1.1j

DreadDread Join Date: 2002-07-24 Member: 993Members
edited May 2003 in NS General Discussion
<div class="IPBDescription">Yay for Flay!</div> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
1.1j changelog
-------------------
Note: some things had to be backed out, notably, the new marine minimap and shootable mines. There were various problems with both of these and may come back in the future.

O Yet More Resource model changes:
O Removed sucking (not sure it could work)
O Added variable point reward when aliens make a kill. The killing player gets 1-3 resources (randomly) for the kill.
O Encourage more group movements for marines, speedier end-games when aliens has decisive advantage, promote more conflict in general, and reward great alien players with higher lifeforms, allow aliens a way to grow without building RTs
O Addresses long end-game against stock marines at marine start
O Lowered offense chamber build time
O Lowered alien resource node cost and health (they only cost 10, but are roughly half their old health)
O Changed gorge, fade, upgrade chamber, OC and hive costs to reflect new model
O Marines no longer drop their weapons when they die. Lowered shotgun (15 -> 10), HMG (25 -> 20) and grenade launcher (30 -> 25) costs slightly to compensate
O Hive build time and armory upgrade time each reduced from 180 seconds to 120 seconds (encourage early upgrade option and tier 2 response)
O Added player's location to all chat messages
O Bile bomb damage increased from 180 to 250 (increase bile bomb damage even more (do War III catapult calculations) (allow it to do a little damage vs. players to make it intuitive?))
O Fixed heavy armor not starting with full armor
O Hive now emits umbra around spawning players, and also occassionally around itself when under attack (to lessen spawn camping and instant hive death). Hive health reduced from 7000 to 3500 to compensate.
O Umbra and spore particle systems lessened to decrease slowdowns.
O Alien regeneration lowered from 4% per second per level to 3% per second per level
O Changed organic structure regen to be a fixed amount, not a percentage (now it's 5 points per second)
O Cloaked players are no longer show up on motion-tracking
O Electrical damage increased from 10 to 12 (skulks should NOT be able to singly take out these, and electrified nodes are still falling all the time to 1-hive single aliens)
O Jetpack cost reduced from 20 to 15
O Fade blink energy cost increased as temporary holdover until fix
O New version of eclipse: little lighting tweaks and overall brightening. Known bug: locations are no longer user-friendly.
O Added sound that plays when players receive resources (from "givepoints" or from kill).
O Unchained marine armor and weapon upgrades from other structures (they are all available once an armory is available)
O Changed Onos abilities around: now it's claws, charge, stomp, then devour (reduces overall amount of devouring, and allows Onos to function as early base breaker, but not mass destroyer, also means he can be used early without movement upgrades). Also lowered rate of fire on charge to avoid useless spamming.
O Movement chambers now energize offense chambers and hives. OCs fire faster, hives spawn faster.
O Inactive hives no longer draw for marine players (allows sensory to be used to hide hives)
O Preserve current spectate mode so it always starts up in the last mode you were in
O Play role help text only once per game
O New Fade Hive #2 ability: Metabolize. Drains energy when used, but for the next second, converts incoming damage into energy. Depends player knowing when he's going to get hit, and using it to maximize his energy. (kinda like Melnorme from Star Control II). Sounds are placeholder.
O Backed out mine-can-be-killed change. There are engine problems with this, and will have to be addressed another way if it's still a problem.
O New siege sounds (now with more bass), new offense chamber sound to differentiate from spikes (thanks MadMaxx!)
O You now stop blinking when you're out of energy<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

He is da man! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
«134

Comments

  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    Win win win win!
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • Bo_SelectaBo_Selecta Join Date: 2002-11-19 Member: 9374Members, Constellation
    <i>Note: some things had to be backed out, notably, the <b>new marine minimap</b> and shootable mines. There were various problems with both of these and <b>may</b> come back in the future.</i>

