What Do You Think About The Change Log?

[Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
i think its great so far

i think the cloaking will give the aliens, mainly the skulk, that little boost they have been needing. Because currently, a skulk is good at close range, while the marine is good at range AND close range, so this will help even it out, especialy for newer players who havnt learned the art of ambushing yet.

the new hit boxes detection sound great to, but one problem, skulks already die insainly fast, with good hit boxes their gonna die even faster <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

i hope consties can look out for this when they all get it, see if the skulk/any of the other aliens need a small boost in armour or health
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Comments

  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    The best changes is the 0 res upgrade and 0 res changing back to skull. I supported this idea a veeeeery long time and its finally coming.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    I dont like the SC changes at all, its basicly makes SC the only viable chamber.
    Im also afraid that playing public will also suck with the new cloaking.
    Another thing that Im afraid of is the new hitbox code, I think skulks will get überpwned.

    But really, I dont want to jump to conclusions before Ive played it, but this is just what Im afraid will happen.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    i know what u mean about skulks getting owned, thats why i said they may need a small health/armour buff, which the consties cna look out for when they get there mits on b6
  • BombBomb Australia Join Date: 2003-02-20 Member: 13766Members, Constellation, Reinforced - Shadow
    Personally i'm looking forward the new SC changes. Perhaps it will be then used as a viable 1st chamber. SC is mainly used as your hive three ability when really focus bites at the start of the game gives skulks an enourmous advantage...well provided you've got the players to use it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    0 res skulk upgrades has been a LOOOOOONG time coming
  • ScrapScrap Join Date: 2005-01-06 Member: 32953Members
    I personally love the updates everything i always wanted.I mean i always wanted to be the invisible skulk who waits in a corner until 3 marines go past and stalk them until they stop or build something.Also i dont have to take regen anymore because the 1 hp regen .One thing i would like to see change tho is that when ur in a ceiling and you move your mouse you wouldnt show up on the motion detector.
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    you know what the broken code for hitboxes actually hinders skulks more than it hurts, right? the way the nose of the hit box it projected out a tiny bit beyond where the skulk model is, thus the marine can shoot the skulk behind the corner even if the skulk cant see the rine yet


    of course, the new hitbox code will prevent this and "fix" the hitbox.
  • KalessinKalessin Join Date: 2003-06-20 Member: 17554Members, Constellation
    It would have been nice to see a built-in 3jump on that update list, or a repaired shotgun (the sprite got changed, but surely fixing the shotgun firing offset would be a more 'proper' fix rather than an ugly workaround?). The sensory buff sounds interesting and the passive regen is a great idea, i'm glad it got in.

    I have heard the new cloaking is very overpowered, but we'll have to see...

    Also...<b>still</b> no welding-request radio command? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    edited January 2005
    It's looking rather good, overall. Though I'm a bit skeptical about the sensory and cloaking changes. Wait and see, etc.
  • AlbinoAlbino Join Date: 2003-08-17 Member: 19841Members, NS1 Playtester
    While I do like the zero res cost for upgrades I'm a little be afraid that this might make the aliens a little too strong at the early game. We'll just have to wait and see.
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    edited January 2005
    I'd like to point out to the changelog. It says that those are only minor changes and that "A LOT" more is going to come.

    Just in case you don't have the link: <a href='http://www.unknownworlds.com/ns/v30b6-changelog.html' target='_blank'>http://www.unknownworlds.com/ns/v30b6-changelog.html</a>

    Edit: Oh well it wasn't written anywhere in the changelog. But it was written in the news linking to the changelog.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Actually it's everything BUT minor changes:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So what will the Constellation members test? The following is not a 'complete' changelog - it excludes minor 'polish' items as well as fixes to exploitable gameplay aspects, but it should give you an impression of what we have been working on since the release of NS v3.0 beta 5: beta 6 changelog.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    i like the changes
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    its ok...but nothing special for me to go "O, that will be fun for me to continue playing NS more, right now its just 'bleh'
  • MegadethMegadeth Join Date: 2002-11-27 Member: 10080Members
    i Cant wait <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Eh...giving 0 res cost upgrades will 100% remake the game. Remember on the old manuals, when it stated that the kharaa will follow the traits of the chamber they have? Well atm it's just the same old skulk with chamber passive boosting.

    Now practically all skulks will be carrying abilities, totally remaking the game from the very start. Rushing 1-2 chambers on the dot is now an option as opposed to just dropping 3 later.

    MC gains in viability as now sieging does not hurt gorges. Meaning MC first aliens will be able to hold off a siege attempt, provided the marines are not dominating. And in some lockdown matches, if an onos appears, celerity will give it the edge it needs to run.

    SC will be easier to use, and focus is going to be scary, as is the new passive SoF. It can be viable now as it has so many advantages, and still retains the old disadvantages.

