<!--QuoteBegin--Anonymous Coward+Nov 9 2003, 02:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anonymous Coward @ Nov 9 2003, 02:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Needless to say, as long as you can hit any turret once it should be a ton easier to take out turret farms as a Hive 3 Onos. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That reminds me. How's charge now? Is it somewhat useful now, like in my suggestion where onos took 1/2 damage while using it(and boosting the damage done from charge some, enough to kill at least a turret in one adrenaline bar-unlike how it is now), or just upped damage?(ie enough to kill.... TWO turrets....)
<!--QuoteBegin--NeoMatrix99+Nov 10 2003, 08:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NeoMatrix99 @ Nov 10 2003, 08:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Focus is a 10% increase in dmg and 20% decrease in rate of fire. so at lv3 its 30% more dmg but 60% slower. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> So how does a skulk with only 30% dmg increase kill a marine in one hit?
Ugh, this coming from the starter of the thread. So was Focus reverted to it's initial form? Because we have heard from several vets that it was changed.
This example will compare the mathematical differences between normal attacks as opposed to "Focus"ed attacks.
For arguments sake (and easy computation) lets say that the normal attack does 100 pts of damage and the cooldown is .5 seconds. This means that utilizing Lvl 3 Focus will do 130 pts of damage for a cooldown of .8 seconds. Following is a listing of total damage over a given amount of time to compare which is actually better over time. The timing indicates how much time has taken place after the initial bite and if the timing is equal to that of the cooldown of the attack then another attack is registered. Basically all this means is that you follow this formula:
damage + floor[time / cooldown]*damage
Time in seconds - Normal damage - Lvl3 Focus damage
At 40 seconds the attack timing is synchronized again so it is a logical conclusion to the timings. You can see that the ONLY time that Focus is an improved damage is the very first attack... past that a continuous attack would actually be worsened by having Focus. That means that regardless of what cooldown you are dealing with, the only situation that Focus can actually benefit is in cases where an objective can be accomplished with a single hit only.
Now lets actually consider energy consumption. We'll see that the above observation only holds as long as there is ample supply of energy. We'll use skulk bite stats to simulate the effects of energy consumption:
.5 sec cooldown 5 energy/hit consumption 100 energy 5 energy regen/sec (no adren)
This means that it will normally take 30 hits (15 seconds) before reaching empty on energy. After this time, you can see that the rate of attack is totally dependent upon energy regeneration altering the rate to 1 hit per second. Using Focus will allow you to achieve 100 hits (80 seconds) before running out of energy and thus reducing the rate to 1 hit per second. There exists at some point in time where the advantage of using one versus another switches. Lets apply the damage scheme above for calculation purposes again.
First we calculate the damage for the first 15 seconds where normal attacks are not affected by energy. That is 30 hits and thus 3000 dmg. The Focus pulls out 18.75 hits for 2437.5 damage in this. After this point normal hit rate is reduced while Focus rate persists. Our objective at this point is to find when the Focus damage overcomes the lapse in damage done during the first 15 seconds. The difference between damages is 562.5. Remember though that during this time normal damage is still occuring, just at a slower rate. I've already done the calculations and this comes out to roughly be another 20 seconds (someone check me if you like). So after 35 seconds it is better to be using Focus rather than not using it. This implies that if you can't kill something with a skulk bite in 35 seconds then it is better to be using Focus. I can't imagine anything taking that long except a CC so as a skulk I would stay away from this one at least during the beginning while you do not yet have the option of Celerity to help with your attack rate.
Obviously calculations change slightly with other abilities added into the fray, but in the end you can say that Focus does inevitably benefit you even if only after a certain amount of time when you don't have, for instance, Celerity to compensate for the cooldown increase. I hope this sheds a little light as to the actual benefits of using Focus. If I am wrong in any of my calculations (please allow a small amount of leeway as some of it is actually based on approximations) please notify me and I will be glad to rehash it with the problems fixed.
One last thing I would note is that the changelog reflects that Focus only applies to slot 1 abilities now so no Focused Xeno or bile bomb. Only Focused bite, spit, bite, slash, and whatever onos slot 1 is (can't remember... gore?).
