Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1936856:date=May 18 2012, 01:59 AM:name=DualSight)--><div class='quotetop'>QUOTE (DualSight @ May 18 2012, 01:59 AM) <a href="index.php?act=findpost&pid=1936856"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why would they give Zergs Protoss abilities?!<!--QuoteEnd--></div><!--QuoteEEnd--> Because the Kharaa absorbed both the Protoss and the Zerg into their collective?
<!--quoteo(post=1936855:date=May 17 2012, 08:58 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ May 17 2012, 08:58 PM) <a href="index.php?act=findpost&pid=1936855"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Quite ironic you're the one posting this bLink :D
Thanks, will have a look at this!<!--QuoteEnd--></div><!--QuoteEEnd-->
lol. The only way to get out of it was to die or evolve or enter a command station/hive. It only happened twice for me though. So it doesn't happen often.
<!--quoteo(post=1936857:date=May 17 2012, 10:00 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ May 17 2012, 10:00 PM) <a href="index.php?act=findpost&pid=1936857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because the Kharaa absorbed both the Protoss and the Zerg into their collective?<!--QuoteEnd--></div><!--QuoteEEnd-->
but from a gameplay standpoint I still don't see how it's at all necessary or possible to fit it in without making it horrendously bad/cheesy
rhombusLerk QueenJoin Date: 2011-06-23Member: 106055Members, Constellation, Squad Five Blue
<!--quoteo(post=1936844:date=May 17 2012, 09:13 PM:name=Champlo0)--><div class='quotetop'>QUOTE (Champlo0 @ May 17 2012, 09:13 PM) <a href="index.php?act=findpost&pid=1936844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's still barely even a concentrated bullet spray making it thus pointless unless NO marines are around or if the commander is REALLY jumpy.<!--QuoteEnd--></div><!--QuoteEEnd-->
They used to be 10 energy per Hallucination so you could spam 60 of the Onos and rush them all at once into the Marine base causing mass confusion. I think it could be reworked for sure.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2012
<!--quoteo(post=1936864:date=May 18 2012, 02:27 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ May 18 2012, 02:27 AM) <a href="index.php?act=findpost&pid=1936864"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but from a gameplay standpoint I still don't see how it's at all necessary or possible to fit it in without making it horrendously bad/cheesy
enlighten me.<!--QuoteEnd--></div><!--QuoteEEnd--> In it's current implementation it opens up options for the alien commander, to have a choice between:
<ul><li>Spending energy to powerup your hive (maturing) for further abilities</li><li>Increase your buildings/RT's staying power (% of maturity goes into HP/AP)</li><li>Expand your territory to get your lifeforms and upgrades (pres/tres)</li></ul>
The onos huffing and puffing noise seems to have been pulled too, which is great because the game once froze while that noise was going on, where the screen froze but that sound just kept getting looped and I ended up explaining to the wife that no I really wasn't watching fat-guy-on-fat-guy porn...
<!--quoteo(post=1936871:date=May 17 2012, 10:58 PM:name=thwack79)--><div class='quotetop'>QUOTE (thwack79 @ May 17 2012, 10:58 PM) <a href="index.php?act=findpost&pid=1936871"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The onos huffing and puffing noise seems to have been pulled too, which is great because the game once froze while that noise was going on, where the screen froze but that sound just kept getting looped and I ended up explaining to the wife that no I really wasn't watching fat-guy-on-fat-guy porn...<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, your post make giggle a little too loud. My professor asked me if I not rather pay attention to class... ;)
<!--quoteo(post=1936871:date=May 17 2012, 06:58 PM:name=thwack79)--><div class='quotetop'>QUOTE (thwack79 @ May 17 2012, 06:58 PM) <a href="index.php?act=findpost&pid=1936871"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The onos huffing and puffing noise seems to have been pulled too, which is great because the game once froze while that noise was going on, where the screen froze but that sound just kept getting looped and I ended up explaining to the wife that no I really wasn't watching fat-guy-on-fat-guy porn...<!--QuoteEnd--></div><!--QuoteEEnd-->
Who needs patch notes when we have hilarity like this?
Wait, we still need patch notes guys. Seriously. I'm stuck away from my gaming rig for a week and need to play imaginary games of 208 in my head while I try to sleep.
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
when the bloody hell are they going to revert the limited gorge structures "ballance" (More like unballance) Problem Honestly, free gorge structures has just made the alien res-sink that much smaller, you dont have to go any life form but onos atm.
When I saw infestation on the while I was near overjoyed at the thought that I might be able to place structures upon ceilings and walls. That would be amazing
Is there a new skulk wallwalk this patch? I'm no longer getting sucked back into walls as I'm trying to move away from them. Overall, I feel I have much more control.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
Yea Sewlek lessened the stickiness , and adjusted the way you land so you maintain your speed more i believe.
Even though he didnt say it, i swear the air friction has changed, along with a slight "lunge forward" when you press jump and forward at the right moment / slower speeds.
Personally, this is the best it's ever felt, i think.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1936903:date=May 18 2012, 09:01 AM:name=Smasher)--><div class='quotetop'>QUOTE (Smasher @ May 18 2012, 09:01 AM) <a href="index.php?act=findpost&pid=1936903"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So is there a changelog anywhere that I've managed to miss? Or is it still WIP?<!--QuoteEnd--></div><!--QuoteEEnd--> The change logs are always posted on <a href="http://www.unknownworlds.com/ns2/" target="_blank">the main page</a> alongside a topic in this forum. It's a big one from what I've seen. Most likely it'll go online today, probably alongside a change log video as well :)
Yeah and cloak also. Early fade blink was stalker blink and stim is catalyze pack.
