Wow its been a while. I haven't played NS for approximately 1 year. I was wondering what has changed in NS since about December of 2002. Any help would be appreciated.
just to be nice, it is pinned in the general forums. There are ALOT of things missing from that.
Combat:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Added Combat Play Mode: -- o Combat mode is active on co_ maps. -- o In this mode commander is not present and gorges may not build structures. -- o Level-up tooltip message now goes away after a short time. -- o Changed mapping protocals to allow mappers to put in pre-built cc & one or more armories. -- o Increased hive healing rate in Combat mode. -- o Sped up evolve time of alien upgrades in Combat mode. -- o Reworked resupply, scan and <s>distress beacon</s> to be automatic. They are cued by the "commander" when you're low in health or ammo, when there's a cloaked alien is nearby, or <s>when a large portion of your team is dead</s>. -- o Changed resupply to only give one health or ammo pack at a time (gives out health first, then ammo). -- o New level up sound (thanks MadMaxx). -- o Draw unspent levels on HUD, so you always know what you can spend. Shown in the form of +number in center of HUD. -- o Keep experience and purchased upgrades even after dropping off server. -- o Combat timelimit is disabled by default. -- o Aliens only have 1 hive and if killed aliens automatically lose. Marines lose when the Command Console gets destroyed or the round timelimit expires. The default time is off. -- o You earn exp by killing or being near a teammate who gets a kill. Your exp status and your rank are displayed in a status bar located in the bottom center area of your screen. -- o Respawn is designed to send waves of fighters into the battle. You must wait a minimum of 8 seconds before respawning, if 8 seconds is not done before the wave spawn activates you have to wait 8 more seconds. -- o Any upgrades/evolves you have when you die you will have again when you spawn. -- o To get health or ammo you must use the upgrade resupply, this work by automatically feeding you ammo and meds when you need them. This is throttled so your not invulnerable but it helps. -- o Alien upgrades consist of all chamber upgrades and all evolves. Also there are the upgrades to unlock #3 ability and #4 ability. The only restrictions now are that you can't lerk before gorging, you cant onos before fading, and you cant unlock #4 ability before #3. -- o Marine Upgrades consist of GL, HMG, Shotty, HA, JP, motion, scan, beacon, welder, mines, lv1-lv3 weapons, lv1-lv3 armor, and resupply. The only restrictions are you cant have HA + JP ;-), you must choose to upgrade to lv1 and then lv2 armor before getting HA or JP or lv3 armor, you must choose to upgrade to lv1 weapons before getting shotty or lv2 weapons, you must get shotty before hmg or GL, and you must get lv2 weapons before lv3 weapons. -- o Upgrade Menu now uses the old pop-up menu for simplicity. -- o Extra experience is now given out when there are more players in range of a kill. ---- o Now each player gets: ((55 + target experience level)*15/number friendlies nearby) + 10 ---- o Result: same XP for soloing, but some extra experience given out to offset slower leveling for groups. ---- o Radius for friendly players increased from 400 to 500 -- o All guns get two clips of ammo on spawn. -- o Aliens gestate after evolving 2nd/3rd hive ability. -- o Increased amount of experience needed to go up each level from 40% to 50% (so players level up slightly slower, and higher levels significantly harder to get). -- o Removed minimap from Combat. -- o Players now get experience for damaging hive or CC. -- o Sped up gestations for ugprades in Combat. -- o New level up sound for marines, added different sound for alien level up as well. -- o Removed Full health/armor on level up (Combat). -- o Removed distress beacon. -- o Removed gorges. -- o Removed experience for welding (didn't want to remove welding totally). -- o Added cat-packs to Combat (players are catalysted a short time after they make a kill, if they aren't currently catalysted). -- o Mines are no longer give you 5 mines once, but give you one mine per life (can't suicide in Combat so it shouldn't be abusable). -- o Marine Ranks/Levels: ---- o 1. Private ---- o 2. Private First