Priorities...
SoBe_Dragon
Join Date: 2002-12-04 Member: 10465Members
<div class="IPBDescription">mmmkay</div> in the new patch they are changing most of the key resource values for marine, and are doing some changes to fade, and some other random stuff.
so, how come i havent read anything bug fixes that concern being stuck in walls? I can still blink into an elevator and get stuck...or blink into the hive and get stuck, or blink into the corner of a bridge or get stuck. I can duck jump as an onos over buildings and get stuck...how come these things havent been addressed?
Its just my opinion, but i think those "getting stuck in walls and building" bugs, need to be fixed before the other stuff gets changed. Mebbe they are fixing it, but they didnt say in the patch news...i dunno
anyone care to shed some light on it?
so, how come i havent read anything bug fixes that concern being stuck in walls? I can still blink into an elevator and get stuck...or blink into the hive and get stuck, or blink into the corner of a bridge or get stuck. I can duck jump as an onos over buildings and get stuck...how come these things havent been addressed?
Its just my opinion, but i think those "getting stuck in walls and building" bugs, need to be fixed before the other stuff gets changed. Mebbe they are fixing it, but they didnt say in the patch news...i dunno
anyone care to shed some light on it?
Comments
how come there is no onos death animation?
how come there is no fade death animation?
how come there is no skulk death animation when killed with a pistol?
the death animation for lerks needs to be worked on. A dead lerk too alive me thinks
how come the death animation for a marine freezes sometimes when it hits the floor?
Needs to be fixed with a client patch.
Needs to be fixed with a client patch.
Needs to be fixed with a client patch.
Needs to be fixed with a client patch.
Anything else?
NS will kick even more **obscenity** with the Client patch
how come there is no onos death animation?
how come there is no fade death animation?
how come there is no skulk death animation when killed with a pistol?
the death animation for lerks needs to be worked on. A dead lerk too alive me thinks
how come the death animation for a marine freezes sometimes when it hits the floor?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
There is a death animation for the onos, it kinda falls on it's side.
The only death animation for a fade I saw was when it got blown up by a nade, it was really good as well it kind of got blown accross the room and landed on it's side.
I agree that the "getting stuck" issues should be fixed somehow, it's a real bummer when you turn to onos, and miss the big base rampage because you get stuck somewhere and have to kill in console. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
Just keep your eye trained on the right of your screen when you're shooting. I know it's hard, but if you see that somebody killed somebody else, odds are it was either what you were shooting at, or a well timed death from someone else. ANY animation for death will still let n00bs continue emptying clips into it.
56kers are probably the only people that can justify continuing to shoot.
I blink into a damn corner and get stuck. I get built on and get stuck. I look down an elevator shaft, and blink straight down and get stuck in the elevator. I tell a teammate to use the elevator button...the elevator doesnt go anywhere, but my health ticks down about 30hp every second. My friend blinks into a closing door and gets stuck INSIDE the door....making it impossible for the door to open. That gets me killed cause i am runnin from a fight with low health, and cant get through the door. Of course i didnt find out why the door wasnt opening till after I was dead. But yet, they are fixing resource recycling!!!! Thank god they are fixing something that reallllllly matters and messed up gameplay!
Ok that was a little overboard, but thats the truth. The next patch should fix blink completely, and make it so you dont get stuck when someone builds on you. Another thing i saw in a game...
this retard goes into the comm chair, builds 3 more comm chairs, recycles the resource tower, then jumps out....i just had to say that
I've seen server-mods that enable gibs, and it certainly makes the gameplay seem more smooth.
Yup and i <3 it!
not my point man. I know its not as easy as "1-2-3" to fix stuff like that. I was just bringing it up
I wonder why they have disabled gibs in NS. The effect of aliens popping out of existance is a bit jarring, and it's impossible to know just by looking if the player is dead or redemptioned (I realize you can look at the death reports, but to have the same visual effect for death and redemption is a bit odd).
I've seen server-mods that enable gibs, and it certainly makes the gameplay seem more smooth.
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A blue "smoke ring" where the alien was means it got transported back to the hive. Not very hard to spot.
Oh, and aliens getting stuck everywhere is a balance decision. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
By the way, a way to escape being stuck is to have a gorge build a movement chamber near you, and then using it to teleport to a hive.
Regarding getting stuck with blink: try to avoid blinking towards entities like doors or elevators. If you blink towards solid geometry - wall, floor, ceiling - you have less of a chance of getting stuck. The same is true when choosing where to evolve - pick *solid* ground (not a grating) with a decent amount of room around and above you.
Gibs were disabled because Flayra doesn't want NS to be about excessive gore. "Gibbing" (doing enough damage to make a model disappear instead of do its death animation) is an accident resulting from the "gib damage" variable (or whatever it is) not being set high enough. I assume Flayra will correct this soon; the Onos death anim is just too pretty to miss!
It's actualy a side effect of his anti-afk code.
Everytime you stop moving, a timer starts. After 30 seconds of standing still, you get a pop up asking if you are stuck. If you say yes, the server teleports you to marine spawn/hive. If you don't reply to the popup, you get disconnected for being afk once 180 seconds elapses.
Kinda neat and keeps his packed servers moving.
i knowwwww thats all client side stuff. And what is coming up? a CLIENT side patch, that is why i brought it up.
And yes, i know the gorge builds a movement chamber near me, thats standard. And i also know good ways to blink. But every now and then something crappy happens, and i get stuck in something. My point is, that gorges shouldnt have to build extra movement chambers, and you shouldnt have to look at the geometry you are gonna blink near.