a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
edited May 2003
If a marine jumps right before an onos stomps (so the marine is in the air), is the marine stunned?
Is leap damage still framerate based? (Leap damage was determined to be framerate based in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=27435' target='_blank'>this thread</a>.)
Do you know if Flay is planning on changing Leap and Charge in more 'realistic' direction? I mean now Leap = Fly and Charge = trample around and hope you touch marines.
Something has been changed with leap I think. You fly farther if I am not mistaken <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> So no...
<!--QuoteBegin--a civilian+May 15 2003, 12:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ May 15 2003, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If a marine jumps right before an onos stomps (so the marine is in the air), is the marine stunned?
Is leap damage still framerate based? (Leap damage was determined to be framerate based in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=27435' target='_blank'>this thread</a>.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Crouch leaping a structure seems significantly less efficient that it used to in 1.04 to me.
As for the onos stomp. We did a test, and it seems to work in a sphere around the onos. If you are on higher ground, like up some stairs, you will still get stomped. If you hover as a jp, you wont. The onos can "leap stomp" actually, but that doesn't catch a marine jetpacking. So what seems to determine your "eligibility for stomp" is whether or not you are an airbone Jetpack marine.
I read somewhere else in the forum that motion tracking is now energy dependant. Is this the case?
I also read that if you put an observatory in a seige base, the seige will function much like a 1.0 seige as the obs will be able to see surrounding structures. How much has the radius of the observatory been increased? (i.e. is it as big as the seige range for example?)
Btw very big thanks to all of the pts and veterans for their helpful replies <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--Ryo-Ohki+May 15 2003, 12:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ May 15 2003, 12:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I read somewhere else in the forum that motion tracking is now energy dependant. Is this the case? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No, I believe this was mistakenly posted. MT is not energy dependent in the current build of 1.1
<!--QuoteBegin--Ryo-Ohki+May 15 2003, 12:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ May 15 2003, 12:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does the new silence upgrade silence the sound of a gorge building a structure or placing one down? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Silences the building, not the placing.
(<b>Note from Flayra:</b> This has been fixed, so placing structures is quieted by silence also.)
<!--QuoteBegin--Ryo-Ohki+May 15 2003, 12:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ May 15 2003, 12:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ah, just remembered another one.
Does the new silence upgrade silence the sound of a gorge building a structure or placing one down? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> yep
<!--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-->MTs are bound to the obs energy reserves - in other words, no the tracking isn't limited by area (like SoF), but time - you can only keep it up for about a minute before the obs need to be recharged. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thats from Nemesis Zero....
Are we absolutly sure that MT isn't energy based? It would seem strange that someone like Nem would post something as misleading as this....
Btw thankyou for the rapid replies <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--83457+May 15 2003, 12:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (83457 @ May 15 2003, 12:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Whats it like seeing a skulk randomly jump around along walls/things/whatever? Can they jump on the back of a marine? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Ninja Skulks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
and yes the skulk model rotates when they wallwalk on a marine.
(<b>Note from Flayra:</b> This should be fixed for release.)
FamDiaper-Wearing Dog On A BallJoin Date: 2002-02-17Member: 222Members, NS1 Playtester, Contributor
<!--QuoteBegin--Ryo-Ohki+May 15 2003, 06:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ May 15 2003, 06:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->MTs are bound to the obs energy reserves - in other words, no the tracking isn't limited by area (like SoF), but time - you can only keep it up for about a minute before the obs need to be recharged. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thats from Nemesis Zero....
Are we absolutly sure that MT isn't energy based? It would seem strange that someone like Nem would post something as misleading as this....
Btw thankyou for the rapid replies <!--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--> Things change. Some of the information give by the PTrs/vets may be out of date.
There's been a new version out in the past 7 hours?! Look I'm not trying to say someone's wrong here but seeing as Nem posted that quote 7 hours ago I'm inclined to believe it...
There's been a new version out in the past 7 hours?! Look I'm not trying to say someone's wrong here but seeing as Nem posted that quote 7 hours ago I'm inclined to believe it... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No new version. He's just mistaken. MT doesn't take energy. It might at a later date, but as of now.. it doesn't.
Ok, thankyou for the clarification <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Im just wondering how this is going to affect the unofficial maps like misslecommand. Imagine the carnage that a team full of gorges and lerks constantly sporeing and bile bombing the marines from above would be like!
1) If a sens chamber is droped in a unbuilt hive area (where in 1.04 there is the opaque outline of a hive) will that outline be cloaked and thus help fool marines. *Laugh* Marines shooting a hive that isnt there for a few min.
2) I have read that Carpace makes you move slower. If this is true, does this hinder an flying lerk.. and if so by how much. Does it cost more to flap ones wings, or does it mean that it is slower to change directions. How does it effect the lerk in general.
3) I have also read that offence towers now shoot spikes. Seeing as how the spike animation has been removed and it is insta hit, do the OT work like marine turrets? How long before they lock on, range, do they miss as much as turrets?
4) Has the mine hitbox been fixed (IE not just the little box above the mine) and what can destroy a mine now as many things have been nerfed.