Class ---- o 3. Corporal ---- o 4. Sergeant ---- o 5. Lieutenant ---- o 6. Captain ---- o 7. Commander ---- o 8. Major ---- o 9. Field Marshal ---- o 10. General -- o Alien Ranks/Levels: ---- o 1. Hatchling ---- o 2. Xenoform ---- o 3. Minion ---- o 4. Ambusher ---- o 5. Attacker ---- o 6. Rampager ---- o 7. Slaughterer ---- o 8. Eliminator ---- o 9. Nightmare ---- o 10. Behemoth -- o Maps Added: ---- o co_angst ---- o co_core ---- o co_daimos ---- o co_kestrel ---- o co_pulse ---- o co_tasium ---- o co_ulysses ---- o ns_agora ---- o ns_ayumi ---- o ns_delta ---- o ns_metal ---- o ns_mystic <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
When the heck did the Lerk lose his spikes? I can't find that in any changelog and I'm a bit sad about it. I've also heard rumblings of the Skulk being slower, the 3-hive abilities being useless and the aliens basically having no ranged attacks of any kind besides spit (not my first choice of weapon) and acid rocket (3 hives, apparently.) Umbra has also decreased in usefulness like mad, going from 7/8 to 2/3 bullets stopped.
I'm a bit scared to try 3.0 beta 3, I haven't played since 1.04, but this is a beta and things should even out after testing. I hope. I'll find out if it's still fun once I give it a shot.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
PLAY!
Lerk spikes are a way of the past.
With the adding back in of Lerk bite and the changing of the lerk flight model (IT will take a few but still) lerks are now the undisputed kings of thwe air (good lerks are even nastier then good fades now)
Skulks were sped up, they are also now smaller (they have lower armor but are harder to hit).
I don't know if you knowticed the change that what you see = what exists.
IE If you can see it you can shoot and dmg it, and walk into it and STOP. So onos are now stupidly easy to hit, (and thus have higher hp/ar) skulks are psychotic to hit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Lerks are buggers to hit also.
And as for hive 3 weapons: Primal Scream = great Webs = Ownzor (as per usual <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) Acid rkt = so so Xeno is still fun charge is meh.
Comments
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=55671' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=55671</a>
just to be nice, it is pinned in the general forums. There are ALOT of things missing from that.
Combat:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Added Combat Play Mode:
-- o Combat mode is active on co_ maps.
-- o In this mode commander is not present and gorges may not build structures.
-- o Level-up tooltip message now goes away after a short time.
-- o Changed mapping protocals to allow mappers to put in pre-built cc & one or more armories.
-- o Increased hive healing rate in Combat mode.
-- o Sped up evolve time of alien upgrades in Combat mode.
-- o Reworked resupply, scan and <s>distress beacon</s> to be automatic. They are cued by the "commander" when you're low in health or ammo, when there's a cloaked alien is nearby, or <s>when a large portion of your team is dead</s>.
-- o Changed resupply to only give one health or ammo pack at a time (gives out health first, then ammo).
-- o New level up sound (thanks MadMaxx).
-- o Draw unspent levels on HUD, so you always know what you can spend. Shown in the form of +number in center of HUD.
-- o Keep experience and purchased upgrades even after dropping off server.
-- o Combat timelimit is disabled by default.
-- o Aliens only have 1 hive and if killed aliens automatically lose. Marines lose when the Command Console gets destroyed or the round timelimit expires. The default time is off.
-- o You earn exp by killing or being near a teammate who gets a kill. Your exp status and your rank are displayed in a status bar located in the bottom center area of your screen.
-- o Respawn is designed to send waves of fighters into the battle. You must wait a minimum of 8 seconds before respawning, if 8 seconds is not done before the wave spawn activates you have to wait 8 more seconds.
-- o Any upgrades/evolves you have when you die you will have again when you spawn.
-- o To get health or ammo you must use the upgrade resupply, this work by automatically feeding you ammo and meds when you need them. This is throttled so your not invulnerable but it helps.
