What about marine hit box issues? I haven't read anything about that. Any info? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--10RoUNdTOmMYgUN+Jun 8 2003, 10:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (10RoUNdTOmMYgUN @ Jun 8 2003, 10:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What about marine hit box issues? I haven't read anything about that. Any info? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> hitboxs are still off like when marines hide in the corner and knife or shoot. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
on the positive side u can eat a marine in the vents without having to push "duck" <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Summary: Big Onos and Fade changes, carapace fixes (we have to really test this now, carapace behavior is totally different), HMG no longer better then LMG in every way (accuracy, slow when carrying), general marine responsiveness cranked up (build times, spawn times),
O Sensory chamber range increased from 600 to 750 O Teams no longer get minimum 1 resource (now that resources for kills are on both sides, this should address problem where marines can tech too high without expanding) O Widened HMG firing cone so MG is more accurate. Keeps it good against big targets. Increased from 6 degrees to 8 degrees (it was 10 in v1.0x) O Increased turret factory radius from 300 to 450 to adequately defend areas O Added new electrical sounds when getting zapped (thanks Dave) O Starting res node gives resources immediately without having to "activate" O Lowered grenade clip size from 6 back down to 4 (for upcoming new artwork and to reduce spammage) O Change lifeforms back to 2 and 3 hive model. Reduced Fade cost from 75 to 50. See if lockdowns can still happen. I cannot make up my mind on this, but want to try it the "old" way one more time. O Increased jetpack thrust from 1100 to 1250 O Hive cost decreased from 45 to 30 O Removed carapace slow factor O Handicapping can be set during the match O Your team's handicap is now drawn on the HUD (please test this!) O Default late-join time increased from 60 to 90 seconds O Gorge armor reduced from 75 to 50 (gorge rushing is great, but not every game) O Gorge gestate time reduced from 20 to 17 (previously increased because of alien res problems because of sucking) O Respawn time for aliens lowered from 11 to 10 O Respawn time for marines lowered from 14 to 10 O Sentry health increased from 1200 to 1400 O Armory cost reduced from 25 to 20 O Lowered marine structure build times O Prototype lab build time reduced from 35 to 25 O Sentry build time reduced from 10 to 7 O IP build time reduced from 12 to 10 O Observatory build time reduced from 20 to 15 O Resource tower build time reduced from 18 to 15 O Arms lab build time reduced from 30 to 23 O CC build time reduced from 25 to 20 O Armory resupply time sped up a bit O Changed xenocide damage type from "blast" to "normal" (no longer does double damage vs. structures, use against HA, use bile against structures) O Umbra duration lowered from 10 to 6 (to try to allow marines a chance to rush early and to workaround problem where particles disappeared before umbra effect) O Phase tech cost reduced from 25 to 15 O Fixed HA starting armor points O nschangelevel, sv_restartround, spawnhive, killhive, etc. now all tell everyone on the server who executed the command O Fixed rounding problems with carapace and weapon upgrades - Before: - MG l0: vs skulk: 11/13/18/21 - MG l1: vs skulk: 10/12/16/19 - MG l2: vs skulk: 9/11/15/18 - MG l3: vs skulk: 8/10/14/17
- After removing damage off the top: - MG l0: vs skulk: 11/12/14/15 - MG l1: vs skulk: 9/11/13/14 - MG l2: vs skulk: 9/10/12/13 - MG l3: vs skulk: 8/9/11/12
O Changed stomp from radius to shockwave (increases skill, gives enemies a chance, means onos can kill groups of heavies with help, not by himself). Still needs new visual effect. Enemies show stomp rings when they are hit.
O Fade changes O Acid rocket is now hive 2, metabolize is hive 3 O Acid rocket damage decreased from 60 from 50 O Fixed acid rocket idle O Added metabolize view model animations (thanks Def One!) O Metabolize has changed: the Fade now waves his arms while still, to get health and energy back (the old non-damage thing was too confusing) O Change metabolize so fade can't move while using it? O Added force where rocket hits (only affects enemy players...rocket jumping!) O Acid rockets now affect the firer again
O Fixed bug where spit could hurt things it didn't look like it was hitting O Fixed bug where spit, bile bomb, and web projectiles sometimes hit the player shooting it (esp. with celerity) O Fixed bug where killing alien upgrade structures weren't removing upgrades O Fixed game reset problems (sv_restart, sv_restartround, regular game end) - Still hoping to have the Onos-stuck bug fixed for tonight, we'll see if it makes it
hive cost of 30 makes all marine upgrades a bit of hot air. I like this point much:
O Fixed bug where spit, bile bomb, and web projectiles sometimes hit the player shooting it (esp. with celerity)
Hopefully this also fixes the problem where due to lag the gorge spit hit the gorge himself when running backwards from an enemy. This happens to me always and is VERY annoying.
