I don't think the cloaking changes will make the game a whole lot scarier for marines. Good comms will learn to scan for their marines (if they haven't already), so skulks won't be cloaked very often. What it does is completely remove stealth from the marines, both by requiring scan and by adding sof to the sensory chamber. I think it's really nice that aliens finally have a way to prevent ninja pg's.
obuhNot Quite Smart at NSJoin Date: 2003-03-31Member: 15072Members, Constellation
Bunnyhopping is an intended feature. Somehow the links in my signature don't work anymore, and the search always times out :/.
<!--QuoteBegin-Flayra+ Apr 17 2002 09:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Apr 17 2002 09:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Unlike in most other online games, I think bunny hopping is actually "in character" for the aliens, so I don't see it being bad, but good.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
obuhNot Quite Smart at NSJoin Date: 2003-03-31Member: 15072Members, Constellation
At first, bunnyhopping was a bug (in Half-Life). But it got accepted by many players. Now, in Natural Selection, it is an intended feature, not an exploit, because the devs want it to be part of the game. But there are always people to whine about it.
bunnyhopping is fun, as the game should be. since ns is not extra-hardcore-realistic i don't see the point of switching it off 4 aliens too. but I've got a strange feeling it was discussed hundreds of times so we better leave this one alone.
strange thing though that I can cheerfully b.hop as terrorist/policeman in cs and can't do it as space commando unit in presumably low_grav environments <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Even though this is my first post I have played ns since forever ago on voogru servers when the first version of the game came out. Things have changed signifcantly but one thing I would like to see changed back is the spikes that the lerks shoot. Sure gas is fun but I'd like a little more control over my damage. Oh yeah and babblers?? Why man!! WHY! those were a gorges best friend! Anyways beta 6 is much needed because of the changes to the alien respawn time. I cant tell you how many times my entire team has been wiped out and the rines just walk right in and knife the hive to death. Or much worse the '21 gun salute' where they build as many siege cannons they can and see if it kills the hive in one shot. The updates on the sensory chamber makes little to no difference because I still see people using defense chambers as their first upgrade. Also when you got sensory chambers most people would choose focus over cloaking because the rines already got motionhacking. The small regen rate wouldnt be enough to abandon defense chambers. Ok now you guys tell me where I am wrong. -Jon
Alien bhopping is intended, marine bhopping is an exploit. It was supposed to be removed in 2.0 and there's been a workaround ever since.
Jax, we know everbody chooses Ds now, the idea is that the changes in B6(passive regen, sens improvements, free upgrades for skulks) will encourage them to break that mold. Being able to give every skulk upgrades at no cost makes movement chambers more attractive, and passive regen gives at least some viability to higher lifeforms before a second hive goes up. Same goes for Sensories, but they'll also be invaluable for their intelligence gathering(how many times have you seen a hive go down to a ninja PG?) and the new Cloaking will be very nice even for Fades. This patch will give skulks the boost they needed thanks to free upgrades, which will somewhat compensate for the slightly weaker higher lifeforms with the other two chambers.
All the changes look nice so far, just have a few reservations about a few.
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 and stacks with DC healing, but doesn't 'stack' with Regeneration.
I REALLY hope that this is silent, it would mean a trip back to the hive if you want to do any ambushing anytime soon after a kill, which is practically the only way to kill a skilled marine.
O Marines near Sensory chambers show up as if detected by Scent of Fear
It will be very nice for stopping ninja pgs, however I feel it could make sensory too overpowered. A focus fade is scary, and with the sens changes sc will become either first or second chamber, making fades MUCH harder to kill. Howver I hope the fixed hitboxes will offset this and make them killable without being trapped or 5 lvl 3 shotties in their face <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Other changes are very nice, especially the siege and free skulk upgrades. Can't wait <!--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-dynamicx+Jan 9 2005, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dynamicx @ Jan 9 2005, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 and stacks with DC healing, but doesn't 'stack' with Regeneration.
I REALLY hope that this is silent <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes, it's silent.
it doesn't mention 3rd person reload animations and that was the 1st thing promised to be in beta 6 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I think I wont comment on the changes until I've seen them in action. There isnt any other way of seeing what turns out unbalanced.
<!--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--> it doesn't mention 3rd person reload animations and that was the 1st thing promised to be in beta 6<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The full beta 6 changelog has them on the list:
O Partly implemented third person reload animations.
<!--QuoteBegin-Nadagast+Jan 9 2005, 07:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nadagast @ Jan 9 2005, 07:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> skulks getting upgrades in classic should be as fast as combat <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> They do. Chamber upgrades are as fast as combat, or maybe 0.5 s slower. It's not significant whatever it is. If you haven't bound all your upgrades yet, you certainly will with B6.
Comments
<!--QuoteBegin-Flayra+ Apr 17 2002 09:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Apr 17 2002 09:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Unlike in most other online games, I think bunny hopping is actually "in character" for the aliens, so I don't see it being bad, but good.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
huh?
bunnyhoping is an exploit
and flayra left it in game because um.. i don't know.. no logic reason
too bad he doesn't see the bad side of it.
but i still hope he will fix it one day
Have a nice day.
strange thing though that I can cheerfully b.hop as terrorist/policeman in cs and can't do it as space commando unit in presumably low_grav environments <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Jax, we know everbody chooses Ds now, the idea is that the changes in B6(passive regen, sens improvements, free upgrades for skulks) will encourage them to break that mold. Being able to give every skulk upgrades at no cost makes movement chambers more attractive, and passive regen gives at least some viability to higher lifeforms before a second hive goes up. Same goes for Sensories, but they'll also be invaluable for their intelligence gathering(how many times have you seen a hive go down to a ninja PG?) and the new Cloaking will be very nice even for Fades. This patch will give skulks the boost they needed thanks to free upgrades, which will somewhat compensate for the slightly weaker higher lifeforms with the other two chambers.
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 and stacks with DC healing, but doesn't 'stack' with Regeneration.
I REALLY hope that this is silent, it would mean a trip back to the hive if you want to do any ambushing anytime soon after a kill, which is practically the only way to kill a skilled marine.
O Marines near Sensory chambers show up as if detected by Scent of Fear
It will be very nice for stopping ninja pgs, however I feel it could make sensory too overpowered. A focus fade is scary, and with the sens changes sc will become either first or second chamber, making fades MUCH harder to kill. Howver I hope the fixed hitboxes will offset this and make them killable without being trapped or 5 lvl 3 shotties in their face <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Other changes are very nice, especially the siege and free skulk upgrades. Can't wait <!--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-->
I REALLY hope that this is silent <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes, it's silent.
<!--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--> it doesn't mention 3rd person reload animations and that was the 1st thing promised to be in beta 6<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The full beta 6 changelog has them on the list:
O Partly implemented third person reload animations.
'Nuff said. <!--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-->
They do. Chamber upgrades are as fast as combat, or maybe 0.5 s slower. It's not significant whatever it is. If you haven't bound all your upgrades yet, you certainly will with B6.