5) Will there be a way to umbra yourself easly as in 1.0x, instead of aming down and shooting it at your feet?
6) Has the marine vent bugs been fixed, and will vent damage be similar to 1.0x
7) What is the damage for the shotgun now / rate of fire
8) Im thinking that umbra will not help skulks attacking a electrifed turret factory. Does the electricty cut through the ranged umbra? Also did the number of bullets blocked by umbrba change?
Much thanks to all you playtesters for letting the community know how the progress of 1.1 is going! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Would be cool if the hive outline wasen't visible to marines... I mean Why would it be ? Aliens see it cause that's where the hive mind is telling them it wants it But marines see it cause... They feel like it ? hehe Would give cloaking the hive a point
ooo also.. will the cloaking a hive thing take it off MT cause its stationary? not realy too important cause people will know the maps after a while.. but still would help to not let marines / coms know that a hive is up somewhere. Ya and i agree.. its pointless for marines to be able to see the hive outline as it is now.
HAMBoneProbably the best CommanderJoin Date: 2003-04-02Member: 15139Members, NS1 Playtester, Contributor
<!--QuoteBegin--Jink Jink+May 15 2003, 02:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jink Jink @ May 15 2003, 02:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) If a sens chamber is droped in a unbuilt hive area (where in 1.04 there is the opaque outline of a hive) will that outline be cloaked and thus help fool marines. *Laugh* Marines shooting a hive that isnt there for a few min.
2) I have read that Carpace makes you move slower. If this is true, does this hinder an flying lerk.. and if so by how much. Does it cost more to flap ones wings, or does it mean that it is slower to change directions. How does it effect the lerk in general.
3) I have also read that offence towers now shoot spikes. Seeing as how the spike animation has been removed and it is insta hit, do the OT work like marine turrets? How long before they lock on, range, do they miss as much as turrets?
4) Has the mine hitbox been fixed (IE not just the little box above the mine) and what can destroy a mine now as many things have been nerfed.
5) Will there be a way to umbra yourself easly as in 1.0x, instead of aming down and shooting it at your feet?
6) Has the marine vent bugs been fixed, and will vent damage be similar to 1.0x
7) What is the damage for the shotgun now / rate of fire
8) Im thinking that umbra will not help skulks attacking a electrifed turret factory. Does the electricty cut through the ranged umbra? Also did the number of bullets blocked by umbrba change?
Much thanks to all you playtesters for letting the community know how the progress of 1.1 is going! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Good questions, i can't say that I actually know all the answers but i'll give it a shot =[
1) No, and the hive would make noise anyways
2) Good question - All I could tell you is that it doesnt _feel_ any slower, kinda like a celerity lerk(flying) doesn't feel any faster.
3) Can't give exact figures cause we don't know them. However, offense towers(and turrets) both have been changed to lock on faster. Both structures miss less then 1.04 turrets.
4) I haven't tried it extensively, but I have been unable to set off mines with gorge spit. AFAIK there are no alien attacks that can set off mines other then possibly bile bomb.
5) That is easy =[
6) We all instinctively bite at the **** anyways so I wouldn't know. You can however now kill a marine on a latter by biting his feet, so I think some of the hitbox problems have been addressed.
7) I don't know if the exact damage figures have been listed, but it does about the same amount it did before. However, it is now an auto-shotgun, and you can "hold it down" and unload a clip of 10 very quickly.
8) # of bullets blocked by umbra has not changed afaik. As for the electricity cutting through the ranged umbra, thats a great question, if I had to guess, i'd say it does cut through the umbra. But electricity is not THAT powerful that it would make the umbra useless, blocking the fire of the turrets is still invaluable. With three skulks attacking an electrified TF, i'd say the electricity would only kill one skulk before it went down.
KenichiThis is not a pie.Join Date: 2002-11-01Member: 2941Members, NS1 Playtester
skulks wernt supposed to be able to climb ladders as i understood. Seems to me like climbing ladders at all was the real bug. I could easily be mistaken on that though.
Comments
Is leap damage still framerate based? (Leap damage was determined to be framerate based in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=27435' target='_blank'>this thread</a>.)
Stomp has a little height to it. So it depends.
Nothing relys on fps anymore.
Right now the only thing fixed with the minimap is it doesn't strectch.
Is leap damage still framerate based? (Leap damage was determined to be framerate based in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=27435' target='_blank'>this thread</a>.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Crouch leaping a structure seems significantly less efficient that it used to in 1.04 to me.
As for the onos stomp. We did a test, and it seems to work in a sphere around the onos. If you are on higher ground, like up some stairs, you will still get stomped. If you hover as a jp, you wont. The onos can "leap stomp" actually, but that doesn't catch a marine jetpacking. So what seems to determine your "eligibility for stomp" is whether or not you are an airbone Jetpack marine.
I also read that if you put an observatory in a seige base, the seige will function much like a 1.0 seige as the obs will be able to see surrounding structures. How much has the radius of the observatory been increased? (i.e. is it as big as the seige range for example?)