<!--QuoteBegin--AoF.Palin+Nov 11 2003, 06:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AoF.Palin @ Nov 11 2003, 06:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One last thing I would note is that the changelog reflects that Focus only applies to slot 1 abilities now so no Focused Xeno or bile bomb. Only Focused bite, spit, bite, slash, and whatever onos slot 1 is (can't remember... gore?). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> First slot gorge is heal now.
NeoMatrix99, this part of the changelog: <!--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 Replaced Pheramones with "focus". Each level of focus slows your weapon/ability rate of fire by 20%, and increases effectiveness (damage, duration) by 10%.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> seems to be incorrect.
Please update it, tell us that Flayra wants to keep the correct information secret, or tell us that we're wrong and that Focus' percentages never changed from its first implementation.
Well there was never any new information regarding focus percentages. I wasnt ever told anything. base skulk bite does 75 dmg. I don't know if they changed it nor not. As for gorge heal that was an undocumented change and was listed in the bug db.
Any up to date beta servers with mp_drawdamage? If so, it should be pretty easy to test. But just a well, I would understand any reluctance to include changes that were never reported in text...
I'd just like to say that I really appreciate this log.
NeoMatrix99 is ns_nancy not re-add to ns is it not remaking and fix <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=43856' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=43856</a>
Last I heard, the ns_nancy remake was most likely to make it into the first patch after 2.1, although if they get the problems worked out soon enough, or 2.1 takes long enough, it could certainly make it in.
I havn't seen any servers with draw damage. I'm pretty sure there aren't any. However, I'm quite certain that a focus skulk bite does more than 70(75?)+30% damage, since that would be less than 100, and it kills a vanilla marine with 100 health and 25 armor in one hit. I don't know the exact math, but I heard someone say that at level 3, attack speed is halved and damage is doubled. That sounds right based on my experience using it, but I can't say for sure. Unfortunately, I don't remember seeing it differently in any changelog.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
edited November 2003
<!--QuoteBegin--Quantum_Duck+Nov 12 2003, 03:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quantum_Duck @ Nov 12 2003, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...and it kills a vanilla marine with 100 health and 25 armor in one hit. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Therefore, it deals at least 150 damage
Since the bite's base damage is 75, that means that level 3 focus at least doubles the damage.
[edit] Correction, it deals at least 143 damage. A marine with even 25 level 0 armor will die with armor remaining. [/edit]
new 2.1q changelog guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
time to get updating, neomatrix <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--Ots+Nov 14 2003, 02:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ots @ Nov 14 2003, 02:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ohhh, did they implement lightsabers to replace knives yet? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That will be in 2.1ls.
Yeah, the current 2.1q had some really odd problems come out of nowhere, so some quick fixes are going in tomarrow. Expect a fairly boring changlog update soon, unless you're like me and find bug fixes and technical programmer stuff interesting. 2.1q is really amazing, except that it is almost unplayable in combat mode due to the fact that the welder fixes the comm chair almost instantly, and lerks bite about 3 times faster than they should. Can't wait to try it tomarrow, where everything is the same, except working right. Just so you know, the new lerk flight is so good it's not even funny.
Hey Neo, remember to update this now and then. I still see 2.1o there. I know 2.1q is floating around somewhere on it's own, but it should be here anyway, as should the latest, greatest, 2.1r. While we're waiting for that update, a few highlights of the new build that was released tonight:
Lots of bug fixes, as usual. Some the golden oldies are addressed here, such as building built in vents sinking. Yay.
Some map changes of course.
Added votemap system.
Fixed umbra bug that made it block 1 out of 3 bullets when it's supposed to let 1 out of 3 bullets pass.
Added catalyst pack artwork, which I'm sure we'll get a screenie of once the servers are updated and we get to see it.
Changed lerkbite damage so it no longer kills a marine in one hit with focus. Focus biting lerks are just to brutal with the new flying. Lerkbite is now 60 damage.
Further tweeked lerk flying physics. The current system is good, and is just getting little improvements.
