No real balance changes though? Like damage or health or speed... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I am sure those can be tweaked with serverside patches alone... Along with obs scan cost. Which would counter sense...
Seriously a walking skulk doesn't go that fast.
Lets wait and see how it plays out!
<!--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-->the 100% cloaking should only be for when you're standing completely still. Being inside the sensory chamber's cloaking radius should have the same effect as if you had gotten the upgrade... that is ridiculous. sensory would be completely overpowered. also if you had gotten silence and were inside the radius, gg invisible silent aliens that give you no notice until you've been attacked first.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So that means aliens have 2 hives SC first and MC 2nd, that means you need to hold the 3rd hive because the Aliens can't heal as well and are weak(no cara), so fades, and onos should be chased, and hand out weapons and ping as you go.
<!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Aug 3 2005, 02:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 3 2005, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't really like that. It makes it harder to skulk, as you can't finely disconnect yourself from a wall, but rather, you have to jump (and god knows how far away from the marine that will throw you). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--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-->- Precision wallwalking: <b>While holding +speed (aka walk)</b> the skulk will stick to walls much more rigorously then before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes, but it will still be a balancing act to silently disconnect from the wall without making a footstep noise (and no, I don't want to walk to the bottom of the wall first, if that would even help). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Running right off the wall wont produce sound, so just let go of duck when you want off.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--QuoteBegin-NGE+Aug 4 2005, 09:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Aug 4 2005, 09:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-im lost+Aug 3 2005, 01:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Aug 3 2005, 01:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So apparently cloaking shouldn't be fixed then, it should be left so that it is completely effective against some people, partly effective against others, and useless against others. Or maybe it should be removed completely, but then you have to have an upgrade to replace it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No, cloaking should be 100% invisible while an alien is still, 10% visible when he walks, and 60% visible when he runs.
No more skill involved in cloaking whatsoever. Either you counter the cloak with an obs or scan or die. Fun for everyone (by everyone I mean the aliens). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> with 2 grenades per marine - grenades will be a very good uncloaker . Throw a grenade into an empty hallway/room before you enter.
<!--QuoteBegin-Grahf+Aug 4 2005, 12:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grahf @ Aug 4 2005, 12:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Aug 3 2005, 02:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 3 2005, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't really like that. It makes it harder to skulk, as you can't finely disconnect yourself from a wall, but rather, you have to jump (and god knows how far away from the marine that will throw you). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--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-->- Precision wallwalking: <b>While holding +speed (aka walk)</b> the skulk will stick to walls much more rigorously then before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes, but it will still be a balancing act to silently disconnect from the wall without making a footstep noise (and no, I don't want to walk to the bottom of the wall first, if that would even help). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Running right off the wall wont produce sound, so just let go of duck when you want off. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It does if you move quick enough, but whatever.
Does NS getting in the My Games list mean VAC support? And will it be in for 3.1 or 3.2?
You all realise that NS in the My Games will get a LOT of new players, mostly CSers. Great publicity but, frankly, bad for the community.
Edit: The only thing that could make the skulk movement better know is have gravity and the view turn to keep the walls and ceiling at the bottom. Bunnyhoping on walls.... /me drools
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-ReK+Aug 3 2005, 10:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ReK @ Aug 3 2005, 10:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does NS getting in the My Games list mean VAC support? And will it be in for 3.1 or 3.2?
You all realise that NS in the My Games will get a LOT of new players, mostly CSers. Great publicity but, frankly, bad for the community.
Edit: The only thing that could make the skulk movement better know is have gravity and the view turn to keep the walls and ceiling at the bottom. Bunnyhoping on walls.... /me drools
You'd better do that for source <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> More players is NEVER bad for the community.
We'll get just as many asshats as we have now, just in a larger quantity. But, we'll also get a much larger quantity of good players.
I think its great. And no- VAC is not coming, from what I've read before, and it isn't planned to.
