v2.1q changelog

2

Comments

  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin--Trevelyan+Nov 14 2003, 04:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Nov 14 2003, 04:20 AM)</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-->O Reduced size of Onos "ring"
    <!--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-->

    Can anyone clarify this change for me? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The health ring around the onos. Right now, its HUGE <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    edited November 2003
    Meh, page 3 is good enough for me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ThiefThief Ownage Join Date: 2003-08-09 Member: 19214Members, Constellation
    edited November 2003
    O Fixed the bug where phase gates can be blocked by alien chambers. Now any structures on the phase gate (except a hive) will be killed when someone goes through. (bug #190).

    <b>Bah!</b>

    O Fixed bug where you couldn't +use (switches, phasegates) anything when reloading, or use sayings

    <b>good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--></b>

    O Lerk Flight v2.0! Has both Flying (tap jump) and Gliding (hold jump). We have more work to do here, but I think you'll see that Max made him MUCH more maneuverable. Make sure to press in the direction you want to fly while flapping.

    <b>YES</b>
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    I am SO glad that phase gates are fixed. GL changes are great and damage boosts to charge and leap will hopefully make those abilities useful for more than locomotion again.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited November 2003
    <!--QuoteBegin--Flayra+Nov 13 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 13 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Refactored shotgun into AvHBaseReloadableWeapon, in preparation of extending grenade launcher off this (as soon as the artwork is done) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What does the "AvHBaseReloadableWeapon" actually mean? I'm assuming that the "artwork" is an altered GL reload anim (not sure though). Is it something to do with the "feed ammo at armoury directly in gun" thing that was taken out due to GL-Armoury spam? Just curious.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Yeah, I'll admit I'll miss the dropping a chamber ont he phase gate... guess we'll have to find a new thing to do <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->. I'm assuming the GL reloading like shotgun thing means, when you only fire one nade off a full clip, then reload it, it won't play through a full "slide in 4 cartridges" animation. Also, allowing us to fire one round off once it goes into the GL.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I can't wait to try the new version.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    edited November 2003
    <!--QuoteBegin--Snidely+Nov 14 2003, 03:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Nov 14 2003, 03:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What does the "AvHBaseReloadableWeapon" actually mean? I'm assuming that the "artwork" is an altered GL reload anim (not sure though). Is it something to do with the "feed ammo at armoury directly in gun" thing that was taken out due to GL-Armoury spam? Just curious. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Presumably, AvHBaseReloadableWeapon is the C++ class that all reloadable weapons for alien-vs-human mode are based upon.

    <b>From Flayra</b>: Bravo!
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--Snidely+Nov 14 2003, 10:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Nov 14 2003, 10:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Flayra+Nov 13 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 13 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Refactored shotgun into AvHBaseReloadableWeapon, in preparation of extending grenade launcher off this (as soon as the artwork is done) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What does the "AvHBaseReloadableWeapon" actually mean? I'm assuming that the "artwork" is an altered GL reload anim (not sure though). Is it something to do with the "feed ammo at armoury directly in gun" thing that was taken out due to GL-Armoury spam? Just curious. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    As far as any of us should be concerned, it just means that you can reload the GL shot by shot rather than having to do a full clip at once, just like the shotgun does. It also means that any new shotgun bugs will affect the GL as well <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> The GL reload animation needs to be divided up so it will make sense if you only load one nade.

    But YAY! I might actually use charge now, since it actually does some damage.

    Somehow I think the kharaa overflow thing is to help out the rest of the team when you have max res (like the 100-res-storing onos of doom you are), your unusable res will be split amongst the team (kinda like in 1.04). Make endgame go faster by increasing res income, basically. I couldn't tell you about any specifics, naturally.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    Very nice, looking forward to playing it!
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin--prsearle+Nov 14 2003, 11:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (prsearle @ Nov 14 2003, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Snidely+Nov 14 2003, 03:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Nov 14 2003, 03:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What does the "AvHBaseReloadableWeapon" actually mean? I'm assuming that the "artwork" is an altered GL reload anim (not sure though). Is it something to do with the "feed ammo at armoury directly in gun" thing that was taken out due to GL-Armoury spam? Just curious. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Presumably, AvHBaseReloadableWeapon is the C++ class that all reloadable weapons for alien-vs-human mode are based upon.

    <b>From Flayra</b>: Bravo! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Flayra has blessed your post!

    *envies prsearle*
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    Buildings spacings? does this mean that you won't be able to have silly bonsai electrified bases any more?
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    edited November 2003
    <!--QuoteBegin--Trevelyan+Nov 14 2003, 09:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Nov 14 2003, 09:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--prsearle+Nov 14 2003, 11:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (prsearle @ Nov 14 2003, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Snidely+Nov 14 2003, 03:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Nov 14 2003, 03:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What does the "AvHBaseReloadableWeapon" actually mean? I'm assuming that the "artwork" is an altered GL reload anim (not sure though). Is it something to do with the "feed ammo at armoury directly in gun" thing that was taken out due to GL-Armoury spam? Just curious. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Presumably, AvHBaseReloadableWeapon is the C++ class that all reloadable weapons for alien-vs-human mode are based upon.

    <b>From Flayra</b>: Bravo! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Flayra has blessed your post!

    *envies prsearle* <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I would print this out and put tons of posters of it everywhere if I were you <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    add: I mean prsearle. And the post. Wit the fact that flayra edited your post and congratulated you <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • IcecreamIcecream Join Date: 2003-05-02 Member: 16006Members
    <!--QuoteBegin--Flayra+Nov 13 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 13 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Fixed the bug where phase gates can be blocked by alien chambers. Now any structures on the phase gate (except a hive) will be killed when someone goes through. (bug #190). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    except a hive <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    no phasegate rushes <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • bobertoboberto Join Date: 2002-11-03 Member: 6306Members
    so lerk has bite, does it have spikes still too though?

