<!--quoteo(post=1848063:date=May 23 2011, 07:05 PM:name=jkflipflop)--><div class='quotetop'>QUOTE (jkflipflop @ May 23 2011, 07:05 PM) <a href="index.php?act=findpost&pid=1848063"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think comm should be able to drop weps in addition to marines getting them from the armory.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, comm will be able to drop weapons for marines, in addition to them buying them from the armory. I believe he spends his personal res on them.
<!--quoteo(post=1848076:date=May 24 2011, 07:29 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ May 24 2011, 07:29 AM) <a href="index.php?act=findpost&pid=1848076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, comm will be able to drop weapons for marines, in addition to them buying them from the armory. I believe he spends his personal res on them.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Interesting, I am assuming it could require the scanner building? Interesting stuff. I have always thought an interesting mechanic would be only allowing rine com to drop medpacks and ammo ( and now guns) in a certain radius. It makes rine rushes less powerful in the early game. Maybe requiring marines to have some sort of staging post to have supported attacks on the hive, and letting aliens take that out if they cant confront the marines head on. Kind of adds depth there. Maybe the scanner allows map wide placement or radius around it, or something to do with power and infestation. Another note, how is the squad spawning going to work? a top down interface when dead that you can select a spawn point on, ala battlefield?
<!--quoteo(post=1848112:date=May 24 2011, 12:21 AM:name=evanbenn)--><div class='quotetop'>QUOTE (evanbenn @ May 24 2011, 12:21 AM) <a href="index.php?act=findpost&pid=1848112"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interesting, I am assuming it could require the scanner building? Interesting stuff. I have always thought an interesting mechanic would be only allowing rine com to drop medpacks and ammo ( and now guns) in a certain radius. It makes rine rushes less powerful in the early game. Maybe requiring marines to have some sort of staging post to have supported attacks on the hive, and letting aliens take that out if they cant confront the marines head on. Kind of adds depth there. Maybe the scanner allows map wide placement or radius around it, or something to do with power and infestation. Another note, how is the squad spawning going to work? a top down interface when dead that you can select a spawn point on, ala battlefield?<!--QuoteEnd--></div><!--QuoteEEnd-->
i wouldn't mind only being able to drop medpacks and ammo into rooms with the power on.
<!--quoteo(post=1848076:date=May 23 2011, 11:29 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ May 23 2011, 11:29 PM) <a href="index.php?act=findpost&pid=1848076"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, comm will be able to drop weapons for marines, in addition to them buying them from the armory. I believe he spends his personal res on them.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
In addition?
eh...
I don't like the sound of that...
I would at least like to see the comm prices per weapon cheaper than what the marines have to buy them for.
<!--quoteo(post=1848124:date=May 24 2011, 06:55 PM:name=Papayas)--><div class='quotetop'>QUOTE (Papayas @ May 24 2011, 06:55 PM) <a href="index.php?act=findpost&pid=1848124"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like the sound of that...
I would at least like to see the comm prices per weapon cheaper than what the marines have to buy them for.<!--QuoteEnd--></div><!--QuoteEEnd-->
why? the commander is just a marine in a com chair. Oh cool so he buys a bunch of guns for cheap, hops out, then someone else jumps in the chair and drop the other half. F**king awesome idea.(sarcasm)
+you might have people jumping in other command chairs just to drop themselves a weapon.
Also to ask is this going to be in a radius around an armory? or the cc?
<!--quoteo(post=1848140:date=May 24 2011, 11:18 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ May 24 2011, 11:18 PM) <a href="index.php?act=findpost&pid=1848140"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe the comm could drop a weapons crate (assist tab, non build structure) that would be cheaper for a group of weapons.
Normal price for the single weapon, and a nice overall discount with a weapons crate to promote supporting your team.<!--QuoteEnd--></div><!--QuoteEEnd-->
see now thats an idea^^
But i dont think such things are necessary. The commander will have plenty of other things to drop, maybe if they put catalysts in, possibly other buff items i dunno. Lets think of the current status. Are shotguns 25 each? (lets pretend they are) So 8x25 marine price = 200 Then a commander crate 8 shotguns for 150? what are you suggesting
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited May 2011
<!--quoteo(post=1848141:date=May 24 2011, 07:38 AM:name=assbda)--><div class='quotetop'>QUOTE (assbda @ May 24 2011, 07:38 AM) <a href="index.php?act=findpost&pid=1848141"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->see now thats an idea^^
But i dont think such things are necessary. The commander will have plenty of other things to drop, maybe if they put catalysts in, possibly other buff items i dunno. Lets think of the current status. Are shotguns 25 each? (lets pretend they are) So 8x25 marine price = 200 Then a commander crate 8 shotguns for 150? what are you suggesting<!--QuoteEnd--></div><!--QuoteEEnd-->
Hrmm.. just dawned on me. Personal res for the 'reward' weapon drops. Team res for the weapon crates. And the crate would cost the price of the weapon, but in t.res With the previous idea, people with larger amounts of res would be yelled at to drop crates.
