What Do You Expect Of Beta 5

gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
edited June 2004 in NS General Discussion
<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 :>
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Comments

  • RueRue Join Date: 2002-10-21 Member: 1564Members
    Sorry for my stupidity but what is ex_interp?
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    <!--QuoteBegin-Rue+Jun 12 2004, 02:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Jun 12 2004, 02:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry for my stupidity but what is ex_interp? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=72594' target='_blank'>There you go</a>
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    marine knockback has been reduced to 1/10 if marine is in the air, so the exploit can be seen as solved

    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-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-surprise+Jun 12 2004, 02:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (surprise @ Jun 12 2004, 02:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> marine knockback has been reduced to 1/10 if marine is in the air, so the exploit can be seen as solved

    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 :<
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    <!--QuoteBegin-coris+Jun 12 2004, 02:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Jun 12 2004, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-surprise+Jun 12 2004, 02:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (surprise @ Jun 12 2004, 02:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> marine knockback has been reduced to 1/10 if marine is in the air, so the exploit can be seen as solved

    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)
  • AveSatanasAveSatanas Join Date: 2004-06-04 Member: 29117Members
    <!--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-->- Fixed the hitbox of the fade while crouching<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    What do you mean it isn't fixed? Just aim lower and that's it.
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    <!--QuoteBegin-AveSatanas+Jun 12 2004, 04:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AveSatanas @ Jun 12 2004, 04:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->- Fixed the hitbox of the fade while crouching<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    Id like to see going from gorge to skulk free, or at LEAST 1 resource. 2 as of now is rediculous. your better off typing kill in consol after u drop your node. (which 95% of people do nowdays)
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    but you would have to spend 2 res again to get your upgrade back, when you type kill.
  • raz0rraz0r Join Date: 2003-07-24 Member: 18395Members
    New Maps.
    Phase2/final phase of the BUS(it better be good :/)
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Temp gorges don't take upgrades anyway.
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    Did they fix the bug with the obs where if you put it on a mine then let it reach 100 energy you get infinite energy?

    If not, maybe he means that.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    Well, if you check the bugtracker and look at the bugs labled "resolved", you should get all of the bugs that are supposedly fixed for the next version (once they are confirmed fixed on the version release, they will be closed, which is filtered out by default).

    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-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    edited June 2004
    o Crazy Knockback fixed
    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
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    just add this to forlorns changelog and we got a winner

    * 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.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    edited June 2004
    1) Widen Skulk/lerk/fade melee radius
    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*
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    calling somebody a noob when he is prefectly bunnyhopping is little bit stupid :/

    But I have the same opinion about bhop = bad.

    I like forlorns changelog.

    *unchain evolution chambers <- my favourite
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Basiclly forlorns changelog with some buffs to the skulk (more AP / HP and a tad faster)
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    Um, could we carry on the conversation about bunnyhopping somewhere else (maybe <a href='http://www.unknownworlds.com/forums/index.php?showtopic=72860' target='_blank'>this thread,</a> it had some removal discussion).

    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...
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    I never did understand the logic that decided that bhop should stay in, and yet that fade blink speed should be nerfed (2.01 -> 3.0) in order to make it friendlier to new players.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin-BobTheJanitor+Jun 12 2004, 08:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jun 12 2004, 08:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I never did understand the logic that decided that bhop should stay in, and yet that fade blink speed should be nerfed (2.01 -> 3.0) in order to make it friendlier to new players. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Flayra said it was a skill, and that it fits the aliens perfectly because the aliens overall are based on speed.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Why aliens can't have real speed instead of engine-exploit speed that only very skilled players can make use of is beyond me. Personally I'd like to see bunnyhopping removed, along with speed enhancements of its ilk(wallstrafing, left-right tapping). Then increase the run speed of skulks and maybe Gorges/Onoses a bit.

    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.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Firewater+Jun 12 2004, 08:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firewater @ Jun 12 2004, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BobTheJanitor+Jun 12 2004, 08:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Jun 12 2004, 08:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I never did understand the logic that decided that bhop should stay in, and yet that fade blink speed should be nerfed (2.01 -> 3.0) in order to make it friendlier to new players. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <!--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--> 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-->

    Quote please?

    Im still convinced its primary role was to please vets/clanners.
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    edited June 2004
    <!--QuoteBegin-moomin.+Jun 12 2004, 08:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moomin. @ Jun 12 2004, 08:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Did they fix the bug with the obs where if you put it on a mine then let it reach 100 energy you get infinite energy?

    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.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    * Final Release <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    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-->
  • TugBoatTugBoat Join Date: 2004-04-22 Member: 28077Members
    Fix the power of fades, they own in CO, to easy to fade, fade in under 1-2 minutes its game over for marines. (exspecially mutilpe fades)

    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.
  • camO_ocamO_o Join Date: 2004-04-19 Member: 28028Members
    pretty much what forlorn said +

    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.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Cam0.0 many argue that ns should be less skill based so that teamwork becomes more important in pubs instead of a couple of good players deciding the outcome. Yes, skilled player should influence the game, but right now they can completely <i>dominate</i>.
  • TugBoatTugBoat Join Date: 2004-04-22 Member: 28077Members
    <!--QuoteBegin-UKchaos+Jun 13 2004, 04:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Jun 13 2004, 04:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cam0.0 many argue that ns should be less skill based so that teamwork becomes more important in pubs instead of a couple of good players deciding the outcome. Yes, skilled player should influence the game, but right now they can completely <i>dominate</i>. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    True.
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