i think the sens chamber should SHOOT parasites instead of having a marine touch it. that or maybe have it work as a radar with adv. hive sight. so any alien with adv. hive sight would see marines within a radius of the sens tower.
i thought the chambers did shoot parasites? at least i remember being parasited by one as a marine without touching one...and no it wasnt a skulk, as my health/armor remained max.
<!--QuoteBegin--Alarik+Dec 1 2002, 05:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alarik @ Dec 1 2002, 05:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i thought the chambers did shoot parasites? at least i remember being parasited by one as a marine without touching one...and no it wasnt a skulk, as my health/armor remained max.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> nope, u have to touch it...
well i just looked at the manual and it says "any hostiles a sensory chamber can "see" are added to the Hive Sight"
so does this mean the marines have to be in sight? i think thats kinda useless, i wouldnt waste 14 or whatever resources to see marines coming 5 seconds early. theyll just destroy it in a few seconds and move on.
and the manual also says that you must touch the sens chamber to get parasited.
I use advanced hivesight, it helps me in the dark areas and when I am tunring and jumping in a battle it helps me not to miss marines because basically it looks like a white blur when I turn fast so I don't miss a marine that could of blended into the background.
I heard something like the sensory chambers at one time shot parasite but it was too unblanced because bascially the marines were parasited all the time(correct me if my ifno is wrong).
I use it when they can reveal cloaking. It's a lifesaver; every marine is highlighted for you. They might as well pre-kill them and serve them on a platter.
<!--QuoteBegin--Madjai+Nov 30 2002, 10:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Madjai @ Nov 30 2002, 10:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->so does this mean the marines have to be in sight? i think thats kinda useless, i wouldnt waste 14 or whatever resources to see marines coming 5 seconds early. theyll just destroy it in a few seconds and move on.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> It's 10 resources, now... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I see a great way to make it more popular and actually useful: Have it turn off the v_model once r_drawviewmodel goes offline. Suddenly Sensory first becomes a viable choice.
<!--QuoteBegin--Twex+Dec 1 2002, 05:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Twex @ Dec 1 2002, 05:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No, i don't use it.
I see a great way to make it more popular and actually useful: Have it turn off the v_model once r_drawviewmodel goes offline. Suddenly Sensory first becomes a viable choice.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'd never thought of that, but that's a great idea!
Or, make it like a ranged variant of motion tracking.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I see a great way to make it more popular and actually useful: Have it turn off the v_model once r_drawviewmodel goes offline. Suddenly Sensory first becomes a viable choice<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
IMO SC's need some work. Its not that they are useless its just that the other chambers are much more useful. To balance the SC I think they should not be "line of sight" sensors but "radial" sensors. They should sense anything within a certain area, even if what it senses is behind a wall or other obstruction. I also agree with the notion that they should shoot parasites, but only a short range.
I have other opinions and ideas regarding SC's but Im not gonna go into them here. Wrong forum.
Sensory Chambers: I agree that they have no real use outside giving you the ability to cloak, etc, and should get a bit of an overhaul. Parasiting marines isn't too fair, but what if you gave them parasite with the accuracy of an Offense Chamber (since the damn things can't hit anything in my experience)? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
As for the suggestion of it removing the first-person weapon model... is there something wrong with me that I don't have any problem whatsoever with a row of inch-long teeth at the top and bottom of my screen? it's never given me any trouble at all. what's the deal here?
My own suggestions for adv hivesight:
1. If it's possible and FEASIBLE, make marines within a fairly close radius of you actually appear through the wall (think wallhack) rather than as blobs.
or
2. I can't remember what game used this (something for N64 I think), but add some arrows around the border of the screen telling you where marines are.