<!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 09:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 09:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Grahf+Aug 4 2005, 12:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grahf @ Aug 4 2005, 12:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Aug 3 2005, 02:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 3 2005, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't really like that. It makes it harder to skulk, as you can't finely disconnect yourself from a wall, but rather, you have to jump (and god knows how far away from the marine that will throw you). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--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-->- Precision wallwalking: <b>While holding +speed (aka walk)</b> the skulk will stick to walls much more rigorously then before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes, but it will still be a balancing act to silently disconnect from the wall without making a footstep noise (and no, I don't want to walk to the bottom of the wall first, if that would even help). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Running right off the wall wont produce sound, so just let go of duck when you want off. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It does if you move quick enough, but whatever. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> wouldn't that require more *gasp* SKILL then?! omgWTHbbq <!--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-->
<!--QuoteBegin-stallioN+Aug 4 2005, 01:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (stallioN @ Aug 4 2005, 01:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the 100% cloaking should only be for when you're standing completely still. Being inside the sensory chamber's cloaking radius should have the same effect as if you had gotten the upgrade... that is ridiculous. sensory would be completely overpowered. also if you had gotten silence and were inside the radius, gg invisible silent aliens that give you no notice until you've been attacked first. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It was already 10% cloak within sensory range. It's always been the same as stationary/walking cloak. Most people couldn't see cloakers without focusing intently, especially if they positioned themselves intelligently. This is a minor change, and all the weaknesses of SCs are still intact. People said the exact same thing with all the other Sensory buffs that went into 3.0 and they still aren't the preferred first chamber, or even second.
<!--QuoteBegin-Zek+Aug 4 2005, 02:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Aug 4 2005, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-stallioN+Aug 4 2005, 01:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (stallioN @ Aug 4 2005, 01:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the 100% cloaking should only be for when you're standing completely still. Being inside the sensory chamber's cloaking radius should have the same effect as if you had gotten the upgrade... that is ridiculous. sensory would be completely overpowered. also if you had gotten silence and were inside the radius, gg invisible silent aliens that give you no notice until you've been attacked first. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It was already 10% cloak within sensory range. It's always been the same as stationary/walking cloak. Most people couldn't see cloakers without focusing intently, especially if they positioned themselves intelligently. This is a minor change, and all the weaknesses of SCs are still intact. People said the exact same thing with all the other Sensory buffs that went into 3.0 and they still aren't the preferred first chamber, or even second. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> didn't it just say 100 when in sensory chamber?
<!--QuoteBegin-Zek+Aug 4 2005, 02:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Aug 4 2005, 02:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-stallioN+Aug 4 2005, 01:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (stallioN @ Aug 4 2005, 01:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the 100% cloaking should only be for when you're standing completely still. Being inside the sensory chamber's cloaking radius should have the same effect as if you had gotten the upgrade... that is ridiculous. sensory would be completely overpowered. also if you had gotten silence and were inside the radius, gg invisible silent aliens that give you no notice until you've been attacked first. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It was already 10% cloak within sensory range. It's always been the same as stationary/walking cloak. Most people couldn't see cloakers without focusing intently, especially if they positioned themselves intelligently. This is a minor change, and all the weaknesses of SCs are still intact. People said the exact same thing with all the other Sensory buffs that went into 3.0 and they still aren't the preferred first chamber, or even second. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Sensory will <b>never</b> become a viable first chamber because you can't defend the second hive with it nearly as easily as MCs or DCs.
when skulk/any lifeform has cloak+silence, all cloaking abilities (100%still, 10%run,60%walk) are decreased by 10% each? this would give a chance for non mt/scan players to see skulk, as lifeform is impossible to hear?
The handgrenade changes and comments all seem very nice, but when you think about it, the reason why handgrenades were never even tried out for fun once in a while still remains. The choice between researching handgrenades or keeping the armory free to upgrade it. HMGs will always win that matchup.
Of course, I havent played in a while, and perhaps things will turn out so that it is worth researching handgrenades early and delay AA for a while. I doubt it though.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
edited August 2005
<!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 4 2005, 06:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 4 2005, 06:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Grahf+Aug 4 2005, 12:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grahf @ Aug 4 2005, 12:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Aug 3 2005, 02:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 3 2005, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't really like that. It makes it harder to skulk, as you can't finely disconnect yourself from a wall, but rather, you have to jump (and god knows how far away from the marine that will throw you). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--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-->- Precision wallwalking: <b>While holding +speed (aka walk)</b> the skulk will stick to walls much more rigorously then before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes, but it will still be a balancing act to silently disconnect from the wall without making a footstep noise (and no, I don't want to walk to the bottom of the wall first, if that would even help). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Running right off the wall wont produce sound, so just let go of duck when you want off. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It does if you move quick enough, but whatever. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If you want to move quick off the wall, you're not using +speed anyway, so the wallwalk behaves just like before ... I don't really understand what the problem is.
<!--QuoteBegin-ReK+Aug 4 2005, 12:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ReK @ Aug 4 2005, 12:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does NS getting in the My Games list mean VAC support? And will it be in for 3.1 or 3.2?
