Oooh! New 1.04 Changes!

2»

Comments

  • OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
    edited January 2003
    Quick question; Once the Siege Cannon has acquired its target, does it continue firing after it is no longer being seen by any marines or scanner sweep or do you have to constantly keep an eye on it? Otherwise it would be kinda annoying as you might as well push further and HMG that hive...
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    When you lose LOS with the structure, the siege cannon stops firing at it. Otherwise, it's sort of pointless to enforce a LOS restriction at all.

    It's actually not that major of a change. You can also ping with the observatory and it lets your siege cannon get a couple shots at it per ping (costs 3 in 1.04 per ping).
  • RenegadeOTVRenegadeOTV Join Date: 2002-11-28 Member: 10192Members
    To the guy saying that nade launchers kill fades easy:

    You have to remember, that is IF the fade gets caught in the blast.

    To people who think sculks have nothing to fear from nades:

    Would you run into a room being bombarded by a guy with a nade launcher in the room beyond that one? Most people I've seen use nade guns fire a whole clip into a room their about to go in if they even hear an alien in it, that is overkill but you really think you could live through it?

    Just how early could you get 3-4 nade launchers?
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    Actually, you DO need an arms lab for a grenade launcher. you can buy the Advanced Armory upgrade without it, but all it will give you is HMGs. Grenade Launchers require arms lab. So imho this is a fair upgrade to it.

    As much as I love the lerk I'm pretty happy about the slight umbra nerf/grenade launcher boost. Last game I commanded I had three marines in HA, 2 hmgs, 1 grenade launcher, all had welders, and they got massacred by one lerk (wish it coulda been me). This is the tactical equivilant of like, Three fades being killed by a marine with a shotgun and a jetpack.
  • UhOhUhOh Join Date: 2002-11-03 Member: 6320Members
    Played the 1.04 beta patch for the first time tonight, my impression? it sucks caboose for the most part. Or if truth be told its only purpose seems to have been to turn me from a better than average player to the low rank whipping fish at the bottom of the scoreboard.

    Fades: Kiss your acid rocket goodbye, me and 4 other fades fired like mad at a roughly equal number of marines some being replaced as the battle went on, very rarely would a heavy ever make an appearance, acid rocket would kill one of them ever 15 to 20 seconds or so, we were constantly pushed back toward our hive when they used thier new improved........

    Grenade Launcher!!!: Aliens your FSKED, this bad boy caused more aliens causualties than anything, marines are still immune to its effects unless they are the firer and it will clear out a wall of lame in 4 hits, i can hear the **** that always stuff the marine portal with thier bodies rejoicing even now. The blast is so huge you pretty much hear the *tink tink tink* and write yourself off, good luck running from this puppy now.

    One game went bout like normal with the aliens having 2 hives and the marines holed up in generator, marines had only 2 resources nozzles and aliens had the rest, despite judicious use of fades and lerks the game went on an extra hour just assaulting thier final base.

    Be prepared, whats in the readme for the future patch says one thing, but when your playing it live its a whole different story, aliens bend over. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • ElricElric Join Date: 2002-11-13 Member: 8448Members
    Oh come on, the range of the acid rocket got reduced by 20%, that's not huge. Just aim better =\.

    The grenades I could understand but again, they're expensive to get to and hopefully someone is a skulk who can leap/bite the nader.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    A skulk that charges a nader has an easy time. If the nade fires, he risks blowing both skulk and himself up. If he can hit at all! Of course if he is a HA guy the equation differs.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--UhOh+Jan 5 2003, 11:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UhOh @ Jan 5 2003, 11:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Played the 1.04 beta patch for the first time tonight, my impression? it sucks caboose for the most part. Or if truth be told its only purpose seems to have been to turn me from a better than average player to the low rank whipping fish at the bottom of the scoreboard.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Then to be blunt... stop treating Fades like you're playing Quake 1!

    Don't try to compete with Marines at range, if you have Fades, blink your rump over there, don't walk, and slash them to pieces. I've noticed that's how Fades HAVE to work now, get in there and mix it up!

