Any One Notice...

napinapi Join Date: 2003-03-01 Member: 14172Members, Constellation
<div class="IPBDescription">no one moans about MT any more</div> i remember pre-ns2 the S&I forum was full of ideas for sensory and requests for "anti-MT upgrade" etc...

any one noticed how now that aliens get SoF, no one cares about MT? they both work practically the same...

just thought i'd point this out lol <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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Comments

  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    Also Kharaa have Sensory Chambers, which negates Motion Tracking.
  • TestamentTestament Join Date: 2002-11-02 Member: 4037Members
    Doesn't it only disable MT in a certain radius around the SC?
  • FlashFrogFlashFrog Join Date: 2003-08-06 Member: 19078Members
    <!--QuoteBegin--Testament+Aug 17 2003, 08:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Testament @ Aug 17 2003, 08:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Doesn't it only disable MT in a certain radius around the SC? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    From what I can tell, if it cloaks an alien, it blocks MT, but the alien's also have personal cloaking, which doesn't seem to prevent MT.
  • SasukeSasuke Join Date: 2003-07-25 Member: 18414Members
    uh... personal cloaking's prerequisite is that you stand still... motion... tracking... standing... still.... yeah, think about that.
  • JohnnySmashJohnnySmash Join Date: 2003-08-04 Member: 18870Members
    What exactly does motion tracking do?

    -JohnnySmash
  • EzekielEzekiel Join Date: 2002-11-01 Member: 3006Members
    edited August 2003
    you serious???

    it puts a blue circle in the rough location of any moving alien on the marine view. (the alien doesnt have to be in the marine view, that last bit was unclear)
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    MT = Sex
    Sensory = Counter

    Have you ever noticed how there's no 'hard' counters for anything in NS?
  • FlashFrogFlashFrog Join Date: 2003-08-06 Member: 19078Members
    edited August 2003
    <!--QuoteBegin--Sasuke+Aug 17 2003, 08:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sasuke @ Aug 17 2003, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> uh... personal cloaking's prerequisite is that you stand still... motion... tracking... standing... still.... yeah, think about that. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ?

    Really? Despite the name, I've seen MT circles around cloaked aliens.

    <!--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--> MT = Sex
    Sensory = Counter<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yeah, that's quite the counter. <b>In that it almost completely nullifies something which at one point might have been useful!</b>

    I wish some of the nerfs in the current beta patches were as good of "counters" as that thing.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    Oddly enough, I've seen motion tracking around Webs from a gorge, even when the gorge is long gone.
  • JohnnySmashJohnnySmash Join Date: 2003-08-04 Member: 18870Members
    <!--QuoteBegin--Ezekiel+Aug 17 2003, 09:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ezekiel @ Aug 17 2003, 09:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you serious???

    it puts a blue circle in the rough location of any moving alien on the marine view. (the alien doesnt have to be in the marine view, that last bit was unclear) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So does the comm do this or is it automatic? b/c I remember there was a hallway with aliens attacking from it and there were dozens of blue circles. I said "Damn can't see anything because of those blue circles" and a second later they were gone.

    ??

    -JohnnySmash
  • FlashFrogFlashFrog Join Date: 2003-08-06 Member: 19078Members
    edited August 2003
    <!--QuoteBegin--JohnnySmash+Aug 17 2003, 09:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JohnnySmash @ Aug 17 2003, 09:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So does the comm do this or is it automatic?  b/c I remember there was a hallway with aliens attacking from it and there were dozens of blue circles.  I said "Damn can't see anything because of those blue circles" and a second later they were gone. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    There is something of a lag behind it, it shows where they are every second or so, and it stays in the same position until the next "sweep" (like in radar). It's only supposed to give you an idea that they are nearby, a bigger circle means an alien is just around the corner, it's something researched at that sensory tower (I forget the name of the damn thing...)
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    its a shame it doesnt show up in comm mode anymore.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    No one moans about MT because it's useless.

