<div class="IPBDescription">dont be scared put em here</div> if you have any questions please post them here, so that the other topics are not interupted by constant questions that are not realted to that dicussion. im sure the vets/pts would be happy to answer.
Are you sure the new alien system will work on public servers? What insures good, diverse teams as opposed to a bunch of rambo gorges fighting over the res nodes to all go onos, thus losing the game?
<!--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-->- VALVe Anti-Cheat support not in yet<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
We'll be happy to post more information about this once it appears.
How does the fade fit into 1.1? With the greater access to Hev armor for marines, and access to Onos for aliens, it seems that the fade will no longer be the main fighting unit for the aliens. Since it seems that Onos counter hevs. Jetpacks counter onos. Are fade's main goals in 1.1 going to be countering jetpacks? Since the lerk has become more of a support unit (like the gorge) and less of a fighter.
<!--QuoteBegin--Raiden333+May 14 2003, 02:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Raiden333 @ May 14 2003, 02:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Are you sure the new alien system will work on public servers? What insures good, diverse teams as opposed to a bunch of rambo gorges fighting over the res nodes to all go onos, thus losing the game? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You'd think that strategy would be bad wouldnt you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. Lol, the new rsr system i think will work alot better in pubs.. although i'm not sure if its balanced yet.
Apparently the fade has an unannounched weapon...any comments?
Everyone has been complaning about medpacks, I read through all the changelogs but didn't see anything relating to anti-medpack spam. Is anything planned?
DruBoBack In BeigeJoin Date: 2002-02-06Member: 172Members, NS1 Playtester
<!--QuoteBegin--Little Hunter+May 14 2003, 02:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Little Hunter @ May 14 2003, 02:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Are fade's main goals in 1.1 going to be countering jetpacks? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Short answer: Yes.
but you'll still see them in other roles, such as hit-and-run minibase attacks, as well as spamming the marine base with acid rocket while the Oni are taking the buildings out.
Do you still have the starting skulk rushes??? Or is there some other kind of rush that is soon favorable? Or has the Kharaa to you seemed to be better to stop the super skulk rush (leaving hive open) and get upgrades and take them out slowly??? Do you feel that the changes implemented have been the best possilbe?? If not, name some things (again PT's only) that you would change as of the current build of 1.1 (1.1h i see). Do you see less of the lerks, and fades or is there still the fair ammount? FINALLY, for those who have had trouble flying lerk as of now (1.04) do you think that the lerks are much easier to fly and the weapons for lerk have been dealt with accordingly?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> wow i sound smart now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Lux+May 13 2003, 08:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lux @ May 13 2003, 08:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Scarface121: Fade has claw, blink, <empty>, acid rocket. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> do you know if that is the order the weapons will be in?blink at #2? that could be interesting
<!--QuoteBegin--Lux+May 13 2003, 09:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lux @ May 13 2003, 09:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Fade has claw, blink, <empty>, acid rocket. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> So the fade doesn't get anything at two hives? Is it planned to stay this way?
The lerk flight seems to have not changed at all... The lerk balance issue is very debatable but its my opinion that it needs fixing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. You will not see as many lerks as before since they are more of a support role... or at least in clan match's but compared to pubs.. it depends since some pubs have tons and some have none. You will proabably see ALOT of fades around because there new blink ability seems very good at the moment *its like instint cloakage with other upgrades*. Erm.... the skulk rush.. was never a really big thing for me before... so i guess it never changed. The changes in 1.1 can be the best possible it all depends on if the tweaks that are made balance game play.
