<!--quoteo(post=1798505:date=Sep 14 2010, 12:45 PM:name=Baron_Bad_Egg)--><div class='quotetop'>QUOTE (Baron_Bad_Egg @ Sep 14 2010, 12:45 PM) <a href="index.php?act=findpost&pid=1798505"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->id rather an update w. the fixed lag/fps issue b4 the other ###### if that's possible..... more feedback would be given.<!--QuoteEnd--></div><!--QuoteEEnd-->
what do you think they have been working on for the past x weeks?
@Kerostasis and Heroman117: I think Bacillus' idea (from the Twitter thread) would be best, and I've added to it a little. It's a way you could make increased movespeed and a capped turnspeed work. <!--quoteo(post=1798532:date=Sep 14 2010, 03:22 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Sep 14 2010, 03:22 PM) <a href="index.php?act=findpost&pid=1798532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm... How about giving onos a +movement styled ability for accelration?
The base movement speed would be pretty slow. By tapping your mouse2 you could accelrate in small steps, a little like lerk flight works in 3.0. The greater the speed, the more limited the turning. Give the acceleration cost and maybe make the cost depend on the present speed you're moving. Such system would give onos some depth in both adren and speed management. You could use the speed gain in calm map travel with minimal adren usage and then fluently switch into a rampaged charge.
Maybe add some kind of speed reward for doing a swerving mouse motion alongside the acceleration. At best it could make flawless curving a bit more challenging and interesting. Experienced players would be able to maintain better momentum through the corners.<!--QuoteEnd--></div><!--QuoteEEnd--> <!--quoteo(post=1798538:date=Sep 14 2010, 04:12 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Sep 14 2010, 04:12 PM) <a href="index.php?act=findpost&pid=1798538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not always. If you consider the warthog from Halo for instance, its 'turn' lags behind the mouse/controller. ... At zero or very slow movement speed, the max turn speed is "infinite" (i.e. mouselook), but at very high movement speeds, the max turn speed is finite (max turn speed inversely proportionate to movespeed), so it lags behind mouselook. ...
Bacillus' idea is actually fairly nice though. It's a little uncomfortable tapping mouse2 rapidly to charge though (I don't know why, index is just more used to it or better built for rapid tapping?), so I guess you should be able to hold it down. And I guess that your ordinary (holding W) movespeed allows you to turn perfectly with the mouse, but the only way to increase your movespeed further would be to use mouse2, and this would begin to limit your max turn speed, again with max turn speed inversely proportionate to movespeed.<!--QuoteEnd--></div><!--QuoteEEnd-->
If movement restrictions and other differences between the classes are not added in, I really think the game would suffer. If you take away movement (meaning the onos can be shot more easily when running away) it means it has to commit more, and can be a more powerful class. Otherwise you will have to reduce its power, and it becomes another minor class.
Don't shoot down the idea because it has not been 'implemented' well. Making it so the mouse feels 'sticky' and you have to keep dragging it is a bad idea, but the Warthog style 'Halo' idea is great.
Those saying NS is fast paced and the onos is not a truck... it is, its like a rhinoceros. Look at how they move. Everyone is ###### scared of it when it comes towards you, but sidestep it and you can easily (not that I have played chicken with a rhinoceros before) get out of the way. Get hit, and you are a goner.
But, because of its size and inability to escape quickly, it is easier to kill.
Now imagine a huge rhino type creature, bombing it down a think corridor, warthog u-turning and slamming into walls, knocking things/people over and then charging at you.
Just keep in mind the current idea being bandied around means the Onos is mobile in close combat but lumbering on the move (best of both worlds).
The pros and cons are: While out of charge the Onos is mobile and won't get outflanked by a marine. While in charge the Onos is less agile (turn wise and due to momentum) but has knockback, collision damage, and momentum.
This adds a lot of tactical advantage to using either - and justifies the res cost.
Anyone played savage? That is an RTS/FPS game. When someone got the big boss character, the sky turned black and started raining soot. Was an awesome feel, and you knew your base was being obliterated/attacked (or that people were heading for it). Everyone on your team tended to head towards it to intercept before it got near your base.