<!--QuoteBegin--supernorn2000+Jun 14 2003, 09:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Jun 14 2003, 09:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Lowered grenade clip size from 6 back down to 4 (for upcoming new artwork and to reduce spammage) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> cant believe everyone missed <i>this</i> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> new gun model anyone?
<!--QuoteBegin--supernorn2000+Jun 14 2003, 10:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Jun 14 2003, 10:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Fixed rounding problems with carapace and weapon upgrades - Before: - MG l0: vs skulk: 11/13/18/21 - MG l1: vs skulk: 10/12/16/19 - MG l2: vs skulk: 9/11/15/18 - MG l3: vs skulk: 8/10/14/17
- After removing damage off the top: - MG l0: vs skulk: 11/12/14/15 - MG l1: vs skulk: 9/11/13/14 - MG l2: vs skulk: 9/10/12/13 - MG l3: vs skulk: 8/9/11/12 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Am I the only one who finds this very very odd ? hehe I understand this as that it takes less damage with upgraded weapons Wha ? I must be misunderstanding something...
<!--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-->Preserved classes in ready room, so you can fly, wall-crawl or jetpack if you ended the game as such <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This sounded good to me at first. but a friend pointed out something to me. wont this mean that people who ended the game as lerks or jp'ers will get to choose their team faster than others? on lots of servers thats a big problem with teamstacking.
<!--QuoteBegin--Scurvey Dog+Jun 16 2003, 07:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scurvey Dog @ Jun 16 2003, 07:58 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-->Preserved classes in ready room, so you can fly, wall-crawl or jetpack if you ended the game as such <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This sounded good to me at first. but a friend pointed out something to me. wont this mean that people who ended the game as lerks or jp'ers will get to choose their team faster than others? on lots of servers thats a big problem with teamstacking. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You can join a team with binds, I think they're jointeamone and jointeamtwo, anyhow, so running to the portal is just a formality.
If you really want to join a team fast, use the commands. But in light of how you can instantly join any team, I fail to see how getting to a portal faster will affect anything.
Norn, when are you going to update the main page, with the information? If you do it soon, you will be saving me having to edit it twice for my Web site.
damn, and i thought jointeamone/two are for developer mode only <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> hmm... maybe you can also join observer on missilecommand this way?
<!--QuoteBegin--Majin+Jun 17 2003, 10:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Jun 17 2003, 10:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Norn, when are you going to update the main page, with the information? If you do it soon, you will be saving me having to edit it twice for my Web site. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Ill probably get round to it sometime today. I am planning to change it so that its from a 1.04-1.1 changelog, because at the moment the figures are from previous 1.1 builds to the current 1.1
<!--QuoteBegin--Scurvey Dog+Jun 16 2003, 03:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scurvey Dog @ Jun 16 2003, 03:58 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-->Preserved classes in ready room, so you can fly, wall-crawl or jetpack if you ended the game as such <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This sounded good to me at first. but a friend pointed out something to me. wont this mean that people who ended the game as lerks or jp'ers will get to choose their team faster than others? on lots of servers thats a big problem with teamstacking.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Even more of a problem, what if you are an egg? are you stuck!!!?!?!? oh well, i use jointeamone and jointeamtwo anyway.
Well, as you spawn at random places in the ready room, even if everyone moves at the same speed some will start nearer to the alien/marine entrance than others anyway and will be able to join the team of their choice first.
Perhaps all weapons should be available in the ready room (with friendly fire on) so you can slaughter anyone in your way? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--StoatBringer+Jun 18 2003, 03:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StoatBringer @ Jun 18 2003, 03:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, as you spawn at random places in the ready room, even if everyone moves at the same speed some will start nearer to the alien/marine entrance than others anyway and will be able to join the team of their choice first.
Perhaps all weapons should be available in the ready room (with friendly fire on) so you can slaughter anyone in your way? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--Frikk+Jun 18 2003, 10:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frikk @ Jun 18 2003, 10:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--StoatBringer+Jun 18 2003, 03:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StoatBringer @ Jun 18 2003, 03:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, as you spawn at random places in the ready room, even if everyone moves at the same speed some will start nearer to the alien/marine entrance than others anyway and will be able to join the team of their choice first.
Perhaps all weapons should be available in the ready room (with friendly fire on) so you can slaughter anyone in your way? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--Jackazz+Jun 18 2003, 08:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jackazz @ Jun 18 2003, 08:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Scurvey Dog+Jun 16 2003, 03:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scurvey Dog @ Jun 16 2003, 03:58 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-->Preserved classes in ready room, so you can fly, wall-crawl or jetpack if you ended the game as such <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This sounded good to me at first. but a friend pointed out something to me. wont this mean that people who ended the game as lerks or jp'ers will get to choose their team faster than others? on lots of servers thats a big problem with teamstacking.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Even more of a problem, what if you are an egg? are you stuck!!!?!?!? oh well, i use jointeamone and jointeamtwo anyway. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> yes. You have to hit f4 to move.
