There should be a reason to only use turrets at the frontlines and recycle them as soon as the frontline moves up. Same with all alien structures. A gorge should be able to recycle his hydras (or even just to destroy them to keep the server running smooth)
<!--quoteo(post=1864210:date=Jul 28 2011, 03:32 PM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Jul 28 2011, 03:32 PM) <a href="index.php?act=findpost&pid=1864210"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There should be a reason to only use turrets at the frontlines and recycle them as soon as the frontline moves up. Same with all alien structures. A gorge should be able to recycle his hydras (or even just to destroy them to keep the server running smooth)<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I saw that hydra change on the job list and it's a good one, giving gorges the ability to move hydras encourages them to put them in the line of fire, and therefore should actually increase hydra turnover and make them die more, while simultaneously making gorges stronger.
The frontline thing would also be a good idea I think, if you somehow made them work a lot better covering base entrances rather than bases themselves.
I do think that giving them a very narrow field of view but high power would do that, that way they are only practical for covering doorways, not for covering whole rooms. That should give you the ability to get behind them as intended.
<!--quoteo(post=1863730:date=Jul 26 2011, 07:59 PM:name=KuBaN)--><div class='quotetop'>QUOTE (KuBaN @ Jul 26 2011, 07:59 PM) <a href="index.php?act=findpost&pid=1863730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I posted this in GS, but since we're here, the Whip's Strike uses LiveMixin:TakeDamage() without using LiveMixing:ComputeDamage().
In other words, it deals pure damage and doesn't factor in damage upgrades or armor absorption. It also doesn't have a damage type, but I imagine it just defaults to Normal.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wulf has pointed out that I was incorrect in this. Hard to follow the code properly when DECODA WON'T RUN!!1!!1one
Current bugs that should be fixed in the next release: <ul><li>Drifters very rarely build the structure you choose on the first attempt. You usually have to spam the hotkey and click all over the place till it makes up it's mind and finally starts building. (Whips, Hives, Crags, Harvesters, etc...)</li><li>Upgrades don't always initiate. Sometimes you have to click between several structure and return to the structure to get the upgrade to actually work. (Melee, Armor, Frenzy, etc...)</li><li>Auto-switch toggling needs to be implemented. There is nothing worse than being in a group of marines and attacking aliens to have your marine buddy die with a flamethrower and you to auto-pickup the flamethrower to replace your shotgun.</li><li>Footstep volume of skulks need to be equal to the sound of lerks flapping and fades blinking. I've had several occasions where my 7.1 headphones did not pick up a skulk at all that was walking right behind me.</li><li>When the fade blinks, his entire model doesn't disappear. Try going spec and watching a fade blink. I swear (no-joke), a piece of his penis stays visible. The reason I say penis is because that is the exact location where the piece of model that doesn't disappear continues to show.</li></ul>
Recommended Fixes: <ul><li>Lerk Spore "burst" distance should be triggered by Mouse1/Mouse2 commands (<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114380" target="_blank">Here's a link to my thread on this topic</a>).</li><li>Drifters have a hard time getting down the stairs on to the rest node in summit at the Ventilation location.</li><li>Leap should be linked to an upgrade within a structure. Having a skulk have to wait for leap till 2 hives is iffy. However, if you link the Leap upgrade to a Whip for the cost of 30res, the skulks can obtain leap without having a second hive. Bilebomb works this way, so should leap.</li></ul>
Why does anybody complain about too many Turrets? Go Gorge and have Fun. The Bilebomb has such a big range that it is a real Siegecannon! Use it and in a couple of seconds a big group of Turrets are gone. And if you have Fury it's just like the Golden Nade!
5 Gorges healing eachother and Bilebombing is 80% GG!
But not many play that cute little fat orangeglowing halfturtle!