I'm not suggesting it takes 10 seconds to turn around. You played L4D2? When the tank comes, everyone ###### themselves yeah? Why? Because if it hits you, there is a huge possibility you will be hit again, and again and die. It is a game changer.
If you stay cool and become a proficient killed, you can walk all over a noob tank, or even a high skilled tank. Even in close combat I can navigate it, and because it is slow, players tend to panic and instead of going for the easiest or nearest target, they keep chasing different targets and end up dying very quickly.
Get round the back of it with a samurai sword, and after a few hits in the back, game over.
What it makes up for in some areas (ability to take down whole team with a car), it is terrible in others (a cool team in open spaces).
If a whole team knows the Onos is coming, because the screen shakes and you hear it growling down the corridors, it will hinder it massively. But then give it the ability to destroy buildings in one/two hits, or take down buildings/player in one hit charge.
This will mean aliens will have to protect the class before it gets to base/ intended target (meaning marines don't have to protect other areas as much), but once it gets there will be really effective.
I'm not saying this 'should' be the definitive answer, but if it is not radical, it just becomes 'another class'.
<!--quoteo(post=1798575:date=Sep 14 2010, 08:18 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Sep 14 2010, 08:18 AM) <a href="index.php?act=findpost&pid=1798575"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If a whole team knows the Onos is coming, because the screen shakes and you hear it growling down the corridors, it will hinder it massively. But then give it the ability to destroy buildings in one/two hits, or take down buildings/player in one hit charge.
This will mean aliens will have to protect the class before it gets to base/ intended target (meaning marines don't have to protect other areas as much), but once it gets there will be really effective.
I'm not saying this 'should' be the definitive answer, but if it is not radical, it just becomes 'another class'.<!--QuoteEnd--></div><!--QuoteEEnd-->
i like this. you should have to escort the onos. it costs alot, it does huge damage, but it needs to be supported. limiting turn radius is starting to grow on me. fades are hit and run killers, an onos is an open assault.
<!--quoteo(post=1798581:date=Sep 14 2010, 12:28 PM:name=BRICE)--><div class='quotetop'>QUOTE (BRICE @ Sep 14 2010, 12:28 PM) <a href="index.php?act=findpost&pid=1798581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How much does an onos weigh? Its a serious question.<!--QuoteEnd--></div><!--QuoteEEnd-->
im not at home to throw the models next to each other for a pic and a visual guess but i'd say 1000 lbs.
I think it will be bigger in ns2, the view height seems massive in this vid: <a href="http://www.youtube.com/watch?v=Io4CK3MfMfc" target="_blank">http://www.youtube.com/watch?v=Io4CK3MfMfc</a>
<!--quoteo(post=1798575:date=Sep 14 2010, 12:18 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Sep 14 2010, 12:18 PM) <a href="index.php?act=findpost&pid=1798575"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not suggesting it takes 10 seconds to turn around. You played L4D2? When the tank comes, everyone ###### themselves yeah? Why? Because if it hits you, there is a huge possibility you will be hit again, and again and die. It is a game changer.<!--QuoteEnd--></div><!--QuoteEEnd--> No, everybody gets into a decent place and drops the tank easily if they have half a brain.
Yeah, you or me will play it calm. But it doesn't matter who you are or how long you have been playing fps. When anyone first starts playing this game and the tank comes, you don't know how to take it out. When you shoot it it keeps coming, hits you down and you retreat/fire/run. It takes a while to understand the game/ the weapons and how to take it down effectively.
Just as when you get better at the tank you can hit a car (looking 45deg upwards) and take out an entire team.
I don't think it will look and feel right for charge to be viable in messy and cramped areas(as opposed to open or straight areas like a main corridor). I don't think I would mind if charge had a limited turn speed(like the special attack of the gestir in <a href="http://www.pvkii.com/" target="_blank">PVKII</a>).