    MAY come back? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> *sob*
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    Sounds like they're trying to change too much at once. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Note: some things had to be backed out, notably, the new marine minimap and shootable mines. There were various problems with both of these and may come back in the future.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    New marine minimap is going to pwn, no matter what. If he just puts the motion tracking to work through it, im going to soil my pants. Shootable mines? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Yet More Resource model changes:
    O Removed sucking (not sure it could work)
    O Added variable point reward when aliens make a kill. The killing player gets 1-3 resources (randomly) for the kill.
    O Encourage more group movements for marines, speedier end-games when aliens has decisive advantage, promote more conflict in general, and reward great alien players with higher lifeforms, allow aliens a way to grow without building RTs
    O Addresses long end-game against stock marines at marine start<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It's good. Res sucking sounded great though, but I know he knows what he's doing.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Lowered offense chamber build time
    O Lowered alien resource node cost and health (they only cost 10, but are roughly half their old health)
    O Changed gorge, fade, upgrade chamber, OC and hive costs to reflect new model<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Balance changes...sounds good to me.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Marines no longer drop their weapons when they die. Lowered shotgun (15 -> 10), HMG (25 -> 20) and grenade launcher (30 -> 25) costs slightly to compensate<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Wow! This is a big change, I guess Flay is going for more RTS-type of gameplay. Do they still drop welders? It would seriously suck if you would lose the welder because the only welder guy in the team got killed <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Hive build time and armory upgrade time each reduced from 180 seconds to 120 seconds (encourage early upgrade option and tier 2 response)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Balance change...

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Added player's location to all chat messages<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    !!! Been waiting for this. Very handy.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Bile bomb damage increased from 180 to 250 (increase bile bomb damage even more (do War III catapult calculations) (allow it to do a little damage vs. players to make it intuitive?))<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah, allow it to do little dmg to players too. Sounds like Gorge is going to pwn buildings <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Fixed heavy armor not starting with full armor<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Fix is good

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Hive now emits umbra around spawning players, and also occassionally around itself when under attack (to lessen spawn camping and instant hive death). Hive health reduced from 7000 to 3500 to compensate.
    O Umbra and spore particle systems lessened to decrease slowdowns.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Eh, doesn't that mean JP/GL is going to be the next effective thing? Well, fine with me. At least the jp's can't kill Lerks/Skulks so well with GL <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    ...yet there is something that bothers me with this system.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Alien regeneration lowered from 4% per second per level to 3% per second per level
    O Changed organic structure regen to be a fixed amount, not a percentage (now it's 5 points per second)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Good, I've heard enough of vet and pt whining about invincible regenerating Oni <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Cloaked players are no longer show up on motion-tracking<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I though cloaked players are players that don't move and hence they don't show up in mt anyway. Someone care to elaborate?

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Electrical damage increased from 10 to 12 (skulks should NOT be able to singly take out these, and electrified nodes are still falling all the time to 1-hive single aliens)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Good! Imo it should take some time and effort to destroy nodes.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Jetpack cost reduced from 20 to 15<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Sounds good since jp is much poopier now than in 1.0x

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Fade blink energy cost increased as temporary holdover until fix<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It would have been interesting to test this "super-blink" but good that it will be removed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O New version of eclipse: little lighting tweaks and overall brightening. Known bug: locations are no longer user-friendly.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    w00t!

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Added sound that plays when players receive resources (from "givepoints" or from kill).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    What "givepoints"?

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Unchained marine armor and weapon upgrades from other structures (they are all available once an armory is available)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    How does this actually work? You can upgrade 3lvl right away?

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Changed Onos abilities around: now it's claws, charge, stomp, then devour (reduces overall amount of devouring, and allows Onos to function as early base breaker, but not mass destroyer, also means he can be used early without movement upgrades). Also lowered rate of fire on charge to avoid useless spamming.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Good that Onos is being balanced but "claw"? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Movement chambers now energize offense chambers and hives. OCs fire faster, hives spawn faster.
    O Inactive hives no longer draw for marine players (allows sensory to be used to hide hives)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    YES! I've been waiting for this for a long time. Now just get a useful sensory ability and we are close to balanced chambers.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Preserve current spectate mode so it always starts up in the last mode you were in
    O Play role help text only once per game<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Both sound like little useful additions

