Talesin, you've gone somewhat off-topic here but never mind.
At one point in the PT'ing you <b>couldn't</b> have a JP and HMG. The restriction was removed because, well, i'm not entirely sure. I think because it was seen as being rather arbitary.
Re: rest of post, gameplay over realism wins.
Edit: I'm sure I remember a thread where it was commented about no HMG with JP. Bleh. Don't matter, i've obviously OD'd on NS info. Talesin took it of topic first anyways, I did mention that in my post <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
<!--QuoteBegin---_Phoenix_-+Feb 3 2003, 07:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-_Phoenix_- @ Feb 3 2003, 07:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> At one point in the PT'ing you <b>couldn't</b> have a JP and HMG. The restriction was removed because, well, i'm not entirely sure. I think because it was seen as being rather arbitary. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Not true - at least not at any point that I remember. Hell, at one point *all* marines got jetpacks *and* power armor (the predecessor to HA) as soon as they were researched.
For a while, firing the HMG while jumping created an effect like trying to walk while firing the minigun in AvP - you just couldn't, because your aim went nuts. The effect was disorienting and frustrating, and was removed for those reasons.
IMO, Terr has hit the problem on the head - you can jump backwards without any speed penalty.
Not to mention also being able to jump backwards diagonally, also nullifying the speed penalty.
HA armor should be given a good sound... not excessive, but something still intimidating. Make it sound like a lot of weight is coming down, but not exceptionally loud. The Exosuit and alien Queen from Aliens are both good examples <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
To make a comparison to weapons, Shotguns offer a silence-shattering bang that makes your heart skip a beat. HMGs spew forth aural chaos. These two weapons convey their strength very well. HA should do the same <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited February 2003
Summary so far: The HA need movement sounds that are loud(er), mechanical and (perhaps) intimidating.
How about each jump in HA uses 3/4 energy, like JP flying? While you're airborne, your energy is not recharged. Once you land, you start recharging. This will limit the frequency of HA jumping. I've heard about the unlimited JP flying bug and I hope it'll be fixed soon (1.1?).
Just my 5 cents (Thanks to inflation). "5.5 cents, GST included" Well... 5.5 cents now.
<!--QuoteBegin--XCan+Feb 2 2003, 07:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Feb 2 2003, 07:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Something like this. UUNGGG BOOM UUNGGG BOOM UUNGGG BOOM. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Record yourself making the noises...I'd love to put that in as footsteps and laugh my arse off when a marine comes around a corner *UNNNGGG BOOM UNNNGGG BOOM* hahahah <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
There should be some way to get out of HA or JP. Right now it's ridiculous and annoying. If you accidantly pick up a JP and you happen to be the worst JPer on the server, the comm just wasted resource, now multiply that by the number of occurances.
<!--QuoteBegin--Stoneburg+Feb 2 2003, 01:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Feb 2 2003, 01:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually I'd like the Onos ability to climb ladders removed as well. Yeah it would make it more difficult for them on some maps, which would actually require *thinking*. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Then you'd just have lerks or something lifting them up. One problem switched with another. And I don't think you'll get rid of the lifting without getting rid of HL.
Besides, it would be better to make NS have LESS areas that you can get stuck, rather than MORE. Blink and funny chamber bounding boxes cause enough trouble as is.
<!--QuoteBegin--Terr+Feb 3 2003, 12:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Terr @ Feb 3 2003, 12:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As stated before on the forums...
Some sounds in NS might be sounds from other places. BUT NOT BECAUSE THEY WERE STOLEN. The NS producers have gotten some sounds from freely availible and licensed sound libraries compiled by companies in the business of making neat sounds. It is entirely possible that you may hear a sound that is in NS somewhere else, and both sounds may indeed be the same sound--but purchased from another company which licenses their use. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Heh... Last nightI went to see 'the tuxedo' starring Jackie Chan and Jennifer Love Hewitt (OMFGboner!). Not a great film but during the scene where the car gets blown up by the skateboard you can hear the sound of the bomb activating... That sound is the exact same one as the sound of the Night vision goggles activating in counter-strike!!! I dont mean it sounds like it.... It is THE same sound!