25 t.res shotgun rush. Amount of items in the crate is debatable.
Goes in with my hopes for a 100 p.res cap returning.
-or-
If it stays p.res, but have the 100 p.res cap, it would totally support multiple commanders.
Uh, no. Comm should pay the same. It'd be just like a marine buying a weapon with his own res and dropping it for someone else, but without the middle-man. So it doesn't break anything. You add in discounts of any kind, and things go awry.
Uh ya I duno if care packages would go well with this game. For just 10 res you can drop an armory that can be quickly built and sell weapons as well as give free health/ammo. Plus as mentioned above discounts for weapons purchased in different ways is just confusing and can easily cause conflict (people yelling at eachother, trying to hop in the chair to buy something with team res instead etc). This is why the comm will have to spend the same amount of personal res as a marine on the ground purchasing for himself. Plus the comm basically sits on personal res anyway (other than meds/ammo) so there should be more to spend it on while in the chair.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited May 2011
<!--quoteo(post=1848180:date=May 24 2011, 11:15 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ May 24 2011, 11:15 AM) <a href="index.php?act=findpost&pid=1848180"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Uh, no. Comm should pay the same. It'd be just like a marine buying a weapon with his own res and dropping it for someone else, but without the middle-man. So it doesn't break anything. You add in discounts of any kind, and things go awry.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's why with the weapons crate idea, it's not a discount to give one person a gun, but a discount to give everyone a gun. Buy bulk, save big. :V
Plus it would look cleaner to drop a weapons crate than the usual raining shotguns.
Not a fan of comm dropping weapons...not sure what it will gain. and i am remembering the NS1 system because the health and ammo drops are like the NS1 system.
It didn't work so well for NS1 unless competitive. Basically it would work like this on pubs
I killed all those skulks ... can I have shotgun sure (drop) (Someone else picks up and runs off) Umm someone scammed that can I have another sure (drop) (Someone else picks up and runs off) Umm someone scammed that one too can I have another nope outta cash ...saving for something big
Nicer comms would save up until they could buy THE WHOLE TEAM a set of shotguns. But damn thats pricey...and totally defeats the reward system.
Alternatively comms would just drop a few shotguns where there's a bunch of marines doing something important without shotguns.
If I want a player to do something, I would give them an advantage that helps them do it, that way they are more likely to be able to do it, and I don't get annoyed that my team is terrible and can't carry out instructions without getting killed.
<!--quoteo(post=1848302:date=May 25 2011, 03:35 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ May 25 2011, 03:35 AM) <a href="index.php?act=findpost&pid=1848302"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't wait to see what changes were made to Supernorn's minimap icons (FACT: Cory is very picky when it comes to art)<!--QuoteEnd--></div><!--QuoteEEnd-->
The changes were minor at best. I'm not sure if that's good or bad news to you though! :)
<!--quoteo(post=1848332:date=May 25 2011, 01:03 AM:name=Supernorn)--><div class='quotetop'>QUOTE (Supernorn @ May 25 2011, 01:03 AM) <a href="index.php?act=findpost&pid=1848332"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The changes were minor at best. I'm not sure if that's good or bad news to you though! :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Good to hear. Keeping it true to the art style of your icons is good news to me!
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited May 2011
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Reporting the post to the mods is more effective then this. -Digz<!--colorc--></span><!--/colorc-->
Weapons crate.... Isn't that an armory? Ohhh you want an armory that doesn't need power to work and doesn't need to be built, ohh and since it would be like a ammo/med pack, can't be destroyed either.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--quoteo(post=1848383:date=May 25 2011, 12:30 PM:name=Majin)--><div class='quotetop'>QUOTE (Majin @ May 25 2011, 12:30 PM) <a href="index.php?act=findpost&pid=1848383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Weapons crate.... Isn't that an armory? Ohhh you want an armory that doesn't need power to work and doesn't need to be built, ohh and since it would be like a ammo/med pack, can't be destroyed either.<!--QuoteEnd--></div><!--QuoteEEnd-->
No.. it's a single weapon type crate with a limited amount of weapons(maybe 1 per player) and it can be destroyed.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Shotgun OP adjustments - Accepted<!--QuoteEnd--></div><!--QuoteEEnd--> <b>YES!</b> This makes me all kinds of excited!