You all realise that NS in the My Games will get a LOT of new players, mostly CSers. Great publicity but, frankly, bad for the community.
Edit: The only thing that could make the skulk movement better know is have gravity and the view turn to keep the walls and ceiling at the bottom. Bunnyhoping on walls.... /me drools
You'd better do that for source <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Dunno, this community needs all the help it can get, it is way to stagnate
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
Any new entities that are going to need to be added to metamod? Might as well get them added to 1.18 before release <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-MrBen+Aug 4 2005, 07:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrBen @ Aug 4 2005, 07:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Zek the subtleties of NS are lost on you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Is that so?
<!--QuoteBegin-tankefugl+Aug 4 2005, 06:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tankefugl @ Aug 4 2005, 06:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 4 2005, 06:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 4 2005, 06:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Grahf+Aug 4 2005, 12:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grahf @ Aug 4 2005, 12:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Aug 3 2005, 02:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Aug 3 2005, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 3 2005, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 3 2005, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't really like that. It makes it harder to skulk, as you can't finely disconnect yourself from a wall, but rather, you have to jump (and god knows how far away from the marine that will throw you). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--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-->- Precision wallwalking: <b>While holding +speed (aka walk)</b> the skulk will stick to walls much more rigorously then before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes, but it will still be a balancing act to silently disconnect from the wall without making a footstep noise (and no, I don't want to walk to the bottom of the wall first, if that would even help). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Running right off the wall wont produce sound, so just let go of duck when you want off. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It does if you move quick enough, but whatever. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If you want to move quick off the wall, you're not using +speed anyway, so the wallwalk behaves just like before ... I don't really understand what the problem is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's hard to explain. If you're high up enough on a wall and want to get on the floor asap, you could (before) hit +speed and walk off the wall. If you were to just go forward, it's harder to control and you risk making a footstep noise when you hit the ground if you screw up.
I love how footsteps are death, yet at the same time it's usually greater than average difficulty not to make any. And like a missing gear, an otherwise pr0 player who makes footsteps is essentially a defective machine. Ahhh NS, how I miss thee.
The new wall jump sounds cool, I want to see it in action. One day I'll have high speed net again, and maybe a fixed HD, and then yay.
<!--QuoteBegin-tankefugl+Aug 3 2005, 06:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tankefugl @ Aug 3 2005, 06:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TOmekki+Aug 3 2005, 09:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Aug 3 2005, 09:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 2 2005, 05:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 2 2005, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Releasing duck quickly after pressing it will no longer make the player bounce <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> im not sure - and i cannot test it at the moment - but does this mean that silent marine walk, pressing forward and duck at the same time that is, no longer works? i hope not, just felt like asking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Not sure, exactly. I haven't tested it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> how about now. that marine skill was actually a really tough one to master - unless you scripted it - and i wouldve loved to have achieved it.
<!--QuoteBegin-Swift Idiot+Aug 4 2005, 03:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Aug 4 2005, 03:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I love how footsteps are death, yet at the same time it's usually greater than average difficulty not to make any. And like a missing gear, an otherwise pr0 player who makes footsteps is essentially a defective machine. Ahhh NS, how I miss thee. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I don't understand the implied contradiction. Using silence (not the upgrade) has always been a very important part of NS.
<!--QuoteBegin-TOmekki+Aug 4 2005, 03:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Aug 4 2005, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-tankefugl+Aug 3 2005, 06:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tankefugl @ Aug 3 2005, 06:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TOmekki+Aug 3 2005, 09:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Aug 3 2005, 09:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 2 2005, 05:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 2 2005, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Releasing duck quickly after pressing it will no longer make the player bounce <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> im not sure - and i cannot test it at the moment - but does this mean that silent marine walk, pressing forward and duck at the same time that is, no longer works? i hope not, just felt like asking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Not sure, exactly. I haven't tested it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> how about now. that marine skill was actually a really tough one to master - unless you scripted it - and i wouldve loved to have achieved it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i'd like someone to explain how you script this without locking you up, unless it uses one of the "SPECIAL" KEYS
its not that hard to do silent running thingy at all; i really only learned it from DoD, being able to jump up small obsticals with out making noise is pretty useful, they never expect it. baisicly, if you hit duck twice quickly it'll do a little jump for you that's totally quiet. after doing this minijump, duck again so you land silently. you can almost get normal running/walking/whatever speed with this in NS while being totally silent.