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1864259:date=Jul 28 2011, 09:18 AM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Jul 28 2011, 09:18 AM) <a href="index.php?act=findpost&pid=1864259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Current bugs that should be fixed in the next release: <ul><li>Drifters very rarely build the structure you choose on the first attempt. You usually have to spam the hotkey and click all over the place till it makes up it's mind and finally starts building. (Whips, Hives, Crags, Harvesters, etc...)</li><li>Upgrades don't always initiate. Sometimes you have to click between several structure and return to the structure to get the upgrade to actually work. (Melee, Armor, Frenzy, etc...)</li><li>Auto-switch toggling needs to be implemented. There is nothing worse than being in a group of marines and attacking aliens to have your marine buddy die with a flamethrower and you to auto-pickup the flamethrower to replace your shotgun.</li><li>Footstep volume of skulks need to be equal to the sound of lerks flapping and fades blinking. I've had several occasions where my 7.1 headphones did not pick up a skulk at all that was walking right behind me.</li></ul>
Recommended Fixes: <ul><li>Lerk Spore "burst" distance should be triggered by Mouse1/Mouse2 commands (I will create a post regarding this soon).</li><li>Drifters have a hard time getting down the stairs on to the rest node in summit at the Ventilation location.</li><li>Leap should be linked to an upgrade within a structure. Having a skulk have to wait for leap till 2 hives is iffy. However, if you link the Leap upgrade to a Whip for the cost of 30res, the skulks can obtain leap without having a second hive. Bilebomb works this way, so should leap.</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
Agree on all except the spore thing as I don't know what you're talking about. The skulk footstep sound is a biggie! I can only hear them from about 3 feet away. Volume needs to be a bit louder and better differentiated from marine footsteps (I still freak out when a teammate comes up behind me because they sound so similar).
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
edited July 2011
<!--quoteo(post=1864263:date=Jul 28 2011, 09:27 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Jul 28 2011, 09:27 AM) <a href="index.php?act=findpost&pid=1864263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why does anybody complain about too many Turrets? Go Gorge and have Fun. The Bilebomb has such a big range that it is a real Siegecannon! Use it and in a couple of seconds a big group of Turrets are gone. And if you have Fury it's just like the Golden Nade!
But not many play that cute little fat orangeglowing halfturtle!<!--QuoteEnd--></div><!--QuoteEEnd-->
But just one marine with a rifle can fend off a gorge with bilebomb. Meanwhile, marines can take out hydras with GLs and ARCs, both of which have greater range and don't even require LOS.
<!--quoteo(post=1864263:date=Jul 28 2011, 05:27 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Jul 28 2011, 05:27 PM) <a href="index.php?act=findpost&pid=1864263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why does anybody complain about too many Turrets? Go Gorge and have Fun. The Bilebomb has such a big range that it is a real Siegecannon! Use it and in a couple of seconds a big group of Turrets are gone. And if you have Fury it's just like the Golden Nade!
5 Gorges healing eachother and Bilebombing is 80% GG!
But not many play that cute little fat orangeglowing halfturtle!<!--QuoteEnd--></div><!--QuoteEEnd-->
Alone it is hard to survive but not impossible (thx to the 15m SG distance!). But a gorge with a 2. One for Support is even for 3 Marines sometimes hard.
<!--quoteo(post=1864264:date=Jul 28 2011, 11:28 AM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Jul 28 2011, 11:28 AM) <a href="index.php?act=findpost&pid=1864264"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agree on all except the spore thing as I don't know what you're talking about. The skulk footstep sound is a biggie! I can only hear them from about 3 feet away. Volume needs to be a bit louder and better differentiated from marine footsteps (I still freak out when a teammate comes up behind me because they sound so similar).<!--QuoteEnd--></div><!--QuoteEEnd--> I just updated my post with the link, but here it is again: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114380" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114380</a>
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1864263:date=Jul 28 2011, 09:27 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Jul 28 2011, 09:27 AM) <a href="index.php?act=findpost&pid=1864263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why does anybody complain about too many Turrets? Go Gorge and have Fun. The Bilebomb has such a big range that it is a real Siegecannon! Use it and in a couple of seconds a big group of Turrets are gone. And if you have Fury it's just like the Golden Nade!
5 Gorges healing eachother and Bilebombing is 80% GG!
But not many play that cute little fat orangeglowing halfturtle!<!--QuoteEnd--></div><!--QuoteEEnd-->
The bile bomb arc is so bad that its hard to hit anything from a distance. Its just not a practical anti-structure weapon as is.
<!--quoteo(post=1864263:date=Jul 28 2011, 12:27 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Jul 28 2011, 12:27 PM) <a href="index.php?act=findpost&pid=1864263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why does anybody complain about too many Turrets? Go Gorge and have Fun. The Bilebomb has such a big range that it is a real Siegecannon! Use it and in a couple of seconds a big group of Turrets are gone. And if you have Fury it's just like the Golden Nade!
5 Gorges healing eachother and Bilebombing is 80% GG!
But not many play that cute little fat orangeglowing halfturtle!<!--QuoteEnd--></div><!--QuoteEEnd-->
The issue of too many turrets was identified by UWE, we're discussing whether the recent change accomplished that goal - subtle difference.
I agree with Chris0132, the change was nice - but doesn't really make the desired impact. Requiring 2-3 meters between turrets would help things abit.
