Never get rid of Agora or Ayumi. Hopefully Altair will be more playable now, as in people will play it for more than just the first three days of the release like last time.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-Mendasp+Jan 9 2005, 06:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Jan 9 2005, 06:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-6john+Jan 10 2005, 12:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john @ Jan 10 2005, 12:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> oh ok good. so can any consti spys tell us what they mean by parly implemented 3rd person reloads? is it only for some weapons or what? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Look at the beta 5 models in HLMV, as you'll see the LA marine has all the 3rd person reload anims, the HA doesn't. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> if someone in the community adds in the ha 3rd person animations, would they work?
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
<!--QuoteBegin-Hellfire!+Jan 9 2005, 08:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hellfire! @ Jan 9 2005, 08:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looks great, need to get back into this game after a long break. Wonder if my consti account still works <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> it will, just update your profile (the one on the main page)
Glad to see a reload anim. Now if we can get Valve to put hit anims into CS:S <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> And keep Ayumi. Catbus pwnz.
Time to go play B6 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Can't wait.
I've been looking forward to this update since B5 came out! hah
[edit] oh and in reply to frylock: catbus DEFINITELY pwns.[/edit]
O Players using Cloaking upgrade will no longer be fully visible at any time unless attacking or being attacked.
-No more seeing cloaked guys if you're good? Or did I misread that.
O Changed Hivesight sprites to be better discernable for colorblind players (Thanks Jazz!).
-Ummmm.....rofl.
O co_sava - Increased brightness
-Leet.
- Increased brightness level
-Sweet they did it twice, it was a dark map after all.
O ns_eclipse - Recreated Marine Start as a mixture between 1.0x and 2.0x versions and removed doors - Moved Power Subjunction, Horseshoe, and Maintenance resource nodes - Redesigned some hallways - Vent from Horseshoe to Marine Start removed - Various bug fixes
-Curse those doors! Good ridence I say, the rest sounds interesting.
O ns_veil - Fixed vents from Cargo to Nanogrid monitoring
-Good Good.
O ns_nothing - Sped up and fixed all elevators - Elevators can no longer be permanently blocked by players or structures - Fixed several ladders to improve Onos navigability - Fixed railings in Ominous Kismet and improved general navigability of the area
<!--QuoteBegin-BloodBall+Jan 10 2005, 06:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BloodBall @ Jan 10 2005, 06:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Siege now does 330 Damage.
-What did it do before?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It used to do, IIRC, something in the realm of 150-165, but it dealt double to structures, meaning that to structures, it'd deal somewhere in the realm of 300-330. The number change is simply because it no longer damages players.
<!--QuoteBegin-MrObvious+Jan 10 2005, 06:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrObvious @ Jan 10 2005, 06:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Worst change by far... I guarentee you will see games prolonged at the seige because the aliens aren't dying from the blasts<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It -does- mean that marines actually have to enter the hive room to finally clear it out, but that's not a bad thing in my mind. It does prolong matters a little as well... gorges can now heal the hive while it's being taken down. But it doesn't "prolong games".
A prolonged game, in my mind, are those marine last stands... they have no nodes except their home one, sometimes not even that. They're sitting by an armory with GLs and the RFKs are enough to just barely keep them alive, but NOT enough to let them come back. I'd seen games go for half an hour or longer like this... aliens often "surrender" with F4 even though they win. THAT'S prolonging the game. One side has CLEARLY won, the other side has CLEARLY lost, but the game isn't technically over yet.
Seiging like this, even FOUR gorges healing non-stop can't keep a hive up longer than 3 minutes while it's being seiged. And those gorges aren't getting RFK during this time. And every structure taken out weakens the aliens further. At the end, it's inevitable that the marines come in and kill them all.
UNLESS... unless it's a hairline edge situation. Then... things become... epic. It's POSSIBLE to ward off an invasion now. Hard, very hard, but possible. I had an hour long game earlier today... we kept having the same situation over and over again. One hive is up. We're building a second hive, and then they come to seige our first hive. We delay them JUST long enough that the 2nd hive is up before the first goes down. Since we've been FIGHTING during this time, we have the resources to put up the OTHER hive. While we do this, they come and seige the hive we have up. We went round and round in a circle like this until finally, we managed to SAVE the hive they were seiging. Then the circle repeated, except that we were fighting over the THIRD hive instead. But we were hitting resource nodes at the same time, and through attrition, we eventually won. Both teams agreed it was an, and I quote, "Awesome game".
