<!--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-->In patch news, the team is hard at work on beta 5. We expect to have the ‘hitbox’ bug fixed (related to slot that player inhabited on server), along with resource tower/collision improvements, HLTV improvements and lots more. This patch will be mostly bug fixes, and we expect to release it <b>Friday, July 23rd</b>, in time for testing before the CPL. We are also hoping to have NS released officially on Steam (under “My Games” instead of “Third Party Games”) shortly thereafter. After NS is released on Steam, and some of the more pressing issues are taken care of, we’ll get back to adding new features to the game.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> MOSTLY bug fixes. Who knows what else the dev team may do?
Just keeping you on your toes. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Welder rate of fire is now steady again. It will now work properly against webs, and the progress bar for welding will not flicker. It also has cool sounds. Here's what voogru had to say about it:
<!--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-->All done with the welder.
It now owns.
All I need is my protective mask with a evil grin drawn onto it and I can proceeed to take over the world. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Cloaking and walking should be less touchy now with celerity.
Weird things that happen with digesting marines (appearing on SOF, sighting sieges, etc.) should be fixed.
They MIGHT have fixed the ns_lost crash, they don't know if it was "accidentally fixed" in one of the dev builds.
I think they fixed the hera holoroom bug.
The xenocide scream is now silenced, as is the primal scream reply.
Some "knockback" marines being thrown across the room is fixed, but as of this posting, there are rare occasions where it still happens.
lastinv is now a client-side command, I think (not exactly a bug, but noted in the bugtracker no less)
co_rebirth spawns should work correctly.
fixed the turrets so they respond to weapon upgrades.
There's just a small list, there are no doubt more bugs that have been fixed. A big "thank you" goes out to the devs, notably voogru and th33ph/elventheif, who are new to the team and already cracking on the bugs!
<!--QuoteBegin-semi-psychotic+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think they fixed the hera holoroom bug.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteBegin-xp-cagey+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xp-cagey)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Resolved for beta 5.
Fixed bug in build requirement code that was causing rts to be placed on the wrong nozzle -- rts now always snap to the closest nozzle, fixing double node bug on hera and similar maps.
Placing rts in a nozzle field on custom maps as a commander should easier as well, since one node won't be attempting to steal the focus from another when nodes are placed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-semi-psychotic+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The xenocide scream is now silenced, as is the primal scream reply.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Not only are such attacks and replies silenced, but it now augments the RoF and damage of most attacks, now including Parasite and Xenocide. Base cracking, anyone?
Just what we needed - stronger base turrets LOLOLOLOLOL!!!! YES OMG I <3 FLAYRA!!!!! It's okay no one wanted vinegar splash - I mean acid rocket fixed anyway. And no one uses Onos anyway but if there's one thing we need it's <b>more torrents commando!</b>
admin_csay red GG NS
admin_execall /quit
We wait fricken ages for a changelog and it finally comes and marines get even MORE powerful, crap that's been broken for ages is STILL broken, and the stupidest changes ever devised are STILL in the game. I suppose I should be thankful though, this is pretty much the first changelog we've seen where aliens didn't get nerfed even MORE.
<span style='color:white'>Calm down. Nobody will keep you from voicing your opinion, you don't have to scream.</span>
<!--QuoteBegin-Al_Kaholic+Jul 21 2004, 12:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Al_Kaholic @ Jul 21 2004, 12:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just thank your lucky, sarcastic stars that weapon upgrades don't affect Siege Cannons. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I wouldn't give him any ideas...
The thing is, I can sit here and pretend that the actual changelog might be more impressive; It'd be truely awesome if an onos could actually walk in a room and NOT have to run from <b>LMG MARINES</b> (ROFL OMG MOVE GUYZ THEY HAVE FREE GUNZ IM GONNA DIE!!!). Unfortunately I know that a change that big would've been noticed and have been put up.
I suggest anyone looking for a changelog log into the bug tracker (As guest/guest) and look at the entries. Specifically ones that have been resolved. Most of them have comments saying "Fixed for beta 5".
It'd be nice to see a non-damage parasite that takes much less energy to fire, is insta-hit, and travels infinatly.. Grepdashv, you have the best ideas. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<!--QuoteBegin-EEK+Jul 21 2004, 01:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EEK @ Jul 21 2004, 01:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Al_Kaholic+Jul 21 2004, 12:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Al_Kaholic @ Jul 21 2004, 12:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just thank your lucky, sarcastic stars that weapon upgrades don't affect Siege Cannons. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I wouldn't give him any ideas... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Flayra, as well as other team members have expressed that they do not desire Siege Cannons to be affected this way. Course, if you had done your research...