<!--QuoteBegin-devicenull+Aug 4 2005, 11:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Aug 4 2005, 11:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any new entities that are going to need to be added to metamod? Might as well get them added to 1.18 before release <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> couldn't agree with you more, kinda pointless really if you think about it
devicenullJoin Date: 2003-04-30Member: 15967Members, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-Marker+Aug 4 2005, 10:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Marker @ Aug 4 2005, 10:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-devicenull+Aug 4 2005, 11:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Aug 4 2005, 11:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any new entities that are going to need to be added to metamod? Might as well get them added to 1.18 before release <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> couldn't agree with you more, kinda pointless really if you think about it <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Did you quote the wrong post? That doesn't make much sense otherwise
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Comments
No real balance changes though? Like damage or health or speed... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I am sure those can be tweaked with serverside patches alone... Along with obs scan cost. Which would counter sense...
Seriously a walking skulk doesn't go that fast.
Lets wait and see how it plays out!
<!--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-->the 100% cloaking should only be for when you're standing completely still. Being inside the sensory chamber's cloaking radius should have the same effect as if you had gotten the upgrade... that is ridiculous. sensory would be completely overpowered.
also if you had gotten silence and were inside the radius, gg invisible silent aliens that give you no notice until you've been attacked first.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So that means aliens have 2 hives SC first and MC 2nd, that means you need to hold the 3rd hive because the Aliens can't heal as well and are weak(no cara), so fades, and onos should be chased, and hand out weapons and ping as you go.
<!--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-->- Precision wallwalking: <b>While holding +speed (aka walk)</b> the skulk will stick to walls much more rigorously then before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, but it will still be a balancing act to silently disconnect from the wall without making a footstep noise (and no, I don't want to walk to the bottom of the wall first, if that would even help). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Running right off the wall wont produce sound, so just let go of duck when you want off.
No, cloaking should be 100% invisible while an alien is still, 10% visible when he walks, and 60% visible when he runs.
No more skill involved in cloaking whatsoever. Either you counter the cloak with an obs or scan or die. Fun for everyone (by everyone I mean the aliens). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
with 2 grenades per marine - grenades will be a very good uncloaker .
Throw a grenade into an empty hallway/room before you enter.
100% cloak rocks!
2x fast grenades rocks!
<!--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-->
<!--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-->- Precision wallwalking: <b>While holding +speed (aka walk)</b> the skulk will stick to walls much more rigorously then before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, but it will still be a balancing act to silently disconnect from the wall without making a footstep noise (and no, I don't want to walk to the bottom of the wall first, if that would even help). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Running right off the wall wont produce sound, so just let go of duck when you want off. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It does if you move quick enough, but whatever.
You all realise that NS in the My Games will get a LOT of new players, mostly CSers. Great publicity but, frankly, bad for the community.
Edit: The only thing that could make the skulk movement better know is have gravity and the view turn to keep the walls and ceiling at the bottom. Bunnyhoping on walls....
/me drools
You'd better do that for source
You all realise that NS in the My Games will get a LOT of new players, mostly CSers. Great publicity but, frankly, bad for the community.
Edit: The only thing that could make the skulk movement better know is have gravity and the view turn to keep the walls and ceiling at the bottom. Bunnyhoping on walls....
/me drools
You'd better do that for source <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
More players is NEVER bad for the community.
We'll get just as many asshats as we have now, just in a larger quantity. But, we'll also get a much larger quantity of good players.
I think its great. And no- VAC is not coming, from what I've read before, and it isn't planned to.
<!--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-->- Precision wallwalking: <b>While holding +speed (aka walk)</b> the skulk will stick to walls much more rigorously then before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, but it will still be a balancing act to silently disconnect from the wall without making a footstep noise (and no, I don't want to walk to the bottom of the wall first, if that would even help). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Running right off the wall wont produce sound, so just let go of duck when you want off. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It does if you move quick enough, but whatever. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
wouldn't that require more *gasp* SKILL then?! omgWTHbbq <!--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-->
also if you had gotten silence and were inside the radius, gg invisible silent aliens that give you no notice until you've been attacked first. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It was already 10% cloak within sensory range. It's always been the same as stationary/walking cloak. Most people couldn't see cloakers without focusing intently, especially if they positioned themselves intelligently. This is a minor change, and all the weaknesses of SCs are still intact. People said the exact same thing with all the other Sensory buffs that went into 3.0 and they still aren't the preferred first chamber, or even second.
