Movements are good though because of the boost to energy regen and the instant teleportation of an alien to a hive to heal. This makes them useful in vents or other key areas of the map where there will be heavy marine traffic.
<!--QuoteBegin-woodyear+Apr 20 2005, 05:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (woodyear @ Apr 20 2005, 05:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So MCs have no effect on other structures then? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> They let gorges near them healspray indefinitely. Which means a single oc can hold back 1-2 marines. That's a bit of a stretch for a structural benefit, though.
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--QuoteBegin-woodyear+Apr 21 2005, 08:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (woodyear @ Apr 21 2005, 08:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Do movement chambers increase the rate of fire of OCs? If so by how much per chamber? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> They did in one of the 2.0 betas, but never in any public release.
<!--QuoteBegin-Sky+Apr 20 2005, 03:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ Apr 20 2005, 03:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-woodyear+Apr 20 2005, 05:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (woodyear @ Apr 20 2005, 05:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So MCs have no effect on other structures then? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> They let gorges near them healspray indefinitely. Which means a single oc can hold back 1-2 marines. That's a bit of a stretch for a structural benefit, though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Unless they go after the gorge. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<!--QuoteBegin-Snidely+Apr 21 2005, 04:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Apr 21 2005, 04:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes. The MCs get the benefit of hive healing when attacked, but the MCs don't give anything to the hive itself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> More clearly, mc does not benefit any buildings.
So can anyone explain why MCs "activate" when you evolve beside them? And also why the evolution status bar goes crazy IE: jumps to being completed back to 10% to complete to 20% and so on?
<!--QuoteBegin-rabbity+Apr 21 2005, 02:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rabbity @ Apr 21 2005, 02:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> back then when acid rockets were powerful, couple of mcs and fades can spam the marine base till its all gone D: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That was pretty fun actually. Unlimited energy <3 But wasnt acid rocket slow back then? Acid rocket is now faster and takes less energy but weaker.
1) Giving players an energy boost. Go gorge, don't get any upgrades, and keep spitting. After around 13 shots, you'll run out of energy. Now try again next to an MC. The MC will give you a chunk of energy back every few seconds. This does not affect buildings in any way.
2) Teleportation to built hives, or to a hive (built or no) under attack.
The upgrades are:
A) Celerity. Increases movement speed. That's all. B) Silence. Only silences <i>your</i> actions, including building. C) Adrenaline. Only increases the speed of recovering energy. Stacks with the MC boost (1), IIRC.
Chambers are actually pretty balanced in terms of function. Buffing MCs by making them increase the spawn rates or OC firing rates might be a bit much. So we probably won't see those changes.
<!--QuoteBegin-Taaketa+Apr 21 2005, 06:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Taaketa @ Apr 21 2005, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So can anyone explain why MCs "activate" when you evolve beside them? And also why the evolution status bar goes crazy IE: jumps to being completed back to 10% to complete to 20% and so on? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Both of those are bugs. The MCs are energizing the egg indefinately (which does nothing), and that little bar just acts strange. For me, when it's at about 80%, I finish gestating.
<!--QuoteBegin-Alkiller+Apr 21 2005, 12:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alkiller @ Apr 21 2005, 12:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Taaketa+Apr 21 2005, 06:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Taaketa @ Apr 21 2005, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So can anyone explain why MCs "activate" when you evolve beside them? And also why the evolution status bar goes crazy IE: jumps to being completed back to 10% to complete to 20% and so on? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Both of those are bugs. The MCs are energizing the egg indefinately (which does nothing), and that little bar just acts strange. For me, when it's at about 80%, I finish gestating. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> much like the digestion progress bar (onos view) just displays energy, pretty annoying, tbh
<!--QuoteBegin-Alkiller+Apr 21 2005, 12:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alkiller @ Apr 21 2005, 12:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Taaketa+Apr 21 2005, 06:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Taaketa @ Apr 21 2005, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So can anyone explain why MCs "activate" when you evolve beside them? And also why the evolution status bar goes crazy IE: jumps to being completed back to 10% to complete to 20% and so on? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Both of those are bugs. The MCs are energizing the egg indefinately (which does nothing), and that little bar just acts strange. For me, when it's at about 80%, I finish gestating. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Actually, egging near an MC once sped up the gestation (closed beta I think). The feature was removed, and the graphical part is a glitch result of it.