    It costs 45 res, which is so expensive by the time you get it that unless you rushed it (which isn't likely) the aliens pretty much always have a fade into play, or skulks with carapace. What good is MT if the aliens are at the point of rushing you head on when you start to use it?

    MT was overpowered back in 1.04 because back then the only way a skulk could kill a good marine was if the skulk got the jump on the marine. With MT, skulks would never get the jump on marines. Also, keep in mind, that in 2.0 MT is still really good against skulks... but that's just about it. In 1.04, you were always a skulk. MT doesn't help you spot that hidden gorge that makes all sorts of squishy noises whenever it walks, or the lerk that makes big flapping noises.

    MT went from too useful, to useless.

    A possible solution would be to make it so MT is cheaper, like at 20 res, but make it also around as effective as lv. 2 scent of fear.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Being cloaked from the upgrade does nothing for MT. However, to be cloaked you have to stand still, and after standing still for a second or two MT won't show you anymore.
  • FlashFrogFlashFrog Join Date: 2003-08-06 Member: 19078Members
    edited August 2003
    I agree with Forlorn. I would at least like it to be useful at the very start of the game. Even 3 n00b skulks can own 3 marines, whether they be n00bs or vets, making it near impossible to get any res nodes at the start like aliens can, unless you can see them coming. It will only be useful until the aliens build their network of SC's anyway...

    Edit:
    <!--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--> Being cloaked from the upgrade does nothing for MT. However, to be cloaked you have to stand still, and after standing still for a second or two MT won't show you anymore.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->You're SURE, right? You're not just guessing? I'd like to know.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    tbh i struggle against silence without mt, though the minimap helps.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Which reminds me of once, I was building an RT and the minimap shows a skulk directly in front of me. Startled, I jumped back. But nothing moved for 2 seconds. Then I looked up, and saw a skulk on the wall, 1 meter above where I was standing.

    So I blasted it off the wall. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Even the new minimap is even better than MT!

    MT sux for the commander now. Plus, why research MT when you can drop 4 shotguns and 2 medpacks? Just let the jumpy marines blast whatever that startles them. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    Motion tracking is still useful.... and I'd have to say the cost isnt too high either.

    It helps the marines keep an eye on where the aliens are moving towards so they can keep a lookout, instead of the comm trying to do that as well as his other duties. That way marines can save res towers and control hives before the comm has to tell them to do so.

    And as far as the head on rushing from the aliens..its nice to know that you are going to get rushed by a fade rather than notice when your partner falls to the ground.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I fidn that...

    MT is very useful. Both tactically and strategically. It raises the Marine survivability and lets you keep track of Alien activity somewhat (They're gathering outside base, Com!).

    I also find that most Marines can take down a solo skulk. I know I can most of the time. The balance on the races are now such that a Marine is a good position will take down the skulk and a skulk in a good position will take down a Marine. This is good.

    MT is right after armor lvl 1 on my list (I usually get weps first though since I already have an armslab and it costs less)

    I still think that "phermones" should be replaced by something that blocks MT and makes the alien seem "blurred" when moving.
  • FlashFrogFlashFrog Join Date: 2003-08-06 Member: 19078Members
    edited August 2003
    <!--QuoteBegin--Stoneburg+Aug 17 2003, 10:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Aug 17 2003, 10:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I also find that most Marines can take down a solo skulk. I know I can most of the time. The balance on the races are now such that a Marine is a good position will take down the skulk and a skulk in a good position will take down a Marine. This is good. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, 1 on 1 usually turns out a little more than 50/50 for the marine... but a marine by himself is certain to die to anything more than 1 skulk. And like I said before: Turn that into 3 on 3, and what do you get? Slaughter. That's what. You don't all shoot a different skulk, that's almost a given, right? On the incredibly tiny chance you do, you don't all manage to keep shooting the same one when they start to move around. That's for damn sure. If you're good, two die, but now you're clips are empty, aren't they? Then that last one has closed the distance and is chomping through your legs before you can reload. You might end up with one marine left, if you're lucky. See above.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Stoneburg+Aug 17 2003, 11:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Aug 17 2003, 11:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I fidn that...

