QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
I don't think the whip was ever intended to be limited. Only the crag, shift, and shade will be tied to hives. It should work out well though, as aliens really don't need the crag and the armor upgrades until the second hive, so choosing a shade to start isn't a whacky idea. Although if you go shade first and lose your second hive, you can't build crags as your only hive left would be a shade hive. Will at least broaden the choices the aliens have at the start of the game, which needed to be expanded, so this is great news if true.
<!--quoteo(post=1867568:date=Aug 8 2011, 05:28 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Aug 8 2011, 05:28 PM) <a href="index.php?act=findpost&pid=1867568"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think the whip was ever intended to be limited. Only the crag, shift, and shade will be tied to hives. It should work out well though, as aliens really don't need the crag and the armor upgrades until the second hive, so choosing a shade to start isn't a whacky idea. Although if you go shade first and lose your second hive, you can't build crags as your only hive left would be a shade hive. Will at least broaden the choices the aliens have at the start of the game, which needed to be expanded, so this is great news if true.<!--QuoteEnd--></div><!--QuoteEEnd--> Does that remind you of going sensory first in NS1 for focus and cloaking? Ohh memoriessss.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
heh I mostly remember players swearing at any player that put down a sensory chamber first. Pretty much all competitive play was movement or defense first. But that's mostly because it was very hard to defend a second hive without the movement chamber. Hopefully NS2 won't be like that with the shift and all 3 chambers will be a viable option as a hive 1 chamber.
<!--quoteo(post=1867574:date=Aug 8 2011, 05:41 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Aug 8 2011, 05:41 PM) <a href="index.php?act=findpost&pid=1867574"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->heh I mostly remember players swearing at any player that put down a sensory chamber first. Pretty much all competitive play was movement or defense first. But that's mostly because it was very hard to defend a second hive without the movement chamber. Hopefully NS2 won't be like that with the shift and all 3 chambers will be a viable option as a hive 1 chamber.<!--QuoteEnd--></div><!--QuoteEEnd--> The infamous rush to gorge and DC drop before a rogue gorge dropped a SC haha
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1867539:date=Aug 8 2011, 07:58 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ Aug 8 2011, 07:58 PM) <a href="index.php?act=findpost&pid=1867539"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->sceeenshot of shade.. or it didn't happen :D<!--QuoteEnd--></div><!--QuoteEEnd--> Only if you provide me with a picture of a ninja!
<!--quoteo(post=1867524:date=Aug 8 2011, 03:38 PM:name=PersianImm0rtal)--><div class='quotetop'>QUOTE (PersianImm0rtal @ Aug 8 2011, 03:38 PM) <a href="index.php?act=findpost&pid=1867524"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow this is really lame, aliens get to be invisible, and get barely any nerfs, I predict that Aliens will win 90% of games this patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dude, wait until you actually play the thing. You have no idea of this until you play it. :-/
Interesting how camouflage will play without transparency. Hope it's something like this <img src="http://1.bp.blogspot.com/_a83tFNl0T8o/S76gTp1qUII/AAAAAAAAAU8/9P-1D1ZWGKY/s1600/predator-cloaked.jpg" border="0" class="linked-image" />
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
Won't it be kinda hard to fully conceal stuff with a shade (like a growing hive) when the infestation around pretty much would give it away? Unlike NS1, marines in NS2 will instantly know there is likely an alien presence in a room when they see infestation leading into it (even if the shade cloaks the infestation directly around it).
