<!--QuoteBegin-Buggy+Aug 2 2005, 09:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Aug 2 2005, 09:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloaking was changed so that people with certain graphics cards, monitors, etc, don't have an advantage over people with different graphics cards, monitors, etc. "Leveling the playing field" and all that, if this ability is found too powerful, it will be beat around a bit with the nerfstick.
At least that's my understanding. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> yeah i just dont expect it to be fixed very quickly but maybe it would be if its unbalanced
I think the shorter gorge gestate is good. It will help to stop marines from killing gorge eggs too easy in the early game.
The fade increase in gestate time isn't a big increase, but any increase is good imo. Fades just seem to come too early in the game as of now (I love marines so my opinion is probably a little biased.)
The decrease in lerk gestate time seems bad imo. It only takes 5 res from the beginning to go lerk, and that's pretty darn quick. Don't really need less gestate time if you ask me. It may not make a change, but it could seriously kill the marines if lerks are basically instantly in the game. (well not instant, but fast as hell) Kind of nice though incase you gotta go lerk in an emergency, like if the marines apear outside your hive outta nowhere with shotties.
I like the removal of wallwalk on floors. No more holding crouch for bhop, unless I happen to bump into a wall. Hand grenades sound cool, but I'd have to say my favorite change would be the shotgun. No more shotgun sniping; it's actually like a shotgun now.
<!--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 Weapon upgrade level is now ignored when determining how much to shake the screen while firing - it is now constant for Pistol, LMG, HMG, and Shotgun.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Celois+Aug 2 2005, 10:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Celois @ Aug 2 2005, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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 Weapon upgrade level is now ignored when determining how much to shake the screen while firing - it is now constant for Pistol, LMG, HMG, and Shotgun.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Best change of 3.1 tbh <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Sure is, but the question is: what is the constant amount of shaking for all the guns? equal to lvl 3?
I love the skulk jumping off of walls. Just thinking of it makes me giddy. Not only the ambushing possibilities, but being able to wall walk and jump back and forth between tight walls, or the ceiling and floor without leap. This will greatly improve skulk mobility before hive 2 and I know once I master it, my kill counts will go way up. The only thing is, I'll need Celerity, MC first, so I won't beable to try the new 100% cloak. I've gotten sick of being killed while sitting still while cloaked because some guy could still see me.
<!--QuoteBegin-Emanon+Aug 2 2005, 11:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Aug 2 2005, 11:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Celois+Aug 2 2005, 10:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Celois @ Aug 2 2005, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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 Weapon upgrade level is now ignored when determining how much to shake the screen while firing - it is now constant for Pistol, LMG, HMG, and Shotgun.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Best change of 3.1 tbh <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Sure is, but the question is: what is the constant amount of shaking for all the guns? equal to lvl 3? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> True true. Can anyone from the dev/pt team release what varible its set at now? If its at lvl2/lvl3 setting then i'd be disapointed as its still going to make the game more dependant on better computer. Lvl1 level however is tolerable at most FPS levels.
It nice to see every changelog that comes down the pipe, some good changes, some bad ones, but it seems NS keeps evolving... evolving to a finely tuned product.
<!--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-->
I would be happier to see an increcement, as the games are much too fast nowadays. I remember back in the old times that I was playing a game that lasted for 2h 30min. That was totaly amazing, and it was never like the one team totaly owned the other one!
Oh, and the old mines with laser beams were cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
The screen shake effect is at a permanent lvl0 now.
We tweaked the gestation times to bring them in relation to the current costs of each class, and to reduce the amount of time people spend sitting at the sidelines. If it turns out to be overpowered - well, remember .0.1 through .0.5? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 2 2005, 05:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 2 2005, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Releasing duck quickly after pressing it will no longer make the player bounce <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> im not sure - and i cannot test it at the moment - but does this mean that silent marine walk, pressing forward and duck at the same time that is, no longer works? i hope not, just felt like asking.
<!--QuoteBegin-aeroripper+Aug 2 2005, 05:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Aug 2 2005, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm interested to see how the new skulk movement stuff works out... i hope you can stay on the walls like in AvP now because its needed that for a long time <!--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--></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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> YES YES YES YE YE YE YES!!!!!! omg, the alien wallclimb ability in Avp/2/primal hunt was THE BEST... it gave me such a loopy feeling in my head, and you really DID need the little arrows to tell you which way was up and down (though it really didnt matter because the wallclimb/stick ability was almost flawless, so any surface/edge could be whatever you wanted it to be).
The NS game needs more of THIS kind of whack'd out awsome cool special effects just to make it cooler and more difficult (skillwize, not tac's). Drop the eyecandy, just get the skulk wallclimb ability right!!! please!