But I think the gorge should have dark swarm (umbra) and marines should be able to buy EMP bullets (5 pres each) that would remove all adrenalin from the gorge for a while.
<!--quoteo(post=1936915:date=May 18 2012, 11:40 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ May 18 2012, 11:40 AM) <a href="index.php?act=findpost&pid=1936915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah and cloak also. Early fade blink was stalker blink and stim is catalyze pack.
But I think the gorge should have dark swarm (umbra) and marines should be able to buy EMP bullets (5 pres each) that would remove all adrenalin from the gorge for a while.<!--QuoteEnd--></div><!--QuoteEEnd-->
And have the gorge being able to buy an upgrade to dig itself into the infestation and move through it invulnerable unless scanned?
i made an unofficial changelog by processing the balance files with a script: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117569&st=40&gopid=1936912&#entry1936912" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1936912</a>
<!--quoteo(post=1936889:date=May 17 2012, 10:09 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ May 17 2012, 10:09 PM) <a href="index.php?act=findpost&pid=1936889"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->when the bloody hell are they going to revert the limited gorge structures "ballance" (More like unballance) Problem Honestly, free gorge structures has just made the alien res-sink that much smaller, you dont have to go any life form but onos atm.<!--QuoteEnd--></div><!--QuoteEEnd-->
flayra said in the first dev interview that they want to keep it.. I think the gorge sucks right now and really needs unlimited structures and PRes cost back :/
-The cyst-placing red/green light is silly and much harder to see than the cyst-no-cyst placing.
-I'm still having mighty trouble deselecting things. Drawing waypoints all over the place.
-The key-layout system is still bonkers. Doesn't accept "1" as "1" if I've bound <weapon1> elsewhere than "1". I'd be interested to know if I'm alone with this. Also, cannot bind stuff into 1,2,3,4 etc. with crouch when my crouch is left shift.
Comments
Because the Kharaa absorbed both the Protoss and the Zerg into their collective?
Thanks, will have a look at this!<!--QuoteEnd--></div><!--QuoteEEnd-->
lol. The only way to get out of it was to die or evolve or enter a command station/hive. It only happened twice for me though. So it doesn't happen often.
but from a gameplay standpoint I still don't see how it's at all necessary or possible to fit it in without making it horrendously bad/cheesy
enlighten me.
They used to be 10 energy per Hallucination so you could spam 60 of the Onos and rush them all at once into the Marine base causing mass confusion. I think it could be reworked for sure.
enlighten me.<!--QuoteEnd--></div><!--QuoteEEnd-->
In it's current implementation it opens up options for the alien commander, to have a choice between:
<ul><li>Spending energy to powerup your hive (maturing) for further abilities</li><li>Increase your buildings/RT's staying power (% of maturity goes into HP/AP)</li><li>Expand your territory to get your lifeforms and upgrades (pres/tres)</li></ul>
Thanks, your post make giggle a little too loud. My professor asked me if I not rather pay attention to class... ;)
Who needs patch notes when we have hilarity like this?
Wait, we still need patch notes guys. Seriously. I'm stuck away from my gaming rig for a week and need to play imaginary games of 208 in my head while I try to sleep.
Honestly, free gorge structures has just made the alien res-sink that much smaller, you dont have to go any life form but onos atm.
Even though he didnt say it, i swear the air friction has changed, along with a slight "lunge forward" when you press jump and forward at the right moment / slower speeds.
Personally, this is the best it's ever felt, i think.
It's true that it doesn't make so much sense. But if hallucinate doesn't work what spell is there left to try ?
Defense matrix: already done. EMP, feeback, mind control, infested terran, why not ?
Irradiate, storm, plaguuu ? Direct damage, maybe not.
Chrono-boost: already done.
Spawn larva ? Could be useful.
Mules, meh.
Ensnare, lock-down, statis. Take control out of players.
Creep tumor, done.
Recall, why not?
Vortex, to come on the fade.
Dark swarm, done (umbra).
Scan, done.
The change logs are always posted on <a href="http://www.unknownworlds.com/ns2/" target="_blank">the main page</a> alongside a topic in this forum. It's a big one from what I've seen. Most likely it'll go online today, probably alongside a change log video as well :)
Yeah and cloak also. Early fade blink was stalker blink and stim is catalyze pack.
But I think the gorge should have dark swarm (umbra) and marines should be able to buy EMP bullets (5 pres each) that
would remove all adrenalin from the gorge for a while.
But I think the gorge should have dark swarm (umbra) and marines should be able to buy EMP bullets (5 pres each) that
would remove all adrenalin from the gorge for a while.<!--QuoteEnd--></div><!--QuoteEEnd-->
And have the gorge being able to buy an upgrade to dig itself into the infestation and move through it invulnerable unless scanned?
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117569&st=40&gopid=1936912&#entry1936912" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1936912</a>
Honestly, free gorge structures has just made the alien res-sink that much smaller, you dont have to go any life form but onos atm.<!--QuoteEnd--></div><!--QuoteEEnd-->
flayra said in the first dev interview that they want to keep it.. I think the gorge sucks right now and really needs unlimited structures and PRes cost back :/
They probably want to post it together with a changelog video, which still has to be made.
I don't approve.
-The cyst-placing red/green light is silly and much harder to see than the cyst-no-cyst placing.
-I'm still having mighty trouble deselecting things. Drawing waypoints all over the place.
-The key-layout system is still bonkers. Doesn't accept "1" as "1" if I've bound <weapon1> elsewhere than "1". I'd be interested to know if I'm alone with this. Also, cannot bind stuff into 1,2,3,4 etc. with crouch when my crouch is left shift.