Alien/Marine Commander Building Issues [184]
vizioNz
InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
<div class="IPBDescription">Issues post [184] build, making it difficult to drop structures</div>Instead of going into a details explanation of what's going on and creating a wall of text. I decided to throw some videos up on my channel showing the issues from both the Alien and Marine commander view. I also want to note that I also show an issue with the Distress beacon [Marines show up, disappear, then show back up in base].
<b>Marine Commander/Distress Beacon:</b>
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<b>Alien Commander:</b>
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<b>Marine Commander/Distress Beacon:</b>
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<b>Alien Commander:</b>
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Comments
-building a Mac when a Mac is building you lose 5 Res because a new Mac build starts
-beacon sometimes does not work (alarm but no teleport)
-Marine com sometimes can't see Alien buildings (even when scanned or a Marin knifes it)
-sometimes Marine com can't see Aliens (also when scanned or they are attaxking)
-ARCs don't shoot even with LOS or scan (happend in 2 games for me)
-if you give a direct repair irder to a Mac it go slowmotion but a move to order doesn't do this
-if you give a Mac a order to build sometimes it can't because the Mac causes the Entinity limit in this area
Think there are more but don't remember them!
-building a Mac when a Mac is building you lose 5 Res because a new Mac build starts
-beacon sometimes does not work (alarm but no teleport)
-Marine com sometimes can't see Alien buildings (even when scanned or a Marin knifes it)
-sometimes Marine com can't see Aliens (also when scanned or they are attaxking)
-ARCs don't shoot even with LOS or scan (happend in 2 games for me)
-if you give a direct repair irder to a Mac it go slowmotion but a move to order doesn't do this
-if you give a Mac a order to build sometimes it can't because the Mac causes the Entinity limit in this area
Think there are more but don't remember them!<!--QuoteEnd--></div><!--QuoteEEnd-->
I have another series of videos I am putting together today that cover almost all of these! It should be done and finish tonight! Thanks for pointing them out ahead of time!
The op's and this bug are the most annoying imo. Also, sometimes MACs/Drifters fly out/get stuck in the abyss still, though it isn't as bad as previous builds.
I'm not sure if this is because of the map developer, but I notice this happening a large amount on the map triad[24]. I recorded a video which I will be uploading tonight of this issue as well.
Other Bugs I remeber and new found:
-blink sound doesn't stop playing when doing a short blink
-hydras still blocking RTs when build close to a node
-Macs can be kicked out of the Map by other ones if they are stacked
-it is still possible to have a Whip, a Crag and a Shade with 1 Hive
-wallwalking as Skulk does somerimes uncloak you because the Skulk get pulled to a wall
-emergency light nit always apear when Commander
-Obs does not uncloak Aliens in range
lookpic.com/c1/i2/3237/aeoF4Qh3.jpeg
-Spawned at marine ip as an alien skulk
What do you mean why this? Scanner sweep? It doesn't passively reveal aliens, right?
Nope! Which it technically should...
Why should it? I don't remember what the in game tool tip says, but from the patch notes: Triggering cloak on Shade will cloak nearby players and structures. They are invisible to sentries and enemy players until they take damage or they attack (Players, Whips, Hydras), up to 15 seconds.
This would be extremely useful, sure, but I don't recall this ever being stated by a official source...
If I remember correctly, the observatory disabled the cloaking abilities of sensory chambers when built within a radius [probably wrong, haven't touched NS1 since 2006]. Also, a scan would reveal any cloaked objects, which it also currently does not [I believe this is true as well, but I am unable to confirm at the moment].
The observatory should un-camo/un-cloak anything within a certain radius of it. A skulk having the ability to creep into Marine start without any form of defense to prevent this, is pure ludicrous. Camo should not work when an Alien class is within the radius of the observatory.
Not really sure what you mean, can you explain this more?
I can confirm this too, but I don't have any idea how to reproduce. You can get it to stop by allowing the sentry that is causing the sound looping attack you again (it seems to reset the sound).
Marines cannot build on infestation by design.
Yeah, LOS is busted.
The observatory should un-camo/un-cloak anything within a certain radius of it. A skulk having the ability to creep into Marine start without any form of defense to prevent this, is pure ludicrous. Camo should not work when an Alien class is within the radius of the observatory.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've tried to avoid assuming that any feature will be in NS2 ONLY because it was in NS1. However, I do agree that it would be nice to have, but I'm more afraid of Gorges in my base than Skulks!
Yes, Scanner Sweep does reveal cloaked aliens. Either that or they move every time I ping them. :)
<!--quoteo(post=1868118:date=Aug 10 2011, 12:13 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Aug 10 2011, 12:13 PM) <a href="index.php?act=findpost&pid=1868118"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-building a Mac when a Mac is building you lose 5 Res because a new Mac build starts<!--QuoteEnd--></div><!--QuoteEEnd-->
It's even worse than that. If you build an ARC or MAC, it cancels whatever is in the queue without a refund. If you were building an ARC, you lose a LOT of res.
I sure hope they dont keep the aliens at 100% invisible unless they are within radius of a shade that is using cloak.
Anyway,
I read the changelog and it appears they have fixed some of the issues in my videos. Lets hope for the best!
Another thing, aliens werent showing up on my commander view. And observatory scan didnt reveal anything even though I could see the particle effects of crags in the area.
<b>Can you try out the following feature?</b>
Allow a fade to run with the SHIFT key. Similar to Marines, and we don't need to have an animation, just test out the possibility of this fixing everybody's complaint about how difficult it is to navigate around the map using blink (then wait for the energy to fill back up).
I'm sure that shouldn't be to hard right? :)
Another thing, aliens werent showing up on my commander view. And observatory scan didnt reveal anything even though I could see the particle effects of crags in the area.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1, I have tried scanning hives either being built or built as well as located where their were shades built and it did not pick up anything. However, I was able to see the special effects coming from the structures it was not showing.
Yes, that's what it does.