Ns Version 1.1 Questions
CplDavis
I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
Gameplay changes to alien upgrades, to make them all equally viable in the early game
- Alien resource model changes to speed up the early game and allow multiple gorges to be viable
So does this mean that the aliens get resources faster then marines or what, the sentence is a little vauge.
And with several gorges with increased resources does this mean that the aliens have the equivalency to like 2 or 3 commanders in terms of building and resource power vs the marine team's one commander?
These and the sentence about fixing cheats and exploits (bunny hopping is mentioned so Im assuming NS is getting rid of it like in CS)
This information was taken from the NS homepage mentioned in the 1.1 patch that will be comming out eventualy.
Please posts your suggestions or would somone please clarify who actualy knows.
PS I personaly think the game is balanced fine right now with the exeption of the bugs, resource exploits which are not supposed to be their to begin with
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I definitly dont want to see this 5 min into the game due to increased alien resource models.
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- Alien resource model changes to speed up the early game and allow multiple gorges to be viable
So does this mean that the aliens get resources faster then marines or what, the sentence is a little vauge.
And with several gorges with increased resources does this mean that the aliens have the equivalency to like 2 or 3 commanders in terms of building and resource power vs the marine team's one commander?
These and the sentence about fixing cheats and exploits (bunny hopping is mentioned so Im assuming NS is getting rid of it like in CS)
This information was taken from the NS homepage mentioned in the 1.1 patch that will be comming out eventualy.
Please posts your suggestions or would somone please clarify who actualy knows.
PS I personaly think the game is balanced fine right now with the exeption of the bugs, resource exploits which are not supposed to be their to begin with
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
I definitly dont want to see this 5 min into the game due to increased alien resource models.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
Comments
Perhaps something similar to, having access to all three upgrades, ALL the time, but only allowing you to choose 1 upgrade for each additional hive.
I hope this means that I can FINALLY have cloaking as a skulk, I usually get yelled at and ridiculed on pubs after suggesting we build a sensory first.
The changes to the alien upgrades is something I'm looking forward to myself. Whatever the changes are, they're going to be good news. No longer will carapace be the king of all upgrades, shortly followed by adrenaline. There are nine upgrades, not two. I don't think that'll be anything so simple as making them all suck, or all super powerful, it'll be a wonderful bunch of tweaks and changes that I'm already drooling over. I love you Flayra!
I think there's a confusion in terminology going on here. Bunnyhopping isn't just jumping alot, it's something in the HalfLife engine that lets you move faster than your supposed to by timing you jumps just-so. So they won't "be getting rid of it like they did in CS" because they got rid of nearly ALL jumping in CS, not just bunny hopping. Jumping around in combat didn't fit CS, jumping shoulder high doesn't fit in a (quasi)realism mod. That's CS, though. It DOES fit NS, because NS isn't based off of right now, it's based off of a fictional world in the minds of its creators. But moving faster than you're supposed to changes the gameplay, and thus the balance, against the developers will.
Perhaps something similar to, having access to all three upgrades, ALL the time, but only allowing you to choose 1 upgrade for each additional hive.
I hope this means that I can FINALLY have cloaking as a skulk, I usually get yelled at and ridiculed on pubs after suggesting we build a sensory first.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
=/
But if you got one upgrade for each hive, wouldn't it mean that you still need three hives for cloaking to be useful?
anything within a cirtain distance of it gets cloacked(except the chamber itself, which gives the aliens a challenge)! considering its not moving
sorry you didnt understand thats what i mean... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
anything within a cirtain distance of it gets cloacked(except the chamber itself, which gives the aliens a challenge)! considering its not moving<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually flayra was discussing that, but the chamber would be cloaked as well.
anything within a cirtain distance of it gets cloacked(except the chamber itself, which gives the aliens a challenge)! considering its not moving<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
w00000t, I like it,
Imagine this, you and yout nice little lmg/la squad moving to triad in eclipse, suddenly, out of nowhere, 4 turrets r blocking the balcony, then all of the sudden, 3 skulks appear out of nowhere and bite your fleeing @ss, this could actually be able to beet the healing-power of def-chambers. (build the sensory at the other side of the wall, out of sight)
w000t w00t
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Actually flayra was discussing that, but the chamber would be cloaked as well.
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w0000000000t, don't have to hide sensory??? w00000000t
Actually it isn't something in the half-life engine, it is something in the Q1, Q2 and Q3 engines. Not sure if it is in the UT, UT2003, SS or Torque engines. Since Halflife is a decendant of Quake, there ya have it.
Bunny hopping for speed is when you strafe one way and jump another. To move in a straight line you have to arc the jump and alternate strafing. So you'll see the person arc left, then arc right, then arc left, etc. Before it was removed in CS it was possible to jump across the ramp on de_dust. Clearly that is a distance that is a we bit exessive. Also it was possible for a bunny-hopper to beat a straight runner from the wall on the CT spawn to the wall across from the arch by a little over a second. That is significant as it moves the engagement points on maps.
Jumping also isn't required to get a speed boost. Simply strafing back and forth would impart a slight speed gain. This is why you'd see people with knives out strafing left and right rapidly. It was for those, like me, who don't have jump on space and thus makes it difficult to bunny-hop. For me jump is on E, crouch on Q. E+D is hard to do since they are the same finger.
Finally there is the super-easy newbie speed-up. Strafe against a wall pointing partially at the wall. The end result is that you get a slight gain in speed.
Personally there are whiners who say that the removal of bunny-hopping has killed CS. Fie on them. I started playing CS on Beta 4. Bunny-hopping was one of the first things I disliked about the game as is seriously broke reality. I left CS shortly after retail. In fact left all Halflife mods until after DoD was released. I simply loved the movement model there. While I wouldn't want to see it in CS (with one exception explained in a second) after playing that and coming back to CS at 1.5 I can honestly say that CS is much improved for the lack of bunny-hopping and the other little engine tricks people have come up with.
The jumping model in CS now is <i>almost</i> perfect. I'm still not pleased with longarms having near perfect aim mid-jump. I think they should add a lay-down position like DoD and implement scope drift when standing and scope zoom-out on movement. Have the scope drift go away when laying down as the weapon is braced. Wanna AWP ya sacrifice movement, simple as that.
Anyway, getting back to NS. Removing bunny-hopping is a good thing. It is an engine exploit, pure and simple. The fact that iD's pretty much left it in as a "skill" in their engines doesn't change it for what it is. I do, however, think that some limitations on jumping should be made. NS suffers from the same problems as I saw in CS originally. Fights devolved into bounce fests which look stupid. Jumping 8-12 times in bulky body armor while wielding a longarm accurately? Nice break on the ol' suspension of disbelief there. Adding limitations should not, IMHO, impose limits on some play while bringing a little sanity to the game. Jumping is not a combat move, it is a positioning move, plain and simple. If you're out of position when attacked you deserve to die. You want to get the hitbox up off the ground get a freakin' jetpack.
To that end. 2-3 jumps max for light marines then 2-3 seconds of rest. <b>No</b> jumps for heavy marines unless you're going to make those <i>unpowered</i> suits powered and give them the appropriate noises. In that case 1 jump and 5 seconds of rest (takes power and the suit must recharge).
In both cases if the person has LMG, HMG or shotty it is going to be inaccurate as hell during the jump and about .2s afterwards. Pistols pretty much are the same accuracy as now. Let me explain about the longarms. When ya jump guess what happens? You're either going to move your arms at the same time and the same distance (hands over head) or you're going to move the furthest hand more than the near for balance (weapon at chest or waist). In the first case you can't aim at what you're looking at as the barrel is pointing towards your weak hand as it is the one that is aiming the weapon. In the latter case your aim is going to go through at least a massive vertical swing with some horizontal sway because your bracing hand, the hand that aims the weapon is moving in a wide arc compared to your dominant bracing hand. Draw a line from one hand to the other, project that line outwards and you go from floor to ceiling to floor before recovering. Firing longarms one handed, erm, no. That leaves a pistol. While jumping adds a variable you don't have the issue of having the difference between the off-hand and the dominant hand. You can fire with one hand and balance with the other resulting in recoil being more of a factor or if a two handed grip is employed both hands are the same distance from the body and thus negate the relative position problem from the longarm.
With aliens it is easier. Jumping takes some stamina away. The more cumbersome the alien the more the jump takes. Skulks would have virtually no stamina drain. End result is that they can still jump and bite but the more they jump the faster they drain on the biting. Maybe 1/15th of the stamina bar. If you need more than 15 jumps tag him with a parasite and move on. Gorges have stubby legs and are tubby. 1/4th stamina. Hell, gorges rarely use stamina as it is. That's enough to hop over small obsticals. Fades, 1/8th. Curtail the pop-and drop but still leaves them with some room to maneuver. Onos 1/2. Yeah, 1/2 stamina gone. Ever see an elephant jump? The onos gets 2 jumps to get over towers and then it has to rest. Might just alter the gorges building in the late game to include "onos corridors" for quick movement of those huge honkers. That leaves lerks. Slight drain for walking, no drain for flying. Their normal mode of movement is flying after all.
NS suffers from the same problems as I saw in CS originally. Fights devolved into bounce fests which look stupid. Jumping 8-12 times in bulky body armor while wielding a longarm accurately? Nice break on the ol' suspension of disbelief there. Adding limitations should not, IMHO, impose limits on some play while bringing a little sanity to the game. Jumping is not a combat move, it is a positioning move, plain and simple. If you're out of position when attacked you deserve to die. You want to get the hitbox up off the ground get a freakin' jetpack.
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ehr, we're no hardcore commando's, we're just freelance.... we didn't have appropriate training in all the position stuff. What the hell would you do when a dog with VERY large teeth comes rushing in and goes for the legs??? You'd jump your **** off, trying to hit the **** with your lmg or wathever comes closest to your hand.....
You'll completley nerve the game when u do this. It's supposed to be fast, otherwise, skulks wil get VERY easy kills, gorges take over the complete map in no-time, cause marines stay in base cause they can't dodge the skulks, there goes hive 2 and 3, in comes the elephant, gone r the marines.
(although bunny-hopping should be nerved)
As you seem to like DOD very much, go play that, but NS is completly different. (Nothing personal)
Ever seen anyone build sentrys at dod? NO
Ever seen the large dod-spaces in NS? NO
DOD is about range, it's about pure REAL simulated combat, NS is fiction......
Again nothing personal, I just don't think this fits the atmosphere/style of NS
cloaking sensorys would be awesome!
the more sensorys at a pos the more cloaked it gets
more upgrades for aliens early would be LOvely
fix the res code for gorges at least too ! YAY im gonna get an orgasm when this gets released
now il lsee shotgun welding marines that can take down the 2hive battles ahhh
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combined with strafe
now I'm off to school
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Hate to break it to you but I always thought the atmosphere/style of NS was near-future sci-fi akin to Alien/Aliens. I don't envision bouncing hopping shooting matches. I see marines hunkering down and laying down a wall of lead at an oncoming horde. In short happy-bouncy marines jumping from skulks is the part that that isn't consistant with the atmosphere/style of NS. Nothing personal.
As for marines being dead to skulks without jump I'd suggest you stop playing aliens long enough to figure out how to play marine. Yeah, you heard me. Almost every demo I've seen of decent play where marines are doing quite well have them pre-positioned and ready for an attack from their direct field of fire. They don't jump like crazy as most times the skulks don't get close enough to nibble on their heels in the first place. If the skulks to get close enough they strafe and fire, not strafe, jump and fire. In short any light marine that lets a skulk get that close deserves to die.
Doesn't mean they can't make advances. If that were the case then I'd never leave my base when I play marine and wouldn't be able to regularly defend against 2 skulks while building. Before you roll your eyes let me explain how it is done. Build with a visual on the main 1-2 avenues of attack, put on the headphones and listen for the attack from the sides. First sound of a skulk anywhere stop building, back off away from whatever you are building (as that is where they expect you to be) into a defensable spot. First one goes down to LMG, second to pistol, reload, resume building. I've had to get good at it playing 2:2 on very low population servers. Doesn't happen all the time but it happens often enough that my K:D is positive. BTW, as I explained above, my keys don't exactly let me jump and strafe. And since my skills are geared towards mods with some semblance of reasonable jumping my default move is strafe, not jump.
Now let's compare the two to what the supposed target atmosphere is. Lone marine is working on building a structure deep in alien territory.
Your jump happy marines: They circle-strafe the building knowing that if a skulk gets close they can start jumping like made in all impossible directions confidant that they can just keep jumping 8-12 times and rarely get nicked. They don't pay one whit of attention to what they hear or the direction it is coming from. Everything's business as usual.
My jump-limited marines: Stay put with their back to the nearest wall, one eye on the structure they are working on, one on the long corridor in front of them. Tense ears listening for the faint "tic, tic, tic" of approaching aliens from the vent to the side and the door to the right. If they do hear it they drop what they are doing, shoe their butt into a corner and cover all possible approaches.
Somehow I just ain't getting the whole Aliens/Near-Future/Sci-Fi Horror from the first scenerio. I can name about a half dozen scenes in various movies that match the latter.
BTW, it is nerf as in "NERF football" (http://www.nerf.com/) and not nerve as in "boy, you got nerve to do that." The connotation is that NERF gear is made of soft foam and doesn't hurt when it hits you so to nerf something is to make it softer, less harsh, less painful.
No, I do not think these changes would nerf NS. They'd bring a lot more atmosphere to the game and further diverge the two teams in their playstyle. Marines would depend on groups and positioning and less on their individual death-match-esque-but-in-no-way-NS-atmosphere skills. The skulk would get the boost it needs in the one-hive situation when it has to assault a position defended by multiple marines. Furthermore it would increase, slightly, the value of silence for the skulk. I don't fear the skulk with carapace. I fear the skulk with silence. See above about headphones and listening.
greatly, it would make silence worth having if the marines _had_ to listen for your approach. Also - more often than not - the marines count on turrets as early warning systems for skulks, since turrets make a lot more noise than a skulk - i'd like to see something done about that.
Sure, I usually live a little longer if i start jumping when i hear a skulk nibling my bum, but it wouldnt take long to get used to not being able to.
However, I dont think the Aliens should be restricted. Not skulks anyway, and some might find this unballancing in some way.. oh well...
Looking forward to all the goodies coming our way <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I was gathering the big bucks to splash out on a new comp for the new year, but all that goes into my piggiebank for now because i dont play anyting but NS anymore. Wich still runs fine, Hurrahhh...
When the hitbox is fixed [ ASAP PLEASE ] then bh will not help much at all.
My jump-limited marines: Stay put with their back to the nearest wall, one eye on the structure they are working on, one on the long corridor in front of them. Tense ears listening for the faint "tic, tic, tic" of approaching aliens from the vent to the side and the door to the right. If they do hear it they drop what they are doing, shoe their butt into a corner and cover all possible approaches.
Somehow I just ain't getting the whole Aliens/Near-Future/Sci-Fi Horror from the first scenerio. I can name about a half dozen scenes in various movies that match the latter.
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wee, so by reducing the jumps, you actually make my grunts think?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->? whow, I never new less jumping raises your IQ
Let me tell you something secret: pubs
Did u ever play on them??? The marines you describe r well trained (at least have a mind), most ppl havent. And when u circle-strafe a building, well, just why would u do that, if u start jumping when the first hit lands, well, you're just to late to jump away.
About aiming, well, it's real hard to aim at a skulk running around and actually hit him when you jump away.
Also, jumping is not just for dodging or anything, imagine this:
You have cargo-hive, the aliens have viaduct and powersilo, your base is beeing spammed by acid-rockets, so you decide that: as soon as you spawn, you're gonna grab one of those hmg's and quickly hop in the vent, for a back-attack, you don't get in the first time, splash, splash, gona r u.......
And by the way, when the aliens just let you get in a spot to build, then.... well yeah, off course u can kill the 2 of them, hell, in that case most of the time they come right at you anyway.
And NS isn't about realisme (hell, if it was, they'd have advanced weaponry and stuff, like lasers and all, not stupid beeping sentrys) it's about a fun game for EVERYBODY, and if u just want to jump around, and get killed, go ahead. And if you're with 3 guys, 2 hidden, 1 jumping around and attracting attention.....
If this game was about realism then........
We'd just send in some droids to frie the lot of them with a couple of laser-rifles.
Then there would be no upgrades at all (come on, researching in the field??)
But it isn't, kick the bunnyhoppers, fix the exploits, but don't try to make it realistic, cause it isn't
(a base with resourcenodes?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->?)
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Oh yeah, as long as there r ladders that you have to jump of to get off.... don't think about it
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No, actually, I've never seen an elephant jump. that's because the elephants are actually the only mammals in the world that can't jump. At all. Ever.
Why do people spend so much time whining about the atmosphere/style?
NS has no atmosphere or style. Somewhere in development it all got utterly raped and destroyed. Originally I suppose it had kind of an Aliens-ish feel, at least that's the feeling I got while checking out the media and reading the team's ideas and proposals on the site.
With fades that are more effective at range than Marines, and siege cannons that remove the grunts' requirement to go in, get dirty and assault positions, and phase gates that prevent Alien ambushes from being a useful tactic, the "feel" of NS is gone. Sorry, fellas.
You're playing something different. I don't know what it is. It IS fun, but I don't think it's what we all envisioned when we wer installing this game and looking at the background screenshots.
Did u ever play on them??? The marines you describe r well trained (at least have a mind), most ppl havent.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Of course I play on them. *looks at sig* I mean, gee, I only <b>RUN ONE</b>.
Let me tell you a secret. You never, <b>ever</b> design a game with the newbie in mind. Ever. You always presume that your target audience is going to learn the trick and use them. You design the game and the action around the clueful and then let the clue seep into the public's mind.
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Then it should be no problem hitting him before he gets to you, huh?
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Also, jumping is not just for dodging or anything, imagine this:
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Translation: "I haven't actually <i>read</i> what you wrote, I just saw someone saying I can't stand in the same place and jump 20 times in a row so now I going to blast him in a knee-jerk reaction like he said that jumping should be removed completely." Wanna know why I think that's exactly what you did? Read on. People like you make me sick.
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You have cargo-hive, the aliens have viaduct and powersilo, your base is beeing spammed by acid-rockets, so you decide that: as soon as you spawn, you're gonna grab one of those hmg's and quickly hop in the vent, for a back-attack, you don't get in the first time, splash, splash, gona r u.......
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Now let's look at what I wrote. 2-3 jumps for lite marines. Oh, if you miss you have 1-2 more chances. Imagine that. If you're being acid spammed and you can't make the vent in 2-3 jumps <b>you're dead already</b>. IE, no difference. The only difference is we don't have marines jumping around Hera Reception (or any other open space) with a skulk trying to bite him for 30-40 seconds because he can somehow jump 15-20 times in a row.
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And NS isn't about realisme (hell, if it was, they'd have advanced weaponry and stuff, like lasers and all, not stupid beeping sentrys) it's about a fun game for EVERYBODY, and if u just want to jump around, and get killed, go ahead. And if you're with 3 guys, 2 hidden, 1 jumping around and attracting attention.....
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Might that be why marines click on their empty pistol and to a comm for ammo when they have a loaded SMG? Ya know those voice comms are much clearer than "clunk, clunk, clunk". You're right, it isn't about realism. It is about a certain ambiance and feel. Marines in bulky armor jumping just as much as an alien predetor that whose main weapons are speed, manuverability and jumping doesn't fit into that ambiance and feel. It destroys it.
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Oh yeah, as long as there r ladders that you have to jump of to get off.... don't think about it
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And how, exactly, does 2-3 jumps prevent this? Or are you focusing on the HA statement where I said no jumping. You are aware that "no jumping" can mean "set jump height to 0" or "set it to a miniscule number where one can get off ladders but it isn't useful for much of anything else". You also ignored where I stated that HAs could have jumping along with an addition that I'd very much like to see regardless of the whole jumping issue.
So, let's see, you just wrote this moderately long message in which every point was easily addressed in my original post. Thanks so much for your insightful addition to this forum. It is posts like yours that reaffirms, once again, that my tax dollars are so wasted on the public education system in this nation. Reading comprehension, it isn't just for tests, it's for real life.
No, actually, I've never seen an elephant jump. that's because the elephants are actually the only mammals in the world that can't jump. At all. Ever.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ok, The Onos is much more Rhino like than Elephant, and I have personally seen a Rhino jump many occations because my cousin used to work at the zoo and I used to watch him take care of the animals. If a Rhino can jump than an Onos can.
Mmmmmmight that be exactly why I said it after stating that an Onos should have 1/2 stam taken for a single jump?
Oh, I know, Onos can jump. Elephant can't. That's where the game balance issue comes into play since it is possible for gorges to block off a corridor and prevent a non-jumping onos from passing. As it is they can still do it, they just have to build double high. Not many gorges on the savannahs of Africa to prevent passage to elephants. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Ah, but have you seen a Rhino jump up and down in the same spot about 20 times in a row? Now there's a more important question in the context of the thread.
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"NS has no atmosphere or style. Somewhere in development it all got utterly raped and destroyed. Originally I suppose it had kind of an Aliens-ish feel, at least that's the feeling I got while checking out the media and reading the team's ideas and proposals on the site."
>>Hmm, turned out much like I personally expected it too...damn good..
"With fades that are more effective at range than Marines, and siege cannons that remove the grunts' requirement to go in, get dirty and assault positions, and phase gates that prevent Alien ambushes from being a useful tactic, the "feel" of NS is gone. Sorry, fellas."
>>Fade rocket splash is reduced, seige cannons now require line of sight or spotters/scanner sweeps to fire. Phases are gonna be easier to take down. Happy now? As for "the feel of NS is gone", how do you know? It's on version 1.0, it's been out since Halloween...I don't quite understand this statement..
"You're playing something different. I don't know what it is. It IS fun, but I don't think it's what we all envisioned when we wer installing this game and looking at the background screenshots"
>> Speak for yourself, it's almost exactly like I'd expected it to be..but thats just me. If anything it's better than I'd hoped. All just my opinions naturally.