I think that marines should be outlined even while biting (alien teeths are covering the field of view). It that way you might easier to track crazy jumping marine.
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
If you make it any wider, weeeeeird thing start happening. On a listen server if you type dev 1 into console and then setfov number you can change it. Values like 500 flip and invert the screen, it's trippy. But I think its alright how it is.
It has been suggested - back in beta I think - that there could be different FoV settings from marines and aliens... And lifeform specific settings (including keybinds) for that matter.
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
Maybe an option for marine foV and egg/skulk/gorge/lerk/fade/onos foV? They all function differently, after all. like i wanna tunnel vision with my skulk but see everything with my lerk.
How FOV works in NS2
B221 included an FOV Adjustment slider bar that allows you to increase your FOV by up to 20 from the default, which are different for each class:
Default/Marine= 90
Embryo = 100
Skulk = 105
Gorge = 95
Lerk = 100
Fade = 90
Onos = 90
Exo = 95
I think that marines should be outlined even while biting (alien teeths are covering the field of view). It that way you might easier to track crazy jumping marine.
This brings up a better point, why are the eyes on the skulks skin outside and we see the world through the tounge? The mouth close aids the marines as skulks can't see when the mouth is closed.
I think that marines should be outlined even while biting (alien teeths are covering the field of view). It that way you might easier to track crazy jumping marine.
This brings up a better point, why are the eyes on the skulks skin outside and we see the world through the tounge? The mouth close aids the marines as skulks can't see when the mouth is closed.
That is the entire point. It was all about timing your bites and if you spam you are at a disadvantage and worked flawlessly in NS and NS2 pre-"rocket powered marines"
Problem with having you change fov in the options to make your hit your attacks better is retards like me who have no idea that the default setting is terrible for you, untill you in some odd realisation find a topic like this that makes you try it out, cause your friends whove played the game longer never told you about it.
It has been suggested - back in beta I think - that there could be different FoV settings from marines and aliens... And lifeform specific settings (including keybinds) for that matter.
That would be the way to go, especially since aliens have different FoV depending on lifeform..
If you make it any wider, weeeeeird thing start happening. On a listen server if you type dev 1 into console and then setfov number you can change it. Values like 500 flip and invert the screen, it's trippy. But I think its alright how it is.
I want the full 360 degree view! (google images, the ones where it looks like the world is a tiny little ball with sky all around).
Comments
This brings up a better point, why are the eyes on the skulks skin outside and we see the world through the tounge? The mouth close aids the marines as skulks can't see when the mouth is closed.
Problem solved.
That would be the way to go, especially since aliens have different FoV depending on lifeform..
I want the full 360 degree view! (google images, the ones where it looks like the world is a tiny little ball with sky all around).
2nd of all, aliens already have more fov than marines.
Som1 plz lock this pointless thread.
2nd of all, dem marine and their blasted helmets
Some1 bumped the thread and it wasn't me :P