looks nice, but stomp reduced to 1 second, even tho i havent played it yet i have a smal feeling 1 onos wont be able to handle a train of 4 and up HA with shotties/hmg <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> but whatever lets see how it goes i could be wrong
<!--QuoteBegin--JezPuh+Dec 13 2003, 10:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Dec 13 2003, 10:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Reduced skulk armor from 20 to 10. Explanation - Now that the skulk hitbox is fixed, it's half the height that it used to be, making skulks much harder to hit. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I hope this was a good idea. reducing armor on a evolution that dies in under 20 LMG bullets, and certainly under 15 HMG bullets doesn't exactly sound <i>sane</i>, even if they are a harder target to hit... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Oh well. Atleast it'll be tested to see if it was a good change.
As for bunny hopping, I for one do it without a script. Why do people think removing wait will actually do anything?
As for mousewheel weapon changing, I assume you have a invprev;wait;+attack;wait;-attack thing going on there? Well I tested that and it still works for me (but I can't get used to that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->).
special and _special are unknown to me anyway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<!--QuoteBegin--Maveric+Dec 13 2003, 03:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Dec 13 2003, 03:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--JezPuh+Dec 13 2003, 10:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Dec 13 2003, 10:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Reduced skulk armor from 20 to 10. Explanation - Now that the skulk hitbox is fixed, it's half the height that it used to be, making skulks much harder to hit. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I hope this was a good idea. reducing armor on a evolution that dies in under 20 LMG bullets, and certainly under 15 HMG bullets doesn't exactly sound <i>sane</i>, even if they are a harder target to hit... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Oh well. Atleast it'll be tested to see if it was a good change. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
11 lvl 0 LMG bullets, with carapace 15. 7/9 HMG bullets. But yea, the skulk is a MUCH harder target now, so it's about as powerful - if not moreso in a skilled hand - as a 2.0 skulk.
Damn i want my fatteh back in combat :/ Oh and the random medpack makes armory humping a joy.
co_rebirth also needs those goddamned doors removed, we just almost crashed the server by blocking them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--matso42+Dec 13 2003, 03:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ Dec 13 2003, 03:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Maveric+Dec 13 2003, 03:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Dec 13 2003, 03:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--JezPuh+Dec 13 2003, 10:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Dec 13 2003, 10:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Reduced skulk armor from 20 to 10. Explanation - Now that the skulk hitbox is fixed, it's half the height that it used to be, making skulks much harder to hit. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I hope this was a good idea. reducing armor on a evolution that dies in under 20 LMG bullets, and certainly under 15 HMG bullets doesn't exactly sound <i>sane</i>, even if they are a harder target to hit... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Oh well. Atleast it'll be tested to see if it was a good change. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
11 lvl 0 LMG bullets, with carapace 15. 7/9 HMG bullets. But yea, the skulk is a MUCH harder target now, so it's about as powerful - if not moreso in a skilled hand - as a 2.0 skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I still don't get the point about the hitboxes: In 2.1 the skulk is invulnerable on it's front half, while the hitbox above the skulk only had any effect with the skulk being in a vertical position (like, on a wall).
I was thinking with that being fixed in 3.x it would make the skulk actually easier to hit ?
<!--QuoteBegin--Diablus+Dec 13 2003, 09:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablus @ Dec 13 2003, 09:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks nice, but stomp reduced to 1 second, even tho i havent played it yet i have a smal feeling 1 onos wont be able to handle a train of 4 and up HA with shotties/hmg <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> but whatever lets see how it goes i could be wrong <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Read that again.
You want ONE onos to be able to take out FOUR Heavy Marines with shotguns?
<!--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 Made respawn times scaleable for small games. If x is the number of players on your team, respawn waves happen every x seconds. O Removed minimum spawn time because it felt like a bug. Generally spawning is faster now.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Is this just in combat or in regular as well? Is it for both aliens and marines?
<!--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 Reduced web potency by reducing min/max ensnare times from 4/10 to 2/5<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I don't understand, isn't web pretty unused as is, since they can be grenaded and welded and require 3 hives?