<!--quoteo(post=1798466:date=Sep 13 2010, 07:59 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Sep 13 2010, 07:59 PM) <a href="index.php?act=findpost&pid=1798466"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope the camera shaking won't be too distracting, especially when actually facing the Onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sure it's not going to be any worse than GL spammers from ns1, Besides it gives mappers another element for ambient candy. I have been waiting for more environment effects to use in the editor. (keeps fingers crossed for more props,sounds, and cinimatics)
I just picture the handling of the Onos like a vehicle, so on the spot turning doesn't seem fitting. Who knows, we may even get damage mods based on momentum. Oh, the sweet delicious charging death that will come with glorious momentum. Oh inertia, you so crazy.
Im not english and i can't realy translate. If there is "Delivered" it means done? but why is it red then? Or mean it delayed? then it would explain why its red. I mean "Accepted" is green, so its looking like "Done", or is it like "we accepted to start it"? lol ...very confusing for me.
Why not like:
started = orange working = blue done/fixed = green delayed = red meh shame on me i don't understand this.
<!--quoteo(post=1798667:date=Sep 15 2010, 05:31 AM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Sep 15 2010, 05:31 AM) <a href="index.php?act=findpost&pid=1798667"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->delivered means finished, but not yet accepted, that means, the tester got the feature, but it needs to be tested first before it is approved.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's like when you mix up your CDs in different cases.
Person 1: No, no, no. Yellowcard is in the Dave Matthews case. Person 2: Then where's Dave Matthews? Person 1: Dave Matthews is in the Gwen Stefani case. Person 2: So what's in the Yellowcard case, then? Person 1: The Yellowcard case is empty. Person 2: How can it be empty? Doesn't another CD have to be in that case in order for all the CDs to have a case? Person 1: This is so simple... I don't know why you aren't getting it.. Let me start over. Person 2: *death*
So, let me explain this for all of you creatures of lesser intelligence.
<b>Finished</b> means that they are totally done with it, like, they've had enough of it and they're giving up and not going to even try and fix it anymore because they are so ticked off right now.
<b>Started</b> means they're half-way to finishing. As in, "we are starting to be sooo finished with this".
<b>Delivered</b> means that they have been saved from having to be "finished" with something. (As in, "deliverance" or the phrase, "I have been delivered!") Unless, it happens to be a Tuesday. if it's a Tuesday then there is a 50/50 chance that this simply means that some baked goods have been delivered to the UWE team. There is no way to know this for sure of course but that doesn't really matter.
<b>Accepted</b> simply means that the developers have accepted the fact that they are going to have to finish this thing but they are totally not ready to be finished with it just yet.
Simple enough, right? I don't know why people are having such a hard time with this...
<!--quoteo(post=1798712:date=Sep 15 2010, 05:59 PM:name=DarkATi)--><div class='quotetop'>QUOTE (DarkATi @ Sep 15 2010, 05:59 PM) <a href="index.php?act=findpost&pid=1798712"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, let me explain this for all of you creatures of lesser intelligence. -STUFF-<!--QuoteEnd--></div><!--QuoteEEnd--> you forgot <b>Rejected</b>...plenty more fish in the sea, eh?
Comments
what do you think they have been working on for the past x weeks?
damn this forum really needs a facepalm smiley.
<!--quoteo(post=1798532:date=Sep 14 2010, 03:22 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Sep 14 2010, 03:22 PM) <a href="index.php?act=findpost&pid=1798532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hmm... How about giving onos a +movement styled ability for accelration?
The base movement speed would be pretty slow. By tapping your mouse2 you could accelrate in small steps, a little like lerk flight works in 3.0. The greater the speed, the more limited the turning. Give the acceleration cost and maybe make the cost depend on the present speed you're moving. Such system would give onos some depth in both adren and speed management. You could use the speed gain in calm map travel with minimal adren usage and then fluently switch into a rampaged charge.