HA sounds would give the HA some "fear factor" to equal the fades in combat....half the fades strength lies in the fear it raises in the poor jarheads. Being a skulk and hearing the "wrrrrr-CLUNK" approaching would produce that same effect.
Comments
At one point in the PT'ing you <b>couldn't</b> have a JP and HMG. The restriction was removed because, well, i'm not entirely sure. I think because it was seen as being rather arbitary.
Re: rest of post, gameplay over realism wins.
Edit: I'm sure I remember a thread where it was commented about no HMG with JP. Bleh. Don't matter, i've obviously OD'd on NS info. Talesin took it of topic first anyways, I did mention that in my post <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Not true - at least not at any point that I remember. Hell, at one point *all* marines got jetpacks *and* power armor (the predecessor to HA) as soon as they were researched.
For a while, firing the HMG while jumping created an effect like trying to walk while firing the minigun in AvP - you just couldn't, because your aim went nuts. The effect was disorienting and frustrating, and was removed for those reasons.
Anyway, this thread's about HA footsteps.
I agree with adding a more prominent sound. Imagine four or five heavies coming down a hallway:
*KACHUNK* *SERVO* *KACHUNK* *KACHUNK* *KA* *SERVO* *CHUNK* *KACHUNK* *SERVO*
Fearsome <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Right now you hardly know they are there until a pack rounds the corner.
*GriindwhiiirBOOM!*
*GriindwhiiirBOOM!*
*GriindwhiiirBOOM!*
And have the onos speed-up-while-moving-in-straight-line ability!
*GrindwhirBOOM!*
*GrndwhrBOOM!*
*GwhrBOOM!*
*GwhrBOOM!*
*GwhrBOOM!*
Anyways...
You could always use the Jet-pack fuel bar for the HA 'jump bar'.
Not to mention also being able to jump backwards diagonally, also nullifying the speed penalty.
HA armor should be given a good sound... not excessive, but something still intimidating. Make it sound like a lot of weight is coming down, but not exceptionally loud. The Exosuit and alien Queen from Aliens are both good examples <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
To make a comparison to weapons, Shotguns offer a silence-shattering bang that makes your heart skip a beat. HMGs spew forth aural chaos. These two weapons convey their strength very well. HA should do the same <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
A very big sound for HA rines would be SO cool
Think of 6+ sets of HUGE clunking sounds, followed by massive noises of gunfire.
Come here little gorgey........................................
The HA need movement sounds that are loud(er), mechanical and (perhaps) intimidating.
How about each jump in HA uses 3/4 energy, like JP flying? While you're airborne, your energy is not recharged. Once you land, you start recharging. This will limit the frequency of HA jumping.
I've heard about the unlimited JP flying bug and I hope it'll be fixed soon (1.1?).
Just my 5 cents (Thanks to inflation).
"5.5 cents, GST included"
Well... 5.5 cents now.
Record yourself making the noises...I'd love to put that in as footsteps and laugh my arse off when a marine comes around a corner *UNNNGGG BOOM UNNNGGG BOOM* hahahah <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Then you'd just have lerks or something lifting them up. One problem switched with another. And I don't think you'll get rid of the lifting without getting rid of HL.
Besides, it would be better to make NS have LESS areas that you can get stuck, rather than MORE. Blink and funny chamber bounding boxes cause enough trouble as is.
Some sounds in NS might be sounds from other places. BUT NOT BECAUSE THEY WERE STOLEN. The NS producers have gotten some sounds from freely availible and licensed sound libraries compiled by companies in the business of making neat sounds. It is entirely possible that you may hear a sound that is in NS somewhere else, and both sounds may indeed be the same sound--but purchased from another company which licenses their use. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Heh... Last nightI went to see 'the tuxedo' starring Jackie Chan and Jennifer Love Hewitt (OMFGboner!). Not a great film but during the scene where the car gets blown up by the skateboard you can hear the sound of the bomb activating... That sound is the exact same one as the sound of the Night vision goggles activating in counter-strike!!! I dont mean it sounds like it.... It is THE same sound!