<!--quoteo(post=1848741:date=May 27 2011, 01:07 PM:name=McGlaspie)--><div class='quotetop'>QUOTE (McGlaspie @ May 27 2011, 01:07 PM) <a href="index.php?act=findpost&pid=1848741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>YES!</b> This makes me all kinds of excited!
Anyone happen to know what their changing?<!--QuoteEnd--></div><!--QuoteEEnd-->
They dropped the max damage per pellet down from 20 to 18. So, essentially a 10% reduction in damage.
<!--quoteo(post=1848754:date=May 27 2011, 10:36 AM:name=Avalon)--><div class='quotetop'>QUOTE (Avalon @ May 27 2011, 10:36 AM) <a href="index.php?act=findpost&pid=1848754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They dropped the max damage per pellet down from 20 to 18. So, essentially a 10% reduction in damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
Now the thing does 140 - 180 damage, from 140 - 200.
I fail to understand how this is going to fix the problem with the shotgun, but that may be just be that I see a different problem with the shotgun. I believed the issue was that it doesn't function the way it was design via earlier blog posts; that is, being more effective vs. Armored entities like the Crag, and Onos, but still NOT blasting through Skulks.
The weapon needs to be more polarized to accomplish that, and the solution you guys had for it (damage types! what happened to damage types!) seemed sound.
Hell, even reducing the MINIMUM damage by 10% seems like a better fix. But I may be looking at a different problem.
The shotgun is meant to blow skulks apart, not Onos or Crags. The problem is that this is a bad idea now that at least half the marine team has a shotgun 100% of the time after they're first researched, which wasn't the case back in NS1 where the shotgun was fine.
<!--quoteo(post=1848807:date=May 27 2011, 07:32 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ May 27 2011, 07:32 PM) <a href="index.php?act=findpost&pid=1848807"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The shotgun is meant to blow skulks apart, not Onos or Crags. The problem is that this is a bad idea now that at least half the marine team has a shotgun 100% of the time after they're first researched, which wasn't the case back in NS1 where the shotgun was fine.<!--QuoteEnd--></div><!--QuoteEEnd-->
that is because of the armory vs commander problem, once again.
In ns1, commander drops weapons but now in ns2, everyone does not depend on the commander to get weapons, they can easily buy their own weapons. its pretty big game breaking problem, marines are far too independent.
is the shotgun damage spread been reduced as well? I really don't like knowing I can shotgun someone almost across the room.
Comments
Yes, comm will be able to drop weapons for marines, in addition to them buying them from the armory. I believe he spends his personal res on them.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Interesting, I am assuming it could require the scanner building? Interesting stuff. I have always thought an interesting mechanic would be only allowing rine com to drop medpacks and ammo ( and now guns) in a certain radius. It makes rine rushes less powerful in the early game. Maybe requiring marines to have some sort of staging post to have supported attacks on the hive, and letting aliens take that out if they cant confront the marines head on. Kind of adds depth there.
Maybe the scanner allows map wide placement or radius around it, or something to do with power and infestation.
Another note, how is the squad spawning going to work? a top down interface when dead that you can select a spawn point on, ala battlefield?
Maybe the scanner allows map wide placement or radius around it, or something to do with power and infestation.
Another note, how is the squad spawning going to work? a top down interface when dead that you can select a spawn point on, ala battlefield?<!--QuoteEnd--></div><!--QuoteEEnd-->
i wouldn't mind only being able to drop medpacks and ammo into rooms with the power on.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
In addition?
eh...
I don't like the sound of that...
I would at least like to see the comm prices per weapon cheaper than what the marines have to buy them for.
I would at least like to see the comm prices per weapon cheaper than what the marines have to buy them for.<!--QuoteEnd--></div><!--QuoteEEnd-->
why? the commander is just a marine in a com chair.
Oh cool so he buys a bunch of guns for cheap, hops out, then someone else jumps in the chair and drop the other half. F**king awesome idea.(sarcasm)
+you might have people jumping in other command chairs just to drop themselves a weapon.
Also to ask is this going to be in a radius around an armory? or the cc?
Normal price for the single weapon, and a nice overall discount with a weapons crate to promote supporting your team.