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-TOmekki+Aug 3 2005, 09:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Aug 3 2005, 09:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Aug 2 2005, 05:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Aug 2 2005, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Releasing duck quickly after pressing it will no longer make the player bounce <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> im not sure - and i cannot test it at the moment - but does this mean that silent marine walk, pressing forward and duck at the same time that is, no longer works? i hope not, just felt like asking. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not sure, exactly. I haven't tested it.
<!--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-->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. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes but Natural Selection is about well read the title. He who has the advantage upgrades wins, not he who has the better video card.
As for the new commander "hassel" well I guess its time to go for the 2 hive lockdown with the additional Observatories in your lockdowned hives.
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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> People have been complaining that sensory would become overpowered since 2.0, and it hasn't happened yet. Sensory first becomes the standard for a few weeks, marines adapt, and then it always reverted back to movement or defense. And it has only been recently that sensory second was even an option, rather than a "let's pin the marines in base the whole game" chamber.
<!--QuoteBegin-im lost+Aug 3 2005, 08:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Aug 3 2005, 08:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> People have been complaining that sensory would become overpowered since 2.0, and it hasn't happened yet. Sensory first becomes the standard for a few weeks, marines adapt, and then it always reverted back to movement or defense. And it has only been recently that sensory second was even an option, rather than a "let's pin the marines in base the whole game" chamber. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Where did I say it would be overpowered? I said it would be ANNOYING.
<!--QuoteBegin-im lost+Aug 3 2005, 09:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Aug 3 2005, 09:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Most alien teams won't go sensory first anyway, so it really shouldn't matter much. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ok quite frankly : we don't want it to change, because its not fun for the marines, and if the marines get a second phasegate, it's not fun for the aliens either. either way it's a boring campfest.
CheeseLork on the ClorfJoin Date: 2003-12-15Member: 24396Members, Constellation
hmm if anyone would have suggested
- Decrease Grenade Research Cost by 10 res - Increase Grenades Players have when they spawn by 1
this topic would ve been locked after 1 hour with the reason "overpowered"
but hey...here we have it. Hmm lets think about it...
1 Shotgun...or 10 Handgrenades+2 at every spawn (for the classic 12 player public server...oh..dont even wanna think about these lovely 26 slot servers ^^ wee 24 nades ftw) what will you take?
Well however...we wanted better/viable Grenades. Now we have it. Im honestly excited to test it. And i hope the new nades are fun...and not just annoying (since every comm at pubs will research them now and WoLs/Gorges will have a very very hard time)
<!--QuoteBegin-voulge+Aug 3 2005, 04:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (voulge @ Aug 3 2005, 04:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-aeroripper+Aug 2 2005, 05:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ Aug 2 2005, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm interested to see how the new skulk movement stuff works out... i hope you can stay on the walls like in AvP now because its needed that for a long time <!--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--></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--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> YES YES YES YE YE YE YES!!!!!! omg, the alien wallclimb ability in Avp/2/primal hunt was THE BEST... it gave me such a loopy feeling in my head, and you really DID need the little arrows to tell you which way was up and down (though it really didnt matter because the wallclimb/stick ability was almost flawless, so any surface/edge could be whatever you wanted it to be).
The NS game needs more of THIS kind of whack'd out awsome cool special effects just to make it cooler and more difficult (skillwize, not tac's). Drop the eyecandy, just get the skulk wallclimb ability right!!! please! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Um, don't get too excited, the skulk view orientation is the same as before. That was attempted way back in 2.0's beta I think and it was determined to be too far difficult to make it work smoothly. The only difference in 3.1 is that you can jump away from a wall, and when walking slowly on a wall you'll stick to it without detaching no matter which direction you look in(sort of like how ladders work).
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-Zek+Aug 3 2005, 12:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Aug 3 2005, 12:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um, don't get too excited, the skulk view orientation is the same as before. That was attempted way back in 2.0's beta I think and it was determined to be too far difficult to make it work smoothly. The only difference in 3.1 is that you can jump away from a wall, and when walking slowly on a wall you'll stick to it without detaching no matter which direction you look in(sort of like how ladders work). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Can anybody fill us in on exactly what was attempted? I've got some ideas for how to work out the math so that it ends up intuitive, but it would help to know what was tested and discarded.
So apparently cloaking shouldn't be fixed then, it should be left so that it is completely effective against some people, partly effective against others, and useless against others. Or maybe it should be removed completely, but then you have to have an upgrade to replace it.
O Hand Grenades significantly reworked O Updated Light marine model, removes phantom shotgun cocking sound present in the models' sound calls O Weapon upgrade level is now ignored when determining how much to shake the screen while firing - it is now constant for Pistol, LMG, HMG, and Shotgun.