Maybe add some kind of speed reward for doing a swerving mouse motion alongside the acceleration. At best it could make flawless curving a bit more challenging and interesting. Experienced players would be able to maintain better momentum through the corners.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1798538:date=Sep 14 2010, 04:12 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Sep 14 2010, 04:12 PM) <a href="index.php?act=findpost&pid=1798538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not always. If you consider the warthog from Halo for instance, its 'turn' lags behind the mouse/controller.
...
At zero or very slow movement speed, the max turn speed is "infinite" (i.e. mouselook), but at very high movement speeds, the max turn speed is finite (max turn speed inversely proportionate to movespeed), so it lags behind mouselook.
...
Bacillus' idea is actually fairly nice though. It's a little uncomfortable tapping mouse2 rapidly to charge though (I don't know why, index is just more used to it or better built for rapid tapping?), so I guess you should be able to hold it down. And I guess that your ordinary (holding W) movespeed allows you to turn perfectly with the mouse, but the only way to increase your movespeed further would be to use mouse2, and this would begin to limit your max turn speed, again with max turn speed inversely proportionate to movespeed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't shoot down the idea because it has not been 'implemented' well. Making it so the mouse feels 'sticky' and you have to keep dragging it is a bad idea, but the Warthog style 'Halo' idea is great.
Those saying NS is fast paced and the onos is not a truck... it is, its like a rhinoceros. Look at how they move. Everyone is ###### scared of it when it comes towards you, but sidestep it and you can easily (not that I have played chicken with a rhinoceros before) get out of the way. Get hit, and you are a goner.
But, because of its size and inability to escape quickly, it is easier to kill.
Now imagine a huge rhino type creature, bombing it down a think corridor, warthog u-turning and slamming into walls, knocking things/people over and then charging at you.
Tell me that is not cool/awesome...
The pros and cons are:
While out of charge the Onos is mobile and won't get outflanked by a marine.
While in charge the Onos is less agile (turn wise and due to momentum) but has knockback, collision damage, and momentum.
This adds a lot of tactical advantage to using either - and justifies the res cost.
If you get into a tight corridor with it, you are doomed.
Gets into base, base doomed.
Get hit by it, you are doomed.
Battle it in the open, you have a huge chance of killing it especially with team mates around, and it can not escape quickly.
Sneaking it into the base should be difficult. Like this, loud, scary, everyone knows what is coming.
<a href="http://www.youtube.com/watch?v=xoZwA5SF1Go&feature=related" target="_blank">LOTR Balrog</a>
Anyone played savage? That is an RTS/FPS game. When someone got the big boss character, the sky turned black and started raining soot. Was an awesome feel, and you knew your base was being obliterated/attacked (or that people were heading for it). Everyone on your team tended to head towards it to intercept before it got near your base.
<img src="http://img.youtube.com/vi/sk-S_6qt44c/0.jpg" border="0" class="linked-image" />
<a href="http://www.youtube.com/watch?v=sk-S_6qt44c&feature=related" target="_blank">Helbourne</a>
The Onos should not be a horrible class while stationary, it's just going to be obsolete then.
It's the most expensive alien class - both it's charge and normal modes should be impressive :)
If you stay cool and become a proficient killed, you can walk all over a noob tank, or even a high skilled tank. Even in close combat I can navigate it, and because it is slow, players tend to panic and instead of going for the easiest or nearest target, they keep chasing different targets and end up dying very quickly.
Get round the back of it with a samurai sword, and after a few hits in the back, game over.
What it makes up for in some areas (ability to take down whole team with a car), it is terrible in others (a cool team in open spaces).
If a whole team knows the Onos is coming, because the screen shakes and you hear it growling down the corridors, it will hinder it massively. But then give it the ability to destroy buildings in one/two hits, or take down buildings/player in one hit charge.
This will mean aliens will have to protect the class before it gets to base/ intended target (meaning marines don't have to protect other areas as much), but once it gets there will be really effective.
I'm not saying this 'should' be the definitive answer, but if it is not radical, it just becomes 'another class'.
This will mean aliens will have to protect the class before it gets to base/ intended target (meaning marines don't have to protect other areas as much), but once it gets there will be really effective.