<!--quoteo(post=1864206:date=Jul 28 2011, 03:27 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jul 28 2011, 03:27 PM) <a href="index.php?act=findpost&pid=1864206"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What matters to players is the end result, if you spend a tiny amount of work to put the fade in, yay that's awesome, we get a new class, it has a visible impact on the game, if you spend five months rewriting the rendering system for some reason but it looks more or less the same at the end, ok? Is it going to increase my fps? No? Well, good job I guess, when's the onos coming? Even if it does fix things, like the work that was done to fix the hitreg issues, it's still comparatively minor conceptually<!--QuoteEnd--></div><!--QuoteEEnd-->
If you were my customer, I would shout at you short and then never work for you again. What are you thinking...? Did you ever do work; did ever stand anyone besides you and said "f.uck you! do it faster! idiot! I need results!!!RESULTS!"
Well I had one of those once and I can tell you: It sucks. Let them work.
<!--quoteo(post=1864429:date=Jul 28 2011, 08:02 PM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ Jul 28 2011, 08:02 PM) <a href="index.php?act=findpost&pid=1864429"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you were my customer, I would shout at you short and then never work for you again. What are you thinking...? Did you ever do work; did ever stand anyone besides you and said "f.uck you! do it faster! idiot! I need results!!!RESULTS!"
Well I had one of those once and I can tell you: It sucks. Let them work.<!--QuoteEnd--></div><!--QuoteEEnd-->
Honestly he's correct, to a normal player all they care about is progress so invisible updates they don't notice or care about.. develop a game and say otherwise :P.
Comments
Same with all alien structures. A gorge should be able to recycle his hydras (or even just to destroy them to keep the server running smooth)
Same with all alien structures. A gorge should be able to recycle his hydras (or even just to destroy them to keep the server running smooth)<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I saw that hydra change on the job list and it's a good one, giving gorges the ability to move hydras encourages them to put them in the line of fire, and therefore should actually increase hydra turnover and make them die more, while simultaneously making gorges stronger.
The frontline thing would also be a good idea I think, if you somehow made them work a lot better covering base entrances rather than bases themselves.
I do think that giving them a very narrow field of view but high power would do that, that way they are only practical for covering doorways, not for covering whole rooms. That should give you the ability to get behind them as intended.
Beat you to that like a month ago. It has made reading the forums much more enjoyable.
In other words, it deals pure damage and doesn't factor in damage upgrades or armor absorption. It also doesn't have a damage type, but I imagine it just defaults to Normal.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wulf has pointed out that I was incorrect in this. Hard to follow the code properly when DECODA WON'T RUN!!1!!1one
/ragequit
<ul><li>Drifters very rarely build the structure you choose on the first attempt. You usually have to spam the hotkey and click all over the place till it makes up it's mind and finally starts building. (Whips, Hives, Crags, Harvesters, etc...)</li><li>Upgrades don't always initiate. Sometimes you have to click between several structure and return to the structure to get the upgrade to actually work. (Melee, Armor, Frenzy, etc...)</li><li>Auto-switch toggling needs to be implemented. There is nothing worse than being in a group of marines and attacking aliens to have your marine buddy die with a flamethrower and you to auto-pickup the flamethrower to replace your shotgun.</li><li>Footstep volume of skulks need to be equal to the sound of lerks flapping and fades blinking. I've had several occasions where my 7.1 headphones did not pick up a skulk at all that was walking right behind me.</li><li>When the fade blinks, his entire model doesn't disappear. Try going spec and watching a fade blink. I swear (no-joke), a piece of his penis stays visible. The reason I say penis is because that is the exact location where the piece of model that doesn't disappear continues to show.</li></ul>
Recommended Fixes:
<ul><li>Lerk Spore "burst" distance should be triggered by Mouse1/Mouse2 commands (<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114380" target="_blank">Here's a link to my thread on this topic</a>).</li><li>Drifters have a hard time getting down the stairs on to the rest node in summit at the Ventilation location.</li><li>Leap should be linked to an upgrade within a structure. Having a skulk have to wait for leap till 2 hives is iffy. However, if you link the Leap upgrade to a Whip for the cost of 30res, the skulks can obtain leap without having a second hive. Bilebomb works this way, so should leap.</li></ul>
The Bilebomb has such a big range that it is a real Siegecannon! Use it and in a couple of seconds a big group of Turrets are gone. And if you have Fury it's just like the Golden Nade!
5 Gorges healing eachother and Bilebombing is 80% GG!
But not many play that cute little fat orangeglowing halfturtle!
