Cloaking In 1.04h

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Comments

  • LaserApaLaserApa Join Date: 2002-10-27 Member: 1638Members
    Hmm... the skulk was rather obvious, but the fade was darn hard to see.. Try to get a host for some video... hopefully 1.04 will be out before you get to it, but just in case <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    I still say, if its that close to 100% why not just make it 100%? That would moot anyones attemt to boost gamma for easier skulk spotting. I mean if it really is like those screenshots from unit, it may as well be 100%, no?

    Lets wait n see...
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Still trying to figure out a way to get the demo to convert over to an AVI, with the balance of resolution and small filesize. As noted, it's a LOT more noticable when you're moving, even if the alien is perfectly still. Also, those crops were after a 66% resize down.. the Skulk is even easier to see, much less with <b>its</b> idle-animation, even if you're standing still. About the only hope you really have of not being noticed by someone with a vid card running in 32-bit, is a dark room with a lot of background 'noise' motion. Sometimes even not then.. hiding out as a Lerk on Eclipse, in the Comp Core hive, soon as a group of Marines wandered into the room, *bam*. And I was settled in the far shadow. So either I was up against some high-gamma Marines, and/or the Cloaking doesn't work as intended.

    Toss it up to 100%.. at least at Level 3. Only way to be sure (that the gamma-boosters won't just circumvent it entirely). As an added bonus, Sensory just might work its way out of its dead-last place in the build order. Toss back on the line-of-sight hitscan Parasiting (no damage, just tag) and it might even have a chance against Defense Chambers for first-built. Or at least have a good leg up to be in the second-built slot.
  • LaserApaLaserApa Join Date: 2002-10-27 Member: 1638Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Toss back on the line-of-sight hitscan Parasiting (no damage, just tag) and it might even have a chance against Defense Chambers for first-built
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Maby make SC cloak themselves too? and you have to get up pretty close for them to decloak? Maby too good that?
  • Cetra3Cetra3 Join Date: 2002-12-21 Member: 11319Members
    I beleive full cloaking should be taken out and the ability to move around partially cloaked put in
  • dumbodumbo Join Date: 2002-11-13 Member: 8373Members
    The screenshots aren't that useful.

    When the observer is in motion, it should be easier to see a cloaked 3d object than it is in a screenshot.

    Although, I'm not that bothered - it's not like this will ruin the sensory chamber for me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->.
  • LaserApaLaserApa Join Date: 2002-10-27 Member: 1638Members
    One last post in this one, then ill leave it be:

    If what talesin says is correct about the new cloaking setting in at the same speed with 3 chambers as it used to in 1.03, why cant the last chamber provide full cloak? It would be just the same as the old way but with a better 1 and 2 chamber effect.

    I shall fight the urge to pick at it further from now on... gaah...
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