also if you had gotten silence and were inside the radius, gg invisible silent aliens that give you no notice until you've been attacked first. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It was already 10% cloak within sensory range. It's always been the same as stationary/walking cloak. Most people couldn't see cloakers without focusing intently, especially if they positioned themselves intelligently. This is a minor change, and all the weaknesses of SCs are still intact. People said the exact same thing with all the other Sensory buffs that went into 3.0 and they still aren't the preferred first chamber, or even second. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
didn't it just say 100 when in sensory chamber?
also if you had gotten silence and were inside the radius, gg invisible silent aliens that give you no notice until you've been attacked first. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It was already 10% cloak within sensory range. It's always been the same as stationary/walking cloak. Most people couldn't see cloakers without focusing intently, especially if they positioned themselves intelligently. This is a minor change, and all the weaknesses of SCs are still intact. People said the exact same thing with all the other Sensory buffs that went into 3.0 and they still aren't the preferred first chamber, or even second. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Sensory will <b>never</b> become a viable first chamber because you can't defend the second hive with it nearly as easily as MCs or DCs.
when skulk/any lifeform has cloak+silence, all cloaking abilities (100%still, 10%run,60%walk) are decreased by 10% each?
this would give a chance for non mt/scan players to see skulk, as lifeform is impossible to hear?
= possibility?
The handgrenade changes and comments all seem very nice, but when you think about it, the reason why handgrenades were never even tried out for fun once in a while still remains. The choice between researching handgrenades or keeping the armory free to upgrade it. HMGs will always win that matchup.
Of course, I havent played in a while, and perhaps things will turn out so that it is worth researching handgrenades early and delay AA for a while. I doubt it though.
PS: i may have posted this twice, but it didnt show up... anyways,
refer to
-lolOMG.jpeg-
<!--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-->- Precision wallwalking: <b>While holding +speed (aka walk)</b> the skulk will stick to walls much more rigorously then before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, but it will still be a balancing act to silently disconnect from the wall without making a footstep noise (and no, I don't want to walk to the bottom of the wall first, if that would even help). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Running right off the wall wont produce sound, so just let go of duck when you want off. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It does if you move quick enough, but whatever. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you want to move quick off the wall, you're not using +speed anyway, so the wallwalk behaves just like before ... I don't really understand what the problem is.
You all realise that NS in the My Games will get a LOT of new players, mostly CSers. Great publicity but, frankly, bad for the community.
Edit: The only thing that could make the skulk movement better know is have gravity and the view turn to keep the walls and ceiling at the bottom. Bunnyhoping on walls....
/me drools
You'd better do that for source <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Dunno, this community needs all the help it can get, it is way to stagnate
Is that so?
<!--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-->- Precision wallwalking: <b>While holding +speed (aka walk)</b> the skulk will stick to walls much more rigorously then before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, but it will still be a balancing act to silently disconnect from the wall without making a footstep noise (and no, I don't want to walk to the bottom of the wall first, if that would even help). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Running right off the wall wont produce sound, so just let go of duck when you want off. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It does if you move quick enough, but whatever. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you want to move quick off the wall, you're not using +speed anyway, so the wallwalk behaves just like before ... I don't really understand what the problem is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's hard to explain. If you're high up enough on a wall and want to get on the floor asap, you could (before) hit +speed and walk off the wall. If you were to just go forward, it's harder to control and you risk making a footstep noise when you hit the ground if you screw up.
The new wall jump sounds cool, I want to see it in action. One day I'll have high speed net again, and maybe a fixed HD, and then yay.
O Releasing duck quickly after pressing it will no longer make the player bounce <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
im not sure - and i cannot test it at the moment - but does this mean that silent marine walk, pressing forward and duck at the same time that is, no longer works? i hope not, just felt like asking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not sure, exactly. I haven't tested it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
how about now. that marine skill was actually a really tough one to master - unless you scripted it - and i wouldve loved to have achieved it.
I don't understand the implied contradiction. Using silence (not the upgrade) has always been a very important part of NS.
O Releasing duck quickly after pressing it will no longer make the player bounce <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
im not sure - and i cannot test it at the moment - but does this mean that silent marine walk, pressing forward and duck at the same time that is, no longer works? i hope not, just felt like asking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not sure, exactly. I haven't tested it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
how about now. that marine skill was actually a really tough one to master - unless you scripted it - and i wouldve loved to have achieved it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i'd like someone to explain how you script this without locking you up, unless it uses one of the "SPECIAL" KEYS
couldn't agree with you more, kinda pointless really if you think about it
couldn't agree with you more, kinda pointless really if you think about it <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Did you quote the wrong post? That doesn't make much sense otherwise