Some changes to experience (higher levels take longer) and respawning (bit longer times looks like) in combat mode. And now players get experience for damage the hive/cc.
actaully that was q, he never changed it to q lol but now its r <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
<!--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-->Added votemap system (especially for vet program) that works just like in CS. Type votemap for a list of maps and their current votes. Type votemap # to cast your vote for a map. Servers can disable by setting mp_mapvoteratio to -1, or can set the percentage of players needed for a vote to succeed by setting mp_mapvoteratio from 0-1.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Like the adminmod plugin?
<!--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-->Fixed bile bomb / acid rocket / stomp can be fired through thin walls (bug #67).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> YAY!
<!--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-->Added ability for servers to add custom icons for members (mp_customicon of "AAAARGB" where the custom icon is gfx/vgui/640_AAAA.tga, using color components RGB (each are 0-9). Use player authentication mask is 512.).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> What? you don't like the serverops plugins <!--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-->Re-added lerk bite in place of spikes!.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Kind of ok, I'd prefer it to replace primal
I still don't see: Allow complete removal of ALL TOOLTIPS!!!!!!!! (thats all I want, you can keep combat if you fix that)
<!--QuoteBegin--devicenull+Nov 25 2003, 04:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Nov 25 2003, 04:07 AM)</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-->Added votemap system (especially for vet program) that works just like in CS. Type votemap for a list of maps and their current votes. Type votemap # to cast your vote for a map. Servers can disable by setting mp_mapvoteratio to -1, or can set the percentage of players needed for a vote to succeed by setting mp_mapvoteratio from 0-1.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Like the adminmod plugin? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No, apparently not like adminmod, as adminmod is dumb and require more than the majority to win a vote. Hopefully this will be like real democracy votes.
Hmm, it seems to me that on a full server it takes 8 votes to succeed. So that's a simple majority. (full server = 14 people) So fifty percent is seven, add one and you have the 8 needed (that's the setting that the servers are running) . It's handy, though not used too much. Since I still haven't bothered to remember all the map names, not to mention have no clue what number they are, I just go with whatever other people vote. It's all the same to me, for the most part.
<!--QuoteBegin--Align+Nov 24 2003, 11:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Nov 24 2003, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--devicenull+Nov 25 2003, 04:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Nov 25 2003, 04:07 AM)</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-->Added votemap system (especially for vet program) that works just like in CS. Type votemap for a list of maps and their current votes. Type votemap # to cast your vote for a map. Servers can disable by setting mp_mapvoteratio to -1, or can set the percentage of players needed for a vote to succeed by setting mp_mapvoteratio from 0-1.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Like the adminmod plugin? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> No, apparently not like adminmod, as adminmod is dumb and require more than the majority to win a vote. Hopefully this will be like real democracy votes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I was alone on a server waiting for people, so I tried it out. Votemap instantly switched me to the map I wanted. When the server filled up (And once you get past 4-5 it's pretty quick) to 16, it took 9 votes to do anything. Simple majority. It's a nice system that just gives you the option to switch any map in the server's rotation.
yes.... ns combat.... could life get any better? (other than clothes for hot chicks being optional? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> )
<!--QuoteBegin--PseudoKnight+Nov 25 2003, 12:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Nov 25 2003, 12:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think what Align meant was that the system should switch to the map with the most votes rather than the map with the majority of votes.
ns_eclipse: 4 ns_veil: 5 ns_nothing: 3
In that situation he'd want it to switch to ns_veil. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I havn't tried that, but I think that's how it works. Correct me if I'm wrong (I've only played a few games with the new system), but I believe it instantly map switches if any map gets enough votes, but if no map gets enough votes for an instant switch, it switches to the map with the most votes at the regularly scheduled time. Again, I could be wrong...
I suppose it's a server option then. When it says "Vote succeeded, but not enough to blahblahblah(needed 8)" it usually wants 2 more than half of the votes.
Comments
<!--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 Increased sentry health from 1200 to 1300.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Needless to say, as long as you can hit any turret once it should be a ton easier to take out turret farms as a Hive 3 Onos.
