Dl On 104, And Bugs?
Daemonlaud
Join Date: 2002-12-30 Member: 11637Members
Awesome patch, really improves the gameplay, and well, what else can one ask for?
Well, being NS, perfection would be nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Therefore:
Niggles/issues with the 104(final) patch:
(bug?)* Changelog states that evolutions will reset life and armour again...
Great, I jump out, eat a marine and go to hide in a corner to evolve celerity....and I am still on 10 life.
This doesn't seem to be working on any 104 server I have seen.
(bug?)* Siege sometimes needs scan, not just LoS, to function. (EDIT: THIS BUG IS MUCH MORE FULLY DISCUSSED <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=21114' target='_blank'>HERE</a>.)
(bug?)* When I heard that siege could sight buildings itself, I assumed this meant that all structures could sight for the comm. But this is not the case - an outpost can be surrounded by WoL and you won't get notified until a marine walks past. I mean "sentry firing!" is all very well, but it is a little annoying to find out that what it was firing at wasn't a running skulk but 16 OCs and a gorge dancing on <i>top</i> of it, and only after a marine turns up to see it and die.
(bug?)* Redemption seems as unreliable as ever...has it really been improved?
(whinge)* The new cloak really is not much use. Though I have never seen flashlights used so many times before <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I mean I could see killing with it, but being so seriously flawed is it honestly expected that a clan will drop movement or defense for a cloak which was *still* too weak when it was perfect?
The cloak speed helps, but doesn't do much when the marine squad spots before they walk over you.
(cautious pleasure)* 54 res for fade?
If you remember, I was really scared about this one.
But it seems to be working ok, the game is purring along compared to 103...let's run with it for a while before whinging ay (many threads)?
(but won't you consider 52 res flay?? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)
The patch has made so many excellent/sensible/cool changes...
JPs and GLs are the only serious problem I really see with this patch so far.
(whinge) JP are being over exploited, they need to be fixed asap.
I know theyre getting looked over (along with lerks) in 1.1, but it seems serious enough to perhaps warrant a serverside mini-patch...
(EDIT: <!--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--> This bug will require a client side patch to fix it fully, sorry guys. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> - this is what the Men are saying, so looks like we will have to keep ns_nothing out of the clan map list a little longer <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> )
(whinge)* And GLs just do too much frickin damage <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
**
If anyone agrees or not, please comment, but most importantly please tell me whether my suspected bugs are in fact corroberated by other people's observations before I try and post them on the bug forum.
Well, being NS, perfection would be nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Therefore:
Niggles/issues with the 104(final) patch:
(bug?)* Changelog states that evolutions will reset life and armour again...
Great, I jump out, eat a marine and go to hide in a corner to evolve celerity....and I am still on 10 life.
This doesn't seem to be working on any 104 server I have seen.
(bug?)* Siege sometimes needs scan, not just LoS, to function. (EDIT: THIS BUG IS MUCH MORE FULLY DISCUSSED <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=21114' target='_blank'>HERE</a>.)
(bug?)* When I heard that siege could sight buildings itself, I assumed this meant that all structures could sight for the comm. But this is not the case - an outpost can be surrounded by WoL and you won't get notified until a marine walks past. I mean "sentry firing!" is all very well, but it is a little annoying to find out that what it was firing at wasn't a running skulk but 16 OCs and a gorge dancing on <i>top</i> of it, and only after a marine turns up to see it and die.
(bug?)* Redemption seems as unreliable as ever...has it really been improved?
(whinge)* The new cloak really is not much use. Though I have never seen flashlights used so many times before <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I mean I could see killing with it, but being so seriously flawed is it honestly expected that a clan will drop movement or defense for a cloak which was *still* too weak when it was perfect?
The cloak speed helps, but doesn't do much when the marine squad spots before they walk over you.
(cautious pleasure)* 54 res for fade?
If you remember, I was really scared about this one.
But it seems to be working ok, the game is purring along compared to 103...let's run with it for a while before whinging ay (many threads)?
(but won't you consider 52 res flay?? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)
The patch has made so many excellent/sensible/cool changes...
JPs and GLs are the only serious problem I really see with this patch so far.
(whinge) JP are being over exploited, they need to be fixed asap.
I know theyre getting looked over (along with lerks) in 1.1, but it seems serious enough to perhaps warrant a serverside mini-patch...
(EDIT: <!--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--> This bug will require a client side patch to fix it fully, sorry guys. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> - this is what the Men are saying, so looks like we will have to keep ns_nothing out of the clan map list a little longer <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> )
(whinge)* And GLs just do too much frickin damage <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
**
If anyone agrees or not, please comment, but most importantly please tell me whether my suspected bugs are in fact corroberated by other people's observations before I try and post them on the bug forum.
Comments
Am I the only person that doesnt see the problem with jetpacks? The simplest solution is to rush their base and take out the protolabs... 45 res down the drain, and no more jetpacks to dish out.
But unlike the obs doing this doesn't even stop the problem - the marines out there with JPs already on!
It only stops the comm dispensing them for a minute (doesn't even lose the research AFAIK), and if you have just been JP rushed on ns_nothing, the little flies sitting at the top of silo are likely to be what your team of skulks are trying to stop <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
Great, I jump out, eat a marine and go to hide in a corner to evolve celerity....and I am still on 10 life.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No , you probably didnt understand it right . The Percentage of Health/armor is now saved before every evolution -
i think this only affects carapace .
An example :
If u evovle carapace as a skulk the Percentage of armor and health are saved ( at 70/10 its of course 100%) so when you are finished , you are still at 100% , so 70 / 30 (or 70/16 ...... ) .
So u cant just evolve to refill your health fully...
Also with the cloaking... Level one improvment. Level 3 nerf... Oh my...
I hope it will be restored in 1.1. Then again, noone ever wants sensory anyways, so never mind <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
And it seems really silly to take it out - can you imagine cocooning as a wounded skulk and then coming out as a wounded FADE??
It is like a catterpiller with a scratch coming out of the chrysalis months later as a butterfly....with a broken wing.
I really think if you can totally reevolve your entire body, then the process would *repair* the damage done...
It's not as if that ever really unbalanced the game for pete's sake! It mainly just gave you another chance to get owned as an egg in enemy territory <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
>> but the seige didnt fire.. Do i have to be on the same floor level for it to work?
Go to the link in my first post edit - that explains what is going on, it appears to be a bug