    Yes, Acid Rockets are NOT spray-and-pray now, they're useful for relatively accurate, planned shots, not randomly spraying an area. That's what bile bombs are for. :-)

    And if you don't have those, then blink over there, slash someone, and blink away. Yes, that has problems too, but hopefully THOSE will be fixed before too long as well. =-.-=
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    A carapaced fade using his slashers will kill two marines fast if he used blink to zap right into their midst. But dog gone it's hard to use blink. I've not yet gotten stuck anywhere, but thats maybe because I have my problems blinking in the first place. However, at one point have I managed to blink behind two marines, one ha and one regular, and scare the bejeezus out of them when I slashed the 1 down from behind before they knew I was there.

    Fixing how blink works is probably coming 1.1.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    <!--QuoteBegin--geldonyetich+Jan 5 2003, 05:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (geldonyetich @ Jan 5 2003, 05:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When you lose LOS with the structure, the siege cannon stops firing at it. Otherwise, it's sort of pointless to enforce a LOS restriction at all.

    It's actually not that major of a change. You can also ping with the observatory and it lets your siege cannon get a couple shots at it per ping (costs 3 in 1.04 per ping).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It will also help alleviating a nasty map exploit where you can place a gun and tf out of reach of any alien, but within sieging range of a hive. Ok, scanning and LOSing will still work, but the hive wont permanently be locked down untill they can fix the map.


    NB: I <b>have</b> posted a bug submission of it.
  • quavernquavern Join Date: 2002-11-06 Member: 7273Members
    - Increased scan cost from 1 to 3

    This is not so good. maybe NS Team wants to prevent 'scan+siz' combination, but, to prevent 'scan+siz', 3 is not enough. even 4 or 5 is not enough.

    I wanna say, Marines' scouting is all up to scan and 3 is too expensive.
    I think 2 is better, but possibly 2 is too cheap.

    2 or 3? I dunno which is better.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    i dunno.. i think the upgraded GL is a *bit* bad.. .

    because in the end.. when it is obvious marines will lose... its jus a pain when they keep spamming Grenades so u cant get in.....
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Think about it. The game might not have ended then. If they can stall you long enough to afford 3 ha guys with gear, then they can go out and lay siege to one of your hives, which would force you to losen up the stranglehold on the base. This would be less likely IF the aliens have secured the 3rd hive. Then fades get bile bombs, lerks get poison cloud and space moo-cows can spawn and start eating ha marines or run rampage in the base.
  • L3TUC3L3TUC3 Join Date: 2002-11-03 Member: 5770Members
    Well I guess the fades are going to take the celerity upgrade more often.....

    I always take the cloak ability (if available)'. Way more useful then any blink. Especially funny when you're an onos and appear out of nowhere in font of this n00b. Damn sweet times.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Well if you're facing 3 determined marines it would be nice to have celerity to get the H out of Dodge City as they come down to kill you off. But on the other hand, what about learning the blink ability instead? Going from A to B in an INSTANT is as fast as things can get - ever.
  • L3TUC3L3TUC3 Join Date: 2002-11-03 Member: 5770Members
    Um, yeah I tried blinking several times, but after I fell into this pit thing like THREE times w/o ladder it started to **** me off.

    I'll practice it more next time I play Kharaa.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--Immacolata+Jan 5 2003, 12:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Jan 5 2003, 12:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><i>- Morphing resets your health again (preserves percentage of armor when evolving carapace too)</i><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yay! Now my skulk/lerk attack runs can last longer. Just run in, parasite and what not, maybe munch somebody, then run off and evolve something to get full health back <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    upgraded GL will kill lerks.... seriously.. less and less ppl go lerk now.. cuz of the spamming of grenades..

    now that they are upgraded.. and can max out 260 dmg.. thats insane..... a direct hit will kiill a fade
    i cant think of many reasons why im against this.. but bascially a GL person stays back with an HMG while a squad of 3 hmg HA ppl go ahead... u spam grenades in where they are walking and nothing can get close to u .... isn't that a bit unfair?