    I can see bigger games, with these and the new respawning, being more fun and balanced. But for small 6v6 games, where even 1 marine counts, could be bad.

    But then again, that's why it's called BETA 6, right?

    The game is going to be totally different...aliens are going to be unpredictable ... and it's time for the fear to be put back into the rines'.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-coris+Jan 7 2005, 10:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Jan 7 2005, 10:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I dont like the SC changes at all, its basicly makes SC the only viable chamber.
    Im also afraid that playing public will also suck with the new cloaking.
    Another thing that Im afraid of is the new hitbox code, I think skulks will get überpwned.

    But really, I dont want to jump to conclusions before Ive played it, but this is just what Im afraid will happen. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The biggest change is the 30% visability, and a 30% visable anything moving at full speed might as well be fully visable because it won't be hidden at all. I mean it isn't even too hard to see moving skulks in current NS within sensory range and they are at 5% visability... and keep in mind, moving skulks still make noise.

    Honestly I think simply the 0 upgrade costs make movement one of the most viable chambers, and definately on servers with FF since biting a buiding hive means that your entire team can warp to that location just by pressing the use key.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I was wondering if the dev's are prepared to respond to the issues considered before such as implimenting 3 jump as a default to alien play... obviously it isn't in the changelog but I recall there being statements made that some sort of further workaround would be made toward the resolution of the scripter/antiscript debate...
  • MEShootHereMEShootHere Join Date: 2002-11-05 Member: 6975Members
    <!--QuoteBegin-MistenTH+Jan 8 2005, 01:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MistenTH @ Jan 8 2005, 01:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> MC gains in viability as now sieging does not hurt gorges. Meaning MC first aliens will be able to hold off a siege attempt, provided the marines are not dominating. And in some lockdown matches, if an onos appears, celerity will give it the edge it needs to run. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well I read it wrong myself the first time and was overjoyed but sieging will no longer hurt FRIENDLY players. I take it this change was made for FF on servers. Sieges are tuned to nuking the bacterium.

    Oh well one can only dream <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    OOOh I will love the beginnings of the game: COMM OMG SC SCSC??!?! IM CRAPPING MY PANTS WHERE ARE THEY!!!11eleven. It is just so great thrill to walk in somewhere and then hear small clicking of blades and go wild looking for odd "shadows"

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> SKULKPOW4H <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->


    sorry for the caps <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->=
  • ReD1ReD1 Join Date: 2004-03-18 Member: 27406Members, Constellation
    I'm a bit worried that skulks mite be even easier to pwn tbh...

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    <!--QuoteBegin-Zek+Jan 7 2005, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Jan 7 2005, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually it's everything BUT minor changes:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So what will the Constellation members test? The following is not a 'complete' changelog - it excludes minor 'polish' items as well as fixes to exploitable gameplay aspects, but it should give you an impression of what we have been working on since the release of NS v3.0 beta 5: beta 6 changelog.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Oh well... you're right <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    Gotta read the words more carefully the next time.
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    change log is missing: "bunnyhoping glitch removed"
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • olisisolisis Join Date: 2003-02-01 Member: 12944Members
    I had stopped playing for a while, but the SC changes and what have you sure have me wanting this patch pretty bad. Maybe the marines will once again be the ones scared of the aliens like in 1.0 instead of the other way around like it is now.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    not enough balance changes

    skulks getting upgrades in classic should be as fast as combat
  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    <!--QuoteBegin-Nadagast+Jan 9 2005, 12:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nadagast @ Jan 9 2005, 12:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> not enough balance changes

    skulks getting upgrades in classic should be as fast as combat <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm inclined to agree with this, it's pretty annoying having to take up a precious 20 seconds of game time to get 2 upgrades, and by then, you could be missing a hive =/
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited January 2005
    <!--QuoteBegin-SjN+Jan 8 2005, 07:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SjN @ Jan 8 2005, 07:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> change log is missing: "bunnyhoping glitch removed"
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    They did say they left out exploit fixes, but I guess we'll have to see.


    I don't know about combat speed, but I definitely agree with faster upgrades. Maybe twice the speed they're at now. Without even thinking about balance, it just gets really old having to stare at an egg for so long as a skulk. People put up with it in 1.04, but that was generally never more than 1 upgrade and now they're free... I wouldn't even mind if the spawn times were increased to compensate or something.
  • JesusCJesusC Join Date: 2003-03-28 Member: 14996Members
    I like it! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    <!--QuoteBegin-JesusC+Jan 9 2005, 12:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JesusC @ Jan 9 2005, 12:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like it! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Why does your sig say "R.I.P. #findnsscrim"?
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    it's no where near where it needs to be to make ns fun again.
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