Btw very big thanks to all of the pts and veterans for their helpful replies <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
No, I believe this was mistakenly posted. MT is not energy dependent in the current build of 1.1
Does the new silence upgrade silence the sound of a gorge building a structure or placing one down?
Silences the building, not the placing.
(<b>Note from Flayra:</b> This has been fixed, so placing structures is quieted by silence also.)
Does the new silence upgrade silence the sound of a gorge building a structure or placing one down? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
yep
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thats from Nemesis Zero....
Are we absolutly sure that MT isn't energy based? It would seem strange that someone like Nem would post something as misleading as this....
Btw thankyou for the rapid replies <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Can they jump on the back of a marine?
Can they jump on the back of a marine? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ninja Skulks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
and yes the skulk model rotates when they wallwalk on a marine.
(<b>Note from Flayra:</b> This should be fixed for release.)
\o\ \o/ /o/
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thats from Nemesis Zero....
Are we absolutly sure that MT isn't energy based? It would seem strange that someone like Nem would post something as misleading as this....
Btw thankyou for the rapid replies <!--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-->
Things change. Some of the information give by the PTrs/vets may be out of date.
We are all but human.
We all are but human.
One of those two, pick your favourite.
There's been a new version out in the past 7 hours?! Look I'm not trying to say someone's wrong here but seeing as Nem posted that quote 7 hours ago I'm inclined to believe it...
There's been a new version out in the past 7 hours?! Look I'm not trying to say someone's wrong here but seeing as Nem posted that quote 7 hours ago I'm inclined to believe it... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No new version. He's just mistaken. MT doesn't take energy. It might at a later date, but as of now.. it doesn't.
2) I have read that Carpace makes you move slower. If this is true, does this hinder an flying lerk.. and if so by how much. Does it cost more to flap ones wings, or does it mean that it is slower to change directions. How does it effect the lerk in general.
3) I have also read that offence towers now shoot spikes. Seeing as how the spike animation has been removed and it is insta hit, do the OT work like marine turrets? How long before they lock on, range, do they miss as much as turrets?
4) Has the mine hitbox been fixed (IE not just the little box above the mine) and what can destroy a mine now as many things have been nerfed.
5) Will there be a way to umbra yourself easly as in 1.0x, instead of aming down and shooting it at your feet?
6) Has the marine vent bugs been fixed, and will vent damage be similar to 1.0x
7) What is the damage for the shotgun now / rate of fire
8) Im thinking that umbra will not help skulks attacking a electrifed turret factory. Does the electricty cut through the ranged umbra? Also did the number of bullets blocked by umbrba change?
Much thanks to all you playtesters for letting the community know how the progress of 1.1 is going! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I mean
Why would it be ?
Aliens see it cause that's where the hive mind is telling them it wants it
But marines see it cause...
They feel like it ?
hehe
Would give cloaking the hive a point
2) I have read that Carpace makes you move slower. If this is true, does this hinder an flying lerk.. and if so by how much. Does it cost more to flap ones wings, or does it mean that it is slower to change directions. How does it effect the lerk in general.
3) I have also read that offence towers now shoot spikes. Seeing as how the spike animation has been removed and it is insta hit, do the OT work like marine turrets? How long before they lock on, range, do they miss as much as turrets?
4) Has the mine hitbox been fixed (IE not just the little box above the mine) and what can destroy a mine now as many things have been nerfed.
5) Will there be a way to umbra yourself easly as in 1.0x, instead of aming down and shooting it at your feet?
6) Has the marine vent bugs been fixed, and will vent damage be similar to 1.0x
7) What is the damage for the shotgun now / rate of fire
8) Im thinking that umbra will not help skulks attacking a electrifed turret factory. Does the electricty cut through the ranged umbra? Also did the number of bullets blocked by umbrba change?
Much thanks to all you playtesters for letting the community know how the progress of 1.1 is going! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Good questions, i can't say that I actually know all the answers but i'll give it a shot =[
1) No, and the hive would make noise anyways
2) Good question - All I could tell you is that it doesnt _feel_ any slower, kinda like a celerity lerk(flying) doesn't feel any faster.
3) Can't give exact figures cause we don't know them. However, offense towers(and turrets) both have been changed to lock on faster. Both structures miss less then 1.04 turrets.
4) I haven't tried it extensively, but I have been unable to set off mines with gorge spit. AFAIK there are no alien attacks that can set off mines other then possibly bile bomb.
5) That is easy =[
6) We all instinctively bite at the **** anyways so I wouldn't know. You can however now kill a marine on a latter by biting his feet, so I think some of the hitbox problems have been addressed.
7) I don't know if the exact damage figures have been listed, but it does about the same amount it did before. However, it is now an auto-shotgun, and you can "hold it down" and unload a clip of 10 very quickly.
8) # of bullets blocked by umbra has not changed afaik. As for the electricity cutting through the ranged umbra, thats a great question, if I had to guess, i'd say it does cut through the umbra. But electricity is not THAT powerful that it would make the umbra useless, blocking the fire of the turrets is still invaluable. With three skulks attacking an electrified TF, i'd say the electricity would only kill one skulk before it went down.
thx for answering my questions btw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->