Normal price for the single weapon, and a nice overall discount with a weapons crate to promote supporting your team.<!--QuoteEnd--></div><!--QuoteEEnd-->
see now thats an idea^^
But i dont think such things are necessary. The commander will have plenty of other things to drop, maybe if they put catalysts in, possibly other buff items i dunno.
Lets think of the current status. Are shotguns 25 each? (lets pretend they are)
So 8x25 marine price = 200
Then a commander crate 8 shotguns for 150? what are you suggesting
But i dont think such things are necessary. The commander will have plenty of other things to drop, maybe if they put catalysts in, possibly other buff items i dunno.
Lets think of the current status. Are shotguns 25 each? (lets pretend they are)
So 8x25 marine price = 200
Then a commander crate 8 shotguns for 150? what are you suggesting<!--QuoteEnd--></div><!--QuoteEEnd-->
Hrmm.. just dawned on me. Personal res for the 'reward' weapon drops. Team res for the weapon crates. And the crate would cost the price of the weapon, but in t.res
With the previous idea, people with larger amounts of res would be yelled at to drop crates.
25 t.res shotgun rush.
Amount of items in the crate is debatable.
Goes in with my hopes for a 100 p.res cap returning.
-or-
If it stays p.res, but have the 100 p.res cap, it would totally support multiple commanders.
That's why with the weapons crate idea, it's not a discount to give one person a gun, but a discount to give everyone a gun.
Buy bulk, save big. :V
Plus it would look cleaner to drop a weapons crate than the usual raining shotguns.
Simply due to fixable balance problems of marines getting a larger amount of weaponry a little bit faster than usual?
<img src="http://i.imgur.com/nVrzU.jpg" border="0" class="linked-image" /> is here to stay I guess.
and i am remembering the NS1 system because the health and ammo drops are like the NS1 system.
It didn't work so well for NS1 unless competitive.
Basically it would work like this on pubs
I killed all those skulks ... can I have shotgun
sure (drop)
(Someone else picks up and runs off)
Umm someone scammed that can I have another
sure (drop)
(Someone else picks up and runs off)
Umm someone scammed that one too can I have another
nope outta cash ...saving for something big
Nicer comms would save up until they could buy THE WHOLE TEAM a set of shotguns.
But damn thats pricey...and totally defeats the reward system.
If I want a player to do something, I would give them an advantage that helps them do it, that way they are more likely to be able to do it, and I don't get annoyed that my team is terrible and can't carry out instructions without getting killed.
Tons of goodies on the tracker, patch today or later this week perhaps?
The changes were minor at best. I'm not sure if that's good or bad news to you though! :)
Good to hear. Keeping it true to the art style of your icons is good news to me!
-Digz<!--colorc--></span><!--/colorc-->
Isn't that an armory?
Ohhh you want an armory that doesn't need power to work and doesn't need to be built, ohh and since it would be like a ammo/med pack, can't be destroyed either.
On a different note, Summit is the best map!
Isn't that an armory?
Ohhh you want an armory that doesn't need power to work and doesn't need to be built, ohh and since it would be like a ammo/med pack, can't be destroyed either.<!--QuoteEnd--></div><!--QuoteEEnd-->
No.. it's a single weapon type crate with a limited amount of weapons(maybe 1 per player) and it can be destroyed.
It should be on the design log, changed from 20 damage per pellet to 18.
<b>YES!</b> This makes me all kinds of excited!
Anyone happen to know what their changing?
Anyone happen to know what their changing?<!--QuoteEnd--></div><!--QuoteEEnd-->
They dropped the max damage per pellet down from 20 to 18. So, essentially a 10% reduction in damage.
Now the thing does 140 - 180 damage, from 140 - 200.
I fail to understand how this is going to fix the problem with the shotgun, but that may be just be that I see a different problem with the shotgun. I believed the issue was that it doesn't function the way it was design via earlier blog posts; that is, being more effective vs. Armored entities like the Crag, and Onos, but still NOT blasting through Skulks.
The weapon needs to be more polarized to accomplish that, and the solution you guys had for it (damage types! what happened to damage types!) seemed sound.
Hell, even reducing the MINIMUM damage by 10% seems like a better fix. But I may be looking at a different problem.
that is because of the armory vs commander problem, once again.
In ns1, commander drops weapons but now in ns2, everyone does not depend on the commander to get weapons, they can easily buy their own weapons. its pretty big game breaking problem, marines are far too independent.
is the shotgun damage spread been reduced as well? I really don't like knowing I can shotgun someone almost across the room.