<!--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 stomp stun duration from 2 seconds to 1 second<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Obvious reasons here. I agree for the most part.
<!--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 Armory now occasionally gives health back when used<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Ummm. I'm not sure why this was added, does it work like the current mod does? Because humping will quadiplify.
<!--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 ns_tanith -> waste hive more accessable for aliens/onos -> new unweldable vent to waste -> onos no longer has to crouch anywhere -> added weld for top vent in reactor room -> removed water vent weld in reactor room<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Great changes from quite possibly my favorite map. Should help prevent all the choke points.
<!--QuoteBegin--Memran+Dec 13 2003, 03:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Memran @ Dec 13 2003, 03:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As for mousewheel weapon changing, I assume you have a invprev;wait;+attack;wait;-attack thing going on there? Well I tested that and it still works for me (but I can't get used to that <!--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--> Yeah, that's what I use. Thanks for getting back to me on that, man.
You want ONE onos to be able to take out FOUR Heavy Marines with shotguns?
Now read it again.
And again. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> um yea, im not wasting 100 resources to be killed by 4 Ha, onos SHOULD be a counter to HA not a free kill
hmm now add 2 HA with catpacks thats around 40-50 resources killing 100 resource unit, your obviously a marine lover because u dont give 1 crap about using 100 resources to try and stop the overpowering marines bud
The weldable points for the vent from chemical, and the vent above the ladder into reactor room are removed. There's a new weldable in reactor room to close off the topmost vent in the corner (HOORAY!).
Waste handling is basically the same, only it's entirely different. No more ladder to the non-onos friendly top level. It's a ramp. AND it's much lower. AND there's a vent right behind that res node. It comes out near reactor room, the circular room at the right edge (Facing east, it's the right part of the T) of the T intersection. The one with the boxes, and the neato catwalk that's broken and has that other fusion/waste vent.
Other then that, the map is unchanged, and VERY balanced. Just wish they could balance the onos now. We were ripping up the aliens when one redemption onos took out an entire HA train somehow, and we lost all our steam after that, since 6 other aliens went Onos. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
You want ONE onos to be able to take out FOUR Heavy Marines with shotguns?
Now read it again.
And again. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> um yea, im not wasting 100 resources to be killed by 4 Ha, onos SHOULD be a counter to HA not a free kill
hmm now add 2 HA with catpacks thats around 40-50 resources killing 100 resource unit, your obviously a marine lover because u dont give 1 crap about using 100 resources to try and stop the overpowering marines bud <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> A squad of 4+ HA/welder/(shotgun or hmg) is a 100+ res affair, by your res-counting logic, the onos should go down.
(if you want, you can do the math. assuming min cost of shotgun/welder/ha for 4 marines, since hmg is an extra 5 res per person, the cost for them is 4*(10+5+15) = 4*30 = 120. This is greater than the onos' max of 106 per unit. Add in the odd hmg or gl, or making it 4+, the onos should be going down on sight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
This is only for equipping the marines, it doesnt account for the res needed to research or the time needed to research OR the fact that this requires 4 players compared to the onos' one.
...just stop looking at balance in terms of res. Even without counting costs, in my mind, the onos should not go down to a whole squad of 4+(!) marines.
<!--QuoteBegin--Gungsta-Pasta+Dec 13 2003, 01:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gungsta-Pasta @ Dec 13 2003, 01:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>-> removed water vent weld in reactor room</b>
Yay! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> More imporantly, there's now a vent for aliens to get into waste from =D
I hate how it's impossible to kill a waste reloc <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<!--QuoteBegin--supernorn2000+Dec 13 2003, 12:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Dec 13 2003, 12:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Umbraed Monkey+Dec 13 2003, 05:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Dec 13 2003, 05:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--JezPuh+Dec 13 2003, 12:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Dec 13 2003, 12:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Armory now occasionally gives health back when used <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I dont know if this is a good thing or a bad thing, but what is the purpose of it? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'm guessing its to make up for the fact that Aliens get free experience every few seconds.