Looks like this is the part of the post where I proceed to shout <b><span style='font-size:21pt;line-height:100%'><span style='color:red'>BETA.</span></span></b> Much of the community is aware of such problems as the Kharra's relative fragility and the fact that their 'tech tree' is much easier to demolish than the Marines. But you have to face the facts, whether you like it or not, that the latest builds of this beta have been geared towards fixing bugs and exploits rather than the tedious and thankless task of balancing the teams. And guess what? Complaining isn't going to help anything! Each new beta build can introduce new bugs and even resurface older bugs and exploits, and it's entrely up to the developers as to when and how balance issues will be addressed.
Well, let's relativate that statement a little. Voogru and Thief didn't come on board to fix stuff for all their life, after all. The matter of fact is that a lot of the bigger recent bugs (such as the various hitbox-related oddities) make balancing progressively harder. It's necessary to resolve them before meaningful changes to the actual gameplay can be made. Beta 5 can be considered an attempt at creating a somewhat cleaner slate on which the next versions can be built.
I remember seeing something a few weeks back in the bt about jetpacks not losing speed if you skim the floor in b5. Should be interesting to see how that plays out, or if it affects things at all.
<!--QuoteBegin-Nemesis Zero+Jul 21 2004, 01:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Jul 21 2004, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, let's relativate that statement a little. Voogru and Thief didn't come on board to fix stuff for all their life, after all. The matter of fact is that a lot of the bigger recent bugs (such as the various hitbox-related oddities) make balancing progressively harder. It's necessary to resolve them before meaningful changes to the actual gameplay can be made. Beta 5 can be considered an attempt at creating a somewhat cleaner slate on which the next versions can be built. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I could not have stated that better. I'm just a bit tired at this point (both figuratively and literally) of people's narrow-sightedness about one or two alterations making Natural Selection look like the most unenjoyable, unbalanced game to ever exist. I for one look forward to Beta 5 and thank the developers wholeheartedly for their hard work and determination.
<!--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-->Beta 5 can be considered an attempt at creating a somewhat cleaner slate on which the next versions can be built.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> So basically no special changes in gameplay for 3-4 months. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
<!--QuoteBegin-Wirhe+Jul 21 2004, 07:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wirhe @ Jul 21 2004, 07:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So basically no special changes in gameplay for 3-4 months. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> In case you wanted to express that there'll be another three months delay until a Beta 6 with gameplay changes will be released - nope. Vacation and move have ended - there are no excuses anymore, especially since voog and Thief will take a by far more active role besides Flayra. I won't promise anything since I'm not the person to produce the results, but I'm assuming we'll be back to the pre- Beta 3 schedule of fast releases.
Lessee... other bugs fixed include the gestation area check (it should be easier to gestate without jumping now).
Gestation health effects are fixed now (when you hatched, you used go back to your old health/armor counts. If you started gestating while hurt, then healed to full, then hatched, you would be hurt. Now, you would spawn healed if you were healed).
The bug where people accidentally "steal" your upgrade has been fixed. (the jetpack/HA/weapon/etc. was dropped over your head, but you moved and somebody else got under it).
Some HA oddities were fixed.
Primary weapons and slot4 weapons (other than hand grenades) are always dropped on death.
Regeneration now overflows from health to armor. This is a pretty big fix, because a fade hanging around armor level and running from the marines can be kept from regenerating armor by a marine sneezing on him. Also note that armor is much more resistant to fire than health, so regenerating armor is important.
In ns_bast, marines can no longer siege engine room from a TF in marine start. The layout of the map has been modified, according to Mendasp.
mp_consistency no longer checks for files that it shouldn't check for.
Most important of all, I THINK they may have PSHB fixed. That has probably been their highest priority ever since they isolated it and nailed the reproduction, so they might have it fixed. None of us can tell because we don't have access to view the private bugtracker logs, reserved for bugs that can be seriously exploited.
Let me reiterate and re-emphasize this: you can't balance a game with bugs in it. Soon after beta5, they will hopefully start getting back to balance issues. I wouldn't be suprised if they have a few pre-balance changes set in beta 5 (i.e. something that would require a few changes to existing code before it can be implemented)
The bug tracker is basically an actively updated changelog, especially for a bug patch like Beta 5. Keep an eye on it if you want to know what goes in since the changelog is rarely uploaded more than an hour before release.
<!--QuoteBegin-semi-psychotic+Jul 21 2004, 08:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic @ Jul 21 2004, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Regeneration now overflows from health to armor. This is a pretty big fix, because a fade hanging around armor level and running from the marines can be kept from regenerating armor by a marine sneezing on him. Also note that armor is much more resistant to fire than health, so regenerating armor is important. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Hmm ok so forgive me if Im wrong (and I probably am)
But, if you regenerate armour aswell as HP now, wont that make you even stronger?
