This Mightve Been Posted Before

XodlikeXodlike Join Date: 2003-06-03 Member: 16985Members
<div class="IPBDescription">/me drools</div> *drools*


Taken straight from rr.org
Yesterday a massive playtesting patch was released with changes coming to both NS and NS:C. So, if you need something new to rant about on the NS forums, we deliver. This guy is massive, like the size of Monse's age, so read on!

O Fixed scanning problem so it only scans when it detects cloaked players nearby
O Remember spectator settings fully, so you don't have to keep changing them every time you die
O Fixed problem where numents and entityinfo weren't printing info properly (worked for debug code, but not in released NS)
O Fix network metering to track down error
O Fixed turrets (broke with placeable CCs and structures)
O Fixed problem where light damage showed blinking "O" on HUD, and spit showed a HL icon
O NS Balance
-> Health pack staying at 2, ammo down to 1
-> Fade cost up to 60
-> Recycling unbuilt/built structures now gives 100%/50% resources back, instead of 80%/40%
<b>-> TF reduced from 15 to 10
-> Armory reduced from 15 to 10
-> Increased sentry health from 1200 to 1300
-> Reduced motion-tracking cost from 45 to 35
</b>

**This is testing, we don't need you to go off ranting in the forums about this already, it may change**

-> Only show hive health friendly players
<b>-> Distress beacon now respawns friendly alive players back at base as well (could be abuseable, but I think it's worth the risk)</b>
O Pheromones replaced with "Enhanced Hearing". This upgrade allows aliens to "listen" to nearby enemy build/drop/research messages (level 1 = 500, level 2 = 700, level 3 = 900). May try implementing "Focus" if time.
O Fixed live particle editing (bug #39). Also fixed annoying problem where toggling the edit PS screen jarred your view.
O Fixed siege targetting, and turrets targetting structures
O Fixed bug where observatory couldn't be used to target for siege (and in fact blocked siege)
O When speccing first-person, don't draw our own unspent levels
O Fixed bug where Lerk didn't require Gorge first in Combat
<b>O Added ability for servers to add custom icons for members (mp_customicon of "AAAARGB" where the custom icon is gfx/vgui/640_AAAA.tga, using color components RGB (each are 0-9). Use player authentication mask is 512.)</b>
O Fixed problem where mines are doing damage to friendly players and structures (bug #26). Affects mines, grenades, xenocide and bileomb, so watch out that they didn't break.
O Fixed problem where marine upgrades weren't being drawn in NS mode
O Fixed problem where mines could be stacked (bug #34). They are now solid, with the following ramifications:
-> They can be stacked on each other, but it is immediately obvious. A stack of mines now looks like a stack of mines.
-> Mines are can be stood upon.
-> Mines can be killed by regular projectiles, including parasites and friendly fire. Mines have 30 health.
O Made lots of progess on font corruption, though it may not look like it. VALVe knows about the problem, and is expected to patch Steam soon. Pop-up menus are still corrupted, but a lot of other text is fixed.
O Showing enemy names shouldn't work on cloaked players (bug #32)
O Recycling TF/Siege problems (recycling a TF while nearby turrets were recycling prevents turrets from ever finishing recycle)
O Make MT blips appear on minimap for commander and marines (bug #31)
O Don't draw motion-tracking circles for soldiers any more (just blips on their map)
O Turrets now animate smoothly (bug #41)
<b>O Fixed recycling TF/Siege problems (bug #36)
O Turrets and siege turrets now play their "power-down" animation when they recycle, instead of their attack animation</b>
O Disable/remove auto-director checkbox when not in HLTV mode (Max)
O Removed hive locations and hives not under attack from hive sight (now that they are on map)
O Added polish to first-person spectating, including highlight on mouseover, next/prev player buttons, and the ability to click players on the overview to switch to their view
O Fixed bug where players gestating on entities could sometimes fall through them

There ya have it, enjoy!