That reminds me. How's charge now? Is it somewhat useful now, like in my suggestion where onos took 1/2 damage while using it(and boosting the damage done from charge some, enough to kill at least a turret in one adrenaline bar-unlike how it is now), or just upped damage?(ie enough to kill.... TWO turrets....)
So how does a skulk with only 30% dmg increase kill a marine in one hit?
For arguments sake (and easy computation) lets say that the normal attack does 100 pts of damage and the cooldown is .5 seconds. This means that utilizing Lvl 3 Focus will do 130 pts of damage for a cooldown of .8 seconds. Following is a listing of total damage over a given amount of time to compare which is actually better over time. The timing indicates how much time has taken place after the initial bite and if the timing is equal to that of the cooldown of the attack then another attack is registered. Basically all this means is that you follow this formula:
damage + floor[time / cooldown]*damage
Time in seconds - Normal damage - Lvl3 Focus damage
0.0 - 100 - 130
0.5 - 200 - 130
1.0 - 300 - 260
1.5 - 400 - 260
2.0 - 500 - 390
2.5 - 600 - 520
3.0 - 700 - 520
3.5 - 800 - 650
4.0 - 900 - 780
At 40 seconds the attack timing is synchronized again so it is a logical conclusion to the timings. You can see that the ONLY time that Focus is an improved damage is the very first attack... past that a continuous attack would actually be worsened by having Focus. That means that regardless of what cooldown you are dealing with, the only situation that Focus can actually benefit is in cases where an objective can be accomplished with a single hit only.
Now lets actually consider energy consumption. We'll see that the above observation only holds as long as there is ample supply of energy. We'll use skulk bite stats to simulate the effects of energy consumption:
.5 sec cooldown
5 energy/hit consumption
100 energy
5 energy regen/sec (no adren)
This means that it will normally take 30 hits (15 seconds) before reaching empty on energy. After this time, you can see that the rate of attack is totally dependent upon energy regeneration altering the rate to 1 hit per second. Using Focus will allow you to achieve 100 hits (80 seconds) before running out of energy and thus reducing the rate to 1 hit per second. There exists at some point in time where the advantage of using one versus another switches. Lets apply the damage scheme above for calculation purposes again.
First we calculate the damage for the first 15 seconds where normal attacks are not affected by energy. That is 30 hits and thus 3000 dmg. The Focus pulls out 18.75 hits for 2437.5 damage in this. After this point normal hit rate is reduced while Focus rate persists. Our objective at this point is to find when the Focus damage overcomes the lapse in damage done during the first 15 seconds. The difference between damages is 562.5. Remember though that during this time normal damage is still occuring, just at a slower rate. I've already done the calculations and this comes out to roughly be another 20 seconds (someone check me if you like). So after 35 seconds it is better to be using Focus rather than not using it. This implies that if you can't kill something with a skulk bite in 35 seconds then it is better to be using Focus. I can't imagine anything taking that long except a CC so as a skulk I would stay away from this one at least during the beginning while you do not yet have the option of Celerity to help with your attack rate.
Obviously calculations change slightly with other abilities added into the fray, but in the end you can say that Focus does inevitably benefit you even if only after a certain amount of time when you don't have, for instance, Celerity to compensate for the cooldown increase. I hope this sheds a little light as to the actual benefits of using Focus. If I am wrong in any of my calculations (please allow a small amount of leeway as some of it is actually based on approximations) please notify me and I will be glad to rehash it with the problems fixed.
One last thing I would note is that the changelog reflects that Focus only applies to slot 1 abilities now so no Focused Xeno or bile bomb. Only Focused bite, spit, bite, slash, and whatever onos slot 1 is (can't remember... gore?).
First slot gorge is heal now.
<!--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 Replaced Pheramones with "focus". Each level of focus slows your weapon/ability rate of fire by 20%, and increases effectiveness (damage, duration) by 10%.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
seems to be incorrect.
Please update it, tell us that Flayra wants to keep the correct information secret, or tell us that we're wrong and that Focus' percentages never changed from its first implementation.
Thanks.
I'd just like to say that I really appreciate this log.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=43856' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=43856</a>
Nancy Remake Team.