I'm not saying this 'should' be the definitive answer, but if it is not radical, it just becomes 'another class'.<!--QuoteEnd--></div><!--QuoteEEnd-->
i like this. you should have to escort the onos. it costs alot, it does huge damage, but it needs to be supported. limiting turn radius is starting to grow on me. fades are hit and run killers, an onos is an open assault.
Its a serious question.
Its a serious question.<!--QuoteEnd--></div><!--QuoteEEnd-->
im not at home to throw the models next to each other for a pic and a visual guess but i'd say 1000 lbs.
This is all alpha stuff though, so who knows.
No, everybody gets into a decent place and drops the tank easily if they have half a brain.
Just as when you get better at the tank you can hit a car (looking 45deg upwards) and take out an entire team.
I'm sure it's not going to be any worse than GL spammers from ns1, Besides it gives mappers another element for ambient candy. I have been waiting for more environment effects to use in the editor. (keeps fingers crossed for more props,sounds, and cinimatics)
Marine long-jump while sprinting sounds nice, good for catching up to belly-sliding Gorges xD
Sounds good althought I cannot imagine it in action quite yet, probably anything is better than plain sprint thou.
Looking forward to this.
If there is "Delivered" it means done? but why is it red then?
Or mean it delayed? then it would explain why its red.
I mean "Accepted" is green, so its looking like "Done", or is it like "we accepted to start it"? lol
...very confusing for me.
Why not like:
started = orange
working = blue
done/fixed = green
delayed = red
meh
shame on me i don't understand this.
As in Resource Towers? What does the cog symbol stand for?
As in Resource Towers? What does the cog symbol stand for?<!--QuoteEnd--></div><!--QuoteEEnd-->
cog is a planned feature that has yet to be implemented.
As in Resource Towers? What does the cog symbol stand for?<!--QuoteEnd--></div><!--QuoteEEnd-->
Cog=Gear=Chore
Edit:
"Star icons are features, gears are chores and you can probably guess what the ladybug icons indicate."
Right on the progress page. :)
It's like when you mix up your CDs in different cases.
Person 1: No, no, no. Yellowcard is in the Dave Matthews case.
Person 2: Then where's Dave Matthews?
Person 1: Dave Matthews is in the Gwen Stefani case.
Person 2: So what's in the Yellowcard case, then?
Person 1: The Yellowcard case is empty.
Person 2: How can it be empty? Doesn't another CD have to be in that case in order for all the CDs to have a case?
Person 1: This is so simple... I don't know why you aren't getting it.. Let me start over.
Person 2: *death*
So, let me explain this for all of you creatures of lesser intelligence.
<b>Finished</b> means that they are totally done with it, like, they've had enough of it and they're giving up and not going to even try and fix it anymore because they are so ticked off right now.
<b>Started</b> means they're half-way to finishing. As in, "we are starting to be sooo finished with this".
<b>Delivered</b> means that they have been saved from having to be "finished" with something. (As in, "deliverance" or the phrase, "I have been delivered!") Unless, it happens to be a Tuesday. if it's a Tuesday then there is a 50/50 chance that this simply means that some baked goods have been delivered to the UWE team. There is no way to know this for sure of course but that doesn't really matter.
<b>Accepted</b> simply means that the developers have accepted the fact that they are going to have to finish this thing but they are totally not ready to be finished with it just yet.
Simple enough, right? I don't know why people are having such a hard time with this...
Cheers,
Cody
-STUFF-<!--QuoteEnd--></div><!--QuoteEEnd-->
you forgot <b>Rejected</b>...plenty more fish in the sea, eh?
D:
Perhaps he is looking at it too much as a single issue instead of maybe many little issues causing it? I dunno.
Also:
"Allow marine to long-jump while sprinting"
sounds pretty sweet!
D:
Perhaps he is looking at it too much as a single issue instead of maybe many little issues causing it? I dunno.
Also:
"Allow marine to long-jump while sprinting"
sounds pretty sweet!<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sure he'll take your advice on board.....