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O New Fade Hive #2 ability: Metabolize. Drains energy when used, but for the next second, converts incoming damage into energy. Depends player knowing when he's going to get hit, and using it to maximize his energy. (kinda like Melnorme from Star Control II). Sounds are placeholder.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I was kinda waiting for anti-jp ability but this sounds waaaaay cooler. Very extremely sweet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Backed out mine-can-be-killed change. There are engine problems with this, and will have to be addressed another way if it's still a problem.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Wha? I guess it's bug-fix.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O New siege sounds (now with more bass), new offense chamber sound to differentiate from spikes (thanks MadMaxx!)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yay! *(BASS) BOOOOOOM!* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O You now stop blinking when you're out of energy<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Another big-fix.




    Overall: Fantastic! Makes me drool,

    *drools*

    Dahm, I drooled on my keyboard!
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    I still don't understand the point of making them not drop their weapons. I can go on and on of reasons why this idea is pointless and dumb. I remember hearing their was complaints of GL spam. So? When a marine dies with a HL, another person picks it up and guess what? No more than 4 shots left in it (well maybe 6 i forgot what it was changed to). JP/HMGs dropping their HMG and another continues using the HMG? Same thing applies. You still have to go to an armory if you need to get more ammo, unless the comm ammo spams you. And another thing. Wasn't bhopping taken out beause of "OMG ITS NOT REALISTIC!!!111"? Does <i>not</i> dropping a weapon not take away from realism? I just find this change a random and pointless one that only handicaps the marines more than they are already getting handicapped.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I  still don't understand the point of making them not drop their weapons.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I think it is to prevent marines to lock in their base with the never ending 2 GL.
  • Crazy_MonkeyCrazy_Monkey Join Date: 2002-11-13 Member: 8453Members
    1.1 could be nothing but: "Added player's location to all chat messages" and I'd be happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited May 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I though cloaked players are players that don't move and hence they don't show up in mt anyway. Someone care to elaborate?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    From what I can tell from the Beta Discussion board, sensory tower cloaking (as opposed to the evolution cloak) allows you to move while cloaked. So you could build a sensory tower at holoroom in ns_hera (for example), take silence, and you could move around the room, and the marines would neither be able to hear nor see you. Any rts would be cloaked too...
    Now they won't be able to mt you either... I hope. This certainly makes sensory more viable if I'm correct, since proper placement can really screw with the marines' minds. I'm not sure if anything short of a sensory upgrade with aggressive applications is going to make sensory as viable, but, hey, In Flayra We Trust. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    As for lack of weapon drops; I think it will be interesting to see what the pts/vets make of that. Will coms be more eager to hand out weapons (lower cost) or less so (no chance of "reclaiming" the weapon)? Only time will tell!

    I see the Fade's ability makes it a good minesweeper - metabolise, step on the ten-mine stack, get boosted up to full energy, repeat and rinse. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    Marines don't drop weapons anymore?

    <span style='color:red'>WHY???</span>

    Yeah, the weapons are cheaper but now it won't be worth buying one or two HMGs because when the people that use them die these res are wasted...
    That's the only bad change there IMO.
    Now I think we won't see any HMGs until the very end of the game.
  • Crazy_MonkeyCrazy_Monkey Join Date: 2002-11-13 Member: 8453Members
    <!--QuoteBegin--Snidely+May 30 2003, 01:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ May 30 2003, 01:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I see the Fade's ability makes it a good minesweeper - metabolise, step on the ten-mine stack, get boosted up to full energy, repeat and rinse. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Energy, not health/armor.
  • CarlingCarling Join Date: 2003-05-21 Member: 16571Members
    <!--QuoteBegin--Dread+May 30 2003, 03:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dread @ May 30 2003, 03:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Movement chambers now energize offense chambers and hives. OCs fire faster, hives spawn faster.
    O Inactive hives no longer draw for marine players (allows sensory to be used to hide hives)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    YES! I've been waiting for this for a long time. Now just get a useful sensory ability and we are close to balanced chambers.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think cloaked hive should be usefull <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    I think i like most of the changes there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> not sure about that no weapon drop and the new hive hp.

