Hmm...

SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
<div class="IPBDescription">S Chamber's OTHER feature...</div> I just read manual and I noticed it says S Chambers also parasite those who touch it, but when I played NS as a marine I never get parasited when I knife Sensories... Maybe this has been discussed before. Or maybe this can be clarified for me.
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Comments

  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    I believe this was taken out when they gave sensory chambers the ability to cloak nearby players and structures.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    <!--QuoteBegin-pjofsky+Feb 29 2004, 12:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (pjofsky @ Feb 29 2004, 12:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe this was taken out when they gave sensory chambers the ability to cloak nearby players and structures. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yup. Play 1.0x if you want your (useless) sens to parasite anybody who walks into it.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    Can it be possibly added with the combination of cloaking? It might make it a tiny bit more appetizing to choose as a first or second chamber.
  • weggyweggy Join Date: 2003-06-04 Member: 16998Members
    I dont see why that ability was removed, honestly. I would love it if SCs actually parasited rines in the cloak range.

    Or maybe turn them into parasite-shooting OCs =D
  • ScribblesScribbles Join Date: 2003-11-05 Member: 22323Members
    If a SC would parasite marines in range, that would kinda give it's location away wouldn't it?

    Unless parasite status would only show up for commanders (hint hint).
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    I say make SCs parasite rines only when they are VERY close, a bit further than knifing range. Parasiting in cloaking range would be a bit too good, I think. This way rines <b>could</b> destroy SCs without being parasited, but they would have to waste ammo.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited February 2004
    I'd just be happy with marines appearing as SoF blips in range of an SC. SCs get mashed very quickly once found, and I'd rather not have a marine find one because it parasited him. With the only the commander detecting parasites it would be better, but if he was monitoring the team then notices they get para'd...scan, then mash. With just SoF, the marines remain unaware of the SC.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    just for the info, in 1.0x, the sensories did para the marine when they were AGAINST the sensory, as in touching it and trying to go through it or something. The knife and welder had a longer range than the sensory parasite <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • WinterWinter Join Date: 2003-08-21 Member: 20042Members
    You know? That's actually a very good idea imo. Having SC's make rines show up as SoF in hive sight for nearby aliens. Nice. I'd love to see that implemented.
  • Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
    <!--QuoteBegin-Snidely+Feb 29 2004, 05:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Feb 29 2004, 05:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd just be happy with marines appearing as SoF blips in range of an SC. SCs get mashed very quickly once found, and I'd rather not have a marine find one because it parasited him. With the only the commander detecting parasites it would be better, but if he was monitoring the team then notices they get para'd...scan, then mash. With just SoF, the marines remain unaware of the SC. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    this is a good idea. thumbs up. WAYYYY up. up enough to check your prostate
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    lol




    i think it's a good idea too......
  • uberbrokeuberbroke Join Date: 2002-11-01 Member: 2438Members
    Well, since movement chambers have two innate abilities (hive-warping and adrenaline boost), I don't see an overwhelming need to not have the feature... The effects on the balance scale are yet to be known, however.
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    Sensories should be like Observatories, giving aliens 'Scent of fear'-like circles around marines when they are near the Sens chamber (even if you don't have SoF)
  • WinterWinter Join Date: 2003-08-21 Member: 20042Members
    <!--QuoteBegin-e.Nadagast+Mar 2 2004, 12:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ Mar 2 2004, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sensories should be like Observatories, giving aliens 'Scent of fear'-like circles around marines when they are near the Sens chamber (even if you don't have SoF) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Stupid idea, simply stupid, and we don't want your stupid here.
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    <!--QuoteBegin-[ADEMA] Winter+Mar 2 2004, 07:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([ADEMA] Winter @ Mar 2 2004, 07:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-e.Nadagast+Mar 2 2004, 12:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ Mar 2 2004, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sensories should be like Observatories, giving aliens 'Scent of fear'-like circles around marines when they are near the Sens chamber (even if you don't have SoF) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Stupid idea, simply stupid, and we don't want your stupid here. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wow. With such a well thought-out argument, who could ever argue?
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin-e.Nadagast+Mar 2 2004, 01:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ Mar 2 2004, 01:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sensories should be like Observatories, giving aliens 'Scent of fear'-like circles around marines when they are near the Sens chamber (even if you don't have SoF) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    /me likes
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    jup that would be great!
    And we could have the "intruders" message, back, too
    When the scs just geva that message away it was just a pain in the ****, but now when the marines would show up on hivesight it would help greatly!
    maybe the mesage would only play if no Alien in in the AREA where the sensory is (aka undefended territory)
  • WinterWinter Join Date: 2003-08-21 Member: 20042Members
    <!--QuoteBegin-Varsity+Mar 2 2004, 02:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Varsity @ Mar 2 2004, 02:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-[ADEMA+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([ADEMA)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Winter,Mar 2 2004, 07:53 AM] <!--QuoteBegin-e.Nadagast+Mar 2 2004, 12:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ Mar 2 2004, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sensories should be like Observatories, giving aliens 'Scent of fear'-like circles around marines when they are near the Sens chamber (even if you don't have SoF) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Stupid idea, simply stupid, and we don't want your stupid here. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Wow. With such a well thought-out argument, who could ever argue? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Okay and obviously, I was joking. This idea of "his" was not original, it was posted earlier, and my previous post was saying how I thought that it was a great idea, as well as that as the post of a few others. My "argument" was sarcastic, just as I hoped that his entire post was sarcastic. That, or he didn't even bother reading any bit of this thread.

    kthxgg try again? nore
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    I didn't say the idea was mine now did I? I just said it might be nice to try in 3.0 b4. Stop being a **** please? Thanks.
  • lochnesslochness Join Date: 2002-12-13 Member: 10753Members
    but with that idea in affect, all an alien would have to do is get focus, and when hes near a sens he'd have cloaking AND sof, that would be downright deadly
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Maybe I should start placing random provocative outburts in my posts; I just don't think I'm memorable enough. Noone ever seems to reply to my posts, <i>ever</i>. (Apart from that bloke who did.)