-- o Alien upgrades consist of all chamber upgrades and all evolves. Also there are the upgrades to unlock #3 ability and #4 ability. The only restrictions now are that you can't lerk before gorging, you cant onos before fading, and you cant unlock #4 ability before #3.
-- o Marine Upgrades consist of GL, HMG, Shotty, HA, JP, motion, scan, beacon, welder, mines, lv1-lv3 weapons, lv1-lv3 armor, and resupply. The only restrictions are you cant have HA + JP ;-), you must choose to upgrade to lv1 and then lv2 armor before getting HA or JP or lv3 armor, you must choose to upgrade to lv1 weapons before getting shotty or lv2 weapons, you must get shotty before hmg or GL, and you must get lv2 weapons before lv3 weapons.
-- o Upgrade Menu now uses the old pop-up menu for simplicity.
-- o Extra experience is now given out when there are more players in range of a kill.
---- o Now each player gets: ((55 + target experience level)*15/number friendlies nearby) + 10
---- o Result: same XP for soloing, but some extra experience given out to offset slower leveling for groups.
---- o Radius for friendly players increased from 400 to 500
-- o All guns get two clips of ammo on spawn.
-- o Aliens gestate after evolving 2nd/3rd hive ability.
-- o Increased amount of experience needed to go up each level from 40% to 50% (so players level up slightly slower, and higher levels significantly harder to get).
-- o Removed minimap from Combat.
-- o Players now get experience for damaging hive or CC.
-- o Sped up gestations for ugprades in Combat.
-- o New level up sound for marines, added different sound for alien level up as well.
-- o Removed Full health/armor on level up (Combat).
-- o Removed distress beacon.
-- o Removed gorges.
-- o Removed experience for welding (didn't want to remove welding totally).
-- o Added cat-packs to Combat (players are catalysted a short time after they make a kill, if they aren't currently catalysted).
-- o Mines are no longer give you 5 mines once, but give you one mine per life (can't suicide in Combat so it shouldn't be abusable).
-- o Marine Ranks/Levels:
---- o 1. Private
---- o 2. Private First Class
---- o 3. Corporal
---- o 4. Sergeant
---- o 5. Lieutenant
---- o 6. Captain
---- o 7. Commander
---- o 8. Major
---- o 9. Field Marshal
---- o 10. General
-- o Alien Ranks/Levels:
---- o 1. Hatchling
---- o 2. Xenoform
---- o 3. Minion
---- o 4. Ambusher
---- o 5. Attacker
---- o 6. Rampager
---- o 7. Slaughterer
---- o 8. Eliminator
---- o 9. Nightmare
---- o 10. Behemoth
-- o Maps Added:
---- o co_angst
---- o co_core
---- o co_daimos
---- o co_kestrel
---- o co_pulse
---- o co_tasium
---- o co_ulysses
---- o ns_agora
---- o ns_ayumi
---- o ns_delta
---- o ns_metal
---- o ns_mystic
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm a bit scared to try 3.0 beta 3, I haven't played since 1.04, but this is a beta and things should even out after testing. I hope. I'll find out if it's still fun once I give it a shot.
Lerk spikes are a way of the past.
With the adding back in of Lerk bite and the changing of the lerk flight model (IT will take a few but still) lerks are now the undisputed kings of thwe air (good lerks are even nastier then good fades now)
Skulks were sped up, they are also now smaller (they have lower armor but are harder to hit).
I don't know if you knowticed the change that what you see = what exists.
IE If you can see it you can shoot and dmg it, and walk into it and STOP.
So onos are now stupidly easy to hit, (and thus have higher hp/ar) skulks are psychotic to hit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Lerks are buggers to hit also.
And as for hive 3 weapons:
Primal Scream = great
Webs = Ownzor (as per usual <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
Acid rkt = so so
Xeno is still fun
charge is meh.
And umbra is still very usefull.