That's the sort of thing that people keep saying they want to see back again, right? The reason some people went back to playing 1.04?
Well looky there...
Epic games are on the rise again.
All due to this one little change.
It rocks.
<!--QuoteBegin-BloodBall+Jan 10 2005, 06:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BloodBall @ Jan 10 2005, 06:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Players using Cloaking upgrade will no longer be fully visible at any time unless attacking or being attacked.
-No more seeing cloaked guys if you're good? Or did I misread that. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You misread it. Whil running, you are now 70% cloaked. The slower you move, the more you are cloaked. I'm not sure if that number ever reaches 100%... I've never been able to see a cloaking skulk in the old versions (even though others regularly would see me)... so I can't quite compare.
The 70% cloak while running is an amazing boost to sensory. It REALLY helps, because... yes, the marines can see you. Heck, I can see running cloaked skulks now. But it's VERY easy to lose your sights on them. You think they're dodging left but they dodged right instead and now you're dead. In the brightest rooms it's like fighting that skulk in a very dark room, except that said skulk can see you just fine.
Very disorienting. There's talk in the consti forum about increasing the "time to recloak"... as it is, you bite once and uncloak fully, and like half a second later, possibly less, you're back to 70% cloaked. I think that'll be a fine fix. I really like this improvement to cloaking. Teams have been going sensory first and winning, and not because of nubs. Likewise, teams have also been going sensory first and losing, likewise, also not because of nubs. I would say it's fairly balanced, esspecially when compared to defense chambers.
<!--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-->It -does- mean that marines actually have to enter the hive room to finally clear it out, but that's not a bad thing in my mind. It does prolong matters a little as well... gorges can now heal the hive while it's being taken down. But it doesn't "prolong games".
A prolonged game, in my mind, are those marine last stands... they have no nodes except their home one, sometimes not even that. They're sitting by an armory with GLs and the RFKs are enough to just barely keep them alive, but NOT enough to let them come back. I'd seen games go for half an hour or longer like this... aliens often "surrender" with F4 even though they win. THAT'S prolonging the game. One side has CLEARLY won, the other side has CLEARLY lost, but the game isn't technically over yet.
Seiging like this, even FOUR gorges healing non-stop can't keep a hive up longer than 3 minutes while it's being seiged. And those gorges aren't getting RFK during this time. And every structure taken out weakens the aliens further. At the end, it's inevitable that the marines come in and kill them all.
UNLESS... unless it's a hairline edge situation. Then... things become... epic. It's POSSIBLE to ward off an invasion now. Hard, very hard, but possible. I had an hour long game earlier today... we kept having the same situation over and over again. One hive is up. We're building a second hive, and then they come to seige our first hive. We delay them JUST long enough that the 2nd hive is up before the first goes down. Since we've been FIGHTING during this time, we have the resources to put up the OTHER hive. While we do this, they come and seige the hive we have up. We went round and round in a circle like this until finally, we managed to SAVE the hive they were seiging. Then the circle repeated, except that we were fighting over the THIRD hive instead. But we were hitting resource nodes at the same time, and through attrition, we eventually won. Both teams agreed it was an, and I quote, "Awesome game".
That's the sort of thing that people keep saying they want to see back again, right? The reason some people went back to playing 1.04?
Well looky there...
Epic games are on the rise again.
All due to this one little change.
It rocks.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hehe, actually it just makes NS games more like CO... think of 4 jetpacks nailing a hive as hard as they can with their shotgun as 5 gorges just keep healing it, with 1 or two good fades swiping down the jetpackers so they can't focus on the gorges.
I almost guarentee you that you will get stalemates at siege points that marines CANNOT win once people figure out they can gorge it up and just heal the hive from being killed.
A good fade on a pub can EASILY keep out a marine force out of the hive, hell even in a clan game a fade can do this no problem, because the hive heal is so extreme. Before in the old seige, it drew aliens OUT OF THE HIVE so they had to fight without the hive heal... now guess what? Once a player figures out:
- I suck, and I'm probably gonna get owned if I try to attack the seige encampment as I can't coordinate with my team nor can play a leap skulk/fade very well - Gorging takes no skill and makes up for the "I suck" factor as keeping the hive alive from 1 seige (or 2 seiges if they have adren) is much better than them randomally suciding into marines.