All I know is that that armoury is going to be humped twice as much as before now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think it is in both and I will only be humped more for those low on health
Flayra, it doesn't matter how hard you think the skulk is to hit - reducing it's armor will simply make it easier for CS-level players to kill it instantly, every time. You don't seem to understand that "Harder to hit" doesn't apply to players of high skill.
<!--QuoteBegin--Redford+Dec 13 2003, 06:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Dec 13 2003, 06:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Flayra, it doesn't matter how hard you think the skulk is to hit - reducing it's armor will simply make it easier for CS-level players to kill it instantly, every time. You don't seem to understand that "Harder to hit" doesn't apply to players of high skill. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> drama!
the new skulk hitbox is rediculously small, in 3.0a the skulk was king, better than just about any alien until the marines had a wide spraying HMG that could hit him.
now hes back to his fragile 2.0 state, makes me sad.
<!--QuoteBegin--Delphi+Dec 13 2003, 02:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delphi @ Dec 13 2003, 02:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hud_fastswitch 1<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> ... doesn't work for me, and alot of other people I know who play NS... I had to make a script to do this, because fumbling around in mid combat to switch my weapons is a nightmare.
Also, id like to know a little more about the reduction in alien res.... Is it that in general, aliens dont get as much res as they used to, or is it just bigger lumps of res, but less often?
<!--QuoteBegin--RabidWeasel+Dec 13 2003, 07:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ Dec 13 2003, 07:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Do fades still suck? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Unfortunately, it does, unless you consider 'run out and try to kill a marine bouncing like a hyperactive baby on acid then run like hell because level 3 upgrades from free LMGs is for some reason inferior to level 3 carapace on a 60 res fade' to be 'good'.
It'd require a bit more work when v3.0 is released since the welder/mines/etc taking up slot4 instead of slot2, but it shouldn't be too hard. Anyway, if you want to make a script like that you can find a list of the weapon's names in your ns sprite folder; Just scroll down 'till you see a bunch of text documents. The name the files are given is the same command that you use in-game.
I'm not impressed by the armory change. Don't get me wrong, I've not much against the fact that it actually heals, my problem is that it "occasionally" heals. In my opinion it should either heal or not, every time. Making guns occasionally fire bullets when you pull the trigger wouldn't work, nor do I believe the armory occasionally healing will either. I'm not a fan of making elements of the game random, that can often begin to reduce importance of skill while being lucky is all that matters. I'm sure the change isn't as major as I make it out to be, I just don't want to see this route persued. How about making the armory heal only when upgraded, or the heal is slow at basic armory but increased for advanced. Whatever is decided, I'd rather it consistant not random.
The comm chair in combat mode is like the alien's hive.
Aliens destroy the CC, the marines destroy the hive. Whoever completes this tasks wins the round.
It's unuseable by players, though.
As for the armory change, it's really not that bad. Maybe it's because all of the people testing the newer version have had some experience and have read the forums, but I rarely see humping. When people realize that the medpack only comes out every once in a while, they won't sit there for a long time just to refill 20hp. It gives 50hp medpacks, not a wimpy 2 or 4hp. I find myself fully healed before reloading 150 ammo.
Besides, humping is bad when a player spawns and runs to the armory for the full 50/250 LMG. If they go for a medpack, chances are they're returning from combat and took out a skulk or two - something true humpers don't see much of. I really doubt this armory change will have an effect on how long people stand at the armory.
<!--QuoteBegin--Umbraed Monkey+Dec 14 2003, 12:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Dec 14 2003, 12:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [About 100 res onos and 100 res HA+SG] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Keep in mind that the onos likely costs at least 102 res, and will need 104 to get some sort of chance against the HA train. Also keep in mind that it takes far longer for an alien to get 100 res with 3 RTs(in any normal-sized server) than it does for the marines to get 100 res with 3 RTs. ALSO, the marine upgrading armory->armslab->protolab->research HA costs.
how about this: remove the cc in combat, and make it so the aliens have to kill the armory instead. and when it's dead the marines won't get ammo any more and they'll have to fight to the end.