<!--quoteo(post=1867601:date=Aug 8 2011, 11:46 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Aug 8 2011, 11:46 PM) <a href="index.php?act=findpost&pid=1867601"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Won't it be kinda hard to fully conceal stuff with a shade (like a growing hive) when the infestation around pretty much would give it away? Unlike NS1, marines in NS2 will instantly know there is likely an alien presence in a room when they see infestation leading into it (even if the shade cloaks the infestation directly around it).<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1867521:date=Aug 8 2011, 09:29 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Aug 8 2011, 09:29 PM) <a href="index.php?act=findpost&pid=1867521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Added Camouflage upgrade, which can be researched at the Shade. This allows aliens to stay still to go invisible." Nice but this sounds not so good: "Temporarily decreased Skulk armor from 10 to 5 (11% less total HP)" Half his health, so he will instantly die if a flamethrower touch a skulk? Anyway i can not wait to see all the new stuff ingame. Good work guys!<!--QuoteEnd--></div><!--QuoteEEnd-->
What the hell are you smoking? Clearly that stuff must be ###### because i see no way in hell, even while stoned as a brick, how you can see a 5 point ARMOR reduction as a skulk losing HALF his health.
A skulk had 70 Hp and 10 Armor Now its 70 HP and 5 Armor
OMFG HE LOST HALF HIS HEALTH!!! uber nerf!
clearly you dont see it from the other side, marines have a hard time hitting stuff because their attacks have a higher sensitivity for lag then aliens do. So they reduced the skulks ARMOR by 5 points (FIVE POINTS!) to compensate for this + making the skulk a bit more squishy so he doest (AS HE SHOULDNT) rambo into a marine or 2 and instead ambush like he is intended.
if you play your skulk in a way you have to worry about 5 armor you really should be playing a different class, because clearly your not nomnoming on some marine behind.
<!--quoteo(post=1867603:date=Aug 9 2011, 12:49 AM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Aug 9 2011, 12:49 AM) <a href="index.php?act=findpost&pid=1867603"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yes, but you need infestation to put a shade down next to it<!--QuoteEnd--></div><!--QuoteEEnd-->
Gorge could drop a minicyst, im guessing its infest. radius is prob. small enough. Not sure if gorges can heal while invisible though as attacks break it but it doesnt say anything about healspray. Would be interesting to know, either from the devs, or in a bit when we can play our selfs
<!--quoteo(post=1867596:date=Aug 8 2011, 10:32 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Aug 8 2011, 10:32 PM) <a href="index.php?act=findpost&pid=1867596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shade concept from the NS2 Wiki
<img src="http://www.unknownworlds.com/ns2/wiki/images/b/bc/Shade_sketch.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> <!--quoteo(post=1867598:date=Aug 8 2011, 10:35 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Aug 8 2011, 10:35 PM) <a href="index.php?act=findpost&pid=1867598"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We need a colored version stat!<!--QuoteEnd--></div><!--QuoteEEnd--> Here's a colored version of the Shade concept art.
<!--quoteo(post=1867606:date=Aug 8 2011, 06:59 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Aug 8 2011, 06:59 PM) <a href="index.php?act=findpost&pid=1867606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's a colored version of the Shade concept art.
--Cory
[attachment=36010:Shade_Color_LowRes.jpg]<!--QuoteEnd--></div><!--QuoteEEnd--> sickkkkkkkkkkkkkkkkkkk! it looks like a giant jelly fish! How about you send us a in-game screen of it! :)
Haha thanks Dragon-Guard, was hoping someone else had noticed that........ I mean, there's not even any maths needed, they've even said its a total of 11% HP drop right before he said half off :|
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Temporarily decreased Skulk armor from 10 to 5 <b>(11% less total HP)"</b> <b>Half his health</b>, so he will instantly die if a flamethrower touch a skulk?<!--QuoteEnd--></div><!--QuoteEEnd-->
Anyway can't wait to try out this patch gogo steam!!
<!--quoteo(post=1867606:date=Aug 8 2011, 11:59 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Aug 8 2011, 11:59 PM) <a href="index.php?act=findpost&pid=1867606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's a colored version of the Shade concept art.
<!--quoteo(post=1867511:date=Aug 8 2011, 12:15 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Aug 8 2011, 12:15 PM) <a href="index.php?act=findpost&pid=1867511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice. Will we notice any performance improvements using r_mt?<!--QuoteEnd--></div><!--QuoteEEnd--> No, it will reduce performance since it disables multi-threading. I added the command to test how responsive the game feels when running single threaded. Multi-threaded rendering adds some additional delay between when you push a button and when you see the effect on the screen, so it's possible that even though the frame rate is lower is may feel more responsive. We haven't had a chance to test this yet, but soon we'll be conducting a blind experiment in our office to determine the effect.
