A Bunch Of Questions

George_the_gorgeGeorge_the_gorge Join Date: 2003-11-15 Member: 22933Members
<div class="IPBDescription">Lerk riding, structure hps, mov sens</div> Hello everybody, I started to play NS just two months ago, and while I got most of the usual questions answered on the forum/guides without even need to ask them I still have some of the not-so-usual ones:

*can a lerk/jet packer lift another player while flying? Once I was playing a gorge (as usual since I am lame in combat) and was jumping (old CS bad habbit) to avoid incoming fire, when I started to fly! I could not control the direction and it did not last long, but shortilly I realised that a lerk was bellow me, flying and trying to get that marine with spores. I jumped again and fell of the lerk. Is this a bug with clipping or a game feature?

*sometimes I died conting too much on movement sensors. Does it only detect aliens while they are running or it shows them while they are walking slowly/crawling? I know it scans in waves but that corridor was too long and there is no way he could have run that fast;

*a sensory chamber will become cloacked only when it is finished? And silence will mask the noise I do when building, or only movement/attack noises?

*and why, when I build a chamber, the team asks for two other more in the same spot? I understand having tree defense chambers in the dive, but why tree movement chambers?

And I searched but I could not find anywhere a tabulation of structure hit points. This could be usefull to know how much rounds of shotgun a freshly build offense chamber can stand. Where could I get this info without a game avaible?;

I thank you in advance and please forgive me for my bad english (too much webs glued to my fingers).

George the <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->

Comments

  • SandersSanders Join Date: 2003-10-19 Member: 21784Members
    I don't know most of the answers, however i do know that a lerk can carry, just don't know how or who. Also, three structures give abilities./
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    *Any player can lift another person from below, not just Lerks/JPers. Ask a skulk to go up against a wall and jump on him and have him run upwards whilst you keep hopping up and down; You'll slowly rise. Very useful if you're a gorge and what to reach high places without de-evolving.
    However, there is a plugin that allows lerks pick other players up and dump them where they please.

    *I'd like to know this aswell... Quite a few times I've been sitting perfectly still in a dark corner only to have a marine come into the room, allready facing me, and blast me to bits...
    Are you sure that whoever 'he' was didn't have clerity and/or used leap/blink/fly?

    *Yes, sensory chambers only become cloaked when they're finished and yes, silence also effects the noise you make when building, but the chamber will still make a small noise when it's completed.

    *Three chambers of one type make your abilities more effecient; You can tell if you have atleast three chambers by evolving an ability an looking at how many sprites there are grouped together on the right. 1 sprite means you only have one chamber of that type, 3 sprites means you have 3 or more.
    Any more than three chambers won't effect the abilities.

    Sorry, no idea about hit points info.

    Hope that helps a little.
  • FrikkFrikk Join Date: 2002-11-01 Member: 3164Members, Constellation
    <!--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-->*can a lerk/jet packer lift another player while flying? Once I was playing a gorge (as usual since I am lame in combat) and was jumping (old CS bad habbit) to avoid incoming fire, when I started to fly! I could not control the direction and it did not last long, but shortilly I realised that a lerk was bellow me, flying and trying to get that marine with spores. I jumped again and fell of the lerk. Is this a bug with clipping or a game feature?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This is a plugin. It was on that specific server. Not too many have them


    <!--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-->*sometimes I died conting too much on movement sensors. Does it only detect aliens while they are running or it shows them while they are walking slowly/crawling? I know it scans in waves but that corridor was too long and there is no way he could have run that fast;<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It only detects them when they are moving and not within range of a sensory chamber.


    <!--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-->*a sensory chamber will become cloacked only when it is finished? And silence will mask the noise I do when building, or only movement/attack noises?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes. I believe that it does all of them. Not positive though.

    <!--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-->*and why, when I build a chamber, the team asks for two other more in the same spot? I understand having tree defense chambers in the dive, but why tree movement chambers?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Because each new chamber adds to the ability that you take. Say you take celerity; with one chamber you are increased in speed marginally, at 3 chambers you zip along quickely. You only get additions to the abilities up to three though. Anymore and your just getting the area-effect for that chamber.

    Hope this helps.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    <!--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-->Hello everybody, I started to play NS just two months ago, and while I got most of the usual questions answered on the forum/guides without even need to ask them I still have some of the not-so-usual ones:<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hello and welcome to the forums, the questions you asked were excellent ones..