    maybe GL should do a bit of dmg.. not full but a partial amount to friendly marines.. that way marines wil control their fire...
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Yes I worry a bit about the GL. We should have it back at 1.0 damage (180) but allow for upgrades the first time, then see how that works out and perhaps change it for 1.0 to higher, instead of the other way around.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    GL is still a good weapons as long as the person with it has back up from some1 with a HMG or LMG if u dont have the rp's. With the dammage going up its great news for people who dont like using the seige to kill every thing. Even at the moment the GL can take down 'walls of lame' if the guy has enough ammo.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--Rue+Jan 6 2003, 06:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Jan 6 2003, 06:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->GL is still a good weapons as long as the person with it has back up from some1 with a HMG or LMG if u dont have the rp's. With the dammage going up its great news for people who dont like using the seige to kill every thing. Even at the moment the GL can take down 'walls of lame' if the guy has enough ammo.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    umm perhaps u are missing out on the chat.. but we are saying it is too good .. not good enuff...

    liek many people mentioned... u have one HMG and guarding a GL perosn.... wif 2-3 hmg guys a few feet ahead... and as u advance get the GL person to keep spamming nades.... nothing can approach u without literally dying to either the explosions or the HMG fire... it's lame...
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Well howabout changing Fades second and third weapon slots for 1.04? Its not so big of a change but sounds fair. Acid Rocket IS better than blink so I think it should be second hive option. I hate it when I have one hive locked down and I siege then second hive with long fight and I still have those fades with acid rockets to deal with and 3rps. And they have taken the hive back too many times like that. Fades should learn to use their claws with 1 hive.

    Please?
  • ArcaneArcane Join Date: 2003-01-04 Member: 11782Members
    Fades still going to be stupidly powerfull :o? Looks like a good list of changes, the '+use' on the phase gate - f'kign YAY.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->


    Arcane
  • dexiondexion Join Date: 2002-11-02 Member: 5339Members
    I disagree with people who have a problem with dying when facing 3 ha/hmg and 1 ha/gl marine. You should die. That is 208 resources coming at you not including the 200 to get the ha and hweapons in the first place. Pluse the 6 minutes of build/research time. If the marine commander has 4 guys with ha/hw then the aliens are doing something wrong. If you don't like it stop them. Skulk rush the arms lab or the prototype lab or the ammo disp. Any one of those will shut down the handing out of good marine stuff and cost resources and time to rebuild. So in short, change your strat. Which is what I think the devs are going for. Upgrade your speed and get cloak instead of something else. Could be this makes cloaking more viable as a 2nd or 1st upgrade. Adapt.

    dex
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--dexion+Jan 6 2003, 08:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dexion @ Jan 6 2003, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I disagree with people who have a problem with dying when facing 3 ha/hmg and 1 ha/gl marine. You should die. That is 208 resources coming at you not including the 200 to get the ha and hweapons in the first place. Pluse the 6 minutes of build/research time. If the marine commander has 4 guys with ha/hw then the aliens are doing something wrong. If you don't like it stop them. Skulk rush the arms lab or the prototype lab or the ammo disp. Any one of those will shut down the handing out of good marine stuff and cost resources and time to rebuild. So in short, change your strat. Which is what I think the devs are going for. Upgrade your speed and get cloak instead of something else. Could be this makes cloaking more viable as a 2nd or 1st upgrade. Adapt.

    dex<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    like peple said... ny gorge who doesnt go defense movement and sensory is auto flamed.. seirously... id like to try something new.. but i am being a hypocrite simply because once i got made at a gorge for making a sensory instead of movement second.. but simply because out hive was being seieged and the game was tense.... i needed to get my adren so i could blink and swipe

    but wait... if u lose second hive.... do i lose any abilities as a fade? i played 1.03 and i dont think that happened.. im not sure tho...
Sign In or Register to comment.