<!--QuoteBegin--Anonymous Coward+Nov 11 2003, 10:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anonymous Coward @ Nov 11 2003, 10:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Cereal_KillR+Nov 10 2003, 11:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Nov 10 2003, 11:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> he can't parasite it... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> What do you mean he can't parasite it? Parasite does 10 damage, mines take 30 damage before they explode. Was this changed so Skulks can no longer Parasite-explode mines? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> yeah but a lerk will hardly be able to parasite it.
Level 10 onos in combat has 680 health and 400 armor + carapace if they have it, and most do. Unfortunately, due to their habit of sucking up every bullet in the room with the accurate collision box and slow movement speed, they generally don't last long against more than one equal level marine. Basicly, until a patch makes them somehow tougher, they are basicly just there to stomp, and distract the marines from shooting at the skulks that are actually killing things. A 250 health skulk is actually generally better at survival.
Alright, Someone asked for map overviews, so I got some. This is the first screen I've posted, so it's something of an experiment. The lighter areas are the upper part which include the ship's bridge and rec room. The darker areas are the lower part which include the ventilation and maintainence areas, and of course the infested engine room. Behold, the map of co_angst:
And here is the map of ns_agora. I think this will end up being one of my favorite maps. The weldable in the bottom left is only accessable by swimming through underwater vents right next to the hive. If you weld it, you can drain the water, making a siege friendly room near the hive.
Here's a shot of the room just to the left of the top right hive. "The Pit" presents some interesting tactical problems and opportunities for both teams.
<!--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-->The locations of all aliens and their structures are always known to the hive mind. It can show you all lifeforms on your team when you press the "flashlight" key.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I missed this from the changelogs. That's very cool - I've often found hive sight to get in the way. Huzzah!
This is that first weldable southeast of marine start. When you weld it, rather than closing the vent to slow down aliens, it reveals a ladder so marines can use the vent, which opens into a walkable space most of the way down to that res. The other weldable burns a pipe out of the way, creating another shortcut for marines where before only skulks and jp could get around. I hope a few more weldables are on the way, both of the conventional version that block a passage, and the other less common version that make shortcuts or do other interesting things.
<!--QuoteBegin--Quantum_Duck+Nov 12 2003, 09:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quantum_Duck @ Nov 12 2003, 09:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Level 10 onos in combat has 680 health and 400 armor + carapace if they have it, and most do. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Hey could someone post hp/ap for all forms? At least at level 10... I want to see how hard to kill a lerk can be.
And miracle what stuff do you have to get a frame rate of 100?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--Cereal_KillR+Nov 13 2003, 09:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Nov 13 2003, 09:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hey could someone post hp/ap for all forms? At least at level 10... I want to see how hard to kill a lerk can be. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> In 2.1o, everything gets a flat 20 health per level bonus, although I heard this is likely to change soon. So a skulk starts at 70, gets 9 levels, and ends up at 250. Marines end up at 280. Gorge: 150-330 Lerk: 125-305 Fade: 250-430 Onos: 500-680
Note that armor values and some damage values have also been tweeked, and are likely to change more before the final version of 2.1. Health per level is also likely to change in someway. I've heard rumors that it may be removed entirely, and many people have suggested changing it to a percentage of the the base health of the life form rather than a flat amount for everything. We will see.
Actually the text is just Steam, that is the default font for HL on Steam
But you're right on the other 2 though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--MrMojo+Nov 14 2003, 01:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrMojo @ Nov 14 2003, 01:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Para kills seem to be more frequent now. Random pic from directory. ( Map is angst) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> why would that be? And especially why in combat?
<!--QuoteBegin--MrMojo+Nov 14 2003, 07:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrMojo @ Nov 14 2003, 07:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hive sight was always bound to flashlight for aliens..... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Not in 2.01. Go try it now - I just did. (:
All it does is make the alien structures more semi-translucent and brighter than usual.
Comments
What do you mean he can't parasite it? Parasite does 10 damage, mines take 30 damage before they explode. Was this changed so Skulks can no longer Parasite-explode mines? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
yeah but a lerk will hardly be able to parasite it.
You're right! You're so right! I completely missed the difference in the weapon model. That looks pretty good.
...
QUIT HOLDING OUT ON US, MAN!!!!!!!
I gotta get my fix.
But seriously though, I'd just like to see more pictures and junk. You don't have to if you guys don't want to, I just enjoy the whole newness stuff.
enjoy
I wonder how much health a lv. 10 Onos has....
I missed this from the changelogs. That's very cool - I've often found hive sight to get in the way. Huzzah!
<img src='http://home.earthlink.net/~tjshappart/angst3.jpg' border='0' alt='user posted image'>
OMG h20 in the rr h@x
<img src='http://home.earthlink.net/~tjshappart/delta1.jpg' border='0' alt='user posted image'>
Hey could someone post hp/ap for all forms? At least at level 10... I want to see how hard to kill a lerk can be.
will 2.1 only work on steam??
And miracle what stuff do you have to get a frame rate of 100?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
In 2.1o, everything gets a flat 20 health per level bonus, although I heard this is likely to change soon.
So a skulk starts at 70, gets 9 levels, and ends up at 250. Marines end up at 280.
Gorge: 150-330
Lerk: 125-305
Fade: 250-430
Onos: 500-680
Note that armor values and some damage values have also been tweeked, and are likely to change more before the final version of 2.1. Health per level is also likely to change in someway. I've heard rumors that it may be removed entirely, and many people have suggested changing it to a percentage of the the base health of the life form rather than a flat amount for everything. We will see.
text has been changed - dif font type
spec gui changed
hive site is now under the flashlight key
is holding the crouch key let skulks walk on the walls, or is this cl_autohelp redundet still?
amckern
But you're right on the other 2 though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Cl_autohelp, if shut off, won't bother you like it did in 2.01.
Hive sight was always bound to flashlight for aliens.....
Spec gui has been changed, but it will be changed ( more features) tonight too.
why would that be? And especially why in combat?
Not in 2.01. Go try it now - I just did. (:
All it does is make the alien structures more semi-translucent and brighter than usual.
Hive sight ( flashlight for marines) has always just illuminated aliens and alien structures.
Dang, yo.
[EDIT: for clarification]
It's either cl_autohelp 1 or 0, or there's a checkbox for it in configuration.