<!--QuoteBegin-moultano+Aug 3 2005, 09:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Aug 3 2005, 09:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Zek+Aug 3 2005, 12:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Aug 3 2005, 12:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um, don't get too excited, the skulk view orientation is the same as before. That was attempted way back in 2.0's beta I think and it was determined to be too far difficult to make it work smoothly. The only difference in 3.1 is that you can jump away from a wall, and when walking slowly on a wall you'll stick to it without detaching no matter which direction you look in(sort of like how ladders work). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Can anybody fill us in on exactly what was attempted? I've got some ideas for how to work out the math so that it ends up intuitive, but it would help to know what was tested and discarded.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Max's attempt was pretty straightforward. It was causing jumpiness because it was constantly adjusting to new active wallwalk surfaces--when you have a skulk in a corner and it's actually potentially touching 3 or 4 walls at sharp angles to each other you can have real issues with the view jerking around unless you're very careful about how you transition from touch to touch.
If you watch another player skulk around complex geometry and see the model orientation jumping around, it's pretty much the same issue. I want to convert the wall detection code to use volumetric testing for solid objects near the skulk instead of the current raytrace and surface normal tests to smooth things out and get an averaged wall surface instead of point samples, but that's not a trivial project--the real issue for skulk view rotation isn't a lack of ideas, but a lack of implementation time; I don't have the 3-4 weeks of time blocked out that are required for that sort of research.
My personal ideal view system would be completely unlocked and user driven pitch and yaw coupled with a roll that reorients based on the latest surface data using a dampened exponential decay function for over a year now, but I haven't found time to experiment. Even with a smoothing function the current wall detection would lead to a very jumpy first person roll--walking down a vent could feel like being stuck in an active laudromat machine. There are issues with going over +/-90 degrees yaw relative to the surface you're touching, so that may end up being a locked limit with roll automatically compensating if you do something like fall on your back.
Comments
[edit: you still up? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ]
At least that's my understanding. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
yeah i just dont expect it to be fixed very quickly but maybe it would be if its unbalanced
The fade increase in gestate time isn't a big increase, but any increase is good imo. Fades just seem to come too early in the game as of now (I love marines so my opinion is probably a little biased.)
The decrease in lerk gestate time seems bad imo. It only takes 5 res from the beginning to go lerk, and that's pretty darn quick. Don't really need less gestate time if you ask me. It may not make a change, but it could seriously kill the marines if lerks are basically instantly in the game. (well not instant, but fast as hell) Kind of nice though incase you gotta go lerk in an emergency, like if the marines apear outside your hive outta nowhere with shotties.
The hand grenade changes kick **** imo.
All the rest I honestly don't care about.
Who knows, maybe competitive play might find a use for it, with its drastically decreased prime time and extra nade.
Best change of 3.1 tbh
Best change of 3.1 tbh <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sure is, but the question is: what is the constant amount of shaking for all the guns? equal to lvl 3?
Best change of 3.1 tbh <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Sure is, but the question is: what is the constant amount of shaking for all the guns? equal to lvl 3? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
True true. Can anyone from the dev/pt team release what varible its set at now? If its at lvl2/lvl3 setting then i'd be disapointed as its still going to make the game more dependant on better computer. Lvl1 level however is tolerable at most FPS levels.
Great work guys, keep it up!
- Skulk 7 -> 3
- Gorge 17 -> 10
- Lerk 20 -> 15
- Fade 23 -> 25
- Onos 38 -> 35<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I would be happier to see an increcement, as the games are much too fast nowadays. I remember back in the old times that I was playing a game that lasted for 2h 30min. That was totaly amazing, and it was never like the one team totaly owned the other one!
Oh, and the old mines with laser beams were cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
We tweaked the gestation times to bring them in relation to the current costs of each class, and to reduce the amount of time people spend sitting at the sidelines. If it turns out to be overpowered - well, remember .0.1 through .0.5? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
O Releasing duck quickly after pressing it will no longer make the player bounce <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
im not sure - and i cannot test it at the moment - but does this mean that silent marine walk, pressing forward and duck at the same time that is, no longer works? i hope not, just felt like asking.
<!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
YES YES YES YE YE YE YES!!!!!! omg, the alien wallclimb ability in Avp/2/primal hunt was THE BEST... it gave me such a loopy feeling in my head, and you really DID need the little arrows to tell you which way was up and down (though it really didnt matter because the wallclimb/stick ability was almost flawless, so any surface/edge could be whatever you wanted it to be).