I havn't seen any servers with draw damage. I'm pretty sure there aren't any. However, I'm quite certain that a focus skulk bite does more than 70(75?)+30% damage, since that would be less than 100, and it kills a vanilla marine with 100 health and 25 armor in one hit. I don't know the exact math, but I heard someone say that at level 3, attack speed is halved and damage is doubled. That sounds right based on my experience using it, but I can't say for sure. Unfortunately, I don't remember seeing it differently in any changelog.
Therefore, it deals at least 150 damage
Since the bite's base damage is 75, that means that level 3 focus at least doubles the damage.
[edit]
Correction, it deals at least 143 damage. A marine with even 25 level 0 armor will die with armor remaining.
[/edit]
time to get updating, neomatrix <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
That will be in 2.1ls.
2.1q PART 2!
Yeah, the current 2.1q had some really odd problems come out of nowhere, so some quick fixes are going in tomarrow. Expect a fairly boring changlog update soon, unless you're like me and find bug fixes and technical programmer stuff interesting. 2.1q is really amazing, except that it is almost unplayable in combat mode due to the fact that the welder fixes the comm chair almost instantly, and lerks bite about 3 times faster than they should. Can't wait to try it tomarrow, where everything is the same, except working right. Just so you know, the new lerk flight is so good it's not even funny.
Lots of bug fixes, as usual. Some the golden oldies are addressed here, such as building built in vents sinking. Yay.
Some map changes of course.
Added votemap system.
Fixed umbra bug that made it block 1 out of 3 bullets when it's supposed to let 1 out of 3 bullets pass.
Added catalyst pack artwork, which I'm sure we'll get a screenie of once the servers are updated and we get to see it.
Changed lerkbite damage so it no longer kills a marine in one hit with focus. Focus biting lerks are just to brutal with the new flying. Lerkbite is now 60 damage.
Further tweeked lerk flying physics. The current system is good, and is just getting little improvements.
Some changes to experience (higher levels take longer) and respawning (bit longer times looks like) in combat mode. And now players get experience for damage the hive/cc.
thx Neo
Like the adminmod plugin?
<!--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-->Fixed bile bomb / acid rocket / stomp can be fired through thin walls (bug #67).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
YAY!
<!--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-->Added ability for servers to add custom icons for members (mp_customicon of "AAAARGB" where the custom icon is gfx/vgui/640_AAAA.tga, using color components RGB (each are 0-9). Use player authentication mask is 512.).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> What? you don't like the serverops plugins <!--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-->Re-added lerk bite in place of spikes!.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Kind of ok, I'd prefer it to replace primal
I still don't see: Allow complete removal of ALL TOOLTIPS!!!!!!!! (thats all I want, you can keep combat if you fix that)
Like the adminmod plugin? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No, apparently not like adminmod, as adminmod is dumb and require more than the majority to win a vote. Hopefully this will be like real democracy votes.
Like the adminmod plugin? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No, apparently not like adminmod, as adminmod is dumb and require more than the majority to win a vote. Hopefully this will be like real democracy votes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I was alone on a server waiting for people, so I tried it out. Votemap instantly switched me to the map I wanted. When the server filled up (And once you get past 4-5 it's pretty quick) to 16, it took 9 votes to do anything. Simple majority. It's a nice system that just gives you the option to switch any map in the server's rotation.
ns_eclipse: 4
ns_veil: 5
ns_nothing: 3
In that situation he'd want it to switch to ns_veil.
could life get any better? (other than clothes for hot chicks being optional? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> )
ns_eclipse: 4
ns_veil: 5
ns_nothing: 3
In that situation he'd want it to switch to ns_veil. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I havn't tried that, but I think that's how it works. Correct me if I'm wrong (I've only played a few games with the new system), but I believe it instantly map switches if any map gets enough votes, but if no map gets enough votes for an instant switch, it switches to the map with the most votes at the regularly scheduled time. Again, I could be wrong...
When it says "Vote succeeded, but not enough to blahblahblah(needed 8)" it usually wants 2 more than half of the votes.