<ul><li>Drifters very rarely build the structure you choose on the first attempt. You usually have to spam the hotkey and click all over the place till it makes up it's mind and finally starts building. (Whips, Hives, Crags, Harvesters, etc...)</li><li>Upgrades don't always initiate. Sometimes you have to click between several structure and return to the structure to get the upgrade to actually work. (Melee, Armor, Frenzy, etc...)</li><li>Auto-switch toggling needs to be implemented. There is nothing worse than being in a group of marines and attacking aliens to have your marine buddy die with a flamethrower and you to auto-pickup the flamethrower to replace your shotgun.</li><li>Footstep volume of skulks need to be equal to the sound of lerks flapping and fades blinking. I've had several occasions where my 7.1 headphones did not pick up a skulk at all that was walking right behind me.</li></ul>
Recommended Fixes:
<ul><li>Lerk Spore "burst" distance should be triggered by Mouse1/Mouse2 commands (I will create a post regarding this soon).</li><li>Drifters have a hard time getting down the stairs on to the rest node in summit at the Ventilation location.</li><li>Leap should be linked to an upgrade within a structure. Having a skulk have to wait for leap till 2 hives is iffy. However, if you link the Leap upgrade to a Whip for the cost of 30res, the skulks can obtain leap without having a second hive. Bilebomb works this way, so should leap.</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
Agree on all except the spore thing as I don't know what you're talking about.
The skulk footstep sound is a biggie! I can only hear them from about 3 feet away. Volume needs to be a bit louder and better differentiated from marine footsteps (I still freak out when a teammate comes up behind me because they sound so similar).
The Bilebomb has such a big range that it is a real Siegecannon! Use it and in a couple of seconds a big group of Turrets are gone. And if you have Fury it's just like the Golden Nade!
But not many play that cute little fat orangeglowing halfturtle!<!--QuoteEnd--></div><!--QuoteEEnd-->
But just one marine with a rifle can fend off a gorge with bilebomb. Meanwhile, marines can take out hydras with GLs and ARCs, both of which have greater range and don't even require LOS.
The Bilebomb has such a big range that it is a real Siegecannon! Use it and in a couple of seconds a big group of Turrets are gone. And if you have Fury it's just like the Golden Nade!
5 Gorges healing eachother and Bilebombing is 80% GG!
But not many play that cute little fat orangeglowing halfturtle!<!--QuoteEnd--></div><!--QuoteEEnd-->
Alone it is hard to survive but not impossible (thx to the 15m SG distance!).
But a gorge with a 2. One for Support is even for 3 Marines sometimes hard.
The skulk footstep sound is a biggie! I can only hear them from about 3 feet away. Volume needs to be a bit louder and better differentiated from marine footsteps (I still freak out when a teammate comes up behind me because they sound so similar).<!--QuoteEnd--></div><!--QuoteEEnd-->
I just updated my post with the link, but here it is again:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114380" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114380</a>
The Bilebomb has such a big range that it is a real Siegecannon! Use it and in a couple of seconds a big group of Turrets are gone. And if you have Fury it's just like the Golden Nade!
5 Gorges healing eachother and Bilebombing is 80% GG!
But not many play that cute little fat orangeglowing halfturtle!<!--QuoteEnd--></div><!--QuoteEEnd-->
The bile bomb arc is so bad that its hard to hit anything from a distance. Its just not a practical anti-structure weapon as is.
The Bilebomb has such a big range that it is a real Siegecannon! Use it and in a couple of seconds a big group of Turrets are gone. And if you have Fury it's just like the Golden Nade!
5 Gorges healing eachother and Bilebombing is 80% GG!
But not many play that cute little fat orangeglowing halfturtle!<!--QuoteEnd--></div><!--QuoteEEnd-->
The issue of too many turrets was identified by UWE, we're discussing whether the recent change accomplished that goal - subtle difference.
I agree with Chris0132, the change was nice - but doesn't really make the desired impact. Requiring 2-3 meters between turrets would help things abit.
Steam as finished downloading Natural Selection 2.
183 already yeay !
My fault Yi missunderstood the point of discussion.
My fault Yi missunderstood the point of discussion.<!--QuoteEnd--></div><!--QuoteEEnd-->
No problem dude, we need more love in the forum these days :)
If you were my customer, I would shout at you short and then never work for you again. What are you thinking...? Did you ever do work; did ever stand anyone besides you and said "f.uck you! do it faster! idiot! I need results!!!RESULTS!"
Well I had one of those once and I can tell you: It sucks. Let them work.
Well I had one of those once and I can tell you: It sucks. Let them work.<!--QuoteEnd--></div><!--QuoteEEnd-->
Honestly he's correct, to a normal player all they care about is progress so invisible updates they don't notice or care about.. develop a game and say otherwise :P.
Slippery as an eel.
PS: No need for flashy, until everything else is right.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know, I think we could use an Onos with glitter and headlights.