SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
updated the mod. there was a bug which prevented tier 3 alien tech from being researched. current list of alien abilities:
skulk - leap or burrow gorge - bilebomb or healbomb lerk - spikes or umbra fade - blink or recall onos - devour or boneshield
tier 3:
skulk - xenocide or focusbite gorge - none lerk - none fade - vortex onos - stomp or convulse
burrow: skulk digs into the ground, becomes immobile and invulnerable. jumping, attacking or being scanned reveals you. healbomb: basically same as bilebomb, but instead of dealing damage it instantly heals all nearby units recall: fade teleports back to the hive. when activated a second time, fade teleports back to the position he was before devour: basically ns1 devour, does not work on exos focusbite: works like the ns1 upgrade 'focus', with the difference that the skulk takes damage with each attack convulse: units take alot of damage in a radius around the onos and get slowed down
(Fade) Suggestion about blink/shadowstep; the best I have ever seen done for this ability in a game is in Dishonored. The indicator, the canceling, the warping of sound, the shaders, all of it is excellent. The only thing that would top it off is if you could stop the blink/shadowstep mid shadowstep by pressing the key again while traveling.
If you haven't played dishonored, I really think you should find a friend who owns it to see the effect.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited January 2013
i added a new marine weapon this weekend and fixed a few more bugs. there are some script errors when dropping that new weapon, but i dont have time to fix those currently.
Rifle vs. LMG:
rifle is default weapon as before, LMG can be purchased for 10 p.res rifle has as before clipsize as 50, and lower fire rate (takes a bit longer than 3 seconds to empty a clip) lmg clipsize is 30, high fire rate and light damage (15 per bullet) lmg is lighter, just means that you can run a bit faster rifle has increased bullet spread (8 degrees), whereas lmg is as accurate as the vanilla rifle (3 degrees) lmg has twice as fast reload rate as the rifle
the Rifle is good for: taking out anything without being really specialised
LMG is good for: fast combat and taking out especially skulks and lerks
Purpose of the weapon: The LMG gives the marine team early on the opportunity to invest in more fire power (at the cost of resources of course). Its and optional weapon and simply an alternative to the rifle, so it does not fill a specific role other than taking out skulks more efficient early on in the game.
thanks to Evil_Ice for allowing me to use his compact rifle model :)
Comments
i refactored most of the code, so please let me know if you see any script errors or bugs
skulk - leap or burrow
gorge - bilebomb or healbomb
lerk - spikes or umbra
fade - blink or recall
onos - devour or boneshield
tier 3:
skulk - xenocide or focusbite
gorge - none
lerk - none
fade - vortex
onos - stomp or convulse
burrow: skulk digs into the ground, becomes immobile and invulnerable. jumping, attacking or being scanned reveals you.
healbomb: basically same as bilebomb, but instead of dealing damage it instantly heals all nearby units
recall: fade teleports back to the hive. when activated a second time, fade teleports back to the position he was before
devour: basically ns1 devour, does not work on exos
focusbite: works like the ns1 upgrade 'focus', with the difference that the skulk takes damage with each attack
convulse: units take alot of damage in a radius around the onos and get slowed down
(Fade) Suggestion about blink/shadowstep; the best I have ever seen done for this ability in a game is in Dishonored. The indicator, the canceling, the warping of sound, the shaders, all of it is excellent. The only thing that would top it off is if you could stop the blink/shadowstep mid shadowstep by pressing the key again while traveling.
If you haven't played dishonored, I really think you should find a friend who owns it to see the effect.
Rifle vs. LMG:
rifle is default weapon as before, LMG can be purchased for 10 p.res
rifle has as before clipsize as 50, and lower fire rate (takes a bit longer than 3 seconds to empty a clip)
lmg clipsize is 30, high fire rate and light damage (15 per bullet)
lmg is lighter, just means that you can run a bit faster
rifle has increased bullet spread (8 degrees), whereas lmg is as accurate as the vanilla rifle (3 degrees)
lmg has twice as fast reload rate as the rifle
the Rifle is good for:
taking out anything without being really specialised
LMG is good for:
fast combat and taking out especially skulks and lerks
Purpose of the weapon:
The LMG gives the marine team early on the opportunity to invest in more fire power (at the cost of resources of course). Its and optional weapon and simply an alternative to the rifle, so it does not fill a specific role other than taking out skulks more efficient early on in the game.
thanks to Evil_Ice for allowing me to use his compact rifle model :)
have we figured out how to make it work now for onos? (assuming front facing armor/shield)