The NS game needs more of THIS kind of whack'd out awsome cool special effects just to make it cooler and more difficult (skillwize, not tac's). Drop the eyecandy, just get the skulk wallclimb ability right!!! please!
O Releasing duck quickly after pressing it will no longer make the player bounce <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
im not sure - and i cannot test it at the moment - but does this mean that silent marine walk, pressing forward and duck at the same time that is, no longer works? i hope not, just felt like asking. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Not sure, exactly. I haven't tested it.
[EDIT] AND it will increase the workload on an already overstressed commander. SC first is going to be a nightmare for newer comms. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes but Natural Selection is about well read the title. He who has the advantage upgrades wins, not he who has the better video card.
As for the new commander "hassel" well I guess its time to go for the 2 hive lockdown with the additional Observatories in your lockdowned hives.
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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
People have been complaining that sensory would become overpowered since 2.0, and it hasn't happened yet. Sensory first becomes the standard for a few weeks, marines adapt, and then it always reverted back to movement or defense. And it has only been recently that sensory second was even an option, rather than a "let's pin the marines in base the whole game" chamber.
Where did I say it would be overpowered? I said it would be ANNOYING.
ok quite frankly : we don't want it to change, because its not fun for the marines, and if the marines get a second phasegate, it's not fun for the aliens either. either way it's a boring campfest.
- Decrease Grenade Research Cost by 10 res
- Increase Grenades Players have when they spawn by 1
this topic would ve been locked after 1 hour with the reason "overpowered"
but hey...here we have it.
Hmm lets think about it...
1 Shotgun...or 10 Handgrenades+2 at every spawn (for the classic 12 player public server...oh..dont even wanna think about these lovely 26 slot servers ^^ wee 24 nades ftw) what will you take?
Well however...we wanted better/viable Grenades. Now we have it. Im honestly excited to test it. And i hope the new nades are fun...and not just annoying (since every comm at pubs will research them now and WoLs/Gorges will have a very very hard time)
we ll see...
<!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> consti testing weee <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
<!--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--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
YES YES YES YE YE YE YES!!!!!! omg, the alien wallclimb ability in Avp/2/primal hunt was THE BEST... it gave me such a loopy feeling in my head, and you really DID need the little arrows to tell you which way was up and down (though it really didnt matter because the wallclimb/stick ability was almost flawless, so any surface/edge could be whatever you wanted it to be).
The NS game needs more of THIS kind of whack'd out awsome cool special effects just to make it cooler and more difficult (skillwize, not tac's). Drop the eyecandy, just get the skulk wallclimb ability right!!! please! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Um, don't get too excited, the skulk view orientation is the same as before. That was attempted way back in 2.0's beta I think and it was determined to be too far difficult to make it work smoothly. The only difference in 3.1 is that you can jump away from a wall, and when walking slowly on a wall you'll stick to it without detaching no matter which direction you look in(sort of like how ladders work).
Can anybody fill us in on exactly what was attempted? I've got some ideas for how to work out the math so that it ends up intuitive, but it would help to know what was tested and discarded.
O Hand Grenades significantly reworked
O Updated Light marine model, removes phantom shotgun cocking sound present in the models' sound calls
O Weapon upgrade level is now ignored when determining how much to shake the screen while firing - it is now constant for Pistol, LMG, HMG, and Shotgun.
Can anybody fill us in on exactly what was attempted? I've got some ideas for how to work out the math so that it ends up intuitive, but it would help to know what was tested and discarded.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Max's attempt was pretty straightforward. It was causing jumpiness because it was constantly adjusting to new active wallwalk surfaces--when you have a skulk in a corner and it's actually potentially touching 3 or 4 walls at sharp angles to each other you can have real issues with the view jerking around unless you're very careful about how you transition from touch to touch.
If you watch another player skulk around complex geometry and see the model orientation jumping around, it's pretty much the same issue. I want to convert the wall detection code to use volumetric testing for solid objects near the skulk instead of the current raytrace and surface normal tests to smooth things out and get an averaged wall surface instead of point samples, but that's not a trivial project--the real issue for skulk view rotation isn't a lack of ideas, but a lack of implementation time; I don't have the 3-4 weeks of time blocked out that are required for that sort of research.
My personal ideal view system would be completely unlocked and user driven pitch and yaw coupled with a roll that reorients based on the latest surface data using a dampened exponential decay function for over a year now, but I haven't found time to experiment. Even with a smoothing function the current wall detection would lead to a very jumpy first person roll--walking down a vent could feel like being stuck in an active laudromat machine. There are issues with going over +/-90 degrees yaw relative to the surface you're touching, so that may end up being a locked limit with roll automatically compensating if you do something like fall on your back.