Well, sava was playing pretty good in the PTs, but I might add some vents and a little more cover, I see there's a general consensus with it being marine biased.
As for bast, give it more time, engine is a little bit too close, but that's going to be fixed, I know about that. Just play it a bit more, it's much much better.
Far be it from me to sound like an inhabitant of these forums, but.
Implementing hambone mode has boned combat the other way. It used to require an incredible skillstack to win with marines, and now that's what it will require to win aliens. Because the second - the <i>second</i> - the marines get in the hive, all bets are off. No more having to deal with spawning fades, lerks, and onii - now all you have to spawncamp are <b>eggs</b>. With a couple HMGs and shotguns, that's trivial - because, even wavespawning <b>eggs</b> aren't real hard to hit. Combat isn't even worth playing as DM practice any more - it's not exactly hard to hit eggs so it's not much good for practicing your marine aim beyond the initial 3:00 or so, and getting spawncamped is pretty poor practice as well, so.
Useless.
Haven't played any vanilla yet, we'll see. The buffs to jetpacks are interesting, but I don't see them dethroning guns + phases to ice the building hive, since they're an additional couple minutes down the tech tree. But, we'll see.
Seriously though, get rid of hambone mode. I suspected this would be the case when I first saw him mention it, and when I saw it again in the changelog, and it has been confirmed.
Edit: I need to pound on this some more. I mean the whole point of "wave spawn" is to quiet the whiners that don't like getting spawncamped. My view has always been that wavespawn just delays the loss by a couple minutes (if that), but in no way turns the tide of the game. Any team that finds itself entirely dead with several members of the opposing team alice and in their base/hive is almost certainly going to lose, be it in 1 minute or 5 minutes. And that's as it should be. But hambone mode entirely defeated the whole point of putting wavespawn in! Why do <i>both!?</i> I mean if people are going to whine about getting spawncamped, they're going to whine even if they're getting spawncamped 5 at a time, in their eggs. Really, doesn't make any sense to me.
<!--QuoteBegin-Mendasp+Sep 4 2004, 04:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Sep 4 2004, 04:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, sava was playing pretty good in the PTs, but I might add some vents and a little more cover, I see there's a general consensus with it being marine biased.
As for bast, give it more time, engine is a little bit too close, but that's going to be fixed, I know about that. Just play it a bit more, it's much much better. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thanks Mendasp. Always nice to know your listening <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
beta 5 is great except for a few extremely annoying things.
mainly being the fact that there is a weapon switching bug taht disallows you to switch weapons (duh) can be fixed by replacing the binds with the weapon_ commands. but you have to keep changing them if you evolve/pickup a new weapon because if you try to bind all of them to the right key... guess what mp_blockscripts pops up.
also even with the weapon_ cmd's aliens seem to be unable to fire slot2 weapons (dont know why) seems to come and go with life forms i.e works with: onos , gorge doesnt work with: skulk , fade lerk???
i dont know if anyone else has had this problem but i know i have :/
anyway, love the new jetpack the sound is a lil strange but i like it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> the welder is also great can actually tell when your welding ^^ i love all the new sounds !!!!!!!!!
one thing that really messes it up aside from the switching is the shotgun firing animations. there is no other way to define it than : it. sucks. looks like you copy-pasted the animation from brigadier wolfs shotgun which 1. i never liked 2. looks horrible on the default
but that can be fixed by copy-pasting the old anim from the old shotgun.
overall beta 5 hasnt made the game better or worse, its just changed alot of it.
<3 to those that worked so hard to get this out.
edit: no sign of that illusive BUS <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->? <!--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-->
at first I found the new JP sounds quite good, but when a lot of people tend to use the JP, it gets kind of annoying.
making players spawn as skulks in combat was a great decision. Aliens will now defend their gestating teammates, allong with the hive. ( you're right kavasa, but I ment this at the starting of the game. later on , you'll need to find a good hiding spot and gestate there )
classic .. hmm.. I've played some good games, some bad games, but I like it overall.
Cloud, they <i>can't</i> defend their gestating teammates. Because even if they survive the first couple HMG marines, the JP/HMG marines will own them. Once I got HMG/JP, even on kestrel, the most alien-biased of the co maps, I could always get in the hive. Once there, the spawning onoses and fades eventually took me down - but I could always get in.
<!--QuoteBegin-kavasa+Sep 4 2004, 04:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kavasa @ Sep 4 2004, 04:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Edit: I need to pound on this some more. I mean the whole point of "wave spawn" is to quiet the whiners that don't like getting spawncamped. My view has always been that wavespawn just delays the loss by a couple minutes (if that), but in no way turns the tide of the game. Any team that finds itself entirely dead with several members of the opposing team alice and in their base/hive is almost certainly going to lose, be it in 1 minute or 5 minutes. And that's as it should be. But hambone mode entirely defeated the whole point of putting wavespawn in! Why do <i>both!?</i> I mean if people are going to whine about getting spawncamped, they're going to whine even if they're getting spawncamped 5 at a time, in their eggs. Really, doesn't make any sense to me.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> 5 skulks spawning into hmgs is just putting hunks of meat into the grinder, instead of dribbling it in. It's painfully easy to hold a spawncamp against aliens when their one or two higher lifeforms go down.
They retain all their upgrades. You have to suck alot to be helpless with 5 leaping Skulks per wave, and even manage to die with that many lifeforms beforehand.
People were bitching and moaning about co_sava being marine biased all night but it's not really that bad.
The only thing that it really needs is a vent out of the hive that branches out 2 ways. Making that room with the nes nozzles in it a little smaller might help things out too.
<!--QuoteBegin-Alkiller+Sep 4 2004, 11:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alkiller @ Sep 4 2004, 11:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mendasp+Sep 4 2004, 04:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Sep 4 2004, 04:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, sava was playing pretty good in the PTs, but I might add some vents and a little more cover, I see there's a general consensus with it being marine biased.
As for bast, give it more time, engine is a little bit too close, but that's going to be fixed, I know about that. Just play it a bit more, it's much much better. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thanks Mendasp. Always nice to know your listening <!--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--> np, I'm trying to read every piece of feedback I can so I know how to improve the maps I have to maintain for the next versions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
btw, thanks MrGunner <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I might make that room smaller and probably add some more cover in the central area (it's pretty open right now). And of course, I'll add at least two vents out of the hive.
Okay there is one change that I really don't like and that's alien resource nodes not making any noise for the first minute.
I understand why it's been done but this has become part of the game and makes the whole game more tactical. Who's going to try a relocate now when they find out the spot they've chose is right near the hive? All this achieves is to reduce the tactics available to the commander.
The first thing I do when I get in the chair is listen for the hive so I can choose what strategy to play. Now we are going to get the same boring old strategy map after map.
Also, regarding fixing bast, removing the rotating door was a big mistake as it's one of the things that make bast fun. It might have not been a good competitive map but that doesn't mean it's not a fun map.
Well, you could always send a few "ninja" marines to scout the map so they can tell you where the hive is, assuming the server isn't full of rambo noobs.
<!--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-->You have to suck alot to be helpless with 5 leaping Skulks per wave<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No, you don't.
A team of level 7+ marines can spawncamp a team of superskulks. No question. Devs: just watch the combat win/loss ratios on a couple popular pub servers. PT and AoL or whatever, if it's possible for you to do that. It'll be some ridiculous marine-favored ratio. And it was alien-favored before, but that didn't matter, it's still fun, good practice to pound away at superskulks and fades and lerks. It's neither fun nor good practice to be instagibbed by JP/HMGs. Especially if even one guy picks up a welder and welds his friends - then even the mighty focus won't be enough to gain a temporary reprieve from the camp.
<!--QuoteBegin-Meto+Sep 4 2004, 04:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meto @ Sep 4 2004, 04:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Who's going to try a relocate now when they find out the spot they've chose is right near the hive? All this achieves is to reduce the tactics available to the commander. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> pffft. You can sucessfully relocate right next to the starting hive, mine it with 2-3 packs and kill the rest with shorguns od 3 ips. You can relocate anywere anytime without exploiting the sound.
The new shooting animation for the SG just looks weird <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
if we arent going to use metamod and we have to forgive the numerous serious bugs that just failed to get mentioned, serious enough to make the game unplayable in a fair few amount of situations just what are we *SUPPOSED* to do?
<!--QuoteBegin-Hobojoe+Sep 3 2004, 10:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Sep 3 2004, 10:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bad fps drops on an ati card <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> type ati_npatch 0 ati_subdiv 0
(I think I got them right) either way type ati in conosle and set bot of the commands shown to 0)
As for what I dont like, mp_blockscripts not only do I now have to buya amouse with a wheel to bhop I have to rewrite all my binds for ammo, orders, meds, evolving, healing calls & everything that helped me get messages to teh team without spamming my mic.
<!--QuoteBegin-drummerman109+Sep 4 2004, 06:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (drummerman109 @ Sep 4 2004, 06:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yes it can, i did it <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> What I ment is: In 3.0b4a you could stop the current reload and shoot the bullet thats left. Now you have to wait until the bullet that is reloading is in, and then shoot that one.