    SCREW YOU GUYS

    *cough*

    Anyway.

    *Looks at lochness's post*

    Ha ha ha! Yes, lochness, you have a point. The sensory chamber power would overlap with its upgrades even further.

    However, bear in mind that it would only work in a certain radius of the chamber - while potent, the SC itself is quite vulnerable once found. SoF, like cloaking, would still be useful away from the SC network in the same way cloaking is now.
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    its like a movement, with a move you can teleport to other hives (kinda like celerity) and you get andrenaline boosts (kinda like the adrenaline upgrade) so a movement has the same thing sorta...
  • smite88smite88 Join Date: 2004-01-18 Member: 25457Members
    ooh you should be able to go to other movement chambers period that would be nice
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Why not give aliens near a DC an armour boost too while we're at it? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • EggsEggs Join Date: 2004-03-02 Member: 27069Members
    Here's the deal: That's a good idea and it will soon be implemented. I said so.
  • jugglerjuggler Join Date: 2003-10-20 Member: 21808Members
    I like the parasite idea, but as you all came up with, it would tell the marines that there is a sc nearby. So here's my solution. The sc only shoots parasites if it is decloaked for some reason (scan, hit by something).
    What do you think about that, eh? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    Ok the sens get scan or decloaked it shoots parasite at marine like skulk's parasite but it hurts like about the same damage as skulk's parasite. Well i think that might be an ok thing but if they make a new circle color thing for let say something called invisble parasite where marines dont know if their parasited but com knows. Something like that might be helpful. Also i think ns team should update their cl_autohelp 1 thing because it says the old 1.04 stuff and maybe some 3.0 stuff too. I still use cl_autohelp 1 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    <span style='font-size:8pt;line-height:100%'>Actually, the armor boost thing is a completely fair way to give the DC dual functionality, if the designers are serious about adding the SOF dual functionality to sensory towers. DCs are basically factories for kharaa repair microbes, and if they can heal armor too, which for the kharaa is hardened skin and scale, then it can be explained away that they might be able to further harden any kharaa lifeforms in it's radius. I'm thinking maybe +5 armor per DC. that would max out at +40 armor if you were standing in a cluster of 8 DC, being regened at roughly +40 per tick, since DCs are kind of slow for healing.

    JMO, YMMV, etc.

    Actually, if we're going to give all chaimbers dual functionality, I say we give OCs siege capability, in a very limited way. Follow me:

    - OCs are centered around concentrations of attack bacteria. Kind of a static environmental hostility to anything not kharaa. Like if you stood in the middle of an empty kharaa hive room long enough, you'd probably come down with some kind of wierd, painful alien skin infection or skin-eating bacteria or something.

    - OCs could be explained to be able to direct these microorganisms and bacteria in such a way as to be imperceptable. Think of how rust and corrosion affects metal. Accelerate the speed at which the metal is rusting and breaking apart, and you have your slow, but draining siege effect.

    - Just like a crafty marine team can set up a siege position in an unlikely position, if someone was able to sneak into some of the vent systems of NS and set down an OC or two, it would be able to rust and corrode away at turret farms, without actually being in the line of sight. I'm thinking specifically of some situation like Nanogrid, ns_viel. Four OCs in the vents with a bacterial/microbiological siege effect could corrode and wear down turret factories, RTs, PGs, the armory, at a pace which would force welding, or inevitable building destruction. Think of it kind of like spore, but for marine structures, and being invisible to the eye.

    This would also give a little help to gorges using OCs to try and take down electrified RTs or absent marine structures, since this corroding effect would be paired, at closer ranges, with the primary sentry effect of the OC. Putting down multiple OCs would also stack the siege effect, obviously. As a bonus effect, this siege effect would make some tightly clustered maps, like mineshaft or agora, become more OC focused as the OC effect works its way through the walls, just like some games work better with MC first to get around a massive map, or even SC first if it's planned ahead at key chokes.

    And of course, this would give OCs even more of a bonus when they are paired with the upgrade structures to form massive WOLs:

    SC + OC = invisible alien siege and turret farm.
    (MC + Silence) + OC = ninja gorges in secret vents silently building entire swaths of OC siege destruction, or even, dare I say it, siege and bilebomb prong attack with adren boost!?!?! :o
    DC + OC = highly self-sustaining static outposts adding bonus survivability to nearby defenders. Your typical wall of lame. but with uber armor and corrosion effects.

    Also:

    1) Corrosion effect hurts marines very slightly, but steadily. Like 2 ticks of armor and 1 tick of health every couple of seconds or so per OC?

    or

    2) Corrosion is a siege effect and should have no impact on nearby marines or their guns. Just as bilebomb is good for clearing siege farms, grenades are good for clearing massive alien fortifications with this OC siege system.



    Yeah anyway that's what I think. I'll go back over here now.</span>
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    but didn't sensories show a marine as parasited when he was near a senso? Of course, we couldn't see very far (some sort of bug with the blips) but it sometimes appeared.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    In 1.04, a sensory would give an audible message when a marine was in LoS of the structure. It would also parasite the marine if he brushed up against it.

    Along with the idea of being able to see marines within range of a sensory tower ala the way scent of fear does it, maybe sensories should give aliens the ability to see any marines that an alien has LoS to like back in 1.04.
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