February Possible content
Mindstorm
Join Date: 2012-12-17 Member: 175356Members
Hey,
I wanted to create a post to discuss and share the content for the upcomming big content patch in february. I will sum up the changes I found in the NS2 code so far.
Keep in mind that eventho these changes are in the code it will not be certain that they will be in the februari patch (or even any for that matter).
Some of my findings could be wrong or misunderstood from code.
Babblers
A 3 hive gorge upgrade. A gorge can become a mini-hive and spawn babblers which are autonome skulks. They are weaker then normal skulks and if not killed will explode within 12 seconds (lesser version of xenocide).
-Babblers spawn around the gorge mini hive in egs and take 8 seconds to construct
-Babblers have limited view range
-Babblers attack at 0.5 speed of skulks
-Max 3 bablers per gorge
-30 hp.
Again all current values and not final.
Gorge Tunnels
Basicly a tunnel which connects 2 points.
-No instant tp. You need to walk trough it
-If one of the entrances or exits is destroyed the whole tunnel is destroyed every entity inside is killed instantly.
-It takes time to construct at tunnel
-Exo and onos cannot use tunnels (marines can!)
-Needs to be researched (2 hives)
-max 2 per gorge (aka entrance and exit)
-If a tunnel is bilebombed the armor of marines inside will corode (5 armor p/s)
Gorge web
Gorge can make webs witch are like spider webs. They can trap marines. Marines can use their welders to get trough them easily.
Minlengt 0.5 and max 8.
Railgun
Some new code popped out that gives the exo either a claw and railgun or 2 railguns!
1 Railgun cost: 50
2 railgun cost: 75
-Railgun needs to be researched (only after exo is researched) for: 1gun: 20res . 2guns annother 20 res.
-The guns need to charge before they can fire. The charging makes a circle which grows around the gun so you can see when it charges and how far it has charged. If fully charged it will auto shoot
-The gun also aplies the same heat-mechanism as the miniguns.
-Damge is a base + (time charged x var).
Welding
Door can be weld shut (not shure about vents). The weld can broken. If a door weld is broken the whole door breaks (not sure if you can repair it afterwards).
All I can say is that I am very excited about the upcoming patch . If you guys know of anny other upcomming stuff or found something else please share.
I wanted to create a post to discuss and share the content for the upcomming big content patch in february. I will sum up the changes I found in the NS2 code so far.
Keep in mind that eventho these changes are in the code it will not be certain that they will be in the februari patch (or even any for that matter).
Some of my findings could be wrong or misunderstood from code.
Babblers
A 3 hive gorge upgrade. A gorge can become a mini-hive and spawn babblers which are autonome skulks. They are weaker then normal skulks and if not killed will explode within 12 seconds (lesser version of xenocide).
-Babblers spawn around the gorge mini hive in egs and take 8 seconds to construct
-Babblers have limited view range
-Babblers attack at 0.5 speed of skulks
-Max 3 bablers per gorge
-30 hp.
Again all current values and not final.
Gorge Tunnels
Basicly a tunnel which connects 2 points.
-No instant tp. You need to walk trough it
-If one of the entrances or exits is destroyed the whole tunnel is destroyed every entity inside is killed instantly.
-It takes time to construct at tunnel
-Exo and onos cannot use tunnels (marines can!)
-Needs to be researched (2 hives)
-max 2 per gorge (aka entrance and exit)
-If a tunnel is bilebombed the armor of marines inside will corode (5 armor p/s)
Gorge web
Gorge can make webs witch are like spider webs. They can trap marines. Marines can use their welders to get trough them easily.
Minlengt 0.5 and max 8.
Railgun
Some new code popped out that gives the exo either a claw and railgun or 2 railguns!
1 Railgun cost: 50
2 railgun cost: 75
-Railgun needs to be researched (only after exo is researched) for: 1gun: 20res . 2guns annother 20 res.
-The guns need to charge before they can fire. The charging makes a circle which grows around the gun so you can see when it charges and how far it has charged. If fully charged it will auto shoot
-The gun also aplies the same heat-mechanism as the miniguns.
-Damge is a base + (time charged x var).
Welding
Door can be weld shut (not shure about vents). The weld can broken. If a door weld is broken the whole door breaks (not sure if you can repair it afterwards).
All I can say is that I am very excited about the upcoming patch . If you guys know of anny other upcomming stuff or found something else please share.
Comments
That said, I trust the playtesters to give it a good try out so it works well. More variety is great, and I don't want to theorycraft too much here - can't wait to try it out in the flesh!
Roo
-rail gun
-new map
Things I'd like to see:
- Xenocide buff
- Vortex rework
- Sentry buff
- Some nerfs to the alien economy (Cost wise)
- Slight fade buff
- Way for marine commander to change phasegate sequence
- Buff to single minigun exo
But hey, I'm just dreaming now
Currently base damage is 50 + 100 for each second the railgun is charged. The max charge time is 3 seconds (auto fire) which mans max damage per gun is 350.
So with 2 railguns you can kill a skulks in 1 shot if you hit it (100 damage vs 80 health).
If you can aim i suppose it could have it uses.
[edit]
For Onos with carapace:
1300 hp and 900 armor.
2 guns max charged is 700 damage. Armor takes 2 times but piercing gives 25 bonus so 350 + 87 = 437 armor damage. So 4 shots in total should kill an onos (12 seconds). But that's with current settings.
[/edit]
gorge tunnels
weldables
decent map
railguns
Focus trait <hugh hinted on the "FOCUS of the content patch, What Is the FOCUS"
web
catalyst pack??? maybe???
hand granades??
camo reworked to use refraction instead of pure 100% cloaked
Any kind of invisibility that draws an "invisible" model will not work. Too easy to hack around with custom models.
Sphincters. Sphincters everywhere.
I can imagine a blobby kind of elevation, but only when infestation is set to High in the game options.
No idea how it would look on Low Infestation.
Is it going to be like portal (in Portal), only you gotta walk some when you are inside? I mean, you are in Server and there is a tunnel to Shipping, can you see shipping from the other end of the tunnel?
Is it placed on walls or on the ground?
Performance wise, I doubt you will see the destination through the tunnel, a la Portal.
Otherwise I imagine it will be some sort of hole/sphincter like structure that you "use" and then have to walk a short distance through something that may look like the old Onos stomach graphic, and then pop out at the destination.
/speculation
It sounds like they are phasegates with an intermediate stage. Enter entrance, teleport to tunnel, run through tunnel, teleport to destination.
I think it's usable by everyone (marines too) except onos and exo.
And then the gorge collapses the tunnel and murders them all!
Think of tunnels like artificial vents i guess, giving better ambush spots and quicker mobility.
Commendable, but I hope UWE doesn't have to send Hugh out on the streets with a shopping cart scavenging for bottles and scrap metal.
You got the mad paint skills bro!
It's February