Example:
3.0ba - 1 Bullet left, you shoot while reloading, the one bullet that's left get shot 3.0b5 - Same here, but you won't shoot until the <i>2nd</i> bullet is in the gun
I cant put my finger on what it is, but skulking is so much better now, i feel like moving and biting is so much easier, and my bite seems to register better. I beta 5 a lot so far.
Also, did the jp sound come from a hover? I mean it sounds exactly like my dyson. Im worried that my mum may think im abusing the hover in my bedroom <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
SinSpawnHarbinger of SufferingJoin Date: 2002-11-12Member: 8359Members
You can't have thoughts without flames..silly topic.
Anyway I feel that a few things had been missed out of the changelog which is very dissapointing until you find out ingame and go what!
i.e. the new lmg sounds less energy used to blink, etc
Imo I think the CO_ respawn is kapooped! if you makea decent rush and take out all the aliens, marines, and your with your 8 guys, you can take out the hive/CC before they can respawn.
CO_ was supposed to be newbie friendly, now you really can't risk dying and taking up that respawn queue.
<!--QuoteBegin-SinSpawn+Sep 4 2004, 09:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SinSpawn @ Sep 4 2004, 09:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> CO_ was supposed to be newbie friendly, now you really can't risk dying and taking up that respawn queue. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Teaches new players to be less suicidal when playing a higher level lifeform......I fail to see the problem.
<!--QuoteBegin-Dragon_Mech+Sep 3 2004, 11:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Sep 3 2004, 11:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Hobojoe+Sep 3 2004, 09:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Sep 3 2004, 09:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bad fps drops on an ati card <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Make sure you put :
ati_npatch "0.0" ati_subdiv "0.0"
In your config. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not going to help if you have truform set to allways off in openGL.
Aliens should play defensively in CO. That's what they're meant to do. And in Classic they usually do it until they have hive 2 + lots of rts. You should also see that with lots of gorges it's usually easier to defend the hive from JP's.
Comments
I spent good amount of time on that sucker.
Other than that, and the JP sound, great job.
As for bast, give it more time, engine is a little bit too close, but that's going to be fixed, I know about that. Just play it a bit more, it's much much better.
Implementing hambone mode has boned combat the other way. It used to require an incredible skillstack to win with marines, and now that's what it will require to win aliens. Because the second - the <i>second</i> - the marines get in the hive, all bets are off. No more having to deal with spawning fades, lerks, and onii - now all you have to spawncamp are <b>eggs</b>. With a couple HMGs and shotguns, that's trivial - because, even wavespawning <b>eggs</b> aren't real hard to hit. Combat isn't even worth playing as DM practice any more - it's not exactly hard to hit eggs so it's not much good for practicing your marine aim beyond the initial 3:00 or so, and getting spawncamped is pretty poor practice as well, so.
Useless.
Haven't played any vanilla yet, we'll see. The buffs to jetpacks are interesting, but I don't see them dethroning guns + phases to ice the building hive, since they're an additional couple minutes down the tech tree. But, we'll see.
Seriously though, get rid of hambone mode. I suspected this would be the case when I first saw him mention it, and when I saw it again in the changelog, and it has been confirmed.
Edit: I need to pound on this some more. I mean the whole point of "wave spawn" is to quiet the whiners that don't like getting spawncamped. My view has always been that wavespawn just delays the loss by a couple minutes (if that), but in no way turns the tide of the game. Any team that finds itself entirely dead with several members of the opposing team alice and in their base/hive is almost certainly going to lose, be it in 1 minute or 5 minutes. And that's as it should be. But hambone mode entirely defeated the whole point of putting wavespawn in! Why do <i>both!?</i> I mean if people are going to whine about getting spawncamped, they're going to whine even if they're getting spawncamped 5 at a time, in their eggs. Really, doesn't make any sense to me.
As for bast, give it more time, engine is a little bit too close, but that's going to be fixed, I know about that. Just play it a bit more, it's much much better. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thanks Mendasp. Always nice to know your listening <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
mainly being the fact that there is a weapon switching bug taht disallows you to switch weapons (duh)
can be fixed by replacing the binds with the weapon_ commands. but you have to keep changing them if you evolve/pickup a new weapon because if you try to bind all of them to the right key... guess what mp_blockscripts pops up.
also even with the weapon_ cmd's aliens seem to be unable to fire slot2 weapons (dont know why) seems to come and go with life forms i.e
works with:
onos , gorge
doesnt work with:
skulk , fade
lerk???
i dont know if anyone else has had this problem but i know i have :/
anyway, love the new jetpack the sound is a lil strange but i like it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
the welder is also great can actually tell when your welding ^^
i love all the new sounds !!!!!!!!!
one thing that really messes it up aside from the switching is the shotgun firing animations. there is no other way to define it than : it. sucks. looks like you copy-pasted the animation from brigadier wolfs shotgun which
1. i never liked
2. looks horrible on the default
but that can be fixed by copy-pasting the old anim from the old shotgun.
overall beta 5 hasnt made the game better or worse, its just changed alot of it.
