New Announcement
Zek
Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
<div class="IPBDescription">News Re: B6</div> Almost half an hour, you guys are sleeping <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=84997' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=84997</a>
<!--QuoteBegin-Zunni+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, the time is finally upon us, time to deliver some news about B6 that contains actual content from the build.
While many balance issues are still being worked on, here are 4 changes that we are excited to be bringing to the Natural Selection fan-base.
O 2 seperate and different sprites for parasited buildings and players.
O _special removed regardless of settings
O Knife knockback has been removed
O Marines in Sensory Chamber range show up on scent of fear ( even if the alien doesn't have the Scent of Fear upgrade )
As stated above, there are many other large scale changes that are still being worked on and balanced. As these items are finalized, I'll be sharing them with you.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thumbs up for all these changes, especially the first one. Any possibility we can see the new parasite sprites, Zunni?
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=84997' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=84997</a>
<!--QuoteBegin-Zunni+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well, the time is finally upon us, time to deliver some news about B6 that contains actual content from the build.
While many balance issues are still being worked on, here are 4 changes that we are excited to be bringing to the Natural Selection fan-base.
O 2 seperate and different sprites for parasited buildings and players.
O _special removed regardless of settings
O Knife knockback has been removed
O Marines in Sensory Chamber range show up on scent of fear ( even if the alien doesn't have the Scent of Fear upgrade )
As stated above, there are many other large scale changes that are still being worked on and balanced. As these items are finalized, I'll be sharing them with you.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thumbs up for all these changes, especially the first one. Any possibility we can see the new parasite sprites, Zunni?
Comments
Sensory chambers should be instantly built when dropped to reclaim ground if you want to make the sensory chambers better
And I won't leak any info this time
Four things listed, all great. I personally wasn't for varied parasites since I thought it was unnecessary but I'm definately anxious to see the difference it'll make with gameplay and how it looks.
Removed _special commands, nice. I wonder though if the community will slowly revert back to mp_bs 0 since half of them have used the _special excuse to use mp_bs. Something inside me tells me 'no' but only time will tell.
Sensory Chambers area of effect with SOF, nice! Strongly suggested in the I&S Forums by many, glad it finally it made it onto the Devs' workdesk.
Knife knockback fixed, nothing else needs to be said, good fix.
And no one will care, just like last time.
<!--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-->As stated above, there are<b> many other large scale changes</b> that are still being worked on and balanced.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You mean there is going to be <i>more</i> "large scale changes" along the way -- these changes are too much to bear! Talk about gameplay changing! I don't know if I can take round 2!
Sensory chambers should be instantly built when dropped to reclaim ground if you want to make the sensory chambers better
And I won't leak any info this time <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
But I like instantly solving your rubbish puzzles... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Anyway, changes look nice... sensory idea has been around for an age, nice to see it finally arrive. (Wasn't this implemented at the original release? It has been so long that I'm having a little trouble remembering, but I'm pretty sure it was in before.)
Fixes are good.
New parasites will certainly be slightly useful.
_special beeing removed wasnt exactly anything new, and 2 parasitesprites sounds cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
gj
GG differentiating the two gametypes.
GG differentiating the two gametypes. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
..assuming you stay within the range of SC
:edit: and the marines are ALSO within SC range
A decently placed SC (eg the Power-Sub vent on eclipse) would give skulks dominance for a large area of the map.
Cloak focus for the win....
Forlorn,
I understand your logic behind it, but...
I don't think you should be pushing for an "instantly built" sensory chamber solution. It doesn't fit in with the way the rest of the alien structures work. Rather, in my opinion, you should be pushing for a drastically faster build speed for sensories.
Hahah, I see your point, these aren't 'ground breaking changes' but these are nice and needed..
But good point <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Four things listed, all great. I personally wasn't for varied parasites since I thought it was unnecessary but I'm definately anxious to see the difference it'll make with gameplay and how it looks.
Removed _special commands, nice. I wonder though if the community will slowly revert back to mp_bs 0 since half of them have used the _special excuse to use mp_bs. Something inside me tells me 'no' but only time will tell.
Sensory Chambers area of effect with SOF, nice! Strongly suggested in the I&S Forums by many, glad it finally it made it onto the Devs' workdesk.
Knife knockback fixed, nothing else needs to be said, good fix.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As I stated in the thank you thread, this was supposed to be done yesterday but my HD at work kersploded.
As for those who want to see the different sprite, we are finalizing the look of it, so that's why I didn't include it.
A decently placed SC (eg the Power-Sub vent on eclipse) would give skulks dominance for a large area of the map.
Cloak focus for the win.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Given you go sensory first or second. (when you have third hive the game is pretty much over)
I waited for 2.0 I can wait for ANYTHING!!!!
[edit]
oh yeah, the two different sprites is a fantastic idea, it's one of those things that adds to the polished look of NS which has been growing and growing since 2.0 [which was a major make-the-mode-look-good/durastically change gameplay update]
[/edit]
I am.
I'm simply basing my opinion on all facts available at the time, which is hardly a bad way to go about it in comparison to 90% of the NS community. (yes, I was making a reference to Nadagast's thread).
Knife knockback makes it alot harder to hit a skulk more than once in a row.
Note though that since the range of bite is greater the skulk still shouldnt have any trouble if it's good, but it will definately affect most skulks ^^
But the new hitbox code is what i'm looking forward to in b6
see <a href='http://www.unknownworlds.com/forums/index.php?showtopic=83575' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=83575</a>
Well, then there is lag. I've had marines knife me when they were out of my biting range because of lag <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
BishopX: it allows you to have a script that repeats itself forever by just holding a button.
@j235: ditto!
Sensory chambers should be instantly built when dropped to reclaim ground if you want to make the sensory chambers better
And I won't leak any info this time <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
forlorn likes to think he's on the inside.