    I really like the 2.01 spikes, since theyre the only long range weapon aliens have til fades get acid rockets.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--Icecream+Nov 14 2003, 12:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Icecream @ Nov 14 2003, 12:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Flayra+Nov 13 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 13 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Fixed the bug where phase gates can be blocked by alien chambers.  Now any structures on the phase gate (except a hive) will be killed when someone goes through. (bug #190). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    except a hive <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    no phasegate rushes <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    How often is there a hive on the phase gate? It would be slightly unfair if a player using the pg killed the hive on the other end, especially since the comm can place the pg about 5 feet over to avoid the hive.

    Currently, the lerk does not have spikes.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--i'm lost+Nov 14 2003, 06:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Nov 14 2003, 06:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Icecream+Nov 14 2003, 12:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Icecream @ Nov 14 2003, 12:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Flayra+Nov 13 2003, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 13 2003, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Fixed the bug where phase gates can be blocked by alien chambers.  Now any structures on the phase gate (except a hive) will be killed when someone goes through. (bug #190). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    except a hive <!--emo&:(--><img src='http://www.natural-selection.org/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    no phasegate rushes <!--emo&:(--><img src='http://www.natural-selection.org/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    How often is there a hive on the phase gate? It would be slightly unfair if a player using the pg killed the hive on the other end, especially since the comm can place the pg about 5 feet over to avoid the hive.

    Currently, the lerk does not have spikes.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The new collision system makes it so that even if the marine did spawn "inside" the hive when we walks through the phase gate, he will still not get stuck.

    I don't think it's possible for the comm to place a PG in such a way that this would happen, but we wanted to make sure there was no way to exploit it.

    Max
  • spit_firespit_fire Join Date: 2003-07-21 Member: 18311Members
    Kool! but why did they lowered ceilings if it seems that we usually have problems with tEh onoses getting stuck! unless tehyre already really high above... but thats more fun with JP/lerk/fade <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • spit_firespit_fire Join Date: 2003-07-21 Member: 18311Members
    my old signature Blows.... gotta new one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    <!--QuoteBegin--d0omie+Nov 14 2003, 02:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (d0omie @ Nov 14 2003, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Buildings spacings? does this mean that you won't be able to have silly bonsai electrified bases any more? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ****-A he increased the range of electricity even MORE? Pretty soon you're not going to be able to go down a frickin' hallway without a TF zapping you across the room.
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    <!--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 Fixed bug where loss of arms lab upgrades if armory is recycled (bug #185)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I'm missing something? I thought if the arms lab was gone the upgrades would also temporaly (ough damn spelling at 2:30 night) be disabled?
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    edited November 2003
    Questions: Was xenocide ever tweaked for 2.1? Will new hitboxes change how xeno works?
    otherwise, awesome

    tyrain: note it says arm<b>ory</b> not arms<b>lab</b>
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--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 Fixed bug where cloaked structures other than SC weren't uncloaking properly which touched (bug #134)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Now I can't block my SCs anymore with MCs and DCs <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Ah well, sounds very promising, but could you also add the kill chamber code on IPs as well? Right now on my locals people are abusing this and I can't find a good server anymore (except US ones, but you should know how bad my ping is because I'm in Hong Kong <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> )

    Whee! Charge is getting a dmg boost!
  • XodlikeXodlike Join Date: 2003-06-03 Member: 16985Members
    I must start lerking asap as i want to practice..so when 2.1 comes along i lerk and am actually good.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--uranium - 235+Nov 14 2003, 08:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Nov 14 2003, 08:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--d0omie+Nov 14 2003, 02:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (d0omie @ Nov 14 2003, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Buildings spacings? does this mean that you won't be able to have silly bonsai electrified bases any more? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ****-A he increased the range of electricity even MORE? Pretty soon you're not going to be able to go down a frickin' hallway without a TF zapping you across the room. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Perhaps you didn't notice, that he was gonna make it so there will be an automatic spacing to each building.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    And the electricity range probably isn't massively increased: just enough to prevent creative people from not getting zapped, and maybe a little bit more because of the spacing thing.
  • RhodriRhodri Join Date: 2003-06-21 Member: 17575Members
    yeah bonzai bases are a bit hard to navigate round <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--Rhodri2311+Nov 15 2003, 02:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rhodri2311 @ Nov 15 2003, 02:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah bonzai bases are a bit hard to navigate round <!--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-->
    For marines as well as aliens. It sucks trying to get ammo for the hmg you just got when it takes 20 seconds to get to the armory.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    <!--QuoteBegin--i'm lost+Nov 15 2003, 02:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Nov 15 2003, 02:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Rhodri2311+Nov 15 2003, 02:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rhodri2311 @ Nov 15 2003, 02:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah bonzai bases are a bit hard to navigate round  <!--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-->
    For marines as well as aliens. It sucks trying to get ammo for the hmg you just got when it takes 20 seconds to get to the armory. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Not to mention when the comm drops something too close to the ip and you have to /stuck out every time you spawn.. or even worse, an ip near the center of the bonsai base <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--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 Increased electricity range, to encourage alternate defense, and in anticipation of new structure spacing (also fixes problems where tricky aliens could sometimes munch electrified targets without taking damage)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    awwww =( lol
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    anything on xeno???
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