2.1s
Quantum_Duck
Join Date: 2003-10-21 Member: 21851Members, Constellation
<div class="IPBDescription">Wow. That's all there is to say.</div> Amazing bug fixes. Some sweet balance tweeks. It's all there. Behold the sweetness.
2.1s
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O Fixed lurching skulk movement on func_seethroughs, in water, on ladders, and more! (bug #140, bug #103, bug #313) (Thanks Mouse and Khaim!). THIS IS HUGE.
O Server CPU work (blasted turrets). This should fix all the lagginess and bad server performance we've been experiencing in NS mode (bug #278). THIS IS ALSO HUGE.
O Fixed players getting stuck in vents after gestating to a fade (bug #209)
O Fixed players getting stuck when gestating from onos to skulk on a ramp (bug #205)
O Now players get XP for welding the CC or healing the hive (if it gets abused in tourny mode, I can fix it). Only give experience for hurting enemy structures or repairing friendly structures.
O Scan is now more effective in Combat (cloaked player no longer has to be in sight, only in range)
O Mine kills no longer share experience to players that happen to be nearby to the mine owner when they detonate
O Focus now slows down your rate of fire more, making it more of a finesse/anti-player upgrade (it's original intent)
O Lowered XP for damaging (or repairing) objective slightly
O Added "player voted for x" message on votemap
O Fixed problem where players wait more then 20 seconds to spawn, while waiting for someone else to die
O Fixed bug where hive is gimped if killed and rebuilt (bug #292). You will not be forgotten, Surface Access Hive.
O Resupplying at the armory is now at the correct speed (faster then it was in 2.0x, but slower then in 2.1r)
O Fixed bug where structures could be knocked around by a melee attack (bug #4)
O Fixed problem where overview mode still available by pressing your jump key to cycle modes
O Fixed problem where overview mode wasn't available in NS mode
O Fixed problem where leaving an NS map and going to a Combat map let you use overviews briefly
O Fixed bug where spectators could sometimes suicide (bug #303)
O Included agibs.mdl and hgibs.mdl with install so mp_consistency always works (bug #297)
2.1s
------
O Fixed lurching skulk movement on func_seethroughs, in water, on ladders, and more! (bug #140, bug #103, bug #313) (Thanks Mouse and Khaim!). THIS IS HUGE.
O Server CPU work (blasted turrets). This should fix all the lagginess and bad server performance we've been experiencing in NS mode (bug #278). THIS IS ALSO HUGE.
O Fixed players getting stuck in vents after gestating to a fade (bug #209)
O Fixed players getting stuck when gestating from onos to skulk on a ramp (bug #205)
O Now players get XP for welding the CC or healing the hive (if it gets abused in tourny mode, I can fix it). Only give experience for hurting enemy structures or repairing friendly structures.
O Scan is now more effective in Combat (cloaked player no longer has to be in sight, only in range)
O Mine kills no longer share experience to players that happen to be nearby to the mine owner when they detonate
O Focus now slows down your rate of fire more, making it more of a finesse/anti-player upgrade (it's original intent)
O Lowered XP for damaging (or repairing) objective slightly
O Added "player voted for x" message on votemap
O Fixed problem where players wait more then 20 seconds to spawn, while waiting for someone else to die
O Fixed bug where hive is gimped if killed and rebuilt (bug #292). You will not be forgotten, Surface Access Hive.
O Resupplying at the armory is now at the correct speed (faster then it was in 2.0x, but slower then in 2.1r)
O Fixed bug where structures could be knocked around by a melee attack (bug #4)
O Fixed problem where overview mode still available by pressing your jump key to cycle modes
O Fixed problem where overview mode wasn't available in NS mode
O Fixed problem where leaving an NS map and going to a Combat map let you use overviews briefly
O Fixed bug where spectators could sometimes suicide (bug #303)
O Included agibs.mdl and hgibs.mdl with install so mp_consistency always works (bug #297)
Comments
*drools*
Hope its out before Christmas
EDIT - Why would someone want to devolve from onos to skulk <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
any guesses at to how long until someone starts complaining? I would... but I'm choosing to keep an open mind, and complain after I play 2.1
<!--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-->EDIT - Why would someone want to devolve from onos to skulk confused.gif<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I was thinking the same thing.... although it's nice to know that in the 0.001% chance that evolving into a skulk while I'm an onos will drastically help my team, it won't screw up.
Not long actually. =)
So now focus actually nerfs your critter so it takes longer to kill structures... woopie!