Multi-threaded rendering has been in the beta for quite some time (maybe it was even in the alpha, I can't remember). What I added in this patch is a way to disable it.
<!--quoteo(post=1867629:date=Aug 8 2011, 08:25 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Aug 8 2011, 08:25 PM) <a href="index.php?act=findpost&pid=1867629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, it will reduce performance since it disables multi-threading. I added the command to test how responsive the game feels when running single threaded. Multi-threaded rendering adds some additional delay between when you push a button and when you see the effect on the screen, so it's possible that even though the frame rate is lower is may feel more responsive. We haven't had a chance to test this yet, but soon we'll be conducting a blind experiment in our office to determine the effect.
Multi-threaded rendering has been in the beta for quite some time (maybe it was even in the alpha, I can't remember). What I added in this patch is a way to disable it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was told the opposite. Shoot. A lot of misinformation out there I guess.
Well Max, we know you're awesome, lets keep that engine focus a top priority. Engine first, game second!
<!--quoteo(post=1867606:date=Aug 8 2011, 02:59 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Aug 8 2011, 02:59 PM) <a href="index.php?act=findpost&pid=1867606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's a colored version of the Shade concept art.
<!--quoteo(post=1867518:date=Aug 8 2011, 12:21 PM:name=vizionz)--><div class='quotetop'>QUOTE (vizionz @ Aug 8 2011, 12:21 PM) <a href="index.php?act=findpost&pid=1867518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><blockquote>Is this an attempt at fixing the extremely buggy Skulk animations flipping the hitboxes?</blockquote><!--QuoteEnd--></div><!--QuoteEEnd--> No, that sounds like issues with going in and out of wall walking mode. The bug I fixed would cause other players and structures to have jerky movements and animations. I found this to be most noticeable in the ready room when players were running around, but it would potentially affect everything in the game.
<!--quoteo(post=1867629:date=Aug 9 2011, 01:25 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Aug 9 2011, 01:25 AM) <a href="index.php?act=findpost&pid=1867629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, it will reduce performance since it disables multi-threading. I added the command to test how responsive the game feels when running single threaded. Multi-threaded rendering adds some additional delay between when you push a button and when you see the effect on the screen, so it's possible that even though the frame rate is lower is may feel more responsive. We haven't had a chance to test this yet, but soon we'll be conducting a blind experiment in our office to determine the effect.
Multi-threaded rendering has been in the beta for quite some time (maybe it was even in the alpha, I can't remember). What I added in this patch is a way to disable it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
Does that remind you of going sensory first in NS1 for focus and cloaking? Ohh memoriessss.
The infamous rush to gorge and DC drop before a rogue gorge dropped a SC haha
Max? wacko? Brian?
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--> Whoever did this, please explain. We're interested.<!--sizec--></span><!--/sizec-->
Only if you provide me with a picture of a ninja!
<img src="http://www.unknownworlds.com/ns2/wiki/images/b/bc/Shade_sketch.jpg" border="0" class="linked-image" />
Dude, wait until you actually play the thing. You have no idea of this until you play it. :-/
We need a colored version stat!
Hope it's something like this
<img src="http://1.bp.blogspot.com/_a83tFNl0T8o/S76gTp1qUII/AAAAAAAAAU8/9P-1D1ZWGKY/s1600/predator-cloaked.jpg" border="0" class="linked-image" />
Growing hives don't have infestation.
yes, but you need infestation to put a shade down next to it
Nice but this sounds not so good:
"Temporarily decreased Skulk armor from 10 to 5 (11% less total HP)"
Half his health, so he will instantly die if a flamethrower touch a skulk?
Anyway i can not wait to see all the new stuff ingame.
