<!--QuoteBegin-Buggy+Apr 12 2004, 02:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Apr 12 2004, 02:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 9 bullets btw, on 1 hive that is, unless carapaced <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, 5 bullets at 1 hive and no carapace. With cara, 4 bullets more. Still, even *one* bullet can make a big difference when only a few is needed to kill.
(Like asking if you want get shot to the head once or twice, in real life <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
<!--QuoteBegin-Emanon+Apr 11 2004, 07:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Apr 11 2004, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hehe, his post count tells more than his post. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That kind of elitist scoffing is everything wrong with gaming communities today. Do you think your postcount (68 at the time of this writing, by the way) makes your opinions more valid than someone who just joined the forums? Come back when you have something constructive to say.
Edit: Wait, I only have 13 posts. I must be such a n00b.
<!--QuoteBegin-LiberalMonkey+Apr 13 2004, 02:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LiberalMonkey @ Apr 13 2004, 02:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Emanon+Apr 11 2004, 07:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Apr 11 2004, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hehe, his post count tells more than his post. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That kind of elitist scoffing is everything wrong with gaming communities today. Do you think your postcount (68 at the time of this writing, by the way) makes your opinions more valid than someone who just joined the forums? Come back when you have something constructive to say.
Edit: Wait, I only have 13 posts. I must be such a n00b. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> By the same token one should not jump into a forum and post issues without putting any real thought into them, and new posters are seen as doing this more often.
While it is sad that certain assumptions are made based only on post count, it's the lack of caution shown by new posters like the creator of this topic that fuel the fire.
For better or worse, no matter the forum, you will be treated far better if you've posted casually and gotten through the stage in which everyone assumes you to be a "n00b" before going on to something serious.
<!--QuoteBegin-Tails+Apr 13 2004, 10:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tails @ Apr 13 2004, 10:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Buggy+Apr 12 2004, 02:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Apr 12 2004, 02:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 9 bullets btw, on 1 hive that is, unless carapaced <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No, 5 bullets at 1 hive and no carapace. With cara, 4 bullets more. Still, even *one* bullet can make a big difference when only a few is needed to kill.
(Like asking if you want get shot to the head once or twice, in real life <!--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><div class='postcolor'> <!--QuoteEEnd--> ill just assume you are thinking about the hmg?
lmg does 10 damage basic, skulk has roughly 70 + 10*2 = 90 hp. which makes for 9 bullets.....
<a href='http://nonoobs.com/damage.php' target='_blank'>http://nonoobs.com/damage.php</a> for confirmation.
Took a look, and yea; 9 bullets (hard to believe, dying so quick)
Every upgrade level seem to decrease this by one, so at level 3 marine needs just 7 bullets to kill a hive 1 skulk. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
(So one marine has the potential to match 4 skulks, plus pistol. Easy, add one corridor and some aiming skills. Even better: add one marine more and you have a Corridor of Total Skulk Doom +5 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
The problem with skulks is that not always what you see is what you can shoot. The shotgun can tell you that much more noticeably. It even looks like the people at valve don't care about or WANT Steam to have this hitbox lag... (omg conspiracy lol)
PS: What happened to those conspiracy threads? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Sprite101+Apr 10 2004, 11:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sprite101 @ Apr 10 2004, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There needs to be a limit on how many Onos's the aliens can have.
Other Onos problems: 1) Unrealistic health. 2) Unrealistic speed. 3) Clipping issues. 4) Needs to be a set limit on how many of each creature there can be. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No. Onos cost 75 res. If the aliens have time to collectively save up 300 res on just Onos, then you haven't been doing your job. They're also killable. 3 HA's not in Stomp/Devour will definentley kill it faster than I care to count. 1) It's a tank. 2) It's slow as a tank. 3) Half-Life's fault, unless you really want to cripple its ability to move. 4) If that's the rule, the same should apply to Marines. But it shouldn't be the rule in the first place. If they can save up enough for whatever crazy amount they have, they deserve the win.
<!--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-->Problems with Sulks 1) Too powerful, needs to be more than 2 hits to kill a human with a skulk.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If the Skulk can get that close to you without you killing it, as well as you not moving to give it optimum chance to land a hit, it's your fault.
<!--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-->Whatever the heck that is: [Fade] 1) Too much health 2) Too strong<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Too much health? It has 300/150, IIRC. That's a couple of shotgun shots, and 50 alien res gone buh bye. If the other team is spendin' res, you have to, as well.
<!--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-->HUMAN PROBLEMS: 1) Grenade animation too freakin long. Looks great, but takes 5 min. to throw. 2) Cannot run backwards. It drives me nuts when I'm trying to run for my life and shoot and it seems like I'm crawling. If I saw one of those aliens in real life, I'ld backpetal and shoot faster than a speeding bullet. 3) Mines not exploding. The proximity on mines needs to be alot larger. As it is, the aliens practically hafto step on them for them to blow up. If it had a larger proximity, it would serve as a much better defense.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> 1) They're supposed to be, you shouldn't be able to just whip out a grenade in combat. They're better when you are either destroying structures, or have it primed, ready to go into battle. They blow up on contact, too. 2) For balance. You shouldn't be able to load bullets into a creature and evade at the same time, it's not being fair. 3) Mines = things that explode when you step on them... They're not proximity mines, I don't think. They're just mines.