*/drools*

Comments

  • NikonNikon Join Date: 2003-09-29 Member: 21313Members, Constellation
    /look up at <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=39260' target='_blank'>Change Log 2.xxx</a>....... you can normally check there, sticky'ed at the top of most sections of this forum...... just FYI
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    been posted already by <b><i><u>FLAYRA</u></i></b>, and we all know its on rr.org
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    Dose becon make living marines lose there stuff or dose it "phase" them to the base with there stuff? If it dose becon wont be used alot anymore if there even 2-3 HA's running around. If it dose't it will be hard to get the marines with there pants down, lets say a HA train(all of the marines but com) at wasteing your 2nd hive. you said "ok we will lose that hive but we got 1-2 more i'll take out there base even if they drop a chair they lost 100's of res and alot of time to rebuild, GG". only to have the whole train pop back at base and wipe out your sneak attack, then march back to the hive. The only becon fix i'd like to see is them going to the OBS and not to MS.
  • XodlikeXodlike Join Date: 2003-06-03 Member: 16985Members
    Heh ya...
    Im an idiot who either forgets to search,OR IE always fails on me and am to lazy to switch to mozilla or opera.
  • FrikkFrikk Join Date: 2002-11-01 Member: 3164Members, Constellation
    <!--QuoteBegin--Eidolan+Oct 21 2003, 11:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eidolan @ Oct 21 2003, 11:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dose becon make living marines lose there stuff or dose it "phase" them to the base with there stuff? If it dose becon wont be used alot anymore if there even 2-3 HA's running around. If it dose't it will be hard to get the marines with there pants down, lets say a HA train(all of the marines but com) at wasteing your 2nd hive. you said "ok we will lose that hive but we got 1-2 more i'll take out there base even if they drop a chair they lost 100's of res and alot of time to rebuild, GG". only to have the whole train pop back at base and wipe out your sneak attack, then march back to the hive. The only becon fix i'd like to see is them going to the OBS and not to MS. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You keep your stuff, and the damage that you have already.

    Just target the obs first. No obs, no bacon.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    <!--QuoteBegin--Frikk+Oct 21 2003, 03:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frikk @ Oct 21 2003, 03:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just target the obs first. No obs, no bacon. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The obs is the weakest marine building afaik. And the distress beacon takes a little while to recall marines : so 3-4 skulks seeing the obs glowing red can destroy it in time.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin--Eidolan+Oct 21 2003, 07:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eidolan @ Oct 21 2003, 07:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only becon fix i'd like to see is them going to the OBS and not to MS. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've often thought about this too. Anyone else?
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--MMZ>Torak+Oct 21 2003, 12:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Oct 21 2003, 12:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Eidolan+Oct 21 2003, 07:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eidolan @ Oct 21 2003, 07:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only becon fix i'd like to see is them going to the OBS and not to MS. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've often thought about this too. Anyone else? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Build Obs in hive, beacon, gg. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Yea I thought of that too, so put some building tech requirement for beacon to work like an IP nearby or an arms lab or something. I like the IP as a requirement because it says "this is where my base is" moreso than any other building. Baconing when your not in MS can be a pointless excercise.
  • ThiefThief Ownage Join Date: 2003-08-09 Member: 19214Members, Constellation
    mines can be tripped by friendly marine fire? I can smell the morons exploiting this from a mile away
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    Distress beacon spawns marines at the game start spawn points. Beaconing to the obs wouldn't work because there are no spawn points, trying to code it without getting marines stuck would be hellish.
  • FrikkFrikk Join Date: 2002-11-01 Member: 3164Members, Constellation
    <!--QuoteBegin--Gadzuko+Oct 21 2003, 05:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gadzuko @ Oct 21 2003, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Distress beacon spawns marines at the game start spawn points. Beaconing to the obs wouldn't work because there are no spawn points, trying to code it without getting marines stuck would be hellish. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Those were exactly my thoughts.
  • NovisNovis Join Date: 2003-08-09 Member: 19193Members
    <!--QuoteBegin--Gadzuko+Oct 21 2003, 12:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gadzuko @ Oct 21 2003, 12:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Distress beacon spawns marines at the game start spawn points.  Beaconing to the obs wouldn't work because there are no spawn points, trying to code it without getting marines stuck would be hellish.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Good point!

    I'm fine with bringing marines back to base all at once, this would probably mean that beaconing will be used more often during the game and not only in endgame situations where the marines are going down already...

    IMHO this little change may enhance tactical possibilities in some interesting ways:
    - reduces the need to fortify MS or to build PGs everywhere, in case a desperate alien team goes for the finishing-move-base-rush while marines are out to take down the last hive
    - protect equipment investment from going down all at once. While this may sound like a cheap way to go for i.e. early shotgun rushes, it's also a strategical risk when you work with two or more squads in different locations.
    - quickly regroup ambushed squads (or even waste some res to teach rambos :/ )
    - discourages relocation
    - marines now have their very own way of redemtion <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Let's see if it's still in when 2.1final is released...
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--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 Fixed problem where mines could be stacked (bug #34). They are now solid, with the following ramifications:
    -> They can be stacked on each other, but it is immediately obvious. A stack of mines now looks like a stack of mines.
    -> Mines are can be stood upon.
    -> Mines can be killed by regular projectiles, including parasites and friendly fire. Mines have 30 health.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Marines now have moveable ladders that double as defence <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    I can just picture mines going up a wall like stairs and marines hopping up them to get to a vent
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Do you have any idea how much that would cost? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Sign In or Register to comment.