-Sweet they did it twice, it was a dark map after all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> lol, I added cover twice, too. I don't know how the hell I did that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
@MrObvious tbh I think its a hell lot better to force the marines to push in rather to camp some random tf location. Or maybe we can use more sieges? If the aliens protect the hive then the marines should have a tougher time fighting them and taking down the hive, shouldn't they? This will make siegeing a lot more interesting now that the marines actually have to take offensive actions rather than just sitting around, instead of the other way around.
puzlThe Old FirmJoin Date: 2003-02-26Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin-Aaron+Jan 9 2005, 09:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Jan 9 2005, 09:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And man, what is <i>with</i> the epidemic of just "losing" stuff. Don't people know how to back things up? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, there has been a new policy for a while now. A map cannot go official unless the map source is submitted to our revision control. So hopefully this is the end of losing maps due to HD crashes.
<!--QuoteBegin-Buggy+Jan 10 2005, 06:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Jan 10 2005, 06:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, but getting blasted miles away from the hive at random occasions is not fun.
Siege changes are good, but perhaps they should have upped the damage to compensate. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Then lets change the rules for applying splash damage to make it more logical, not remove splashdamage and make it entirely stupid. Now its really just a chamber-sweeping tool.
And if theres one thing NS doesn't need, its a stronger focus on creating marine dominance in the first 3 minutes, and then never again.
I didn't see "blast damage" removed from sieges, so I assume that was an oversight and we are to assume that the 330 dmg will not double against structures? I love it, I hope it comes out soon.
OLD sieges did 165 dmg, and double to buildings (330). NEW sieges will do 330 dmg to buildings only (no doubling at all). Just some rewording for the same effect to buildings.
Yes, on second thought, we might have wanted to actually drop that change from this abriged changelog since it'll only create confusion.
Which brings us to the next point. This is a shortened version of the changelog. Most bugfixes that did not directly affect core gameplay have been left out. In other words, _special <i>is</i> gone, among other things.
Mineshaft's removal had nothing to do with a lost source file, but rather with a lost mapper <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Ekaj moved on, and while we respect this decision, it meant that mineshaft would not be updated again, which was, seeing its gameplay flaws, not acceptable.
tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-Nemesis Zero+Jan 10 2005, 04:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Jan 10 2005, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mineshaft's removal had nothing to do with a lost source file, but rather with a lost mapper <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Ekaj moved on, and while we respect this decision, it meant that mineshaft would not be updated again, which was, seeing its gameplay flaws, not acceptable. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What about co_core ? As far as I know Ekaj did this map aswell. Will it ever be updated to finally include a proper readyroom or will it also be cut in a future release ?
<!--QuoteBegin-Paladin+Jan 10 2005, 02:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paladin @ Jan 10 2005, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What about co_core ? As far as I know Ekaj did this map aswell. Will it ever be updated to finally include a proper readyroom or will it also be cut in a future release ? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Merkaba did some updates on core, we've still got hope for it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
Cool stuff, give us.
ayumi, altair, and agora all look like they were made by the same person... a little less for altair
Look at the beta 5 models in HLMV, as you'll see the LA marine has all the 3rd person reload anims, the HA doesn't. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
if someone in the community adds in the ha 3rd person animations, would they work?
disappointed
it will, just update your profile (the one on the main page)
And keep Ayumi. Catbus pwnz.
Time to go play B6 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Can't wait.
I've been looking forward to this update since B5 came out! hah
[edit] oh and in reply to frylock: catbus DEFINITELY pwns.[/edit]
No Lerk spikes?
Vent from Horseshoe to MS has been removed!?
Noooooo!
Other than that, the new changes look good. Glad to see that Refinery hive got some lovin'.
What exactly does this mean? When you see reloading he only does half the job?
-What did it do before?
O Players using Cloaking upgrade will no longer be fully visible at any time unless attacking or being attacked.
-No more seeing cloaked guys if you're good? Or did I misread that.
O Changed Hivesight sprites to be better discernable for colorblind players (Thanks Jazz!).
-Ummmm.....rofl.
O co_sava
- Increased brightness
-Leet.
- Increased brightness level
-Sweet they did it twice, it was a dark map after all.