<!--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-->Other than that, the game's awesome. Please consider all the problems I have pointed out. Because as it is, it is nearly impossible to win as humans in a large # of players game..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually, due to the resource model for Aliens, it's much easier for the Marines to win a large-scale game. It takes Aliens much longer to gather resources to build or evolve, while the Commander gets the same amount, just not everybody has the equipment he dishes out.
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
Actually Crono, I kinda liked the more powerful mines of 1.04 better. You remember how you can block entire doorways because of the lasers? It was a dual-purpose tripmine/explode on contact mine. I think it'd be cool is the mine was a proximity mine tho. Back then, mines were cheaper back. I think commanders would use mines right now a LOT more if they cost less or did more damage. Right now even a skulk with carapace can survive one.
ZunniThe best thing to happen to I&S in a long whileJoin Date: 2002-11-26Member: 10016Members
<!--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--><!--QuoteBegin-Sprite101+Apr 10 2004, 11:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sprite101 @ Apr 10 2004, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There needs to be a limit on how many Onos's the aliens can have.
Other Onos problems: <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> 1) Unrealistic health. 2) Unrealistic speed. 3) Clipping issues. 4) Needs to be a set limit on how many of each creature there can be.
Problems with Sulks <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> 1) Too powerful, needs to be more than 2 hits to kill a human with a skulk.
Whatever the heck that is: <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> 1) Too much health 2) Too strong
HUMAN PROBLEMS: 1) Grenade animation too freakin long. Looks great, but takes 5 min. to throw. 2) Cannot run backwards. It drives me nuts when I'm trying to run for my life and shoot and it seems like I'm crawling. If I saw one of those aliens in real life, I'ld backpetal and shoot faster than a speeding bullet. 3) Mines not exploding. The proximity on mines needs to be alot larger. As it is, the aliens practically hafto step on them for them to blow up. If it had a larger proximity, it would serve as a much better defense.
Other than that, the game's awesome. Please consider all the problems I have pointed out. Because as it is, it is nearly impossible to win as humans in a large # of players game.. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Can you base any of your allegations on facts?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
When has anyone here needed facts to back up a claim of something.....
I've got a good many posts and people still think i'm a n00b.....
But anyway, it's either a joke by a member or a new poster giving his first inaccurate impressions of the game. Either way, at least he didn't request "something for aliens to evolve into like a scorpion or something that hovers without flapping".
He does bring up a valid issue with the hand grenade, however. It takes agonizingly long for the had to reach over pull the pin out, then the other arm to ponderously pull back, and then finally, after what seems like a good 10 seconds in which the marine may have already died, there is a single explosion that does little to structures and never, ever, ever kills an alien no matter what. If you have an entire 5 man squad throwing grenades, they might be able to take out as much as 2 OCs and a DC, if that.
I'd say make the hand grenade upgrade give marines like 2 or 3 hand grenades per life as opposed to one. They would still suck against lifeforms, but it might be a good way for a couple marines to clear out a WoL a bit easier.
Does anyone but me ever long for the days when marines would crap their pants when they ran into a WoL? Like when you turn a corner and there are 8 of those old sounds (you know, the old OC howl?) and you just think "Well, looks like I have to find another way around." I do, I miss those days. They were good days. Good days.
Comments
No, 5 bullets at 1 hive and no carapace. With cara, 4 bullets more. Still, even *one* bullet can make a big difference when only a few is needed to kill.
(Like asking if you want get shot to the head once or twice, in real life <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
That kind of elitist scoffing is everything wrong with gaming communities today. Do you think your postcount (68 at the time of this writing, by the way) makes your opinions more valid than someone who just joined the forums? Come back when you have something constructive to say.
Edit: Wait, I only have 13 posts. I must be such a n00b.
That kind of elitist scoffing is everything wrong with gaming communities today. Do you think your postcount (68 at the time of this writing, by the way) makes your opinions more valid than someone who just joined the forums? Come back when you have something constructive to say.
Edit: Wait, I only have 13 posts. I must be such a n00b. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
By the same token one should not jump into a forum and post issues without putting any real thought into them, and new posters are seen as doing this more often.
While it is sad that certain assumptions are made based only on post count, it's the lack of caution shown by new posters like the creator of this topic that fuel the fire.
For better or worse, no matter the forum, you will be treated far better if you've posted casually and gotten through the stage in which everyone assumes you to be a "n00b" before going on to something serious.
No, 5 bullets at 1 hive and no carapace. With cara, 4 bullets more. Still, even *one* bullet can make a big difference when only a few is needed to kill.
(Like asking if you want get shot to the head once or twice, in real life <!--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><div class='postcolor'> <!--QuoteEEnd-->
ill just assume you are thinking about the hmg?
lmg does 10 damage basic, skulk has roughly 70 + 10*2 = 90 hp. which makes for 9 bullets.....
<a href='http://nonoobs.com/damage.php' target='_blank'>http://nonoobs.com/damage.php</a> for confirmation.
