3.1
Jmmsbnd007
Join Date: 2002-11-24 Member: 9793Banned, Constellation
<div class="IPBDescription">Discussion</div> What do you guys think about it?
Here are my comments
O Releasing duck quickly after pressing it will no longer make the player bounce
I don't know why they removed that, it's a staple of other games like CS and DoD.
O Added the ability to toggle off NS's gamma ramp
Does this mean I can whitewall now with my ATi drivers?
Here are my comments
O Releasing duck quickly after pressing it will no longer make the player bounce
I don't know why they removed that, it's a staple of other games like CS and DoD.
O Added the ability to toggle off NS's gamma ramp
Does this mean I can whitewall now with my ATi drivers?
Comments
Here are my comments
O Releasing duck quickly after pressing it will no longer make the player bounce
I don't know why they removed that, it's a staple of other games like CS and DoD.
O Added the ability to toggle off NS's gamma ramp
Does this mean I can whitewall now with my ATi drivers? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
To the first point: it was pretty useless and I wouldn't really mind if they took it out or not.
To the second: I didn't really understand that part.
My opinion: They fixed a lot of things in this version, a few bugs and other stuff that I'll miss about v3.0 but it's probably for the best; we'll just have to adapt.
I don't really like the idea of that duck-toggle thing though, I'm always so used to holding it down like every other HL mod
<!--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-->O Skulk wallwalk has been improved:
- Skulks can now vault from walls. When attached to a wall, pressing jump will make the skulk jump in the direction the player is facing.
- Precision wallwalking: While holding +speed (aka walk) the skulk will stick to walls much more rigorously then before. This makes it possible to navigate difficult architecture.
- Wallwalk is now disabled when walking on the floor.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Correct. You can still use duck as you did earlier.
Does this mean I can whitewall now with my ATi drivers? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
My, how <i>edgy</i>.
<!--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-->So what exactly is the nexus system?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I hereby pledge not to open my mouth on that subject until I can announce the large-scale tests <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
No added maps yet or is it a bit to early to tell?
A lot of the time it is very hard to throw them where you want to hit, and frequently just bounce back in your face when your aiming off in the distance.
Surely, nem, you can (within the bounds of your limitations) give us your personal opinion on this: do you think it'll deliver? Or will the NS community collectively bellow a whimpering 'WTH?' when it's finally released?
What happned to the old days? Damnit!
Gone forever it seems... The long one hour rounds were what made the game awesome! They were always diffrent from start to finish, every building used, everything done, or at least tried. It was like... Battlefield 1942, it was so much glorious work.
I know youre not going to listen to me when I say revert to an old version and keep some of the new stuff, but please, give it thought devs.
EDIT: oh yeah, ONOS needs some more H and A.
Different approaches are sub-goals to each map could vary which branch of tech tree would be approached in a map. I just think they should worry more about addressing that in a lot later versions and get some of the more needed things in first (like the skulk wallwalking etc...).
can't wait for the new version.
Surely, nem, you can (within the bounds of your limitations) give us your personal opinion on this: do you think it'll deliver? Or will the NS community collectively bellow a whimpering 'WTH?' when it's finally released? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Good point, I've said that many times myself. The amount of hype that the dev team (and the community) has thrown into BUS / Nex is insane. I cannot think of anything that will live up to this hype. It will be a let down to many, I am sure.
As for the changes, it seems like <i>actual</i> changes were made. That's good.
I'm aniouxous to see how the new SG plays out. Currently the HMG is leagues ahead of the SG as it is.... if this is a nerf to the SG then it really does not do the HMG justice.
<!--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-->O Set Alien base Cloaking opacity from 10 to 0 (aka 100% Cloaking)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is pretty cheap. So how can a player defend himself against cloaking without scan now? It completely removed any remaining questions of skill with the cloaking upgrade.
<!--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-->O Armory now consistently supplies 10 health with every use (once per 0.9 seconds)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nice.
<!--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-->O Changed Alien gestation times (times are given for Classic Mode and are in seconds, they are scaled down in Combat):
- Skulk 7 -> 3
- Gorge 17 -> 10
- Lerk 20 -> 15
- Fade 23 -> 25
- Onos 38 -> 35<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What was the reasoning for reducing the times so drastically? Were they even an problem before? The gorge evolution time is a big improvement for aliens.
I'm not certain. I'm convinced it is cool - quite a bit cooler than most things I saw coming my way so far, anyway - but as you note, and we admit regularily, it's been a bit of a PR nightmare from day one. 'Course, one could argue that many are so far distanced from it that they are actually underwhelming themselves.
In all seriousness, I think it'll be up to your personal preferences and their connection to the release features. We'll see.
NGE, from that thread you posted in:
<!--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--><b>Q.: What do you expect from these tests?
A.:</b> Support in fine-tuning NS 3.1 to ensure a polished final product.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you want to give feedback, play the game first, will you?
Boooo.... <!--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-->
And i am preparing myself for Nexus to be a let down, there is just so much hype around it theres no way it cant be.... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Shouldnt have mentioned it so soon, i think that was the biggest mistake.
or, um, sit in the corner and and cry <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
or, um, sit in the corner and and cry <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
They have already said its not...about 10 times <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
This is pretty cheap. So how can a player defend himself against cloaking without scan now? It completely removed any remaining questions of skill with the cloaking upgrade.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, mabye if you LISTEN TO YOUR COMMANDER and GO TO YOUR WAYPOINTS instead of ramboing off mabye your commander will <i>give</i> you scan.
I hope this really increases teamwork on Marine side, especially the <u>extreme</u> downtrend of Marines teamwork in pubs lately. Including listening to the commander. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
This is pretty cheap. So how can a player defend himself against cloaking without scan now? It completely removed any remaining questions of skill with the cloaking upgrade.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well, mabye if you LISTEN TO YOUR COMMANDER and GO TO YOUR WAYPOINTS instead of ramboing off mabye your commander will <i>give</i> you scan.
I hope this really increases teamwork on Marine side, especially the <u>extreme</u> downtrend of Marines teamwork in pubs lately. Including listening to the commander. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
100% cloaking won't improve teamwork - it will just give those rambos another reason to complain. v.v
[EDIT] AND it will increase the workload on an already overstressed commander. SC first is going to be a nightmare for newer comms.
The shotgun and skulk changes look especially nice.
I'm glad for the cloaking fix. It also fixes whines of 'DOMG GAMMA!!1111111111111'
<!--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 least that's my understanding.
The further away we can come from hardware dependance, the better. Then we'll be able to work on it from there on.
[edit: Couldn't sleep. Should've played instead <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ]