<!--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-->O Marines no longer drop their weapons when they die. Lowered shotgun (15 -> 10), HMG (25 -> 20) and grenade launcher (30 -> 25) costs slightly to compensate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, ****.
Looks like the aliens got the short end of the stick here, but basically WHERE IT MATTERS. The most overpowered gun in the game, now cheaper. gg.
Seriously, no personal offense intended, but this is the worst changelog I've seen. Wierd and unstorylike resource system, gigantic marine boost (in the form of HMG, because being marines is all about HMG and you know it), HMG is also faster to get (adv armory can be the 3rd action a cmdr can take and it's faster now) and jetpacks are cheaper to boot.
Ok my understanding of the new fade ability is that the damage it takes get's added to your energy yet you still take damage. There for if you got hit with 50 damage you get 50 energy but, you still loose 50 health. Life goes down, engergy goes up. This could be usefull for when you run out of energy from acid spamming and you're under enemy fire. Get your energy back and spam again. I do not believe this makes you invincible.
<!--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-->New Fade Hive #2 ability: Metabolize. Drains energy when used, but for the next second, converts incoming damage into energy. Depends player knowing when he's going to get hit, and using it to maximize his energy. (kinda like Melnorme from Star Control II). Sounds are placeholder.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Nope, sounds to me like you don't take the damage.
Hrm.... If that's the case, I like it alot! I can see how it could be usefull... especially if fades use this ability while acid spamming.... b/c if they don't die as a result of the enimy fire, they'll still have enough energy to defend themselfs once the run back aound the corner.
Save your singing for the day when Sensory goes first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Ohh... yeah.. let's hope the figure out how to make sensory the 1st one... hehe
I was wondering *because I missed it* what the new "minimap" that was taken out of this build entailed? I've always thought the minimap needed a huge redesign, since it's next to impossibly for me to figure out how to get around using it... it would be nice if it showed way points, your location, and what direction u're facing.... but how did they have it working?
<!--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-->O Marines no longer drop their weapons when they die. Lowered shotgun (15 -> 10), HMG (25 -> 20) and grenade launcher (30 -> 25) costs slightly to compensate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, ****.
Looks like the aliens got the short end of the stick here, but basically WHERE IT MATTERS. The most overpowered gun in the game, now cheaper. gg.
Seriously, no personal offense intended, but this is the worst changelog I've seen. Wierd and unstorylike resource system, gigantic marine boost (in the form of HMG, because being marines is all about HMG and you know it), HMG is also faster to get (adv armory can be the 3rd action a cmdr can take and it's faster now) and jetpacks are cheaper to boot. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'd like to point out that you have the worst sense of gameplay out of all the people who frequently frequent these forums.
You have failed to consider that while the marine weapons are cheaper, they cannot be reused. In addition, since v1.1 aliens can get their versions of HMG's and GL's.(Fades/Onos)
Do you realize that all an alien has to do is do ONE suicide run at a HMG'er, and, if sucessful, then that HMG is GONE! WASTED! DOWN THE DRAIN!
Some random skulk who manages to ambush the marine team just has to go for whoever has the HMG, and volia! Presto fixo, that marine squad just lost their powerhouse. Just like an alien squad may have lost their onos, or fade.
Now, to your other crap analysis':
Unstorylike res system? Change the story.
HMG is faster and easier to get? So is alien tech. Hives are 45 res and two min to get. Aliens only need 10 res to get a node also...
Jetpacks are cheaper? If you have read the changelogs, jetpacks suck. Cheaper jets is NOT a bad thing from what I understand.
<!--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-->ID liek to welcome all to the patch that created MDS. MDS MDS MDS MDS
ding dong DMS is dead DMS is dead DMS.... but we just replaced it with MDS WEEEEEEEE!!!!! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hey Mr. Jump to Conclusion dude:
It may very well be SDM, or SMD...
Cloaking upgrade that gets rid of MT? That is extreamly useful.
<!--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-->Nope, sounds to me like you don't take the damage.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It says energy. Not life. Not armor. Energy. Meaning, every time you are damaged, you gain <b>energy</b>, also known incorrectly as stamina. Flay calls it energy, you call it stamina. The manual also calls it stamina.
You become invincible for one sec. If they hit you, you then get their damage converted into energy. If they don't hit you, you will have no energy, and be a sitting duck.
i believe weapons should either drop for five seconds so the guy next to him cang et it, and the aliewns dont ahve to guard it, OR, stay for a really long time so that you can get back to your gun after respawn.
no drop at all is goign to change all sorts of tactics, i used to send an LMG marine with any HMG'er to pick it up in case of death...
and although HMG's are now availiable faster, we shouldnt have to worry about the rush of hmgs because that 20 res setback will really hurt them if so much as one skulk gets near the guy with the HMG.
<!--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-->no drop at all is goign to change all sorts of tactics, i used to send an LMG marine with any HMG'er to pick it up in case of death...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
O Removed sucking (not sure it could work) - i was lookin forward to the sucking, but itll be ok since RTs are cheaper
O Marines no longer drop their weapons when they die. Lowered shotgun (15 -> 10), HMG (25 -> 20) and grenade launcher (30 -> 25) costs slightly to compensate - Marines not dropping weapons is wack, that definately needs to be changed back. Weapon dropping added alot of strategy into the game for both the marines and aliens.
O Hive now emits umbra around spawning players, and also occassionally around itself when under attack (to lessen spawn camping and instant hive death). Hive health reduced from 7000 to 3500 to compensate. - this could be good if it was done right... Hopefully its just a small amount of umbra or umbra every once in a while. But Im guessing its not since the hive health is really low. Change hive health to 5000, and don't go overboard on the umbra is what i think will later happen.
O Cloaked players are no longer show up on motion-tracking - i always thought there should be some way to counter motion-tracking, but this sounds like it could make motion tracking end up useless
O Unchained marine armor and weapon upgrades from other structures (they are all available once an armory is available) - what does this mean?
And the rest of the changes I like or don't mind or am pretty sure that they will work ok.
/edit Im a little worried that blink is going to be really nerfed in the future which is not something i want. I wanna play as nightcrawler from X2 !!1!!1!!one1!!
A lot of people have been commenting on the loss of marines being able to resuse weapons. While this will affect game play, I think the main reason this change was done, was to prevent the game from having to remember where all the droped guns are. By making it so that the guns didn't drop the servers won't have to rember where all the entites (guns) are, and the players won't have to render all the polies of the droped guns. This will increase preformance (somewhat). Besides, right now most of the guns droped on the ground are lmgs or pistals. When ever a comm gives out big guns, they usually give out big guns to everyone. Right now the guns don't stay around long enough to be picked up again usually anyway. As for all the people complaining about how this isn't realistic, just think, the gun was probably damaged when the skulk bit into the guy.
As for the umbraing around spawning players, I don't think something should be done to prevent marines from spawn camping, with out doing something to prevent aliens from spawn camping. Consitering the additon of getting res for kills (which I don't support as of yet) spawn camping is going to be come an even bigger problem. What the umbraing hive will do is make GLs usufuly for killing buildings. Consitering the gl is more expensive then the hmg, it should be <i>better</i>. The hive umbraing itslef will meen that gls will finnaly beable to kill the hive faster then hmgs.
As for the ballencing of chambers, I'm a little worried that the ns team is overreacting. As of right now (1.04) defence chambers aren't as good as people think they are (for hive 1 aliens). By making the sencory and movement chambers much better, with out some use for the def chambers runs the risk of sencory and defence just changing places. The chambers are fairly ballenced in 1.04, just most people think carapace is more usuful for a skulk then it really is.
I don't think we can know yet if no drop weapon is going to make ANY effects.... and if it does, what those are... we need to wait for playtesters to... ah... well.. playtest! :-p
As for the fade's ability... I am holding judge ment till either I get to test it.. or other PT's test it.. and give thier opinions....
One thing people don't seemt o understand is that PT's are here so that once the devs make thier awesome ideas a reality... the PT's can bring reality to the awesome ideas. Just b/c Flay thinks that it would be soo kewl to have a fade do the chicken dance, totally stunning all marines for 1/2 an hour.. doesnt mean it's practical. The Same with change logs... the PT's will wort out ne issue, and we'll end up with a kickass new NS...
ONLY IT YOUR CLOAKED DO YOU not show up on MT. dont you have to stop to claok?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->? IF SO WTH why would that be usefull at all.
Sensory chambers cloak all alien buildings/aliens, until they attack, not until they move... So sensory chambers will keep aliens from being seen on MT...
<!--QuoteBegin--Draconis+May 30 2003, 10:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Draconis @ May 30 2003, 10:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->I still don't understand the point of making them not drop their weapons.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think it is to prevent marines to lock in their base with the never ending 2 GL. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Mostly that yeah, in my observations. It's not often that you get the chance to reclaim lost gear from a squad that died attacking a hive. But in marine's spawn, a Gl can last very long and unnecessarily prolong the end game for nobody's gain really.
Looks pretty good to me so far. I've heard the GL is firing faster, has a larger clip and does a much larger amount of damage to alien structures though. I suppose it'll take some testing but it looks like the GL might become the new "HMG" of 1.1.
Consider that chambers and aliens appear if damaged while cloaked. Just have a bunch of marines equipped with GL instead and whittle through alien defenses and blast the much weakened hive to bits. Unless you changed it so weapons no longer reload directly into the clip after the ammo hold max was reached just build and armory outside the hive and spam nades...gg aliens.
Obviously sensory is not going to be an effective counter to this unless aliens are going to be able to move while cloaked (probably too powerful but why not test it for fun?). Movement chambers will be semi helpful in getting across the nades before they blow as long as the maps are made so the hive is enclosed and the spawn points are wide apart. Too small an area for hive/spawn and you get massive nade spam. Too big and you get nearly unkillable JPers. An example of these would be Cargo (too small) and Powersilo (too big or at least too jagged of walls, hard to crawl up and kill the JPers. Of course I haven't seen your JP changes yet so maybe open hives are viable after all *shrug*. Defense would once again be viable...which I believe you didn't want, but at least you opened up the Movement chamber route.
My suggestion for sensory chamber changes IF you wanted to keep along this current build would be to make cloaking aliens still PARTIALLY cloaked if they were on the move and completely cloaked if stopped. The timer for complete cloaking would have to stay in of course to prevent aliens from charging along, hearing a marine and stopping to totally cloak. Of course this would mean spammage of sensories everywhere would be a good idea.
On the note of marines dropping weapons, I can't say how much I appreciate this. I've suggested it (along with others I'm sure) before of the simple fact, marines had what ammounted to an unlimited supply of HMG/GL if they built a phase nearby their "fighting point" (usually a hive), while the aliens had to spend time and res every time they got their upgrades.
Not seeing how the current v1.1 is going I can't really say how good this would or would not work. Should be interesting to see the new types of strats this opens up for the marines, even though it kills some of the aliens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Yeah... look at my post that starts the top of this page. You CAN move while near a sensory and stay completely cloaked... and so far I've not heard NE PT's complaining baout it.. so it must work well....
Few questions for PTs once you start testing: 1. New fade ability... does it COMPLETELY convert damage to energy (ie you take no damage but get the energy) or does it just add the amount of damage you took to energy pool? 2. Marines can still manually drop weapons, right? If this is correct weapons not dropping on death isn't such a big deal because a marine can just hit his drop weapon key if he knows he is going to die. 3. Reduced hive health... what will the effects really be? I really can't say right now so i'm hoping from some playtesting feedback
MC adren for better spawn times and OC shootin - interesting. Now all the chambers have a base defense role <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The thing that bugs me is the weapon dropping - not from a gameplay point of view , but a more practical point of view. As in, you're gonnna have some annoying *****s shouting at u for not throwing your weapon away at the last second.
Not sure exactly what's with a lot of the community, but from what I can tell, its as if some people feel they immediately have to jump up and shout at the top of their lungs just how much they disapprove of the latest nerf to occur, no matter what the nerf or what context its put under.
"Weapons can no longer be picked up!? omg wth meh spleen this is such bs the dev's are retarded no one knows what they're doing i'm never playing this craptastic game ever again"
Its as if they only expect each side to gain more and MORE advantages as time progresses. Or maybe they just lack the ability to actually think about what effects this change might have on gameplay before opening their pie holes. Everyone wants to play theorycraft on how deprived the marines will now be not being able to pick up their dead teammates former weapons. Here's a bit of advice for you: The ideology behind a change and the reality of it are two very distinct things. Don't presume to make judgments about the decisions made when the last time you played NS was still on 1.04. I swear, I'd rather not have this forum open to us, and have all the 1.1 information hidden and concealed, rather than have to wade through another nub-tard post about "OMG teh change _____ is sux0r flay is teh stupid man this is not how ns is suppos3d to be!"
1.1 is in beta, a time for experimentation. Not for you to **** and moan about how your favorite side got beat with what you consider to be a monumental nerf-stick.
<!--QuoteBegin--Narf+May 30 2003, 06:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narf @ May 30 2003, 06:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Few questions for PTs once you start testing: 1. New fade ability... does it COMPLETELY convert damage to energy (ie you take no damage but get the energy) or does it just add the amount of damage you took to energy pool? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ok the word from flayra in the beta forum:
<!--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-->Most of this is right, but due to my work-induced mania last night, I made some mistakes. It's not called "rejuvanate", but rather, "metabolize". The fade enters a kind of zen-like state, and metabolizes bullets and damage into energy. The idea is that you have to know when your opponents are going to damage you, and use it just then. If you use it without getting damaged, you will end up with no energy, so you have to be careful.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So yes absorbs damaged converts to energy. No damage... you lose energy... yay...um... yeah...
<!--QuoteBegin--clamatius+May 30 2003, 05:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (clamatius @ May 30 2003, 05:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->no drop at all is goign to change all sorts of tactics, i used to send an LMG marine with any HMG'er to pick it up in case of death...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Changing tactics isn't necessarily bad. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Not sure how I feel about this particular issue.
To my mind it would have been more interesting and realistic to have a % chance of a weapon being functional after its owners death.
I don't see why everything always has to be either/or instead of %maybe <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
<!--QuoteBegin--Narf+May 30 2003, 11:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narf @ May 30 2003, 11:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Marines can still manually drop weapons, right? If this is correct weapons not dropping on death isn't such a big deal because a marine can just hit his drop weapon key if he knows he is going to die. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Thats definate exploit material <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
hm, well i think personally i'm gonna miss the jetpack. i agree it has to be changed, but i dont agree with them now "sucking". i always liked being able to fly around randomly. Perhaps make it so you can't use your primary weapon while jetpacking but keep jetpacks at the same as they are now in 1.04? as far as i have seen this hasn't been suggested anywhere, maybe i should have looked in the suggestions forum and made a suggestion. Reason for this is that i really enjoy flying about randomly with jetpack and it sounds awfully like i wont be able to stay up in the air much with the proposed 1.1 jp. with regard to 1.1 changes, i love them all. thoughts?
I didnt read everything but i think the no weapon drop thing will lead to script abuse (I.E as soon as u die u drop weps) if that possible. what if if there where no there rines with the rine the alien could "bite" the weapon and make it unusable. That would be cool after a bttle going arpounbd biting guns so rines cant use em but also being able to walk over them. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
Forlorn, I think the whole weapons idea in that quote is silly. Not dropping a weapon when you die? That's just an invitation for frustration, not funner gameplay. Playing hot-potato with the HMG user might be funner than just trying to kill one guy and having the marines all yell in frustration and f4, or just concentrate on one guy and the rest be a cakewalk. And lowered prices are a bad idea anyway, especially for something like the GL. IMHO, GL and HMG prices ought to be switched.
Comments
<!--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-->O Marines no longer drop their weapons when they die. Lowered shotgun (15 -> 10), HMG (25 -> 20) and grenade launcher (30 -> 25) costs slightly to compensate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, ****.
Looks like the aliens got the short end of the stick here, but basically WHERE IT MATTERS. The most overpowered gun in the game, now cheaper. gg.
Seriously, no personal offense intended, but this is the worst changelog I've seen. Wierd and unstorylike resource system, gigantic marine boost (in the form of HMG, because being marines is all about HMG and you know it), HMG is also faster to get (adv armory can be the 3rd action a cmdr can take and it's faster now) and jetpacks are cheaper to boot.
Nope, sounds to me like you don't take the damage.
ding dong DMS is dead DMS is dead DMS.... but we just replaced it with MDS WEEEEEEEE!!!!!
M
I was wondering *because I missed it* what the new "minimap" that was taken out of this build entailed? I've always thought the minimap needed a huge redesign, since it's next to impossibly for me to figure out how to get around using it... it would be nice if it showed way points, your location, and what direction u're facing.... but how did they have it working?
<!--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-->O Marines no longer drop their weapons when they die. Lowered shotgun (15 -> 10), HMG (25 -> 20) and grenade launcher (30 -> 25) costs slightly to compensate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, ****.
Looks like the aliens got the short end of the stick here, but basically WHERE IT MATTERS. The most overpowered gun in the game, now cheaper. gg.
Seriously, no personal offense intended, but this is the worst changelog I've seen. Wierd and unstorylike resource system, gigantic marine boost (in the form of HMG, because being marines is all about HMG and you know it), HMG is also faster to get (adv armory can be the 3rd action a cmdr can take and it's faster now) and jetpacks are cheaper to boot. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'd like to point out that you have the worst sense of gameplay out of all the people who frequently frequent these forums.
You have failed to consider that while the marine weapons are cheaper, they cannot be reused. In addition, since v1.1 aliens can get their versions of HMG's and GL's.(Fades/Onos)
Do you realize that all an alien has to do is do ONE suicide run at a HMG'er, and, if sucessful, then that HMG is GONE! WASTED! DOWN THE DRAIN!
Some random skulk who manages to ambush the marine team just has to go for whoever has the HMG, and volia! Presto fixo, that marine squad just lost their powerhouse. Just like an alien squad may have lost their onos, or fade.
Now, to your other crap analysis':
Unstorylike res system? Change the story.
HMG is faster and easier to get? So is alien tech. Hives are 45 res and two min to get. Aliens only need 10 res to get a node also...
Jetpacks are cheaper? If you have read the changelogs, jetpacks suck. Cheaper jets is NOT a bad thing from what I understand.
<!--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-->ID liek to welcome all to the patch that created MDS. MDS MDS MDS MDS
ding dong DMS is dead DMS is dead DMS.... but we just replaced it with MDS WEEEEEEEE!!!!! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hey Mr. Jump to Conclusion dude:
It may very well be SDM, or SMD...
Cloaking upgrade that gets rid of MT? That is extreamly useful.
<!--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-->Nope, sounds to me like you don't take the damage.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It says energy. Not life. Not armor. Energy. Meaning, every time you are damaged, you gain <b>energy</b>, also known incorrectly as stamina. Flay calls it energy, you call it stamina. The manual also calls it stamina.
You become invincible for one sec. If they hit you, you then get their damage converted into energy. If they don't hit you, you will have no energy, and be a sitting duck.
It's pretty neat if you think about it.
no drop at all is goign to change all sorts of tactics, i used to send an LMG marine with any HMG'er to pick it up in case of death...
and although HMG's are now availiable faster, we shouldnt have to worry about the rush of hmgs because that 20 res setback will really hurt them if so much as one skulk gets near the guy with the HMG.
Changing tactics isn't necessarily bad.
- i was lookin forward to the sucking, but itll be ok since RTs are cheaper
O Marines no longer drop their weapons when they die. Lowered shotgun (15 -> 10), HMG (25 -> 20) and grenade launcher (30 -> 25) costs slightly to compensate
- Marines not dropping weapons is wack, that definately needs to be changed back. Weapon dropping added alot of strategy into the game for both the marines and aliens.
O Hive now emits umbra around spawning players, and also occassionally around itself when under attack (to lessen spawn camping and instant hive death). Hive health reduced from 7000 to 3500 to compensate.
- this could be good if it was done right... Hopefully its just a small amount of umbra or umbra every once in a while. But Im guessing its not since the hive health is really low. Change hive health to 5000, and don't go overboard on the umbra is what i think will later happen.
O Cloaked players are no longer show up on motion-tracking
- i always thought there should be some way to counter motion-tracking, but this sounds like it could make motion tracking end up useless
O Unchained marine armor and weapon upgrades from other structures (they are all available once an armory is available)
- what does this mean?
And the rest of the changes I like or don't mind or am pretty sure that they will work ok.
/edit Im a little worried that blink is going to be really nerfed in the future which is not something i want. I wanna play as nightcrawler from X2 !!1!!1!!one1!!
As for the umbraing around spawning players, I don't think something should be done to prevent marines from spawn camping, with out doing something to prevent aliens from spawn camping. Consitering the additon of getting res for kills (which I don't support as of yet) spawn camping is going to be come an even bigger problem. What the umbraing hive will do is make GLs usufuly for killing buildings. Consitering the gl is more expensive then the hmg, it should be <i>better</i>. The hive umbraing itslef will meen that gls will finnaly beable to kill the hive faster then hmgs.
As for the ballencing of chambers, I'm a little worried that the ns team is overreacting. As of right now (1.04) defence chambers aren't as good as people think they are (for hive 1 aliens). By making the sencory and movement chambers much better, with out some use for the def chambers runs the risk of sencory and defence just changing places. The chambers are fairly ballenced in 1.04, just most people think carapace is more usuful for a skulk then it really is.
As for the fade's ability... I am holding judge ment till either I get to test it.. or other PT's test it.. and give thier opinions....
One thing people don't seemt o understand is that PT's are here so that once the devs make thier awesome ideas a reality... the PT's can bring reality to the awesome ideas. Just b/c Flay thinks that it would be soo kewl to have a fade do the chicken dance, totally stunning all marines for 1/2 an hour.. doesnt mean it's practical. The Same with change logs... the PT's will wort out ne issue, and we'll end up with a kickass new NS...
i cant belive flayra removed sucking. hooray, no more n00bs.
oh
it wasnt that sort of sucking.
ah well.
theres always 3.6
I think it is to prevent marines to lock in their base with the never ending 2 GL. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Mostly that yeah, in my observations. It's not often that you get the chance to reclaim lost gear from a squad that died attacking a hive. But in marine's spawn, a Gl can last very long and unnecessarily prolong the end game for nobody's gain really.
Consider that chambers and aliens appear if damaged while cloaked. Just have a bunch of marines equipped with GL instead and whittle through alien defenses and blast the much weakened hive to bits. Unless you changed it so weapons no longer reload directly into the clip after the ammo hold max was reached just build and armory outside the hive and spam nades...gg aliens.
Obviously sensory is not going to be an effective counter to this unless aliens are going to be able to move while cloaked (probably too powerful but why not test it for fun?). Movement chambers will be semi helpful in getting across the nades before they blow as long as the maps are made so the hive is enclosed and the spawn points are wide apart. Too small an area for hive/spawn and you get massive nade spam. Too big and you get nearly unkillable JPers. An example of these would be Cargo (too small) and Powersilo (too big or at least too jagged of walls, hard to crawl up and kill the JPers. Of course I haven't seen your JP changes yet so maybe open hives are viable after all *shrug*. Defense would once again be viable...which I believe you didn't want, but at least you opened up the Movement chamber route.
My suggestion for sensory chamber changes IF you wanted to keep along this current build would be to make cloaking aliens still PARTIALLY cloaked if they were on the move and completely cloaked if stopped. The timer for complete cloaking would have to stay in of course to prevent aliens from charging along, hearing a marine and stopping to totally cloak. Of course this would mean spammage of sensories everywhere would be a good idea.
On the note of marines dropping weapons, I can't say how much I appreciate this. I've suggested it (along with others I'm sure) before of the simple fact, marines had what ammounted to an unlimited supply of HMG/GL if they built a phase nearby their "fighting point" (usually a hive), while the aliens had to spend time and res every time they got their upgrades.
Not seeing how the current v1.1 is going I can't really say how good this would or would not work. Should be interesting to see the new types of strats this opens up for the marines, even though it kills some of the aliens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
1. New fade ability... does it COMPLETELY convert damage to energy (ie you take no damage but get the energy) or does it just add the amount of damage you took to energy pool?
2. Marines can still manually drop weapons, right? If this is correct weapons not dropping on death isn't such a big deal because a marine can just hit his drop weapon key if he knows he is going to die.
3. Reduced hive health... what will the effects really be? I really can't say right now so i'm hoping from some playtesting feedback
The thing that bugs me is the weapon dropping - not from a gameplay point of view , but a more practical point of view. As in, you're gonnna have some annoying *****s shouting at u for not throwing your weapon away at the last second.
"Weapons can no longer be picked up!? omg wth meh spleen this is such bs the dev's are retarded no one knows what they're doing i'm never playing this craptastic game ever again"
Its as if they only expect each side to gain more and MORE advantages as time progresses. Or maybe they just lack the ability to actually think about what effects this change might have on gameplay before opening their pie holes. Everyone wants to play theorycraft on how deprived the marines will now be not being able to pick up their dead teammates former weapons. Here's a bit of advice for you: The ideology behind a change and the reality of it are two very distinct things. Don't presume to make judgments about the decisions made when the last time you played NS was still on 1.04.
I swear, I'd rather not have this forum open to us, and have all the 1.1 information hidden and concealed, rather than have to wade through another nub-tard post about "OMG teh change _____ is sux0r flay is teh stupid man this is not how ns is suppos3d to be!"
1.1 is in beta, a time for experimentation. Not for you to **** and moan about how your favorite side got beat with what you consider to be a monumental nerf-stick.
1. New fade ability... does it COMPLETELY convert damage to energy (ie you take no damage but get the energy) or does it just add the amount of damage you took to energy pool?
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Ok the word from flayra in the beta forum:
<!--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-->Most of this is right, but due to my work-induced mania last night, I made some mistakes. It's not called "rejuvanate", but rather, "metabolize". The fade enters a kind of zen-like state, and metabolizes bullets and damage into energy. The idea is that you have to know when your opponents are going to damage you, and use it just then. If you use it without getting damaged, you will end up with no energy, so you have to be careful.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So yes absorbs damaged converts to energy. No damage... you lose energy... yay...um... yeah...
Changing tactics isn't necessarily bad. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not sure how I feel about this particular issue.
To my mind it would have been more interesting and realistic to have a % chance of a weapon being functional after its owners death.
I don't see why everything always has to be either/or instead of %maybe <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
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Thats definate exploit material <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
i agree it has to be changed, but i dont agree with them now "sucking". i always liked being able to fly around randomly. Perhaps make it so you can't use your primary weapon while jetpacking but keep jetpacks at the same as they are now in 1.04? as far as i have seen this hasn't been suggested anywhere, maybe i should have looked in the suggestions forum and made a suggestion. Reason for this is that i really enjoy flying about randomly with jetpack and it sounds awfully like i wont be able to stay up in the air much with the proposed 1.1 jp.
with regard to 1.1 changes, i love them all.
thoughts?