Good work guys!<!--QuoteEnd--></div><!--QuoteEEnd-->
What the hell are you smoking?
Clearly that stuff must be ###### because i see no way in hell, even while stoned as a brick, how you can see a 5 point ARMOR reduction as a skulk losing HALF his health.
A skulk had 70 Hp and 10 Armor
Now its 70 HP and 5 Armor
OMFG HE LOST HALF HIS HEALTH!!!
uber nerf!
clearly you dont see it from the other side, marines have a hard time hitting stuff because their attacks have a higher sensitivity for lag then aliens do.
So they reduced the skulks ARMOR by 5 points (FIVE POINTS!) to compensate for this + making the skulk a bit more squishy so he doest (AS HE SHOULDNT) rambo into a marine or 2 and instead ambush like he is intended.
if you play your skulk in a way you have to worry about 5 armor you really should be playing a different class, because clearly your not nomnoming on some marine behind.
Gorge could drop a minicyst, im guessing its infest. radius is prob. small enough.
Not sure if gorges can heal while invisible though as attacks break it but it doesnt say anything about healspray.
Would be interesting to know, either from the devs, or in a bit when we can play our selfs
<img src="http://www.unknownworlds.com/ns2/wiki/images/b/bc/Shade_sketch.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1867598:date=Aug 8 2011, 10:35 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Aug 8 2011, 10:35 PM) <a href="index.php?act=findpost&pid=1867598"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We need a colored version stat!<!--QuoteEnd--></div><!--QuoteEEnd-->
Here's a colored version of the Shade concept art.
--Cory
[attachment=36010:Shade_Color_LowRes.jpg]
--Cory
[attachment=36010:Shade_Color_LowRes.jpg]<!--QuoteEnd--></div><!--QuoteEEnd-->
sickkkkkkkkkkkkkkkkkkk! it looks like a giant jelly fish! How about you send us a in-game screen of it! :)
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"Temporarily decreased Skulk armor from 10 to 5 <b>(11% less total HP)"</b>
<b>Half his health</b>, so he will instantly die if a flamethrower touch a skulk?<!--QuoteEnd--></div><!--QuoteEEnd-->
Anyway can't wait to try out this patch gogo steam!!
--Cory
[attachment=36010:Shade_Color_LowRes.jpg]<!--QuoteEnd--></div><!--QuoteEEnd-->
That is one sexy alien lampshade :D
Any word on when the LUA transparency will be done?
Oh and Disorient task is accepted, I wonder if that'll be in for 184?
No, it will reduce performance since it disables multi-threading. I added the command to test how responsive the game feels when running single threaded. Multi-threaded rendering adds some additional delay between when you push a button and when you see the effect on the screen, so it's possible that even though the frame rate is lower is may feel more responsive. We haven't had a chance to test this yet, but soon we'll be conducting a blind experiment in our office to determine the effect.
Multi-threaded rendering has been in the beta for quite some time (maybe it was even in the alpha, I can't remember). What I added in this patch is a way to disable it.
Multi-threaded rendering has been in the beta for quite some time (maybe it was even in the alpha, I can't remember). What I added in this patch is a way to disable it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was told the opposite. Shoot. A lot of misinformation out there I guess.
Well Max, we know you're awesome, lets keep that engine focus a top priority. Engine first, game second!
--Cory
[attachment=36010:Shade_Color_LowRes.jpg]<!--QuoteEnd--></div><!--QuoteEEnd-->
reminds me of the black mushroom in biodome from ns_orgin.
that would be awesome if the got that tall closer to the hive.
also did did the other plants in orgin look a bit like hydras?
yay^^
No, that sounds like issues with going in and out of wall walking mode. The bug I fixed would cause other players and structures to have jerky movements and animations. I found this to be most noticeable in the ready room when players were running around, but it would potentially affect everything in the game.
Multi-threaded rendering has been in the beta for quite some time (maybe it was even in the alpha, I can't remember). What I added in this patch is a way to disable it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, okay. Thanks for clarifying Max :)