    Is that perrty yellow cloud realy strong enough to make up for all that lost hp ? ill have to see that one for my self.



    Alien Res Towers Weaker and Humans Res Towers Stronger.
    Intresting. a bit worrying but am sure it has its reasons. in any case the lower cost should aid in simply rebuilding them so long as marines dont turret farm it heh.



    Over all nice work ! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> i look forward as ever to playing 1.1 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    the movement making the structues go faster and making the hive respawning faster looks sweet!

    but i don`t think the umbra alone is going to compesnate for the low health of a hive now, mabye it should go into a hardened shell mode when it gets shot at, but the respawn rate lowers, then when its clear again it goes back to normal health and normal respawn.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Someone was asking, so... "givepoints" is a cheat command for development purposes which gives the player extra resources. I use it a lot when testing fade & gorge AI on WhichBot. It only works if the server variable sv_cheats is enabled.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Don't know about hive health, probably think it should be about 5000.

    Like the idea of fades converting damage to energy, but do they still take damage while doing this?, if they do changing weapons is going to be a bit difficult.

    Not sure about the not dropping weapons thing, could be nice, more trad rts, and it will probably make games shorter, and since I want longer games (I think people will get used to coming in for half a game. Also I don't expect the NS clanbase to expand much as its such a complex game).

    Nice that only aliens get kill res, could work well. I think it should only be 1, but guess balancing will sort that out.

    Was looking forward to gorges res sucking.

    in my opinion regen needs to be set at a certain value, this way skulks get more in % terms than onos.

    Hopefully this should be more balanced and more feature complete.

    I don't understand about the minimap, are the bugs of 1.0 going to be fixed, are marines going to get the same map as the commander? or is it just the same as 1.0?
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Well, jeez! He's been busy! I agree that Marines SHOULD drop thier weapons... I don't know why this was removed.... I'd love to see Flay comment on this. Prolly the 2 biggest things I like is the "inactive hives no longer draw for marines" and the "Location added to player chat"... Both things I've complained about before... hehe.. I love this.... 1.1 is gunna be SWEET!
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    <!--QuoteBegin--Jabba The Hunt+May 30 2003, 10:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jabba The Hunt @ May 30 2003, 10:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't understand about the minimap, are the bugs of 1.0 going to be fixed, are marines going to get the same map as the commander? or is it just the same as 1.0? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've read somewhere that it will be a HLTV minimap (like in CS spectator mode)
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    i dunno if i`am the minorty, but i really think that THE NEW FADE WEAPON SUCKS!

    ok, it makes u invincible. but only last for one second!
    and still a large chance that after that then u may be out of energy completly.

    BAH HUMBUG! back to the drawing board for a better weapon i`d say.
  • EmseeEmsee Join Date: 2003-05-23 Member: 16644Members, Constellation
    The only thing that worries me now is the Hive health like people have been saying. I just hope it doesn't mean that a gl/jp or a siege can take down the hive before the aliens have a chance to take it down.
    Although that said, lower hive costs, faster build times (+MC speed up) and the fact that the hive actually heals itself now and having multi gorges viable means that hive defence shouldnt be such a weak point for the aliens any more.
    The removal of sucking and lower cost rps is nice too. Even better if gotges get res from their OC kills.
  • RionRion Join Date: 2002-11-08 Member: 7752Members
    edited May 2003
    Uh.. usually when a gun is dropped no one is around to pick it up anyway. Only thing I'm worried about is the 50% RT health for aliens... usually by the time you get to save them they're already beyond half health currently... atleast they're cheaper now.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    If a gun drops in Viaduct and no one is around, does it still make a noise? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Seriously tho, I often guard the dropped weapons anyway so, unless they die near a phase gate or Marine Start, chances are they won't get it back.
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    Well, I guess I'm going to have to disagree with Mr. DrunkMonkey.