Every upgrade level seem to decrease this by one, so at level 3 marine needs just 7 bullets to kill a hive 1 skulk. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
(So one marine has the potential to match 4 skulks, plus pistol. Easy, add one corridor and some aiming skills. Even better: add one marine more and you have a Corridor of Total Skulk Doom +5 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
PS: What happened to those conspiracy threads? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Other Onos problems:
1) Unrealistic health.
2) Unrealistic speed.
3) Clipping issues.
4) Needs to be a set limit on how many of each creature there can be.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No. Onos cost 75 res. If the aliens have time to collectively save up 300 res on just Onos, then you haven't been doing your job. They're also killable. 3 HA's not in Stomp/Devour will definentley kill it faster than I care to count.
1) It's a tank.
2) It's slow as a tank.
3) Half-Life's fault, unless you really want to cripple its ability to move.
4) If that's the rule, the same should apply to Marines. But it shouldn't be the rule in the first place. If they can save up enough for whatever crazy amount they have, they deserve the win.
<!--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-->Problems with Sulks
1) Too powerful, needs to be more than 2 hits to kill a human with a skulk.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If the Skulk can get that close to you without you killing it, as well as you not moving to give it optimum chance to land a hit, it's your fault.
<!--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-->Whatever the heck that is: [Fade]
1) Too much health
2) Too strong<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Too much health? It has 300/150, IIRC. That's a couple of shotgun shots, and 50 alien res gone buh bye. If the other team is spendin' res, you have to, as well.
<!--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-->HUMAN PROBLEMS:
1) Grenade animation too freakin long. Looks great, but takes 5 min. to throw.
2) Cannot run backwards. It drives me nuts when I'm trying to run for my life and shoot and it seems like I'm crawling. If I saw one of those aliens in real life, I'ld backpetal and shoot faster than a speeding bullet.
3) Mines not exploding. The proximity on mines needs to be alot larger. As it is, the aliens practically hafto step on them for them to blow up. If it had a larger proximity, it would serve as a much better defense.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
1) They're supposed to be, you shouldn't be able to just whip out a grenade in combat. They're better when you are either destroying structures, or have it primed, ready to go into battle. They blow up on contact, too.
2) For balance. You shouldn't be able to load bullets into a creature and evade at the same time, it's not being fair.
3) Mines = things that explode when you step on them... They're not proximity mines, I don't think. They're just mines.
<!--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-->Other than that, the game's awesome. Please consider all the problems I have pointed out. Because as it is, it is nearly impossible to win as humans in a large # of players game..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually, due to the resource model for Aliens, it's much easier for the Marines to win a large-scale game. It takes Aliens much longer to gather resources to build or evolve, while the Commander gets the same amount, just not everybody has the equipment he dishes out.
Oh, and yes... Yes it is an awesome game.
Onos cost 75. Play the game more.
Fades have 300/150.
Onos cost 75. Play the game more.
Fades have 300/150. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Kinda busy, got ESF and coding to worry about.
But thanks, I'll update my thing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The lasers were fun to make patterns with.
Other Onos problems: <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
1) Unrealistic health.
2) Unrealistic speed.
3) Clipping issues.
4) Needs to be a set limit on how many of each creature there can be.
Problems with Sulks <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
1) Too powerful, needs to be more than 2 hits to kill a human with a skulk.
Whatever the heck that is: <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
1) Too much health
2) Too strong
HUMAN PROBLEMS:
1) Grenade animation too freakin long. Looks great, but takes 5 min. to throw.
2) Cannot run backwards. It drives me nuts when I'm trying to run for my life and shoot and it seems like I'm crawling. If I saw one of those aliens in real life, I'ld backpetal and shoot faster than a speeding bullet.
3) Mines not exploding. The proximity on mines needs to be alot larger. As it is, the aliens practically hafto step on them for them to blow up. If it had a larger proximity, it would serve as a much better defense.
Other than that, the game's awesome. Please consider all the problems I have pointed out. Because as it is, it is nearly impossible to win as humans in a large # of players game.. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Can you base any of your allegations on facts?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
When has anyone here needed facts to back up a claim of something.....
But anyway, it's either a joke by a member or a new poster giving his first inaccurate impressions of the game. Either way, at least he didn't request "something for aliens to evolve into like a scorpion or something that hovers without flapping".
He does bring up a valid issue with the hand grenade, however. It takes agonizingly long for the had to reach over pull the pin out, then the other arm to ponderously pull back, and then finally, after what seems like a good 10 seconds in which the marine may have already died, there is a single explosion that does little to structures and never, ever, ever kills an alien no matter what. If you have an entire 5 man squad throwing grenades, they might be able to take out as much as 2 OCs and a DC, if that.
I'd say make the hand grenade upgrade give marines like 2 or 3 hand grenades per life as opposed to one. They would still suck against lifeforms, but it might be a good way for a couple marines to clear out a WoL a bit easier.
Does anyone but me ever long for the days when marines would crap their pants when they ran into a WoL? Like when you turn a corner and there are 8 of those old sounds (you know, the old OC howl?) and you just think "Well, looks like I have to find another way around." I do, I miss those days. They were good days. Good days.