What Do You Expect Of Beta 5
gopher
Join Date: 2003-08-01 Member: 18657Members, Constellation
<div class="IPBDescription">.. lets make our own changelog</div> - Increased the armor of the skulk to 20
- Free upgrades for the skulk, that stay until you evolve to a higher lifeform or choose another upgrade
- ex_interp locked to 0
- Knockback exploit removed
- Fixed the onos stuck issues at fusion on tanith
- Removed RFK for marines (or: RFK for Marines gives always 1 Ress)
- Fixed the HLTV issues (Overviewmap, HP/AP display, ..)
- Fixed the scann exploit
- Fixed the hitbox of the fade while crouching
I know that the marine nerfing & alien buffing probably won't be in there, but the rest just has to be in there, else that beta is gonna be a huge dissapointment <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> I don't really care for the BUS, just make NS more playable and balanced :>
- Free upgrades for the skulk, that stay until you evolve to a higher lifeform or choose another upgrade
- ex_interp locked to 0
- Knockback exploit removed
- Fixed the onos stuck issues at fusion on tanith
- Removed RFK for marines (or: RFK for Marines gives always 1 Ress)
- Fixed the HLTV issues (Overviewmap, HP/AP display, ..)
- Fixed the scann exploit
- Fixed the hitbox of the fade while crouching
I know that the marine nerfing & alien buffing probably won't be in there, but the rest just has to be in there, else that beta is gonna be a huge dissapointment <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> I don't really care for the BUS, just make NS more playable and balanced :>
Comments
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=72594' target='_blank'>There you go</a>
search in mantis helps ya <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
search in mantis helps ya <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The only bad thing with mantis is that it doesnt show tweaks, like changed hp/ap / damage values and so on :<
search in mantis helps ya <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The only bad thing with mantis is that it doesnt show tweaks, like changed hp/ap / damage values and so on :< <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
because Mantis is a bug tracker, not a dynamic changelog of sorts. Which, while a nice thought, would just require too much input (make a slight change? better log it)
What do you mean it isn't fixed? Just aim lower and that's it.
What do you mean it isn't fixed? Just aim lower and that's it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You shouldn't HAVE to, that's the problem. If you're shooting at the fade's torso, you should be hurting it. Right now, you don't. A fade can simply exploit this by crouching behind strutures and hacking away, practically impervious to anything.
Phase2/final phase of the BUS(it better be good :/)
If not, maybe he means that.
Right now, I count near 35 bugs resolved, so tack all of those on to the next changelog. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
o Regen now flows over from HP to AP
o ex_interp unlocked
Combat only:
o Teams spawn in 1/3 of the enemies teamsize at a whack
o Webbing removed
o Xenocide removed
o Dying makes you respawn in as skulk, always
o You keep all upgrades with each death, but if you were a larger lifeform you lose that
o You regain points that you spent on the lifeform
o You may only evolve once per life from skulk
o Evolving to another lifeform works like this:
oo 1 point to go gorge
oo 2 points to go lerk
oo 3 points to go fade
oo 4 points to go onos
o Evolution times are 1/3 of what they are in classic for all lifeforms
o Timelimit increased to 15 min
Classic Only:
o Alien res towers are now silent
o Electrification drains energy, cannot be stacked with more than one elec structure
o Evolution chambers unlocked
oo Sensories cost 12
o Marine RFK removed
o Medpacks fixed
o HLTV fixed
o Stuck issues adressed (ventiatlation hive, fusion hive)
o Fixed +duck fades
o De-evolving to skulk costs 1 res
o Quake Jumping system implemented
o New Evolving system:
oo When you evolve to a new lifeform, you lose all upgrades
oo Costs 1 res for skulk to get upgrade
oo Costs 2 res for lerks and gorges
oo Costs 3 res for fades and onos
* skulk base speed incresed to 310
* bhoping removed completely
If we remove bhoping from skulks then well take away the noobs crutch and let the true pro skulks shine through. Not only will it FORCE people to use the walls but once the stupid engine exploit and atmosphere breaker is removed well be able to truely balance the skulk.