    MT is very useful. Both tactically and strategically. It raises the Marine survivability and lets you keep track of Alien activity somewhat (They're gathering outside base, Com!).

    I also find that most Marines can take down a solo skulk. I know I can most of the time. The balance on the races are now such that a Marine is a good position will take down the skulk and a skulk in a good position will take down a Marine. This is good.

    MT is right after armor lvl 1 on my list (I usually get weps first though since I already have an armslab and it costs less)

    I still think that "phermones" should be replaced by something that blocks MT and makes the alien seem "blurred" when moving. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    45 res wasted on MT could have been used on 2 arms lab upgrades or the armory upgrade and a shotty and welder...


    Come on it's too much.

    If the marine team is playing a good alien team, they need the res spent on upgrades to cope with larger lifeforms, esp. an early fade.


    The only time I find MT useful is if the aliens are all getting silence, or if they got sensory chambers. Yes, sensory chambers.

    Like I predicted before 2.0 was released, MT is very useful at finding exactly where the cloaking fields are. Also, aliens don't immediatly go off MT once they are cloaked. What happens is that as they cloak, they continue showing off the blue ring, untill they are completely invisible. By this time, I'm already shooting at them.
  • MaredtextMaredtext Join Date: 2003-08-18 Member: 19899Members
    Motion tracking is to expensive currently, it costs 45 res to research. For 50 res the aliens can put up 5 sensory chambers effectivly rendering motion tracking useless threwout the majority of (or at least all the crutial) rooms on the map. Scent of fear currently is like motion tracking on steriods..... you can hide from motion tracking by holding still and if you go near a sensory it cant track you even if you move.... scent of fear, however, there is no counter too.

    A simple way to make motion tracking more viable is to make it work all the time, even if aliens are near sensory chambers... it would still be hard to kill all the cloaked aliens because as was already mentioned the motion tracking circle does not track aliens exactly, only their general position. Holding still would also still be a easy counter too it if you were cloaked. Motion tracking circles also disapear if you are within a certain range/same room as the enemy (I believe) while scent of fear circles stay on marines untill you are right on top of them.

    Currently the only way to counter a sensory chamber is to build an observatory near it in order to make all the enemys visible, however, in order to do this oftentimes your marines will be under heavy attack by invisible skulks while they are building, and even if they get the ob up they will most often be killed off all the same. You have then just lost the 25 res that you spent on a observatory.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    MT circles do not appear if:

    The alien is not moving.
    The alien is cloaked.
    The alien is within Line-of-Sight of any marine. (MT is kind of a moot point here. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
  • ChamoozeChamooze Join Date: 2002-11-05 Member: 7115Members
    <!--QuoteBegin--Mr.KNifey+Aug 18 2003, 02:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.KNifey @ Aug 18 2003, 02:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The alien is within Line-of-Sight of any marine. (MT is kind of a moot point here. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Since everyone seems to be running some form of gamma-hack in NS, MT/SoF is usually a moot point once they're in LOS, yes. Personally though, I prefer to play the game a bit darker (ie. not full-bright), and I find it damn hard to see anything at all. Ironically enough, for Kharaa I find the hive-rooms be the hardest to defend, since I can't see ****.

    Why, oh why, did they remove enhanced sight for Kharaa? I know it was a bit underpowered (according to most, since they're cheating gamma-lamers <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->), but couldn't you have made it part of one of the other abilities? *sniff* Give me back my vision!