<!--QuoteBegin-SmoodCroozn+Apr 21 2005, 01:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Apr 21 2005, 01:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Sky+Apr 20 2005, 03:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ Apr 20 2005, 03:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-woodyear+Apr 20 2005, 05:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (woodyear @ Apr 20 2005, 05:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So MCs have no effect on other structures then? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> They let gorges near them healspray indefinitely. Which means a single oc can hold back 1-2 marines. That's a bit of a stretch for a structural benefit, though. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Unless they go after the gorge. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Eh, try standing behind the oc? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<!--QuoteBegin-Roberto+Apr 21 2005, 07:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roberto @ Apr 21 2005, 07:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Alkiller+Apr 21 2005, 12:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alkiller @ Apr 21 2005, 12:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Taaketa+Apr 21 2005, 06:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Taaketa @ Apr 21 2005, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So can anyone explain why MCs "activate" when you evolve beside them? And also why the evolution status bar goes crazy IE: jumps to being completed back to 10% to complete to 20% and so on? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Both of those are bugs. The MCs are energizing the egg indefinately (which does nothing), and that little bar just acts strange. For me, when it's at about 80%, I finish gestating. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> much like the digestion progress bar (onos view) just displays energy, pretty annoying, tbh <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> From time to time, the gestation bar appears when you're in alien form, and it corresponds precisely to your energy. It's not only the onos, it's often after a gestation, there's sometimes the bar that stays.
I'd think that the bar tries to represent the energy, while also representing the evolution percentage. Since you were next to a MC, the evolution went a bit crazy.
Comments
IIRC, MCs increasing the fire rate of OCs was something tried out in a 1.1/2.0 private test, but it never made it in for a public version.
They let gorges near them healspray indefinitely. Which means a single oc can hold back 1-2 marines. That's a bit of a stretch for a structural benefit, though.
They did in one of the 2.0 betas, but never in any public release.
=p
They let gorges near them healspray indefinitely. Which means a single oc can hold back 1-2 marines. That's a bit of a stretch for a structural benefit, though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Unless they go after the gorge. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
or else the mc gonna be overpowered
More clearly, mc does not benefit any buildings.
That was pretty fun actually. Unlimited energy <3
But wasnt acid rocket slow back then?
Acid rocket is now faster and takes less energy but weaker.
Silence silences building though I don't see why one would take it....
The only benefits MCs provide are:
1) Giving players an energy boost. Go gorge, don't get any upgrades, and keep spitting. After around 13 shots, you'll run out of energy. Now try again next to an MC. The MC will give you a chunk of energy back every few seconds. This does not affect buildings in any way.
2) Teleportation to built hives, or to a hive (built or no) under attack.
The upgrades are:
A) Celerity. Increases movement speed. That's all.
B) Silence. Only silences <i>your</i> actions, including building.
C) Adrenaline. Only increases the speed of recovering energy. Stacks with the MC boost (1), IIRC.
Chambers are actually pretty balanced in terms of function. Buffing MCs by making them increase the spawn rates or OC firing rates might be a bit much. So we probably won't see those changes.
Quoted for thruth!
<!--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-->
Both of those are bugs. The MCs are energizing the egg indefinately (which does nothing), and that little bar just acts strange. For me, when it's at about 80%, I finish gestating.
Both of those are bugs. The MCs are energizing the egg indefinately (which does nothing), and that little bar just acts strange. For me, when it's at about 80%, I finish gestating. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
much like the digestion progress bar (onos view) just displays energy, pretty annoying, tbh
Both of those are bugs. The MCs are energizing the egg indefinately (which does nothing), and that little bar just acts strange. For me, when it's at about 80%, I finish gestating. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Actually, egging near an MC once sped up the gestation (closed beta I think). The feature was removed, and the graphical part is a glitch result of it.
One of the official releases allowed MCs to increase OC ROF.
They let gorges near them healspray indefinitely. Which means a single oc can hold back 1-2 marines. That's a bit of a stretch for a structural benefit, though. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Unless they go after the gorge. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Eh, try standing behind the oc? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Both of those are bugs. The MCs are energizing the egg indefinately (which does nothing), and that little bar just acts strange. For me, when it's at about 80%, I finish gestating. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
much like the digestion progress bar (onos view) just displays energy, pretty annoying, tbh <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
From time to time, the gestation bar appears when you're in alien form, and it corresponds precisely to your energy. It's not only the onos, it's often after a gestation, there's sometimes the bar that stays.
I'd think that the bar tries to represent the energy, while also representing the evolution percentage. Since you were next to a MC, the evolution went a bit crazy.