O ns_eclipse
- Recreated Marine Start as a mixture between 1.0x and 2.0x versions and
removed doors
- Moved Power Subjunction, Horseshoe, and Maintenance resource nodes
- Redesigned some hallways
- Vent from Horseshoe to Marine Start removed
- Various bug fixes
-Curse those doors! Good ridence I say, the rest sounds interesting.
O ns_veil
- Fixed vents from Cargo to Nanogrid monitoring
-Good Good.
O ns_nothing
- Sped up and fixed all elevators
- Elevators can no longer be permanently blocked by players or structures
- Fixed several ladders to improve Onos navigability
- Fixed railings in Ominous Kismet and improved general navigability of the
area
-Good.
O Siege now does 330 Damage.
Worst change by far... I guarentee you will see games prolonged at the seige because the aliens aren't dying from the blasts
Shotgun change was unessesary
And the mimimum regen needs to be at least 2 hp or 2% of their hp
Other than that honestly I was expecting more work to be done in this time or beta 6 should have realistically popped out much sooner
O Siege now does 330 Damage.
-What did it do before?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It used to do, IIRC, something in the realm of 150-165, but it dealt double to structures, meaning that to structures, it'd deal somewhere in the realm of 300-330. The number change is simply because it no longer damages players.
<!--QuoteBegin-MrObvious+Jan 10 2005, 06:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrObvious @ Jan 10 2005, 06:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Worst change by far... I guarentee you will see games prolonged at the seige because the aliens aren't dying from the blasts<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It -does- mean that marines actually have to enter the hive room to finally clear it out, but that's not a bad thing in my mind. It does prolong matters a little as well... gorges can now heal the hive while it's being taken down. But it doesn't "prolong games".
A prolonged game, in my mind, are those marine last stands... they have no nodes except their home one, sometimes not even that. They're sitting by an armory with GLs and the RFKs are enough to just barely keep them alive, but NOT enough to let them come back. I'd seen games go for half an hour or longer like this... aliens often "surrender" with F4 even though they win. THAT'S prolonging the game. One side has CLEARLY won, the other side has CLEARLY lost, but the game isn't technically over yet.
Seiging like this, even FOUR gorges healing non-stop can't keep a hive up longer than 3 minutes while it's being seiged. And those gorges aren't getting RFK during this time. And every structure taken out weakens the aliens further. At the end, it's inevitable that the marines come in and kill them all.
UNLESS... unless it's a hairline edge situation. Then... things become... epic. It's POSSIBLE to ward off an invasion now. Hard, very hard, but possible. I had an hour long game earlier today... we kept having the same situation over and over again. One hive is up. We're building a second hive, and then they come to seige our first hive. We delay them JUST long enough that the 2nd hive is up before the first goes down. Since we've been FIGHTING during this time, we have the resources to put up the OTHER hive. While we do this, they come and seige the hive we have up. We went round and round in a circle like this until finally, we managed to SAVE the hive they were seiging. Then the circle repeated, except that we were fighting over the THIRD hive instead. But we were hitting resource nodes at the same time, and through attrition, we eventually won. Both teams agreed it was an, and I quote, "Awesome game".
That's the sort of thing that people keep saying they want to see back again, right? The reason some people went back to playing 1.04?
Well looky there...
Epic games are on the rise again.
All due to this one little change.
It rocks.
<!--QuoteBegin-BloodBall+Jan 10 2005, 06:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BloodBall @ Jan 10 2005, 06:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Players using Cloaking upgrade will no longer be fully visible at any time unless attacking or being attacked.
-No more seeing cloaked guys if you're good? Or did I misread that. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You misread it. Whil running, you are now 70% cloaked. The slower you move, the more you are cloaked. I'm not sure if that number ever reaches 100%... I've never been able to see a cloaking skulk in the old versions (even though others regularly would see me)... so I can't quite compare.
The 70% cloak while running is an amazing boost to sensory. It REALLY helps, because... yes, the marines can see you. Heck, I can see running cloaked skulks now. But it's VERY easy to lose your sights on them. You think they're dodging left but they dodged right instead and now you're dead. In the brightest rooms it's like fighting that skulk in a very dark room, except that said skulk can see you just fine.
Very disorienting. There's talk in the consti forum about increasing the "time to recloak"... as it is, you bite once and uncloak fully, and like half a second later, possibly less, you're back to 70% cloaked. I think that'll be a fine fix. I really like this improvement to cloaking. Teams have been going sensory first and winning, and not because of nubs. Likewise, teams have also been going sensory first and losing, likewise, also not because of nubs. I would say it's fairly balanced, esspecially when compared to defense chambers.