<3 to those that worked so hard to get this out.
edit: no sign of that illusive BUS <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->? <!--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-->
making players spawn as skulks in combat was a great decision. Aliens will now defend their gestating teammates, allong with the hive. ( you're right kavasa, but I ment this at the starting of the game. later on , you'll need to find a good hiding spot and gestate there )
classic .. hmm.. I've played some good games, some bad games, but I like it overall.
Now? Not so much.
5 skulks spawning into hmgs is just putting hunks of meat into the grinder, instead of dribbling it in. It's painfully easy to hold a spawncamp against aliens when their one or two higher lifeforms go down.
The only thing that it really needs is a vent out of the hive that branches out 2 ways. Making that room with the nes nozzles in it a little smaller might help things out too.
It's a sweet map though. Good work.
As for bast, give it more time, engine is a little bit too close, but that's going to be fixed, I know about that. Just play it a bit more, it's much much better. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thanks Mendasp. Always nice to know your listening <!--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-->
np, I'm trying to read every piece of feedback I can so I know how to improve the maps I have to maintain for the next versions <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
btw, thanks MrGunner <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I might make that room smaller and probably add some more cover in the central area (it's pretty open right now). And of course, I'll add at least two vents out of the hive.
I understand why it's been done but this has become part of the game and makes the whole game more tactical. Who's going to try a relocate now when they find out the spot they've chose is right near the hive? All this achieves is to reduce the tactics available to the commander.
The first thing I do when I get in the chair is listen for the hive so I can choose what strategy to play. Now we are going to get the same boring old strategy map after map.
Also, regarding fixing bast, removing the rotating door was a big mistake as it's one of the things that make bast fun. It might have not been a good competitive map but that doesn't mean it's not a fun map.
No, you don't.
A team of level 7+ marines can spawncamp a team of superskulks. No question. Devs: just watch the combat win/loss ratios on a couple popular pub servers. PT and AoL or whatever, if it's possible for you to do that. It'll be some ridiculous marine-favored ratio. And it was alien-favored before, but that didn't matter, it's still fun, good practice to pound away at superskulks and fades and lerks. It's neither fun nor good practice to be instagibbed by JP/HMGs. Especially if even one guy picks up a welder and welds his friends - then even the mighty focus won't be enough to gain a temporary reprieve from the camp.
need patching badly
need patching badly <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Try running without plugins. (and without metamod)
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
pffft.
You can sucessfully relocate right next to the starting hive, mine it with 2-3 packs and kill the rest with shorguns od 3 ips.
You can relocate anywere anytime without exploiting the sound.
Apart from that relocating is rarely a good idea.
i used the default-medol pack from nsarmslab, to be saved, that i will get a new model if there is one.
normaly im using spec ops packs and some shushifx spec ops pack structures.
do i have to be afraid. ? ^^
type
ati_npatch 0
ati_subdiv 0
(I think I got them right) either way type ati in conosle and set bot of the commands shown to 0)
As for what I dont like, mp_blockscripts not only do I now have to buya amouse with a wheel to bhop I have to rewrite all my binds for ammo, orders, meds, evolving, healing calls & everything that helped me get messages to teh team without spamming my mic.
What I ment is: In 3.0b4a you could stop the current reload and shoot the bullet thats left. Now you have to wait until the bullet that is reloading is in, and then shoot that one.
Example:
3.0ba - 1 Bullet left, you shoot while reloading, the one bullet that's left get shot
3.0b5 - Same here, but you won't shoot until the <i>2nd</i> bullet is in the gun
:/
Also, did the jp sound come from a hover? I mean it sounds exactly like my dyson. Im worried that my mum may think im abusing the hover in my bedroom <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Anyway I feel that a few things had been missed out of the changelog which is very dissapointing until you find out ingame and go what!
i.e. the new lmg sounds
less energy used to blink, etc
Imo I think the CO_ respawn is kapooped! if you makea decent rush and take out all the aliens, marines, and your with your 8 guys, you can take out the hive/CC before they can respawn.
CO_ was supposed to be newbie friendly, now you really can't risk dying and taking up that respawn queue.
Teaches new players to be less suicidal when playing a higher level lifeform......I fail to see the problem.
Make sure you put :
ati_npatch "0.0"
ati_subdiv "0.0"
In your config. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Not going to help if you have truform set to allways off in openGL.