So now focus actually nerfs your critter so it takes longer to kill structures... woopie! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It adds more strategy to the upgrade. If you want to take down buildings then don't pick it.
(I don't know if it actually does take longer to take a building down with focus or not. I haven't gotten a chance to play s yet)
So now focus actually nerfs your critter so it takes longer to kill structures... woopie! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I havn't gotten to play it yet, so I won't say anything definitive yet, but I can see why they did that. As they said in the log, it's meant to be an anti player upgrade. Someone who is sneaky and can aim still gets a big boost to their ability to chew up marines quickly, but it is no longer ALSO a good way to chew up buildings without getting tired. You get the "without getting tired" part, but at the cost of some overall destruction speed. It's an interesting change, and we'll see how it plays. If it makes focus suck, I'm sure they'll switch it back.
<b>UH OH, SPAGHETTI-OS!</b>
<b>UH OH, SPAGHETTI-OS!</b> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Somehow I think fixing bugs is more important then introducing new features.
He knows about this though, and there's plans.
As for focus, focus allows you to insta kill low level marines in a well timed, well aimed shot.
Miss it? Sucks. Can't work with it? Get cloaking instead.
I don't see why not. Just should take a few seconds.
UH OH, SPAGHETTI-OS! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That would make the aliens a bit too versatile, thats why I think it has not been implemented.
UH OH, SPAGHETTI-OS! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That would make the aliens a bit too versatile, thats why I think it has not been implemented. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I was under the impression aliens were SUPPOSED to be versatile... I mean, they walk on walls, they change form to attack, they can customize their upgrades... and besides, it's not like I click 'regen' and POOF i get Regen... I'd have to sit around and gestate until I get regen.
UH OH, SPAGHETTI-OS! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That would make the aliens a bit too versatile, thats why I think it has not been implemented. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I was under the impression aliens were SUPPOSED to be versatile... I mean, they walk on walls, they change form to attack, they can customize their upgrades... and besides, it's not like I click 'regen' and POOF i get Regen... I'd have to sit around and gestate until I get regen. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This isnt the thread to discuss this, but why else would he not implement it? Allowing you to overwrite your upgrade cannot possibly be hard to implement. If he didnt do it by now, its probably a matter of balance.
As for the the changes to the game, I'm loving it. We're seeing a massive amount of things being fixed in one patch instead of a few things in several. Truthfully, the only time a patch should ever be rushed is if it's to fix a serious bug with gameplay, like the 1.01 for Halo. Flayra must be acheiving everything he's wanting with this patch and from the looks of the current builds, it may be ready sometime soon. Maybe in the next month or two. I hope it's a new years eve release. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I spelled sense wrong.
Maybe someone decides to rename it to NS3.0 by the time it is released...
Those changes at the top of that list are awesome though.
I couldn't agree more. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> The lag bug was one of the most major bugs left. However, the fix involved seems to have caused some, how can I put this, interesting <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> behavior in OC's and Turrets. But it seems Max is (or will soon be) all over it.
UH OH, SPAGHETTI-OS! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That would make the aliens a bit too versatile, thats why I think it has not been implemented. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I was under the impression aliens were SUPPOSED to be versatile... I mean, they walk on walls, they change form to attack, they can customize their upgrades... and besides, it's not like I click 'regen' and POOF i get Regen... I'd have to sit around and gestate until I get regen. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This isnt the thread to discuss this, but why else would he not implement it? Allowing you to overwrite your upgrade cannot possibly be hard to implement. If he didnt do it by now, its probably a matter of balance. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What I'd rather see is for the upgrades you have when you turn onos or something to dissapear, and maybe you get the res back... but the point of this would be that you wouldn't have to kill yourself in order not to be punished for past decisions in previous forms.
The way it is I think it is because you're supposed to choose an upgrade, and it's supposed to be final... It shouldn't be that you can be a silenced celerity onos and then run to the hive after killing some people as a HA train is coming, and turn into a regen adren onos. It just unbalances the game, as was said.
What I don't like is if you're for example, gorge, and have redem and cel, and then you go onos... you shouldn't still be stuck to the previous upgrades.
I just played a couple games of NS, and my ping never went above 200. Before, it would start around 200, and would creep up to 600 over the course of a long game. Yes, there are still some lag issues, but the big critical one that was making NS maps almost unplayable is gone. Time to celebrate! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I missed the strategy and the fighting over res.
That is what kill is for!