Mc's In 2.0

im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
<div class="IPBDescription">A few questions</div> I know that placing MC's near the hive increases spawn rate of that hive. I also know that placing them by oc's increases their firing rate. My question is, how many MC's can you place before they don't give any additional benefit? In other words, does the second MC give a shorter spawn time than the first one?

Comments

  • ZeroByteZeroByte Join Date: 2002-11-01 Member: 3057Members
    Actually, His Holiness Flay removed that feature of the MC's in favour of simplifying gameplay. I think he thought it gave unecessary complications to gameplay. Or something. Or he might have just been lazy to balance it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BryBry Join Date: 2003-01-23 Member: 12609Members
    Sorry but both of these functions were remvoed in the latest beta.

    MCs no longer increase spawn or OC fire rate
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    from 2.0w changelog :

    <!--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-->O Removed misc. movement abilities. Now movement chambers give energy to nearby players, and allow them to teleport to hives, that's it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    edited July 2003
    I just read two posts added after I hit reply. Thanks everyone.
  • Xerxes_v_3Xerxes_v_3 Join Date: 2003-07-15 Member: 18175Members
    Whats the range of all these chamber effects is it the same as the dc heal range?
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin--Xerxes v.3+Jul 16 2003, 12:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xerxes v.3 @ Jul 16 2003, 12:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Whats the range of all these chamber effects is it the same as the dc heal range? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    At a guestimate energy increase for MC will be as big as DC healing, you obviously have to go to a MC to press use for teleport.

    The cloaking effect of sensories is bigger AFAIK, but on what scale i'm not sure.
  • Xerxes_v_3Xerxes_v_3 Join Date: 2003-07-15 Member: 18175Members
    Ok thanks it looks like mcs and scs r gonna b used everywhere now.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    I think the boondock marines will make another appearance in 2.0...

    So MC's in 2.0 will happen....

    <wink>
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Around 1/4 or so of a bar of energy per tick. You can imagine, a couple MC's will keep your energy up almost all the time.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    oo i can imagine... place a few SC with some MC in it and when a rine comes in... unlimted para to death <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> it only takes 15 hits with a lvl0 armored marine to kill
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