Comments
fixed, it's half the height that it used to be, making skulks much harder to
hit. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I hope this was a good idea. reducing armor on a evolution that dies in under 20 LMG bullets, and certainly under 15 HMG bullets doesn't exactly sound <i>sane</i>, even if they are a harder target to hit... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Oh well. Atleast it'll be tested to see if it was a good change.
As for mousewheel weapon changing, I assume you have a invprev;wait;+attack;wait;-attack thing going on there? Well I tested that and it still works for me (but I can't get used to that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->).
special and _special are unknown to me anyway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
fixed, it's half the height that it used to be, making skulks much harder to
hit. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I hope this was a good idea. reducing armor on a evolution that dies in under 20 LMG bullets, and certainly under 15 HMG bullets doesn't exactly sound <i>sane</i>, even if they are a harder target to hit... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Oh well. Atleast it'll be tested to see if it was a good change. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
11 lvl 0 LMG bullets, with carapace 15. 7/9 HMG bullets. But yea, the skulk is a MUCH harder target now, so it's about as powerful - if not moreso in a skilled hand - as a 2.0 skulk.
Oh and the random medpack makes armory humping a joy.
co_rebirth also needs those goddamned doors removed, we just almost crashed the server by blocking them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
fixed, it's half the height that it used to be, making skulks much harder to
hit. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I hope this was a good idea. reducing armor on a evolution that dies in under 20 LMG bullets, and certainly under 15 HMG bullets doesn't exactly sound <i>sane</i>, even if they are a harder target to hit... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Oh well. Atleast it'll be tested to see if it was a good change. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
11 lvl 0 LMG bullets, with carapace 15. 7/9 HMG bullets. But yea, the skulk is a MUCH harder target now, so it's about as powerful - if not moreso in a skilled hand - as a 2.0 skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I still don't get the point about the hitboxes:
In 2.1 the skulk is invulnerable on it's front half, while the hitbox above the skulk only had any effect with the skulk being in a vertical position (like, on a wall).
I was thinking with that being fixed in 3.x it would make the skulk actually easier to hit ?
Read that again.
You want ONE onos to be able to take out FOUR Heavy Marines with shotguns?
Now read it again.
And again.
on your team, respawn waves happen every x seconds.
O Removed minimum spawn time because it felt like a bug. Generally spawning is
faster now.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Is this just in combat or in regular as well? Is it for both aliens and marines?
<!--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 Reduced web potency by reducing min/max ensnare times from 4/10 to 2/5<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I don't understand, isn't web pretty unused as is, since they can be grenaded and welded and require 3 hives?
<!--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 stomp stun duration from 2 seconds to 1 second<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Obvious reasons here. I agree for the most part.
<!--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 Armory now occasionally gives health back when used<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Ummm. I'm not sure why this was added, does it work like the current mod does? Because humping will quadiplify.
<!--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 ns_tanith
-> waste hive more accessable for aliens/onos
-> new unweldable vent to waste
-> onos no longer has to crouch anywhere
-> added weld for top vent in reactor room
-> removed water vent weld in reactor room<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Great changes from quite possibly my favorite map. Should help prevent all the choke points.
Yeah, that's what I use. Thanks for getting back to me on that, man.
You want ONE onos to be able to take out FOUR Heavy Marines with shotguns?
Now read it again.
And again. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
um yea, im not wasting 100 resources to be killed by 4 Ha, onos SHOULD be a counter to HA not a free kill
hmm now add 2 HA with catpacks thats around 40-50 resources killing 100 resource unit, your obviously a marine lover because u dont give 1 crap about using 100 resources to try and stop the overpowering marines bud
The weldable points for the vent from chemical, and the vent above the ladder into reactor room are removed. There's a new weldable in reactor room to close off the topmost vent in the corner (HOORAY!).
Waste handling is basically the same, only it's entirely different. No more ladder to the non-onos friendly top level. It's a ramp. AND it's much lower. AND there's a vent right behind that res node. It comes out near reactor room, the circular room at the right edge (Facing east, it's the right part of the T) of the T intersection. The one with the boxes, and the neato catwalk that's broken and has that other fusion/waste vent.
