New Announcement #2
Zek
Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
<div class="IPBDescription">New B6 News (nov 12)</div> I'm on a roll!
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=85217' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=85217</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--> Oh boy, it's like a religious holiday held in December (I am "Politically Correct Man").. I'm back with more B6 news.
O Sieges no longer damage players under any circumstances.
O Siege cannons no longer does double damage to structures but instead deals a flat 330 damage
O Added 'notready' command to reverse ready status in TournamentMode games.
O Updated welder idle sound to be more obvious when not welding anything.
Hope you guys enjoy the tidbits of data I'm sharing, more to come!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not quite as interesting this time around, though the siege change was a long time coming.
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=85217' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=85217</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--> Oh boy, it's like a religious holiday held in December (I am "Politically Correct Man").. I'm back with more B6 news.
O Sieges no longer damage players under any circumstances.
O Siege cannons no longer does double damage to structures but instead deals a flat 330 damage
O Added 'notready' command to reverse ready status in TournamentMode games.
O Updated welder idle sound to be more obvious when not welding anything.
Hope you guys enjoy the tidbits of data I'm sharing, more to come!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not quite as interesting this time around, though the siege change was a long time coming.
This discussion has been closed.
Comments
Lower their cost if you do this
Also it was always really easy to dodge the seige's damage to begain with, just stay vertically far away from the seige's target and you will be safe.
See <a href='http://www.unknownworlds.com/forums/index.php?showtopic=85218&view=findpost&p=1328569' target='_blank'>here</a> for more negative effects of sieges.
But the diffrent sprites for buildings and the sent of fear when in ranges of a sens is a great idea!!!!
I agree. Being able to stand next to your hive while it was being sieged and take NO damage whatsoever, while moving two feet to the left and north of the hive made you take 50092230 points of damage in the interim firing times seemed wonky to me.
Lower cost, or Increase damage.
Altho, I really think it should cost less res. More damage to structures could be bad...
The damage change is just a matter of semantics, there was no damage nerf... Before, sieges did 165 x 2 damage to structures. Now, they do 330 damage to structures. Same thing.
But now siege damage is 1/8th x 8 instead of 330.
Fix the nerf! I'm against the siege damage divide by 8 multiply by 8 nerf!
I was once killed by siege as a lerk, in viaduct hive, while flying over the walkway.
Sieges needed a fix and I think this is a good one. Overall, I'm liking what I see. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Maybe it's just me...
i always thought it made sense. if 'rines successfully deploy sieges it should be fairly devastating. in pub play, aliens are typically able to take out siege positions (I've seen them do it with skulks alone against high-level armor), I'm not sure why this got put on the "to do" list for this update (I'm hoping we see a lot of other significant changes, because this seems a bit misguided in general).
this could potentially be another balance issue. I've seen situations before where marines make a semi last-ditch siege attempt on aliens to get back in the game, and it ends up being one of the only hopes they have to eliminate higher lifeforms (the old retreat-and-get-sieged thing). now that's removed.. okay... I guess aliens will be able to just return to their DC farm while the siege cannons fire on their resource tower and useless offense chambers... sounds great... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Hey guys, lets not tell the whole story, so we can squash any argumentation with "You don't know enough". After all having to reason out our ideas can only have negative effects, like we all know how much Beta4 rocked.
Seige does damage to both marines and aliens with FF off would make attacking a hive in a pub game more tactical.
How is the target order? Because atm it shots nodes > cambers > hive.
It should go cambers > hive > nodes
Maybe it's just me... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I don't trust them, sorry <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--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 guys really aren't in a position to critisize the changes to siege when you don't know the entire story. When B6 comes out you'll understand all the changes, they're definitely needed.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
1.0, 1.01, 1.02, 1.03, 1.04, 2.00, 2.1 betas, 3.0 builds, 3.0 beta 1, 3.0 beta 2, 3.0 beta 3, 3.0 beta 4
Will 3.0 beta 6 be added to the list? You decide 2005 on bad playtesters!
Yep, the 60 res the aliens spent on OC's should become completely useless the moment the sieges are up.
If the aliens spent the time and res on an OC and DC farm, it should take time to siege it out. Like you said, this was a last-ditch effort for marines. It should be hard.
Sieges shouldn't damage players, that's just silly. Like others said, increase structure damage if necessary.
Not only do you have to put up the seiges under constant spore spam, but fades will be zooming around you plus the skulks who consistantly try to kill you.
And maybe a gorge to spit you from afar.
But really the thing what makes sieges so difficult to put up and expensive is lerk spores.
Unless lerk spores were somehow nerfed or otherwise changed seiges will still be a major problem to put up, and now with the <b>added benifit of being <i>less</i> effective!</b>
<u>Oh yeah!</u>
How is this any different? Do they do 660 in b5?
O Siege cannons no longer does double damage to structures but instead deals a flat 330 damage
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's the worse news I've heard all day...
How is this any different? Do they do 660 in b5? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
They did that because before it dealt 165 to creatures and double to structures
Now it just deals 330 flat out and somehow the big explosions don't mean anything to aliens
<span style='color:red'>
IDEA(where it all starts "lets try this")
</span> <span style='color:yellow'>
CODE IN IDEA(Lets see if this idea works)
</span> <span style='color:green'>
PLAYTEST(PT's do their thing)
</span> <span style='color:blue'>
DISCUSS(how did it go?)
</span>
THEN
<span style='color:red'>
BETTER GAME(Yay NS is a better game)
</span>
OR
<span style='color:yellow'>
FLAMING RAGING COMMUNITY OUTRAGE(Whoops maybe that idea needed more testing)
</span>
Problem with current situation...
CURRENT FLOWCHART:
IDEA(where it all starts "lets try this")
FLAMING RAGING COMMUNITY OUTRAGE!!!!111
CODE IN IDEA(Lets see if this idea works)
FLAMING RAGING COMMUNITY OUTRAGE!!!!!111
PLAYTEST(PT's do their thing)
FLAMING RAGING COMMUNITY OUTRAGE!!!!!111
DISCUSS(how did it go?)
FLAMING RAGING COMMUNITY OUTRAGE!!!!111
Please allow me to say again, we are PLAYTESTING this concept, it is by no means ABSOLUTLY final, just at the Playtest stage(just above/below outrage)
And about the worst PTs ever, well the PT's don't sit around and cook up the ideas, thats the DEVs, PT's do just what the name implys... Playtest. And the current group is VERY dedicated and hard working. Flame all the Devs you want(especially Zunni) but just because you don't see the PT's testing(since they are private) doesn't mean they are not working, and working hard at that. So please save the PT comments since since most people don't get the honor of associating with them.
That be all
<span style='font-size:14pt;line-height:100%'>
SM5
</span>
PS
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> FOR LIFE!
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yay for paying a set res amount simply to stand around as a marine. Better not have such a fragile effort pay off.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yay for paying a set res amount simply to stand around as a marine. Better not have such a fragile effort pay off. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Oh yeah, and it's not like the aliens are going to try and stop the seiges, nope, no way...