2) Unchain chambers
3) Free gorges, 15 starting res
4) Make 3 hive abilities for Fade/Onos GOOD
5) Walking doesnt put you on MT
6) Upgrades hive1 2 res, hive 2 1 res, hive 3 0 res
7) Armor circle for the commander to see on marines, and a toggleable armor/health bar that would be above marine's heads to other marines on the ground
Then put out a public beta... and release several patches which will most likely buff the marines in certian areas. Sure it would throw off the "Balance" we have now... but it would make playing aliens less frustraighting.
<!--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-->If we remove bhoping from skulks then well take away the noobs crutch and let the true pro skulks shine through. Not only will it FORCE people to use the walls but once the stupid engine exploit and atmosphere breaker is removed well be able to truely balance the skulk.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
*/me Slowly backs away, then runs at full speed behind a bunker*
But I have the same opinion about bhop = bad.
I like forlorns changelog.
*unchain evolution chambers <- my favourite
The problem with removing it is how touchy it is with early-game balance, and early-game conflicts weigh heavily on the outcome of the rest of the game.
I like Forlorn's changelog, in addition to changing third-hive abilities.
Xenocide is pretty good.
Webs? You have three hives, by that point you shouldn't be defending!
Primal scream needs to be severely buffed (hint: increasing alien speed, that's in the tracker).
Acid rocket is just a plain waste of energy. I'm pretty sure that spores are more effective in every respect...
Charge is being used to charge OUT of battle, which I find pathetic...
Flayra said it was a skill, and that it fits the aliens perfectly because the aliens overall are based on speed.
After that I think skulks should be given some significant maneuverability improvements. First change wallwalk to stick like ladders provided that you aren't touching the floor, and allow skulks to jump off of walls in the direction that they're facing, like a weaker version of Leap. Jumps off the ground should work in the same way unless the skulk is holding crouch. Make walljumps somewhat faster and longer reaching than normal ones in order to encourage skulks to use them. Also allow Leap to function normally from a wall. All of this would give skulks MUCH more flexibility in movements, and give another skill curve to master to compensate for the removal of bunnyhopping. Skulks could jump between the floor and the wall and the ceiling as they see fit and really vary their movements as they try to close distance. That way good players still have their skill in movement, but it'd be a hell of a lot more fun for everyone than bunnyhopping IMHO.
Flayra said it was a skill, and that it fits the aliens perfectly because the aliens overall are based on speed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Blinking in 1.04 was a skill you NEWB! Just as hard as learning to Bhop, Then you whiney asshats decided "Oh, well i dont wanna learn how to blink, change blink for meh... waaaaaaaaaaaaahhhhhhhh". Now we have this manual leap crap that sucks.
1.04 blink doesn't fit a alien that is described as a teleporting shock trooper or something? Using your logic we should take out Bhopping because its "hard".
Way to say one thing and then totally contradict your post in one sentance.
Congratulations... Not much pisses me off these days.
Quote please?
Im still convinced its primary role was to please vets/clanners.
If not, maybe he means that. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No, I don't mean any of the ones mentioned here. I won't post the details obviously, but the exploit lets you scan as often as you like, without draining energy, having to spam the command or the 100 energy requirement. Its known to the devs though, so it should be fixed in beta 5.
Then they could start updating it to 301, 302... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
When I constantly see fades, blink, kill, blink away, and get stats of 50+ kills, and 2-5 deaths, with hmg's blasting like crazy, u have to really look at this. Its just ridiculosly stupid imho.
It is a major inbalnce in CO, and most people agree in the servers I play in.
In normal NS, its a different story.
CO, fades own, simple, they are best to play.
skulk hp/armor raised to 75/20 (2.0 levels)
as for bhop, quite frankly, it doesn't matter who it pleases. it's there, it's square, and it ain't moving anywhere. so all you kids who love to crusade about it on every damn thread, kindly shutup and realize that you're just wasting your time. you know, half of the suggestions i hear on these boards involve some sort of "omg when this or this is done, it's impossible to stop" that's pure crudding BS. the reason it's so effective on pubs is because the people who learn to bhop or blink-slash as fade are MUCH more skilled then you are. i've seen dozens of newbies with bhop scripts that can't kill a damn marine because they simply don't know how to control it. if that player were playing against equally skilled players, he wouldn't be so successful.
trev: breakfast cereal pisses you off. don't post on the forums if all you're going to do is troll.
True.