<!--QuoteBegin--ElectroKiwiMonkey+Dec 2 2002, 05:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ElectroKiwiMonkey @ Dec 2 2002, 05:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sensory Chambers: I agree that they have no real use outside giving you the ability to cloak, etc, and should get a bit of an overhaul. Parasiting marines isn't too fair, but what if you gave them parasite with the accuracy of an Offense Chamber (since the damn things can't hit anything in my experience)? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
As for the suggestion of it removing the first-person weapon model... is there something wrong with me that I don't have any problem whatsoever with a row of inch-long teeth at the top and bottom of my screen? it's never given me any trouble at all. what's the deal here?
My own suggestions for adv hivesight:
1. If it's possible and FEASIBLE, make marines within a fairly close radius of you actually appear through the wall (think wallhack) rather than as blobs.
or
2. I can't remember what game used this (something for N64 I think), but add some arrows around the border of the screen telling you where marines are.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I never quite understood the teeth thing myself. Are the skulk's eyes behind its teeth? That said, marines have to deal with muzzle flash obscuring their screen so it's a fair trade-off.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
personaly I do use adv hive sight (almost always)
I like being able to stay in as dark an area as I want and not worry about marines sneaking up on me
I also use sent of fear, it is great when that last stupid marine refuses to go to the RR
as for cloaking, nope never use it
however I do think the SC's 'primary' abilitie needs an upgrade, I don'ty know what would be balanced (shooting 'sites' or what) but it rather blows as is
<!--QuoteBegin--that swanky kid+Dec 2 2002, 03:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (that swanky kid @ Dec 2 2002, 03:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I never quite understood the teeth thing myself. Are the skulk's eyes behind its teeth? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The skulk eyes are actually on the front of thier head just like other predators. The view from inside its mouth is done for balance reasons.
does advanced hivesight show grenades on the ground? it would be very nice if it did. In fact, what DOES it do (beside highlight all visible marine things)
<!--QuoteBegin--Windelkron+Dec 2 2002, 05:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Dec 2 2002, 05:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->does advanced hivesight show grenades on the ground?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> It lights up the grenade the same as any other marine entity. So, yes, you can see the grenades.
Personally, I use advanced hive sight more than any other upgrade. I don't believe in hiking up my gamma to see everything in the dark corners (like some people do :/ ), not only because I feel it's <i>almost</i> an exploit, but also because I think it makes the game look like crap.
Anyways, I don't think the sensory upgrades will be getting removed or replaced any time soon. They may be tweaked, but I'm just saying that because anything in the game 'may be tweaked.'
Don't know, I'm always looking for a <i>really</i> useful sensory trait. Cloaking sucks end game, advanced hivesight is a novelty, and sense of fear is a real joke. I can't even think of a way to make these not so useless.
Sense of fear is great. Anything that's injured in the area looks like a parasite. I don't see why that's a joke. If you're a fade you can spit acid rockets and of they do 1 damage to a marine, you can track him.
I think it would be nice that if you destroyed a sense chamber it would go into an explosion spreading parasites all over hte place, leaving the **obscenity** that did it parasited and ready for butchering.
It's a joke because the time your getting it, it doesn't even matter. It's around end game, and the marines are in one place anyway... same with cloaking. The only time I've seen sensory even remotely useful is during the beginning of the game, but in a pub, building sensory first is basically team suicide.
I have never had a use for adv. hivesight, ever. I can see the marines just fine without it. And no, my gamma is not at a ridiculous amount, my game looks normal.
Umm, in yeah. All the marines instantly get blocked into their base and can't move when the Kharaa get 3 hives. SoF can easily show you where to shoot even when they're all bottled up in the base. It's like having a free wallhack. And when they <i>are</i> out, you'll know where they are. Or say some dork gorge builds sensory before movement, it works great.
Sensory towers should add a certain percentage to the accuracy of Offense Turrets in its radius (perhaps 10% per? just a guess). Up to a limit of 3 maximum that would improve accuracy (so in that case, maximum 30% increase).
It seems to me that even a marine with a light machine gun can go and make short work of towers provided they're not supported by aliens at the time. Or even with some support, still rather easy-ish.
Such a change would make sensory more useful in the large infestation clusters.