A prolonged game, in my mind, are those marine last stands... they have no nodes except their home one, sometimes not even that. They're sitting by an armory with GLs and the RFKs are enough to just barely keep them alive, but NOT enough to let them come back. I'd seen games go for half an hour or longer like this... aliens often "surrender" with F4 even though they win. THAT'S prolonging the game. One side has CLEARLY won, the other side has CLEARLY lost, but the game isn't technically over yet.
Seiging like this, even FOUR gorges healing non-stop can't keep a hive up longer than 3 minutes while it's being seiged. And those gorges aren't getting RFK during this time. And every structure taken out weakens the aliens further. At the end, it's inevitable that the marines come in and kill them all.
UNLESS... unless it's a hairline edge situation. Then... things become... epic. It's POSSIBLE to ward off an invasion now. Hard, very hard, but possible. I had an hour long game earlier today... we kept having the same situation over and over again. One hive is up. We're building a second hive, and then they come to seige our first hive. We delay them JUST long enough that the 2nd hive is up before the first goes down. Since we've been FIGHTING during this time, we have the resources to put up the OTHER hive. While we do this, they come and seige the hive we have up. We went round and round in a circle like this until finally, we managed to SAVE the hive they were seiging. Then the circle repeated, except that we were fighting over the THIRD hive instead. But we were hitting resource nodes at the same time, and through attrition, we eventually won. Both teams agreed it was an, and I quote, "Awesome game".
That's the sort of thing that people keep saying they want to see back again, right? The reason some people went back to playing 1.04?
Well looky there...
Epic games are on the rise again.
All due to this one little change.
It rocks.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hehe, actually it just makes NS games more like CO... think of 4 jetpacks nailing a hive as hard as they can with their shotgun as 5 gorges just keep healing it, with 1 or two good fades swiping down the jetpackers so they can't focus on the gorges.
I almost guarentee you that you will get stalemates at siege points that marines CANNOT win once people figure out they can gorge it up and just heal the hive from being killed.
A good fade on a pub can EASILY keep out a marine force out of the hive, hell even in a clan game a fade can do this no problem, because the hive heal is so extreme. Before in the old seige, it drew aliens OUT OF THE HIVE so they had to fight without the hive heal... now guess what? Once a player figures out:
- I suck, and I'm probably gonna get owned if I try to attack the seige encampment as I can't coordinate with my team nor can play a leap skulk/fade very well
- Gorging takes no skill and makes up for the "I suck" factor as keeping the hive alive from 1 seige (or 2 seiges if they have adren) is much better than them randomally suciding into marines.
Hasn't anyone else spotted this?
Siege changes are good, but perhaps they should have upped the damage to compensate.
- Increased brightness
-Leet.
- Increased brightness level
-Sweet they did it twice, it was a dark map after all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
lol, I added cover twice, too. I don't know how the hell I did that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Well, there has been a new policy for a while now. A map cannot go official unless the map source is submitted to our revision control. So hopefully this is the end of losing maps due to HD crashes.
Siege changes are good, but perhaps they should have upped the damage to compensate. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Then lets change the rules for applying splash damage to make it more logical, not remove splashdamage and make it entirely stupid. Now its really just a chamber-sweeping tool.
And if theres one thing NS doesn't need, its a stronger focus on creating marine dominance in the first 3 minutes, and then never again.
I love it, I hope it comes out soon.
NEW sieges will do 330 dmg to buildings only (no doubling at all).
Just some rewording for the same effect to buildings.
Which brings us to the next point. This is a shortened version of the changelog. Most bugfixes that did not directly affect core gameplay have been left out. In other words, _special <i>is</i> gone, among other things.
Mineshaft's removal had nothing to do with a lost source file, but rather with a lost mapper <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Ekaj moved on, and while we respect this decision, it meant that mineshaft would not be updated again, which was, seeing its gameplay flaws, not acceptable.
This gives me an idea!
What about co_core ? As far as I know Ekaj did this map aswell.
Will it ever be updated to finally include a proper readyroom or will it also be cut in a future release ?
Will it ever be updated to finally include a proper readyroom or will it also be cut in a future release ? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Merkaba did some updates on core, we've still got hope for it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->