Version 1.02 Changed Adv. Hive Sight: How?

Dr_AwkwardDr_Awkward Join Date: 2002-11-20 Member: 9395Members
<div class="IPBDescription">Can anyone find that info?</div> Now, I don't usually take Adv. Hive sight, being a cloaking kinda guy. That, and cloaking is the only sensory upgrade that has, so far, been better at higher levels. However, I'm assured by the NS team that it's more useful at levels 2 & 3 in the new patch. The question is, how? I know at level 1, marines glow like little magic fairies when I turn on the hive sight, but I haven't really noticed anything different otherwise. Can you see them through walls or something? It's never been that important because only about 5% of the map areas are dark enough to warrant wasting my precious cloaking. Speaking of which, scent of fear is another one-level ability, isn't it? You can either see the wounded guys, or you can't. Which makes 3 sensory towers really only useful for cloaking, unless this advanced hive sight thing is actually "more useful".

Can anyone clue me in?

***** <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
Dr. Awkward

Comments

  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    well, from the manual:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Thesis: until we know how alien "hivesight" actually works, the aliens themselves will remain a mystery. If our current knowledge (all of it unproven and untested) is correct, these aliens have the equivalent of a larger radar dish – they can detect minute and distant disturbances in the bacterial network. Because these aliens have never been observed using the "Cloaking" or "Scent of Fear" evolutions, it probably involves their outermost skin layer. Perhaps microscopic ridges form, increasing the alien's surface area, and improving its "reception". In any event, these creatures can pick out the threat alert from the bacterial information stream with extreme accuracy. At its highest level, this evolution seems to make enemies near impossible to miss.</b>
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    it sounds like a combo of parasite/wall hack and aimbot to me.
  • SoDumSoDum Join Date: 2002-11-06 Member: 7362Members
    It used to make them almost invisible at 1(a la cloaking level 2) and slightly translucent at 2, and glow like normal sight at 3. Obvoiusly thats not very useful till three. I think now they glow, glow, glow. But im not sure. I could test it sometime, but, so could you. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • TestamentTestament Join Date: 2002-11-02 Member: 4037Members
    I'd like to see a hearing increase as a sensory chamber upgrade. Maybe if a marine is within a certain range, you can detect him by footsteps earlier. The aliens would most likely have more sensitive hearing anyway.
  • BoddoZergBoddoZerg Join Date: 2002-11-13 Member: 8380Members
    Problem with advanced hivesight is that, at level 3, both marines and marine buildings glow REALLY BRIGHTLY. Looking at a marine base, you can't tell whats a building and whats a marine - its all one huge colorful mess. Marines ought to, at least, have a different colored glow so you can tell them apart from buildings - after all, marines are alive while buildings aren't, an alien should easily be able to tell them apart.

    Also, now that advanced hivesight is useful at level 1 and 2, theres not much difference between 1 2 and 3. Even if there is, its not enough to be useful over cloaking or scent of fear... scent lets you see enemies through walls and over a long distance, cloaking is just awesome. IMHO, it would be cool if advanced hivesight let you see how much health a Marine has left, with a color coding scheme like the Starcraft zerg color blobs.
  • MancoraMancora Join Date: 2002-11-10 Member: 8034Members
    Actually i was playing with sent of fear and it isnt that bad, i was playing as a skulk and it was nice to be able to see them through the wall, it also worked like a low lvl tracking because when im a skulki find im running around biting air a fiar amount, hence i just look for the sent of fear orange ringy thing and i can get those marines pretty easy.
  • MoratMorat Join Date: 2002-11-12 Member: 8338Members
    When I first read the manual entry for advanced hivesight I thought it would make marines pop up on your view as yellow blobs when they were at close range, so you wouldn't just run around the corner into one and stuff. Was a bit gutted to find out it didn't work that way <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • LiquidFusionLiquidFusion Join Date: 2002-11-01 Member: 3139Members
    Maybe they should make the marines glow red (like the hl function glow) and buildings be the transparant glow they are now?
  • guagleguagle Join Date: 2002-11-06 Member: 7312Members
    edited November 2002
    I like your idea of improved hearing for tha aliens, Testament. Maybe it could be combined with Adv. hive sight into a kind of 'improved senses' package, just an idea to make adv. Hive sight more useful than it is now.

    Also scent of fear only lets you detect wounded creatures, i think it works both for aliens and marines, at a distance. The range of this power increases with level, so having level 3 is much more useful than lvl 1. Actually scent of fear might be a good buy for offensive gorges supporting other aliens as you can see at once if one of your team mate is injured.
  • HirebrandHirebrand Join Date: 2002-11-02 Member: 5053Members
    Scent of Fear is best when playing a Fade, the acid rocket and bile bombs tend to damage everything, then poof marines!
  • DracosDracos Join Date: 2002-11-02 Member: 4806Members
    Scent of Fear is even better with spore cloud at the end of the game or when trying to find a hiding marine.
  • HeadFeastHeadFeast Join Date: 2002-11-18 Member: 9200Members
    Yeah, Advanced Hive Sight is less useful than I thought it would be, which is too bad, since it takes up an upgrade slot. I think the only 2 uses for it strategically would be:
    A) Hitting Targets in the dark
    B) Seeing behind buildings
    But that's it. Otherwise, it does look pretty cool, but Scent of Fear is much more appropriate for an alien to have, wouldn't you say?
  • DunsbyDunsby Join Date: 2002-08-01 Member: 1042Awaiting Authorization
    Ild say cloaking is better for aliens actually.
  • GibbyGibby Join Date: 2002-04-26 Member: 518Members
    <!--QuoteBegin--Testament+Nov 20 2002, 10:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Testament @ Nov 20 2002, 10:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'd like to see a hearing increase as a sensory chamber upgrade. Maybe if a marine is within a certain range, you can detect him by footsteps earlier. The aliens would most likely have more sensitive hearing anyway.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    AMEN brotha! One that would enhance marine sounds only.

    Like marine footsteps, comms, and reloading sounds would all be louder.
  • digicrabdigicrab Join Date: 2002-11-02 Member: 4579Members
    I believe the original question referred to the CHANGED hive sight in patch 1.02.

    If anyone has seen how it is changed, post this info here...
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