Hey Frogg, can I buy your sig? I think the eggs will become the aliens they were before. At least that is what I would do if I were Flayra or one of the other 14 unknown team members <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
i suppose the release wont be far away! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> my cheers and cannot wait :o hehe YEY <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
hehe they are running out of letters to use <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> so maybe they must resort to 1.1 build aa
I will miss the good old mine kills too, but if it is better for balance <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> it has to go. I would have preferred another type of mine that can't explode from beeing shot at all. This would make mor sence than a big explosion that doesn't do any damage. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
You could make the mines like old school HL and they would explode if anyone touched them...
That is if anyone here has actually played HL <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
O Fixed ALL melee problems where skulks can't hit marines in corners, where they can bite through floors, etc. (!!) O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them
Comments
hitboxs are still off like when marines hide in the corner and knife or shoot. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
on the positive side u can eat a marine in the vents without having to push "duck" <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
ill add these to the main list when i get time:
Summary: Big Onos and Fade changes, carapace fixes (we have to really test this now, carapace behavior is totally different), HMG no longer better then LMG in every way (accuracy, slow when carrying), general marine responsiveness cranked up (build times, spawn times),
O Sensory chamber range increased from 600 to 750
O Teams no longer get minimum 1 resource (now that resources for kills are on both sides, this should address problem where marines can tech too high without expanding)
O Widened HMG firing cone so MG is more accurate. Keeps it good against big targets. Increased from 6 degrees to 8 degrees (it was 10 in v1.0x)
O Increased turret factory radius from 300 to 450 to adequately defend areas
O Added new electrical sounds when getting zapped (thanks Dave)
O Starting res node gives resources immediately without having to "activate"
O Lowered grenade clip size from 6 back down to 4 (for upcoming new artwork and to reduce spammage)
O Change lifeforms back to 2 and 3 hive model. Reduced Fade cost from 75 to 50. See if lockdowns can still happen. I cannot make up my mind on this, but want to try it the "old" way one more time.
O Increased jetpack thrust from 1100 to 1250
O Hive cost decreased from 45 to 30
O Removed carapace slow factor
O Handicapping can be set during the match
O Your team's handicap is now drawn on the HUD (please test this!)
O Default late-join time increased from 60 to 90 seconds
O Gorge armor reduced from 75 to 50 (gorge rushing is great, but not every game)
O Gorge gestate time reduced from 20 to 17 (previously increased because of alien res problems because of sucking)
O Respawn time for aliens lowered from 11 to 10
O Respawn time for marines lowered from 14 to 10
O Sentry health increased from 1200 to 1400
O Armory cost reduced from 25 to 20
O Lowered marine structure build times
O Prototype lab build time reduced from 35 to 25
O Sentry build time reduced from 10 to 7
O IP build time reduced from 12 to 10
O Observatory build time reduced from 20 to 15
O Resource tower build time reduced from 18 to 15
O Arms lab build time reduced from 30 to 23
O CC build time reduced from 25 to 20
O Armory resupply time sped up a bit
O Changed xenocide damage type from "blast" to "normal" (no longer does double damage vs. structures, use against HA, use bile against structures)
O Umbra duration lowered from 10 to 6 (to try to allow marines a chance to rush early and to workaround problem where particles disappeared before umbra effect)
O Phase tech cost reduced from 25 to 15
O Fixed HA starting armor points
O nschangelevel, sv_restartround, spawnhive, killhive, etc. now all tell everyone on the server who executed the command
O Fixed rounding problems with carapace and weapon upgrades
- Before:
- MG l0: vs skulk: 11/13/18/21
- MG l1: vs skulk: 10/12/16/19
- MG l2: vs skulk: 9/11/15/18
- MG l3: vs skulk: 8/10/14/17
- After removing damage off the top:
- MG l0: vs skulk: 11/12/14/15
- MG l1: vs skulk: 9/11/13/14
- MG l2: vs skulk: 9/10/12/13
- MG l3: vs skulk: 8/9/11/12
O Changed stomp from radius to shockwave (increases skill, gives enemies a chance, means onos can kill groups of heavies with help, not by himself). Still needs new visual effect. Enemies show stomp rings when they are hit.
O Fade changes
O Acid rocket is now hive 2, metabolize is hive 3
O Acid rocket damage decreased from 60 from 50
O Fixed acid rocket idle
O Added metabolize view model animations (thanks Def One!)