I think they should combine the scent of fear effect into advanced hivesight and add something new, what exactly should be added i have yet to figure out
Comments
i think the sens chamber should SHOOT parasites instead of having a marine touch it. that or maybe have it work as a radar with adv. hive sight. so any alien with adv. hive sight would see marines within a radius of the sens tower.
nope, u have to touch it...
so does this mean the marines have to be in sight? i think thats kinda useless, i wouldnt waste 14 or whatever resources to see marines coming 5 seconds early. theyll just destroy it in a few seconds and move on.
and the manual also says that you must touch the sens chamber to get parasited.
I heard something like the sensory chambers at one time shot parasite but it was too unblanced because bascially the marines were parasited all the time(correct me if my ifno is wrong).
It's 10 resources, now... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I see a great way to make it more popular and actually useful: Have it turn off the v_model once r_drawviewmodel goes offline. Suddenly Sensory first becomes a viable choice.
I see a great way to make it more popular and actually useful: Have it turn off the v_model once r_drawviewmodel goes offline. Suddenly Sensory first becomes a viable choice.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'd never thought of that, but that's a great idea!
Or, make it like a ranged variant of motion tracking.
yah, sooo...what would that do again?
I have other opinions and ideas regarding SC's but Im not gonna go into them here. Wrong forum.
As for the suggestion of it removing the first-person weapon model... is there something wrong with me that I don't have any problem whatsoever with a row of inch-long teeth at the top and bottom of my screen? it's never given me any trouble at all. what's the deal here?
My own suggestions for adv hivesight:
1. If it's possible and FEASIBLE, make marines within a fairly close radius of you actually appear through the wall (think wallhack) rather than as blobs.
or
2. I can't remember what game used this (something for N64 I think), but add some arrows around the border of the screen telling you where marines are.
As for the suggestion of it removing the first-person weapon model... is there something wrong with me that I don't have any problem whatsoever with a row of inch-long teeth at the top and bottom of my screen? it's never given me any trouble at all. what's the deal here?
My own suggestions for adv hivesight:
1. If it's possible and FEASIBLE, make marines within a fairly close radius of you actually appear through the wall (think wallhack) rather than as blobs.
or
2. I can't remember what game used this (something for N64 I think), but add some arrows around the border of the screen telling you where marines are.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I never quite understood the teeth thing myself. Are the skulk's eyes behind its teeth?
That said, marines have to deal with muzzle flash obscuring their screen so it's a fair trade-off.
I like being able to stay in as dark an area as I want and not worry about marines sneaking up on me
I also use sent of fear, it is great when that last stupid marine refuses to go to the RR
as for cloaking, nope never use it
however I do think the SC's 'primary' abilitie needs an upgrade, I don'ty know what would be balanced (shooting 'sites' or what) but it rather blows as is
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The skulk eyes are actually on the front of thier head just like other predators. The view from inside its mouth is done for balance reasons.
It lights up the grenade the same as any other marine entity. So, yes, you can see the grenades.
Personally, I use advanced hive sight more than any other upgrade. I don't believe in hiking up my gamma to see everything in the dark corners (like some people do :/ ), not only because I feel it's <i>almost</i> an exploit, but also because I think it makes the game look like crap.
Anyways, I don't think the sensory upgrades will be getting removed or replaced any time soon. They may be tweaked, but I'm just saying that because anything in the game 'may be tweaked.'
is it the enhanced sight? because if it is it's bugged.
is it the parasite thing?
what is it??? Sorry for my noobishness.
Sensory towers should add a certain percentage to the accuracy of Offense Turrets in its radius (perhaps 10% per? just a guess). Up to a limit of 3 maximum that would improve accuracy (so in that case, maximum 30% increase).
It seems to me that even a marine with a light machine gun can go and make short work of towers provided they're not supported by aliens at the time. Or even with some support, still rather easy-ish.
Such a change would make sensory more useful in the large infestation clusters.