I dont know the exact numbers but armour is worth like 3 or 4 times your HP, so if you keep regenerating armour it will be well hard for them to kill you, especially when your blinking away and those last few hits you recieve before you escape hit armour instead of HP.
And if the fade wasnt already ownage enough as it is. Who says marines are better? Res **** for fade - add skill - gg <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
No, you'll only regenerate armor once your health is full, just like before. The only difference is that now the regen tick that fills up your health will overflow into armor as well, rather than just being cut off. It's a pretty small benefit.
<!--QuoteBegin-Al_Kaholic+Jul 21 2004, 01:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Al_Kaholic @ Jul 21 2004, 01:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Nemesis Zero+Jul 21 2004, 01:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Jul 21 2004, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, let's relativate that statement a little. Voogru and Thief didn't come on board to fix stuff for all their life, after all. The matter of fact is that a lot of the bigger recent bugs (such as the various hitbox-related oddities) make balancing progressively harder. It's necessary to resolve them before meaningful changes to the actual gameplay can be made. Beta 5 can be considered an attempt at creating a somewhat cleaner slate on which the next versions can be built. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I could not have stated that better. I'm just a bit tired at this point (both figuratively and literally) of people's narrow-sightedness about one or two alterations making Natural Selection look like the most unenjoyable, unbalanced game to ever exist. I for one look forward to Beta 5 and thank the developers wholeheartedly for their hard work and determination.
Edit: Some odd wording on my part. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> While this is true in and of itself, it has been so <b>rediculously</b> long since we've had a new version (that ATI contest - remember that little thing?), and that they've accomplished so LITTLE in that time, it's downright irritating. We used to get silly little bugfix patches like this once a week, not once a yearly quarter.
Hopefully they WILL pick up the pace because this is absurdity.
Comments
:/ usually it's announced at the same time with the beta download links.
^^NOTE! Unproven! I dont know if thats true! Most likely a rumour!^^
MOSTLY bug fixes. Who knows what else the dev team may do?
Just keeping you on your toes. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Welder rate of fire is now steady again. It will now work properly against webs, and the progress bar for welding will not flicker. It also has cool sounds. Here's what voogru had to say about it:
<!--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-->All done with the welder.
It now owns.
All I need is my protective mask with a evil grin drawn onto it and I can proceeed to take over the world. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Cloaking and walking should be less touchy now with celerity.
Weird things that happen with digesting marines (appearing on SOF, sighting sieges, etc.) should be fixed.
They MIGHT have fixed the ns_lost crash, they don't know if it was "accidentally fixed" in one of the dev builds.
I think they fixed the hera holoroom bug.
The xenocide scream is now silenced, as is the primal scream reply.
Some "knockback" marines being thrown across the room is fixed, but as of this posting, there are rare occasions where it still happens.
lastinv is now a client-side command, I think (not exactly a bug, but noted in the bugtracker no less)
co_rebirth spawns should work correctly.
fixed the turrets so they respond to weapon upgrades.
There's just a small list, there are no doubt more bugs that have been fixed. A big "thank you" goes out to the devs, notably voogru and th33ph/elventheif, who are new to the team and already cracking on the bugs!
<!--QuoteBegin-xp-cagey+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xp-cagey)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Resolved for beta 5.
Fixed bug in build requirement code that was causing rts to be placed on the wrong nozzle -- rts now always snap to the closest nozzle, fixing double node bug on hera and similar maps.
Placing rts in a nozzle field on custom maps as a commander should easier as well, since one node won't be attempting to steal the focus from another when nodes are placed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-semi-psychotic+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The xenocide scream is now silenced, as is the primal scream reply.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not only are such attacks and replies silenced, but it now augments the RoF and damage of most attacks, now including Parasite and Xenocide. Base cracking, anyone?
But uh.....yeah.
admin_csay red GG NS
admin_execall /quit
We wait fricken ages for a changelog and it finally comes and marines get even MORE powerful, crap that's been broken for ages is STILL broken, and the stupidest changes ever devised are STILL in the game. I suppose I should be thankful though, this is pretty much the first changelog we've seen where aliens didn't get nerfed even MORE.
<span style='color:white'>Calm down. Nobody will keep you from voicing your opinion, you don't have to scream.</span>
Sorry <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I wouldn't give him any ideas...
The thing is, I can sit here and pretend that the actual changelog might be more impressive; It'd be truely awesome if an onos could actually walk in a room and NOT have to run from <b>LMG MARINES</b> (ROFL OMG MOVE GUYZ THEY HAVE FREE GUNZ IM GONNA DIE!!!). Unfortunately I know that a change that big would've been noticed and have been put up.
