he top part is 2.1h changes i left the bottom part as what was in place before 2.1h patch. next changelog ill combine 2.1h into the bottom and put 2.1j on the top (we skip i)
O Moved both mines and the welder to slot 4. This means you can hold your pistol along with one of them. However, you still can't have both mines and a welder.
How awesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Welder/mines moved to slot 4. Could this be the end for the "slot 4!" weapon suggestions? tune into S&I next week! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I love it. Now I can keep my pistol and help my team at the same time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--NeoMatrix99+Jul 24 2003, 08:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NeoMatrix99 @ Jul 24 2003, 08:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Onos armor increased from 100 to 300 (hitbox compensation). O Fade armor increased from 50 to 100. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> now that is mad Onos 100 to 300 who can kil onos vs 300 armor the onos can get away easy vs 300 armor
Ouch, that sucks (good thing I never onos <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->), but I'm sure you guys will figure out a good way to get it working. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> GL guys.
<!--QuoteBegin--^UW^End+Oct 25 2003, 10:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (^UW^End @ Oct 25 2003, 10:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> now that is mad Onos 100 to 300 who can kil onos vs 300 armor the onos can get away easy vs 300 armor <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> <b>Do. Not. Whine. About. Beta. Changes.</b>
You really have no idea how many of the shots you make against Onoses are actually missing due to this hitbox problem. Fixing it will make them <u>MUCH</u> easier to hit, so the armor change is necessary.
Thanks much for screen shots and info. I like to know what you guys are working on. Please ignore the complainers and keep us in the know. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Most of us trust you guys to get it right.
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
Forlorn, the fade already have 100 armor in 2.01 so the only one getting beefed up is the onos which get 150 points into it's armor
*drools at the thought of a 500/450 cara onos* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--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--> Removed ns_nancy (because of Onos stuck issues that can't be fixed without the map source. Sad to see you go, it was great)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
There is a tool called WinBSP - I don't know if it is still available - but it allows you to decompile half-life maps. This will get you the source to play with.
Please fix Nancy, it was an old favorite of mine. (o:
Please see mapping forum, nancy reconstruction team thread. Decompilling it with said program does not work, due to the complexity of NS maps. On the other hand, a specific tool was written specifically to salvage nancy in specific. This tool only worked so far though, it then needed to be gone through by hand to fix all kinds of problems with the decompile, as well as to make very minor alterations, such as widening corridors enough that Onos can get through, making it easier to get into the vents as a skulk, that sort of thing.
Right now they are in the very final stages, and the hangup is an incompatibility issue with the tools that one of the team members was using. When that gets sorted out, we'll see nancy live once more.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--Epidemic+Oct 25 2003, 04:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Oct 25 2003, 04:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *drools at the thought of a 500/450 cara onos* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Assuming that the absorption values have not changed, that would be able to sustain just 25% more damage than the current carapaced Onos.
like talesin said, the onos hitpoints have to be tripled. lmg has a damage potential of 500 per clip... hmg 2500 per clip. the hmg recoil is not that great and you will be able to hit every shot at a range of 15m. this means that one hmg guy could still kill the 1500er onos and an onos with 500/300 would die a very fast and painlfull death.
<!--QuoteBegin--Epidemic+Oct 25 2003, 03:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Oct 25 2003, 03:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Forlorn, the fade already have 100 armor in 2.01 so the only one getting beefed up is the onos which get 150 points into it's armor
*drools at the thought of a 500/450 cara onos* <!--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--> Try 600/300
<!--QuoteBegin--Epidemic+Oct 26 2003, 04:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Epidemic @ Oct 26 2003, 04:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Umbraed Monkey+Oct 26 2003, 04:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Oct 26 2003, 04:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> whats view interpolation when in egg? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Seconded <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Lets say you're a skulk, and you're going onos, your view will slowly "go up" to the onos view as an egg, and in the end you'll be at the height of the onos view.
Comments
~huggle~
How awesome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Neva drup ma pitol agen!!!!!11
LMAO!!!
Anyhow, wonder what it is...
I love it. Now I can keep my pistol and help my team at the same time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
O Fade armor increased from 50 to 100.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
now that is mad Onos 100 to 300 who can kil onos vs 300 armor the onos can get away easy vs 300 armor
<b>Do. Not. Whine. About. Beta. Changes.</b>
You really have no idea how many of the shots you make against Onoses are actually missing due to this hitbox problem. Fixing it will make them <u>MUCH</u> easier to hit, so the armor change is necessary.
- hopes for the best from this
Perhaps carapace shall be a lot more useful now for both of these classes with so much armor.
*drools at the thought of a 500/450 cara onos* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
There is a tool called WinBSP - I don't know if it is still available - but it allows you to decompile half-life maps. This will get you the source to play with.
Please fix Nancy, it was an old favorite of mine. (o:
Right now they are in the very final stages, and the hangup is an incompatibility issue with the tools that one of the team members was using. When that gets sorted out, we'll see nancy live once more.
Assuming that the absorption values have not changed, that would be able to sustain just 25% more damage than the current carapaced Onos.
lets give the onos at least 1000/350...
*drools at the thought of a 500/450 cara onos* <!--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-->
Try 600/300
Seconded <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Seconded <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Lets say you're a skulk, and you're going onos, your view will slowly "go up" to the onos view as an egg, and in the end you'll be at the height of the onos view.
This works opposite as well. Hot stuff.