    Chamooze
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    edited August 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-->45 res wasted on MT could have been used on 2 arms lab upgrades or the armory upgrade and a shotty and welder...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes but you can't really reason like that (and it's not two arms lab upgrades by the way). You'll need to upgrade the armory no matter what, but that is more of a long term investment, MT will come online quick and boost your Marines significantly (I would say as much as Armor 1). People can claim that the minimap negates it how much they want, it's simply not true because the minimap doesn't have the range, and a LOT of players (including me) don't check it all the time. Big blue circles on the wall however, are hard to miss.

    I'd rather have 1/1 upgrades and MT then 2/1 upgrades without MT (which is a fair comparison since lvl2 costs 40 res), and I *know* this makes my Marines more efficient.
  • SlayerOfSkulksSlayerOfSkulks Join Date: 2003-06-23 Member: 17634Members
    <!--QuoteBegin--Flash(Frog)+Aug 18 2003, 04:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flash(Frog) @ Aug 18 2003, 04:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah, 1 on 1 usually turns out a little more than 50/50 for the marine... but a marine by himself is certain to die to anything more than 1 skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hmm, not sure I agree with this.

    On one game (with, I might add, a particularly terrible comm), I managed to hold off an area for 15 minutes, single handed, with a lv0 lmg, and no support. I took down plenty of skulks, sometimes alone, sometimes in pairs. They weren't very good aliens... but then, I'm not a very good shot as a marine. I'm above average for pubs, but not fantastic.

    The aliens had held the section for ages, using a combination of skulks and spores, and when we eventually took it over, only I was left to defend against their attempts to take it back. I have no idea what the rest of the team was doing, and as I said, the comm was an idiot... My cries of 'the res node here is ready to be capped, and by the way, why do we have 200 res?' were ignored. I stayed there as long as I could, taking down every enemy before it even got close, until I ran out of ammo. Then, as I was running back there with full clips behind marines that had *finally* decided to come and guard the second entrance to the base, skulks ran out and wasted them both, leaving me to retake it yet again. (I think we swapped comms at this point, because I actually got some backup, the res tower, and some orders afterwards.)

    This isn't a 'look at me, I'm so great!' post... I had a good point to attack from, and I was lucky. If more than two skulks had come at once, or if a Fade, Onos, or skilled Lerk had come my way, I'd have been finished.

    Point is, one marine CAN take on multiple or powerful enemies, but he needs a lot of luck, and a lot of bravery. But in an ideal world, you'll never have marines in the situation where they need to do that anyway.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    MT is plain messed up sometimes, often you'll see about 20 circles in the middle of nowhere, sometimes they show you where buildings are, other times webs, and can anyone tell me what the green MT circles stand for???
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    well I know I like motion tracking, for what it's worth, though I agree it's a little underpowered. they oughta make it either better or cheaper and faster like they did electricity. but in general, by the time you have 4ish RTs, your res should be going up fast enough for it to be worthwhile... would you rather be able to see all moving creatures not near a sensory, or would you rather your lmg bullets do 13 damage instead of 12? not a hard choice for me.

    the fact that it seems like most players DO have some kinda gamma hack is annoying though. I hate being an alien right next to a sensory chamber, and having a marine blast me as if he could see me plain as day...
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    edited August 2003
    I like motion tracking. I don't like the cost of it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    MT is and always will be a 'heads up' for what is around the corner. It lets you know that SOMETHING is coming towards you, unless a SC is hanging around. I can't recall how many times I've prevailed in a one-on-one because I knew a silenced skulk was just around the corner.
  • hitmarkhitmark Join Date: 2002-11-19 Member: 9314Members
    <!--QuoteBegin--Chamooze+Aug 18 2003, 09:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chamooze @ Aug 18 2003, 09:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [QUOTE=Mr.KNifey,Aug 18 2003, 02:17 AM]Why, oh why, did they remove enhanced sight for Kharaa? I know it was a bit underpowered (according to most, since they're cheating gamma-lamers <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->), but couldn't you have made it part of one of the other abilities? *sniff* Give me back my vision! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    err, i think you can hit the falshlight key to help the problem somewhat...
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