Fade Abilitys: Swipe, Blink, Flayra is coding, Acid Rocket
<!--QuoteBegin--JHunz+May 13 2003, 08:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JHunz @ May 13 2003, 08:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lux+May 13 2003, 09:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lux @ May 13 2003, 09:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Fade has claw, blink, <empty>, acid rocket. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> So the fade doesn't get anything at two hives? Is it planned to stay this way? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> i dont think that theres nothing there...i think they just dont know what it is yet there better be something there......
there has to be a 2nd hive ability. they just arent ready to announce it yet or its not ready. there will be a 2nd hive ability.... otherwise its like gordan freeman without a crowbar <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
About the fade 3rd (2nd hive) ability: it is blank, as in there is no ability there...flayra has not implemented a 3rd ability yet. As far as I have seen fade cant counter jp, it has no ranged attack unless you have 3 hives.
clamatius: Here are the things I can think of off the top of my head preventing release:
- hltv not working - crashes still frequent (I am nto sure linux server is even done) - no VAC support yet - there are only a few bugs left, probably by the next pacth most will be fixed - balance: vets have not has as much of a chance to rip it apart as expected due to big bugs that made it very hard to test, we are still testing, this is probably going to be the most important to the development of ns
briguy992: I would say that in 1.1 the aliens gained much more then the marines did (they needed it). Not only can they expand at amazing speeds but their fighting ability has been increased; now multiple chambers are viable, so far movment is the favored one (celerity and scilence) and followed by DC. lagger answerd the lerk part of your quesiton, as far as strats go the alines have more options at their disposal, in the few scrims we played the key was gorges (cost more and are key to your quick expansion) if they got killed we had less of a chance of winning. On marine we killed their gorgs and limited their expansion, both of these worked very well but again we have nto had enough time to fully test all this stuff. It is hard to say which strats will stick, but more new strats are now workable then not.
l337vegeta: the order is claw, blink, <empty>, acid rocket
i havent understood the new upgrade lifeform system..... u can get all lifeforms with just one hive, but chambers remain the same? or you have to get 3 hives to get a movement chamber upgrade at its fullest power? Edit: i assume that you need all 3 hives to get all the alien weapons
Battousai^^x: With one hive you can evole to anything if you have the res. The only thing that additional hives allow is; increased spawn speed and more chambers (<b>note:</b> and most importantly, access to new lifeform abilities!). With each hive you can build one additional chamber type (just like 1.04). You can build as many of each type you build, for example if you build dc at your first hive you can build as many dc as you like but you cant build any movments until you have a 2nd hive up.
philmcneal: well the main thing is the gorges, now they can "suck" the res directly into their pool, even tho they do not get a proportionatly higher precent of the res (from the nodes built) this sucking allows them to get res very quickly, infact it is more efficient to suck near by nodes and build res towers far away (in part because of their extremely high health and healing) and suck the local nodes. So if marines do a poor job of regulating the resources the aliens will have onos in their base before they can say rush. Also the game is shorter because you do not need as many res for a hive, it makes the game much more interesting, you will have to see it, in scrims at least the game is much faster and much more intense which makes it that much more fun
Gorges' can suck res from empty nozzles, but if all the nozzles are taken he can't? That to me seems like an ability that as the game presses on would be useless. Do res come faster with nozzles taken?
no, the res from a node is distribuited to the entire team equaly, the sucking only goes to the gorge's res count. if every nozzle is taken then he will get an equal precent of the res from that nozzel shared with the other ppl on his team
So is it fair to say that late game you should instruct your gorges to cap all res but one or two, so that the gorges can suck res from the empty ones and get faster ressources? That seems like an odd thing to do.
<!--QuoteBegin--Deacon+May 13 2003, 10:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Deacon @ May 13 2003, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> About how fast do gorges suck res from nodes?
I'm not looking for a precise rp/minute count, just a general idea of how long it takes to:
1. Recoup the cost of going gorge. 2. Evolve to onos
Assume one built RT, as I'm mostly trying to brainstorm game-opening strategies for the aliens. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Basically a gorge can get res 4 times faster than a res tower. He of course also gets his 1 res per tower every tick. You can have enough to go onos in about 3 minutes. That isn't as easy as it sounds though. A smart gorge will want to build some upgrade chambers, some offense to protect him while sucking, maybe a hive, etc.. The gorge must balance the demands of the team. If the gorge rushes onos and steps on 10 mines stacked on top of each other in a minetrap at marine start, goodbye 80 resources. If he gets a little infrastructure in place first, the team doesn't take as big a hit when the onos goes down.
Comments
.........
