New Announcement

ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
edited November 2004 in NS General Discussion
<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?
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Comments

  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    k okay changes

    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
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Hey if you really want to make SC useful it has to give you focus as a passive area effect too just like the SOF and cloaking. :P :P :P
  • crisanocrisano Join Date: 2004-09-01 Member: 31152Members
    Damn Zunni is a crafty one, sneaking it in while our attention is diverted. Plus most of us are busy with the other hot discussion that is going on now that is trying to help the NS Community as well.

    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.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    All i can say is Finaly some alien sided changes <!--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--> Thx Zunni
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin-Forlorn+Nov 9 2004, 05:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 9 2004, 05:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And I won't leak any info this time <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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!
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    <!--QuoteBegin-Forlorn+Nov 9 2004, 05:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 9 2004, 05:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> k okay changes

    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.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Ive been waiting for SoF in SC range for a long time, sounds sweet!

    _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
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    So now you can have Focus, SOF *and* Cloaking all at once in Classic.

    GG differentiating the two gametypes.
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    edited November 2004
    <!--QuoteBegin-SpaceJesus+Nov 9 2004, 12:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SpaceJesus @ Nov 9 2004, 12:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So now you can have Focus, SOF *and* Cloaking all at once in Classic.

    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
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    With 2-3 well placed SC's (in vents between 2 major rooms etc) you can cover all the important areas of a map - which in turn means that you have effective map dominance when coupled with focus skulks.
    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....
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    The changes look good..

    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.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 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--> 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!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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-->
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 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-->Damn Zunni is a crafty one, sneaking it in while our attention is diverted. Plus most of us are busy with the other hot discussion that is going on now that is trying to help the NS Community as well.

    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.
  • UnipacUnipac Join Date: 2003-01-27 Member: 12864Members, Constellation
    <!--QuoteBegin-SpaceJesus+Nov 9 2004, 01:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SpaceJesus @ Nov 9 2004, 01:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With 2-3 well placed SC's (in vents between 2 major rooms etc) you can cover all the important areas of a map - which in turn means that you have effective map dominance when coupled with focus skulks.
    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)
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    I agree that SC need buffing in order to be viable as a first hive chamber - however in my opinion this is not the way it should be done.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    Considering this is but one change we have implemented, you might be better served to see what else goes in combination with this.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    edited November 2004
    I for one can't wait to go nuts over the changelog as the usually are describable as "hawt" <!--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-->

    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]
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    <!--QuoteBegin-Zunni+Nov 9 2004, 02:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zunni @ Nov 9 2004, 02:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Considering this is but one change we have implemented, you might be better served to see what else goes in combination with this. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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).
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    I hope you realise that you are making the knife even better vs skulks by removing the knockback totally?

    Knife knockback makes it alot harder to hit a skulk more than once in a row.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Knife knockback also disorients the skulk, or onos, that is trying to kill you.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    But since knife rate of fire is higher than the bite rate of fire, it still favors the marine.

    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 ^^
  • crisanocrisano Join Date: 2004-09-01 Member: 31152Members
    I think the knife knockback fix is fine. You can't have it both ways. Either you have juggling Onos/Fades, or skulks that don't get knocked back a little less.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    I'm just stating facts, I'm not arguing.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    You said that this fix makes it easier to knife kill skulks. That's not a fact. I don't know if you've been knife killed in B5, but the disorientation is ridiculously powerful.
  • Bishop_XBishop_X Join Date: 2004-09-08 Member: 31531Members
    could somebody tell me what exactly _special does?
  • j235j235 Join Date: 2003-12-24 Member: 24718Members
    edited November 2004
    SOF within SC range sounds sweet.

    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>
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-crisano+Nov 9 2004, 08:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crisano @ Nov 9 2004, 08:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think the knife knockback fix is fine. You can't have it both ways. Either you have juggling Onos/Fades, or skulks that don't get knocked back a little less. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-Bishop X+Nov 9 2004, 10:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bishop X @ Nov 9 2004, 10:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> could somebody tell me what exactly _special does? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    BishopX: it allows you to have a script that repeats itself forever by just holding a button.

    @j235: ditto!
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    Sensory chamber, actually "sensing" marines? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • cheeZcheeZ Join Date: 2003-11-15 Member: 22948Members
    <!--QuoteBegin-Forlorn+Nov 9 2004, 12:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 9 2004, 12:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> k okay changes

    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.
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