every 45 seconds)
Comments
Sounds like a sound clip that was cut too short. Someone hit pause/stop too early or sped it up too fast.
Other than that I'm really excited :) Love the new look of the OC! Great work
I dunno, I could easily see the tentacles moving out of the way to accommodate passage for aliens. Plus they need to be tactically useful -> preferably not hinder as much as they help.
The video makes them look huge, but they are actually quite small if you think that it barely grows higher than the skulk.
The hydra is jaw droppingly good looking too! Great work!<!--QuoteEnd--></div><!--QuoteEEnd-->
Its not that small if you consider the onos-sized skulks
<!--quoteo(post=1776875:date=Jul 3 2010, 07:03 PM:name=Dank McShwagger)--><div class='quotetop'>QUOTE (Dank McShwagger @ Jul 3 2010, 07:03 PM) <a href="index.php?act=findpost&pid=1776875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->awsome stuff! so... alpha next friday? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Purleez.
I think the turrets are rather meant to block corridors/certain bottlenecks and not to cover a full room.
Ever seen the Aliens movie? I guess that's how it's gonna work :D
And just like in NS1 i doubt that turrets are meant as ultimate stand alone defense, a fade in NS1 would also wreck any turrent farm you could come up with so i don't see a problem with fade's blinkin behind turrets in NS2.
As long as the turrets prevent the smaller lifeforms (skulks/lerks) from just flying/leaping behind them they will be good enough for their job (heck would be okay with me if the new turrets basicly insta-kill skulks). You also just could build a square of turrets to cover a room with each turret covering another turrets back.
about the fatty gorgy... it seems too big and running too fast... the gorg was my favourite class to play because its funny being a slow fatty with web and annoying marines non-stop lol but if its that fast its because you want us to run... i dont want to run like a ###### i just want to build and annoy the marine lol.
I just can't hide it?
I just can't hide it?<!--QuoteEnd--></div><!--QuoteEEnd-->
uh oh, he thinks he likes it...LIKES IT!
about the fatty gorgy... it seems too big and running too fast... the gorg was my favourite class to play because its funny being a slow fatty with web and annoying marines non-stop lol but if its that fast its because you want us to run... i dont want to run like a ###### i just want to build and annoy the marine lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
The video i believe is sped up above normal playing speed.
Right. Because as we all know, the entire NS2 development team has to cease working for the entire duration of time in which a video is recorded during regular testing, and a forum post written up. /sarcasm
...
Not really.
+1 they look like the dancing piranha plants from mario when they do that. Kinda awkward how they have seizure episodes and just cool off. A little bit less abrupt?
...
You could make about 10 to 15 different idle animations that all start and end in the same pose and then mix them up randomly (the animations should have different lengths to make it really look random).
This way oc farms and organic buildings in general would look really organic and not like a gene-manipulated/plastic-plantation... ;)
...<!--QuoteEnd--></div><!--QuoteEEnd-->
Probably a really stupid thought here - but do they actually need defined animations as such? When the OC (we don't actually need to call it hydra do we?) is idling, couldn't there just be a random walk for the spikeflowers (for both position and the direction they're facing) and have the rest of tentacle following some sort of set way of lining up between the base and the flower (like curved lines in paint etc)? Animations work nicely for things such as reloading or axe fighting where you want things to look natural, but if you just want a randomish movement then it wouldn't seem to me to be needed - I imagine there's a whole heap of reasons why it is needed, but thought I'd ask.
...
Not really.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh noes... a whole 35 seconds... AHHH
BACK TO WORK SLAVES! :)
Winter is better :P
I would hate playing the alpha at this weather, i cant realy enjoy it, but in winter its perfect.
Sentry turrets, obs, siege, proto and builder bot allready seen by the way.
Don't you think that 325 ress is a little bit steep for just one Threepe-Hydra? :)
Give it the sunflower's idle animation and you are done -> <a href="http://www.youtube.com/watch?v=0N1_0SUGlDQ" target="_blank">http://www.youtube.com/watch?v=0N1_0SUGlDQ</a>
The gorge will only be a OC chamber dropper ?
Nobody will gorge now.
What was funny in gorge was that you could build things in your own way and take control of a part of the map.
you could improvize !
put A SC in some strategic place, or a DC behind OC, or a MC next Marine start..
And Now it's just a lame and boring oc spammer ?
(And even if there is one alien commander.
On a 15v15 game it's mean that 14 players can't build/spend their ress the way they want)
I wish i'm wrong and that i just misunderstood something.
I don't like the skulk bite sound tho.
The gorge will only be a OC chamber dropper ?
Nobody will gorge now.
What was funny in gorge was that you could build things in your own way and take control of a part of the map.
you could improvize !
put A SC in some strategic place, or a DC behind OC, or a MC next Marine start..
And Now it's just a lame and boring oc spammer ?
(And even if there is one alien commander.
On a 15v15 game it's mean that 14 players can't build/spend their ress the way they want)
I wish i'm wrong and that i just misunderstood something.<!--QuoteEnd--></div><!--QuoteEEnd-->
Gladly I can dispel this Tguad. You have misunderstood something. The intention is to have field gorges and commander gorges work together (hopefully?) as a team. Really we've seen very little from the marine tech tree and even less from the alien options, beyond the three fairly indicative concepts. Gorges in the field might not be able to do everything, but it's clear that they are being given a critical field role.
The res model is still hidden though, so distribution and spending is just gueswork so far. But don't worry, gorges will still be fun to play - I'm sure it's something they stress over a bit since the gorge is one of the most endearing units from the old game.
Don't you think that 325 ress is a little bit steep for just one Threepe-Hydra? :)
Give it the sunflower's idle animation and you are done -> <a href="http://www.youtube.com/watch?v=0N1_0SUGlDQ" target="_blank">http://www.youtube.com/watch?v=0N1_0SUGlDQ</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I actually watched that entire sunflower music video. I don't know why but I did.
edit: watched it twice.
The gorge will only be a OC chamber dropper ?
Nobody will gorge now.
What was funny in gorge was that you could build things in your own way and take control of a part of the map.
you could improvize !
put A SC in some strategic place, or a DC behind OC, or a MC next Marine start..
And Now it's just a lame and boring oc spammer ?
(And even if there is one alien commander.
On a 15v15 game it's mean that 14 players can't build/spend their ress the way they want)
I wish i'm wrong and that i just misunderstood something.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think you misunderstood anything rather I think you jumped to a conclusion based off nothing. There is literally no reason why someone with a logical thought process would read UWE's update then post what you just did. The <a href="http://www.unknownworlds.com/ns2/2009/8/gorge_reveal" target="_blank">gorge reveal</a> showed off two new abilities (damage soak and belly slide) which, along with spit and heal spray, will help the gorge be a more skill based support class in combat while still being able to dish out additional damage.
i think the com will give order to gorg for building stuff (with waypoint and things like that) and with his mic giving direction to attaker
or maybe if we could as com change the color of waypoints that would help. (exemple : blue waypoint= marines direction, orange wp = gorg build direction and purple waypoint is where the attaker need to go...)
Aces in their places I see!
This is pretty neat, i can't wait to play ns2 and i just can't i hide it, LOL
Nice Work NS2 Team
sound effects are cheap
hydras constant movement after they are grown is kinda annoying they should move rarely or the animation should be converted in a more smooth move.(like every 45 seconds)