Other then that, the map is unchanged, and VERY balanced. Just wish they could balance the onos now. We were ripping up the aliens when one redemption onos took out an entire HA train somehow, and we lost all our steam after that, since 6 other aliens went Onos. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
You want ONE onos to be able to take out FOUR Heavy Marines with shotguns?
Now read it again.
And again. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
um yea, im not wasting 100 resources to be killed by 4 Ha, onos SHOULD be a counter to HA not a free kill
hmm now add 2 HA with catpacks thats around 40-50 resources killing 100 resource unit, your obviously a marine lover because u dont give 1 crap about using 100 resources to try and stop the overpowering marines bud <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
A squad of 4+ HA/welder/(shotgun or hmg) is a 100+ res affair, by your res-counting logic, the onos should go down.
(if you want, you can do the math. assuming min cost of shotgun/welder/ha for 4 marines, since hmg is an extra 5 res per person, the cost for them is 4*(10+5+15) = 4*30 = 120. This is greater than the onos' max of 106 per unit. Add in the odd hmg or gl, or making it 4+, the onos should be going down on sight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
This is only for equipping the marines, it doesnt account for the res needed to research or the time needed to research OR the fact that this requires 4 players compared to the onos' one.
...just stop looking at balance in terms of res. Even without counting costs, in my mind, the onos should not go down to a whole squad of 4+(!) marines.
Yay! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
More imporantly, there's now a vent for aliens to get into waste from =D
I hate how it's impossible to kill a waste reloc <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I dont know if this is a good thing or a bad thing, but what is the purpose of it? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm guessing its to make up for the fact that Aliens get free experience every few seconds.
All I know is that that armoury is going to be humped twice as much as before now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think it is in both and I will only be humped more for those low on health
drama!
now hes back to his fragile 2.0 state, makes me sad.
... doesn't work for me, and alot of other people I know who play NS...
I had to make a script to do this, because fumbling around in mid combat to switch my weapons is a nightmare.
Also, id like to know a little more about the reduction in alien res.... Is it that in general, aliens dont get as much res as they used to, or is it just bigger lumps of res, but less often?
Unfortunately, it does, unless you consider 'run out and try to kill a marine bouncing like a hyperactive baby on acid then run like hell because level 3 upgrades from free LMGs is for some reason inferior to level 3 carapace on a 60 res fade' to be 'good'.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->bind mwheel down "weapon_pistol; weapon_mine; weapon_welder"
bind mwheelup "weapon_machinegun; weapon_shotgun; weapon_heavymachinegun; weapon_grenadegun"
bind mouse3 "weapon_knife"<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
It'd require a bit more work when v3.0 is released since the welder/mines/etc taking up slot4 instead of slot2, but it shouldn't be too hard. Anyway, if you want to make a script like that you can find a list of the weapon's names in your ns sprite folder; Just scroll down 'till you see a bunch of text documents. The name the files are given is the same command that you use in-game.
Aliens destroy the CC, the marines destroy the hive. Whoever completes this tasks wins the round.
It's unuseable by players, though.
As for the armory change, it's really not that bad. Maybe it's because all of the people testing the newer version have had some experience and have read the forums, but I rarely see humping. When people realize that the medpack only comes out every once in a while, they won't sit there for a long time just to refill 20hp. It gives 50hp medpacks, not a wimpy 2 or 4hp. I find myself fully healed before reloading 150 ammo.
Besides, humping is bad when a player spawns and runs to the armory for the full 50/250 LMG. If they go for a medpack, chances are they're returning from combat and took out a skulk or two - something true humpers don't see much of. I really doubt this armory change will have an effect on how long people stand at the armory.
Keep in mind that the onos likely costs at least 102 res, and will need 104 to get some sort of chance against the HA train. Also keep in mind that it takes far longer for an alien to get 100 res with 3 RTs(in any normal-sized server) than it does for the marines to get 100 res with 3 RTs. ALSO, the marine upgrading armory->armslab->protolab->research HA costs.
just a thought i got a second ago.