    Personally, I think the new fade weapon sounds pretty nifty. Might be handy for closing to short range to use those nice sharp claws while draining marine ammo.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    "movement chambers make ocs shoot faster and hives spawn faster"

    do you mean that skulks will spawn faster out of a hive if there is a movement chamber nearby? or that an unbuilt hive will build itself faster?

    either way this makes movement chambers uber.


    oh and the marines not dropping weapons is an interesting idea. although its a bit counter-intuitive I always thought it was unfair that marines could recycle weapons and aliens cannot.
  • RukeRuke Join Date: 2003-02-01 Member: 12953Members
    The half-health with RTs will be good because of their reduced cost. 2 gorges early on can now get out a total of 3rts before the marines can get their second. The lower health means faster build times, and its 12 res cheaper, meaning you can afford either another tower, or maybe another extra O-Tower to compensate for the lack of health.
  • DemonmercDemonmerc Join Date: 2002-11-01 Member: 3651Members
    Will team fire build the fade's energy as well? So a fade could walk around invincible (yet unable to attack) if he was spammed by his team.
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    edited May 2003
    <!--QuoteBegin--BreakfastSausages+May 30 2003, 10:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BreakfastSausages @ May 30 2003, 10:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> although its a bit counter-intuitive I always thought it was unfair that marines could recycle weapons and aliens cannot. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    perhaps because aliens don't have weapons... and marines can't recycle them but reuse them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Well, one thing I'd be kinda worried about in balancing, is the whole counter/counter counter idealism. Basically.. I'm afraid that if it's taken too far, aliens and marines could become too alike... yet if not followed at all, game is unballanced. I really don't know how I feal about not dropping weapons, however I think that it should not be done just b/c aliens can't do it. Should we give marines wall climb b/c sulks CAN do it? :-p No way man! *shrugs* ok.. off my soapbox..

    I'm really confused about this new Fade ability. It drains energey, yet it gives it back? It sounds to me like this could happen:

    fade activates ability, runs into a turret Farm. THe turrest keep pounding the fade, and since he's using this ability, he's invincible.. he can just take out the entire turret farm, and everything else in the room... b/c when this ability wears off, he can just activate it again.... and continue.. and have unlimited energy.....

    So, plz explain to me where I've gotten this wrong... I am pretty confused...
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    About the location appearing on player chats..
    Is this for messages to all, or just teamsay?
    If its for all...I really think I don't like that, but I'm sure they would make it just for teamsay...
    If its for all it totally defeats the purpose of cloaking
    w/out location
    Sulk: (all) I can see you marine
    Marine: Where are you?
    w/location
    Sulk(Triad):(all) I can see you marine
    Marine(Triad): (team) Comm, scan Triad
    *Sulk dies*

    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    edited May 2003
    <!--QuoteBegin--devicenull+May 30 2003, 10:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ May 30 2003, 10:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> About the location appearing on player chats..
    Is this for messages to all, or just teamsay?
    If its for all...I really think I don't like that, but I'm sure they would make it just for teamsay...
    If its for all it totally defeats the purpose of cloaking
    w/out location
    Sulk: (all) I can see you marine
    Marine: Where are you?
    w/location
    Sulk(Triad):(all) I can see you marine
    Marine(Triad): (team) Comm, scan Triad
    *Sulk dies*

    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Don't worry i think they know what to do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    About the Weapons... don't know.... don't judge before u play.... as with the fade ability... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> MUHAHAHAHA <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->fade activates ability, runs into a turret Farm. THe turrest keep pounding the fade, and since he's using this ability, he's invincible.. he can just take out the entire turret farm, and everything else in the room... b/c when this ability wears off, he can just activate it again.... and continue.. and have unlimited energy.....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Note that the changelog didn't say what the fire rate of the ability was. For all we know, it's once per minute.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Movement now energizes buildings etc<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <b><u>OMG</u></b>
    But aren't MCs overly popular already in the beta tests? This will make them like 1.0x DCs(MUST HAVE 3 MCS IMMEDIATELY or m4d 1035)... even if you get free reign of chambers(ie build any chamber any time, hives don't matter), which Im not too sure isn't a rumor.
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