New B6 Changes!
Stavesacre
Join Date: 2003-09-13 Member: 20816Members, Constellation
<div class="IPBDescription">Discuss.</div> <b><i>O Each alien has a unique landing sound.
O Parasite now takes precedence over SOF sprite (allows players to see that their parasite hit when using SOF to help teammates track enemies).
O Aliens have innate regeneration at a rate of 2% per second, this regeneration will always heal at least 1 point of health or armor. Stackable with Defence Chamber healing but not with the Regeneration upgrade. This percentage is taken from the full amount of the alien HP (so 3 for gorge, 6 for fade etc).</i></b>
Ooooo, we get our innate regen on aliens now!
O Parasite now takes precedence over SOF sprite (allows players to see that their parasite hit when using SOF to help teammates track enemies).
O Aliens have innate regeneration at a rate of 2% per second, this regeneration will always heal at least 1 point of health or armor. Stackable with Defence Chamber healing but not with the Regeneration upgrade. This percentage is taken from the full amount of the alien HP (so 3 for gorge, 6 for fade etc).</i></b>
Ooooo, we get our innate regen on aliens now!
Comments
I would have, but then I wouldnt have gotten this post in ahead of everyone else...
Also, I dont know if I get this right. If you pick Regen as an upgrade you lose the innate regen correct? How much of a difference in innate and evolved regen is there?
Edit: same question above <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
O Parasite now takes precedence over SOF sprite (allows players to see that their parasite hit when using SOF to help teammates track enemies).
O Aliens have innate regeneration at a rate of 2% per second, this regeneration will always heal at least 1 point of health or armor. Stackable with Defence Chamber healing but not with the Regeneration upgrade. This percentage is taken from the full amount of the alien HP (so 3 for gorge, 6 for fade etc).</i></b>
Ooooo, we get our innate regen on aliens now! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
EXCELENT!
too bad innate doesnt stack. i bet it makes no sound.
I Can't wait!
one thing i wnat to discuss, is the energy bar. ive heard, and experienced things that when your energy bar gets low, but you have the adren to do an activity it doesnt do it.
or blink takes more energy now
old blink paired with adren let you fly around everywhere if you just hold blink down. now it doesnt let you, what does this mean and will this be fixed or is it a feature?
I wonder if there will be any changes to it in the future?
Oh you think we are done?
Oh you think we are done? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
My Drill Instructor in Boot Camp used to say that. After 10 mile indian runs....
I used to pray that he would in fact be "done," but now I am praying that you are in fact very much like him and will continue to ruin us with new and entertaining ways to destroy our resolv.... I mean, improve our beloved NS.
*edit* in fact, i have said "in fact" way too many times. In Fact.
Different lifeforms make different noises when they fall. What's a gorge sound like? When is this going to be released?
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What's the rate it heals at? And as everyone is asking, does it make a sound?
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What's the rate it heals at? And as everyone is asking, does it make a sound? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It says 2% right there.
A tiny step towards breaking Defense first strat, but regenerating 6 hp a tick as a fade isn't worth giving up the regen upgrade. IMO current healing rate of the regen upgrade should be default with every lifeform and that helps expand the difference between marines (who can only heal from medpacks dropped by the commander or humping the armory) and aliens (innate regen, the bacterium repairs itself).
Regen should be removed as an upgrade and replaced with something else. To me, its like making the ability to see parasites an upgrade from the sensory chamber, it should just be default with every lifeform.
O Egg - 4 hp a tick. Max hp is 200.
O Skulk - 1 hp a tick. Max hp is 70.
O Gorge - 3 hp a tick. Max hp is 150.
O Lerk - 2 hp a tick. Max hp is 125.
O Fade - 6 hp a tick. Max hp is 300.
O Onos - 14 hp a tick. Max hp is 700.
And yeah, it doesn't make a sound.
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What's the rate it heals at? And as everyone is asking, does it make a sound? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It says 2% right there.
A tiny step towards breaking Defense first strat, but regenerating 6 hp a tick as a fade isn't worth giving up the regen upgrade. IMO current healing rate of the regen upgrade should be default with every lifeform and that helps expand the difference between marines (who can only heal from medpacks dropped by the commander or humping the armory) and aliens (innate regen, the bacterium repairs itself).
Regen should be removed as an upgrade and replaced with something else. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
BINGO
I think you missed my point.
I'm assuming that the introduction of passive regen is a move by the devs to break the D-chamber first strat (because lerks/fades/onos need REGEN to do anything). However, the current healing rate of passive regen (2% a sec) is far too low to convince players that its better to go with any other chamber than D (to get the regen upgrade).
If the innate regen was bumped up to the rate of the regen upgrade, then teams would think about grabbing the other chambers first since movement and sensory upgrades help skulks far more than fades/onos. You're right that aliens could go with D chambers still to make their fades tanks (cara + innate regen), but the skulks are still stuck with **** upgrades.
But if upgrades were free...
Agreed.
Frankly, I doubt innate regen would overpower Carapace, but instead make it a more attractive choice for the more advanced classes, especially the Fade (since they can combine that regen and Metabolize). And I, along with others, share the sentiment of breaking away from the "standard" D-M-S ordering. I have had quite a few pub matches where Sensory was chosen first, and they were genuinely enjoyable experiences. Except for when I was Marine. Nobody likes a pair of jaws appearing in your face when you're supposed to be covering your teammate.
With all the recent changes announced, I'm really anticipating this patch and what may develop of it. I danced when it was announced that Sieges won't deal damage to players. I really did.
What I will say is... how many different sounds are there for an alien to land? Skulk would be more clacky than a gorge, onos would have a nice thud, lerks... would they make a noise? Surely they 'alight' rather than land. Fades would... well they have big claws so be clacky... but not as clacky.... (clacky really needs to be a word).
Maybe skulks would click and fades would clack? I guess gorges would splat? What does a roll of fat sound like when it collides with slabs of stone/metal? (horrible tubgirlish images in my head now *shudders*).
Still, anything that buff's the legal wall hack always has my full backing. Plus it makes the wonderful silence even better (silence rules!).
<!--QuoteBegin-rennex+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rennex)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Alkiller+Nov 19 2004, 02:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alkiller @ Nov 19 2004, 02:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Forlorn... was... right?
nerd-fix.gif
What's the rate it heals at? And as everyone is asking, does it make a sound?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It says 2% right there.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah but I forgot to mention I suck at math.