* Sigh *
It'd be nice to see a non-damage parasite that takes much less energy to fire, is insta-hit, and travels infinatly.. Grepdashv, you have the best ideas. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I wouldn't give him any ideas... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Flayra, as well as other team members have expressed that they do not desire Siege Cannons to be affected this way. Course, if you had done your research...
Looks like this is the part of the post where I proceed to shout <b><span style='font-size:21pt;line-height:100%'><span style='color:red'>BETA.</span></span></b> Much of the community is aware of such problems as the Kharra's relative fragility and the fact that their 'tech tree' is much easier to demolish than the Marines. But you have to face the facts, whether you like it or not, that the latest builds of this beta have been geared towards fixing bugs and exploits rather than the tedious and thankless task of balancing the teams. And guess what? Complaining isn't going to help anything! Each new beta build can introduce new bugs and even resurface older bugs and exploits, and it's entrely up to the developers as to when and how balance issues will be addressed.
I could not have stated that better. I'm just a bit tired at this point (both figuratively and literally) of people's narrow-sightedness about one or two alterations making Natural Selection look like the most unenjoyable, unbalanced game to ever exist. I for one look forward to Beta 5 and thank the developers wholeheartedly for their hard work and determination.
Edit: Some odd wording on my part.
So basically no special changes in gameplay for 3-4 months. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Oh, well; not that I were expecting anything.
In case you wanted to express that there'll be another three months delay until a Beta 6 with gameplay changes will be released - nope. Vacation and move have ended - there are no excuses anymore, especially since voog and Thief will take a by far more active role besides Flayra. I won't promise anything since I'm not the person to produce the results, but I'm assuming we'll be back to the pre- Beta 3 schedule of fast releases.
Gestation health effects are fixed now (when you hatched, you used go back to your old health/armor counts. If you started gestating while hurt, then healed to full, then hatched, you would be hurt. Now, you would spawn healed if you were healed).
The bug where people accidentally "steal" your upgrade has been fixed. (the jetpack/HA/weapon/etc. was dropped over your head, but you moved and somebody else got under it).
Some HA oddities were fixed.
Primary weapons and slot4 weapons (other than hand grenades) are always dropped on death.
Regeneration now overflows from health to armor. This is a pretty big fix, because a fade hanging around armor level and running from the marines can be kept from regenerating armor by a marine sneezing on him. Also note that armor is much more resistant to fire than health, so regenerating armor is important.
In ns_bast, marines can no longer siege engine room from a TF in marine start. The layout of the map has been modified, according to Mendasp.
mp_consistency no longer checks for files that it shouldn't check for.
Most important of all, I THINK they may have PSHB fixed. That has probably been their highest priority ever since they isolated it and nailed the reproduction, so they might have it fixed. None of us can tell because we don't have access to view the private bugtracker logs, reserved for bugs that can be seriously exploited.
Let me reiterate and re-emphasize this: you can't balance a game with bugs in it. Soon after beta5, they will hopefully start getting back to balance issues. I wouldn't be suprised if they have a few pre-balance changes set in beta 5 (i.e. something that would require a few changes to existing code before it can be implemented)
Regeneration now overflows from health to armor. This is a pretty big fix, because a fade hanging around armor level and running from the marines can be kept from regenerating armor by a marine sneezing on him. Also note that armor is much more resistant to fire than health, so regenerating armor is important.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hmm ok so forgive me if Im wrong (and I probably am)
But, if you regenerate armour aswell as HP now, wont that make you even stronger?
I dont know the exact numbers but armour is worth like 3 or 4 times your HP, so if you keep regenerating armour it will be well hard for them to kill you, especially when your blinking away and those last few hits you recieve before you escape hit armour instead of HP.
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
And if the fade wasnt already ownage enough as it is. Who says marines are better? Res **** for fade - add skill - gg <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
So its actually a pretty minor thing then. Slightly improves aliens I suppose.
I could not have stated that better. I'm just a bit tired at this point (both figuratively and literally) of people's narrow-sightedness about one or two alterations making Natural Selection look like the most unenjoyable, unbalanced game to ever exist. I for one look forward to Beta 5 and thank the developers wholeheartedly for their hard work and determination.
Edit: Some odd wording on my part. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
While this is true in and of itself, it has been so <b>rediculously</b> long since we've had a new version (that ATI contest - remember that little thing?), and that they've accomplished so LITTLE in that time, it's downright irritating. We used to get silly little bugfix patches like this once a week, not once a yearly quarter.
Hopefully they WILL pick up the pace because this is absurdity.