    <!--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-->*can a lerk/jet packer lift another player while flying? Once I was playing a gorge (as usual since I am lame in combat) and was jumping (old CS bad habbit)  to avoid incoming fire, when I started to fly! I could not control the direction and it did not last long, but shortilly I realised that a lerk was bellow me, flying and trying to get that marine with spores. I jumped again and fell of the lerk. Is this a bug with clipping or a game feature?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    There is a plugin that allows lerks to lift other creatures, this is not something in the typical NS but a special add-on someone built.

    And as someone else mentioned you can ride skulks as they climb straight up a wall, by jumping. Useful for getting into vents once you are a gorge.

    <!--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-->*sometimes I died conting too much on movement sensors. Does it only detect aliens while they are running or it shows them while they are walking slowly/crawling? I know it scans in waves but that corridor was too long and there is no way he could have run that fast;<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It shows aliens while they move, if they stand perfectly still for longer than a few seconds they disappear from the motion tracking screen.
    If you are talking about a sensor scan (which is when you see the waves) then it shows all cloaked structures inside the waves.


    <!--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-->*a sensory chamber will become cloacked only when it is finished? And silence will mask the noise I do when building, or only movement/attack noises?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Sensory only disappears when it's finished building unless you are building it inside the range of another sensory chamber.

    This one I'm not 100% sure of but I do believe silence does eliminate building noises as well as walking and attacking.

    <!--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-->*and why, when I build a chamber, the team asks for two other more in the same spot?  I understand having tree defense chambers in the dive, but why tree movement chambers?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Having 1 of any chamber allows your teamates to upgrade using those chambers, this works to a maximum of 3. Usually players want all 3 built as quickly as possible (since lvl 3 upgrades are better than lvl 1) so they ask for them to be built all together. But movement chambers have a nice ability, it allows you to "use" it and transports you to one of your hives, if you have more than one hive, drop a movement chamber in the first one, then use it to get to the second hive and drop one there, this allows any respawning alien to get to the hive under attack quickly.

    And generally you wouldn't build 3 sens together, but if you build one, and walk a distance away and drop another, and then a third you have made a nice cloaked hall for your aliens and did it fairly quickly.

    <!--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-->And I searched but I could not find anywhere a tabulation of structure hit points. This could be usefull to know how much rounds of shotgun a freshly build offense chamber can stand. Where could I get this info without a game avaible?;<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I think there used to be tables out there that showed damage, but things like shotguns would be different because you shoot a bunch of "bullets" and if only 7 hit, then only 7 do damage, so a point-blank shotgun blast does different damage then one from 10 feet away.

    But I do believe there is a site that has all the bullet damages for all the weapons.

    Good luck and have fun in NS.

    -Z
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    right, the questions have been answered. (most of them) but there were one or two things you had the wrong impression of.

    <!--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 know it scans in waves but that corridor was too long and there is no way he could have run that fast<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It scans the whole time, well, it scans often enough for you know where they are. An alien canot get from one end of a corridoor to another without showing up on motion traking (if there is no sensory nearby) The circle will only appear when the aliens are out of your LOS. if you are looking down a corridoor, you will not see blue circles coming towards you, you will just see the alien. Sensory chambers block motion tracking, though you proabably already knew that. An observatory nearmy will negate the effects of the sensory chamber (cloaking) and also uncloak and cloak-walking alien. Scanner sweep will do the same thing on a tempory basis, activated by the commander.

    <!--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-->and why, when I build a chamber, the team asks for two other more in the same spot?  I understand having tree defense chambers in the dive, but why tree movement chambers?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Once the original 3 upgrade chambers have been built, and laines are pushing for the marine base , the role of the gorge is to get lots of defence and movement chambers up near the base. Defence chamebrs heal everything around them, so having them outside a base during an assault is very useful. Movement chambers give you an energy boost every so often (5 seconds i think) so having them while you are acid rocket spamming a base is also very useful. Having 4-5 movement chambers and 3-4 fades and 2 lerks with promal scream can result in an endless wall of acid - primal scream makes you fire faster and the MCs rechange your energy level so you can keep firing at that rate indefinitely. An Onos can also charge indefinitely if there are >2 movement chambers near him
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