O Metabolize has changed: the Fade now waves his arms while still, to get health and energy back (the old non-damage thing was too confusing)
O Change metabolize so fade can't move while using it?
O Added force where rocket hits (only affects enemy players...rocket jumping!)
O Acid rockets now affect the firer again
O Fixed bug where spit could hurt things it didn't look like it was hitting
O Fixed bug where spit, bile bomb, and web projectiles sometimes hit the player shooting it (esp. with celerity)
O Fixed bug where killing alien upgrade structures weren't removing upgrades
O Fixed game reset problems (sv_restart, sv_restartround, regular game end)
- Still hoping to have the Onos-stuck bug fixed for tonight, we'll see if it makes it
hmm this could be interesting. I wonder if I could use this to design a plugin for dynamic handicapping?
I like this point much:
O Fixed bug where spit, bile bomb, and web projectiles sometimes hit the player shooting it (esp. with celerity)
Hopefully this also fixes the problem where due to lag the gorge spit hit the gorge himself when running backwards from an enemy. This happens to me always and is VERY annoying.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
cant believe everyone missed <i>this</i> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
new gun model anyone?
- Before:
- MG l0: vs skulk: 11/13/18/21
- MG l1: vs skulk: 10/12/16/19
- MG l2: vs skulk: 9/11/15/18
- MG l3: vs skulk: 8/10/14/17
- After removing damage off the top:
- MG l0: vs skulk: 11/12/14/15
- MG l1: vs skulk: 9/11/13/14
- MG l2: vs skulk: 9/10/12/13
- MG l3: vs skulk: 8/9/11/12 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Am I the only one who finds this very very odd ?
hehe
I understand this as that it takes less damage with upgraded weapons
Wha ?
I must be misunderstanding something...
q is released but I don't see any changelog !
*gasp*
Or was that the one that was there where that one was ?
I'm confused...
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This sounded good to me at first. but a friend pointed out something to me. wont this mean that people who ended the game as lerks or jp'ers will get to choose their team faster than others? on lots of servers thats a big problem with teamstacking.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This sounded good to me at first. but a friend pointed out something to me. wont this mean that people who ended the game as lerks or jp'ers will get to choose their team faster than others? on lots of servers thats a big problem with teamstacking. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You can join a team with binds, I think they're jointeamone and jointeamtwo, anyhow, so running to the portal is just a formality.
If you really want to join a team fast, use the commands. But in light of how you can instantly join any team, I fail to see how getting to a portal faster will affect anything.
If you do it soon, you will be saving me having to edit it twice for my Web site.
hmm... maybe you can also join observer on missilecommand this way?
If you do it soon, you will be saving me having to edit it twice for my Web site. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ill probably get round to it sometime today. I am planning to change it so that its from a 1.04-1.1 changelog, because at the moment the figures are from previous 1.1 builds to the current 1.1
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This sounded good to me at first. but a friend pointed out something to me. wont this mean that people who ended the game as lerks or jp'ers will get to choose their team faster than others? on lots of servers thats a big problem with teamstacking.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Even more of a problem, what if you are an egg? are you stuck!!!?!?!?
oh well, i use jointeamone and jointeamtwo anyway.
Perhaps all weapons should be available in the ready room (with friendly fire on) so you can slaughter anyone in your way? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Perhaps all weapons should be available in the ready room (with friendly fire on) so you can slaughter anyone in your way? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
No.
Perhaps all weapons should be available in the ready room (with friendly fire on) so you can slaughter anyone in your way? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
No. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> No?
<b>No weapons in the ready room.</b>
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
anyone....i want to know because it always look sick as hell when they moves around on the floor without leggs!!!!!
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This sounded good to me at first. but a friend pointed out something to me. wont this mean that people who ended the game as lerks or jp'ers will get to choose their team faster than others? on lots of servers thats a big problem with teamstacking.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Even more of a problem, what if you are an egg? are you stuck!!!?!?!?
oh well, i use jointeamone and jointeamtwo anyway. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
yes. You have to hit f4 to move.
I think the eggs will become the aliens they were before. At least that is what I would do if I were Flayra or one of the other 14 unknown team members <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
my cheers and cannot wait :o
hehe
YEY <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.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--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
I think...
If god diden't change it or something...
wonder if observe diden't work to...
Aaaw well...
even in tournament mode?!
so there's no way an alien can get mine kills anymore?!
<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ?!?!?!???!?!!! AHHHHHHHHHH!!!!! NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!
You could make the mines like old school HL and they would explode if anyone touched them...
That is if anyone here has actually played HL <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
(Joking)
O Infantry portals and phase gates now check to be sure there is room for spawning-players when placing them
I'm telling you, 1.1s is WHOOPING !
hehe