What Do You Think About The Change Log?
[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
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
Comments
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.
of course, the new hitbox code will prevent this and "fix" the hitbox.
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-->
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.
<!--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-->
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'.
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.
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-->
<!--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-->=
<!--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-->
<!--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.
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
skulks getting upgrades in classic should be as fast as combat
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 =/
<!--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.
Why does your sig say "R.I.P. #findnsscrim"?