We'll be happy to post more information about this once it appears.
You'd think that strategy would be bad wouldnt you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. Lol, the new rsr system i think will work alot better in pubs.. although i'm not sure if its balanced yet.
Everyone has been complaning about medpacks, I read through all the changelogs but didn't see anything relating to anti-medpack spam. Is anything planned?
Madjai: onos = 80 fade = 45 (I think)
Scarface121: Fade has claw, blink, <empty>, acid rocket. and med packs now require an updagde to be resarched at the cc, no other changes to meds tho
Short answer: Yes.
but you'll still see them in other roles, such as hit-and-run minibase attacks, as well as spamming the marine base with acid rocket while the Oni are taking the buildings out.
Are there any new features (as opposed to tweaking and balancing existing features) that would prevent the release of 1.1?
For example, I understand that the planned new Lerk flight model isn't in there? Would that be a blocking feature?
do you know if that is the order the weapons will be in?blink at #2?
that could be interesting
So the fade doesn't get anything at two hives? Is it planned to stay this way?
Fade Abilitys: Swipe, Blink, Flayra is coding, Acid Rocket
So the fade doesn't get anything at two hives? Is it planned to stay this way? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i dont think that theres nothing there...i think they just dont know what it is yet
there better be something there......
clamatius: Here are the things I can think of off the top of my head preventing release:
- hltv not working
- crashes still frequent (I am nto sure linux server is even done)
- no VAC support yet
- there are only a few bugs left, probably by the next pacth most will be fixed
- balance: vets have not has as much of a chance to rip it apart as expected due to big bugs that made it very hard to test, we are still testing, this is probably going to be the most important to the development of ns
briguy992: I would say that in 1.1 the aliens gained much more then the marines did (they needed it). Not only can they expand at amazing speeds but their fighting ability has been increased; now multiple chambers are viable, so far movment is the favored one (celerity and scilence) and followed by DC. lagger answerd the lerk part of your quesiton, as far as strats go the alines have more options at their disposal, in the few scrims we played the key was gorges (cost more and are key to your quick expansion) if they got killed we had less of a chance of winning. On marine we killed their gorgs and limited their expansion, both of these worked very well but again we have nto had enough time to fully test all this stuff. It is hard to say which strats will stick, but more new strats are now workable then not.
l337vegeta: the order is claw, blink, <empty>, acid rocket
Edit: i assume that you need all 3 hives to get all the alien weapons
In 1.04, gorges get 3 shares of ressources for every one share all the other classes get. What is it now?
philmcneal: well the main thing is the gorges, now they can "suck" the res directly into their pool, even tho they do not get a proportionatly higher precent of the res (from the nodes built) this sucking allows them to get res very quickly, infact it is more efficient to suck near by nodes and build res towers far away (in part because of their extremely high health and healing) and suck the local nodes. So if marines do a poor job of regulating the resources the aliens will have onos in their base before they can say rush. Also the game is shorter because you do not need as many res for a hive, it makes the game much more interesting, you will have to see it, in scrims at least the game is much faster and much more intense which makes it that much more fun
I'm not looking for a precise rp/minute count, just a general idea of how long it takes to:
1. Recoup the cost of going gorge.
2. Evolve to onos
Assume one built RT, as I'm mostly trying to brainstorm game-opening strategies for the aliens.
I'm not looking for a precise rp/minute count, just a general idea of how long it takes to:
1. Recoup the cost of going gorge.
2. Evolve to onos
Assume one built RT, as I'm mostly trying to brainstorm game-opening strategies for the aliens. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Basically a gorge can get res 4 times faster than a res tower. He of course also gets his 1 res per tower every tick. You can have enough to go onos in about 3 minutes. That isn't as easy as it sounds though. A smart gorge will want to build some upgrade chambers, some offense to protect him while sucking, maybe a hive, etc..
The gorge must balance the demands of the team. If the gorge rushes onos and steps on 10 mines stacked on top of each other in a minetrap at marine start, goodbye 80 resources. If he gets a little infrastructure in place first, the team doesn't take as big a hit when the onos goes down.