Oooh! New 1.04 Changes!

ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
edited January 2003 in NS General Discussion
<div class="IPBDescription">Me likes!</div> altered changelog for 1.04. That's nice, just saw it on announcements. They're still testing so we have to wait a bit longer again.

<i>- Aliens without any hives no longer take damage when the server is in tournament mode</i>
Nice.

<i>- Reduced radius of acid rocket splash from 200 to 165
- Alien respawn time reduced from 10 seconds to 8 seconds</i>

Another "nice". Splash is old, but respawn quicker is good for aliens.

<i>- Reduced shotgun cost from 20 to 16</i>
Even cheaper again. I hope to see more of them...

<i>- Reduced welder damage from 10 to 7
- Armory can now give out ammo while upgrading to advanced armory
- Increased cost of infantry portal from 15 to 22
- Increased cost of phase gate from 20 to 25
- Decreased health of phase gate from 3500 to 2000
- Increased scan cost from 1 to 3
- Increased grenade launcher damage back to 200 (back to v1.0 value)</i>

That's .... great! Perhaps we shall see nade fights again! it is certainly nastier now. I long to test it already.

<i>- Umbra now blocks 5 out of 6 bullets instead of 6 out of 7</i>

A fair nerf. Should make solo lerking more dangerous, but still be valuable supprot for sieging skulks or fades.

<i>- Arms lab reduced from 50 to 45 points</i>

Minor, but it means we're 5 pts closer to upgrades ... compensates a bit for more IP cost also.

<i>- Reduced siege cannon range from 1250 to 1100
- Siege cannon targets now must be sighted to be hit (in view of friendly player or scanned by commander)
- NOTES:
- The green circle that appears when the siege cannon is selected by the commander is using the old range, but this will be fixed in v1.1.
- This is the value siege range was for most of our internal playtesting (hence the bast and hera issues that suddenly arrived with v1.0)</i>

I still think that LOS to siege gun itself should be sufficient. And why the shorter range? oh well, I guess to fix map exploits on bast...
<i>
....
- Aliens donate only half their points back to their team resource pool when they leave the team (less exploitable, but this will be revisited in v1.1) </i>

Ok thats fair isnt it?

<i>- Removed gibbing of corpses (off by default, but some servers had enabled it). This means death animations always play, so no more disappearing models when using high-powered weapons.
- Alien health circles seen by gorge now take armor into account (so gorge knows when player is fully healed) </i>

Both very nice changes. I hate when enemies disappear.

<i>- Morphing resets your health again (preserves percentage of armor when evolving carapace too)</i>

Hm?

<i>- When hive is constructed, have it check to see if technology should be supported automatically (exploit for getting extra upgrades after a hive is killed and rebuilt)</i>
Fair fix I guess.

<i>- Observers can hear other observers and players on the screen, and can chat with each other
- Fixed various problems with holding mines while building or using command station
- Changed cloaking so it deactivates when a player moves faster then a certain speed, fixing an exploit. Moving very slowly should still allow an alien to remain cloaked.
- Phase gates now must be +used instead of just touched (less frustrating when trying to attack them or fight nearby)</i>

THANKS!

<i>- Grenades and mines are now enhanced by arms lab damage upgrades</i>

Oh? I never realized they didnt. Hot diggity dog I think the nade is back into being trendy.
whoopee. Me likes a lot. What do you think? This looks to become a great fix, lots of small balance changes, but yet important ones.
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Comments

  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    deffinately, the new changes are even more encouraging than the ones before...it's shaping up to be a very significant update!

    Good work I reckon, lets see if that good work has paid off <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    -Lee
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    The grande launcher becoming stronger and the fact it can upgrade i feel single handedly give the marines a MUCH stronger midgame. Considering the damage with lvl 3 weapons 1 or 2 blasts should be able to kill a fade. This would make hive 2 alien not equal a win as often. In fact this might mean midgame marines will because way to powerfull. We shall have to wait and see.
  • KI6KI6 Join Date: 2002-11-01 Member: 3228Members
    The v 1.04 patch has my approval without a doubt. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    edited January 2003
    <!--QuoteBegin--Kenichi+Jan 5 2003, 01:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Jan 5 2003, 01:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In fact this might mean midgame marines will because way to powerfull. We shall have to wait and see.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    My worry too, but then I think that perhaps the patch will reduce the odds of a succesfull double-lock down by the marines. A GL is still expensive though. Need to upgrade to advanced armory and then pay the price for it as well. It is also slow and your nade man MUST have escort if he isnt to be easy skulk fodder.

    We shall see, yes. They ARE testing it a bit longer also, due to this, perhaps they find out if the changes are too hard on the delicate balance.

    [edit] OOOOOOOOH, my 2nd pip! I rounded 200 posts. How I waste my time here too much .)
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    edited January 2003
    Immacolata this is what im thinking. Its expensive to get a nade launcher only to a degree. Upgrade the armory. Well you can do that early game. So suddenly you have early game 200 damage nades. Thats insane early game. Now if flay made them more expensive to get such as linking them to the armslab that might be better. It severely slows the speed at which you can get them. Nade should be a mid game weapon not an early game weapon. I would say its a hive 2 situation weapon. So it should take some more time to get it.
    Now if you start upgrading you have to remember the upgrade %. 10, 20, 30. At lvl 3 weapons your grenades will do 260 damage. HOLY ****. if that cant kill a fade in 1 grenade (not doing the carapace math) then it should in 2. Which is what the marines needed. That successfully kills the immediate fade threat at hive 2. It also will give the aliens more reason to go hive 3. So for a midgame weapon this is a great tool. Give the grenade guy HA so he lives past acid rockets and you have a very successfull antifade task force. This is obviously what the game has been lacking. Suddenly the marines have a midgame. Although it is severely based upon this 1 weapon with hmg possibly for backup.
    My true concern for these 1.04 addition mainly lies early game as it might be to quick to get nades. It would be simple to do. Keep the pressure on so aliens cant expand and then get some rts. Upgrade and hand out a few nades. I cant wait to see how it works out. I could just be paranoid after all.

    <b>Edit by Flayra:</b> Perhaps you don't command much, but the arms lab IS required for grenade launchers...
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    <!--QuoteBegin--Immacolata+Jan 5 2003, 07:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Jan 5 2003, 07:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><i>- Phase gates now must be +used instead of just touched (less frustrating when trying to attack them or fight nearby)</i><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    We <img src='http://www.unknownworlds.com/forums/style_images/1/icon12.gif' border='0' alt='user posted image'> you Flayra!
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited January 2003
    Wow, it's like two revisions in one, these changes. 1.04 will be a doozy.

    Changes from previous 1.04 version being worked on are interesting:

    A number of exploits fixxed - great!
    Umbra is a tad less effective (83.3~% instead of 85.7~%) which is justified IMHO.
    Phase gates now must be used, which I wholeheartedly appreciate.
    Grenades and Mines share the weapon upgrade love.
    Grenade Launchers have become more powerful again (200 damage - double against structures as before probably).
    Cloak can be left up indefinately if you walk really slow with it. (Probably walk, pause, walk, pause.) That should be handy.
    Gorges take armor into account when observing team members health.

    My estimation is that 1.04 should put some of the power back into the Marine's hands. However, even with increased infantry spawn prices and cheaper phase gates I worry that it may be too easy for them to rush hives.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    i havent been able to find a 1.04 beta server yet...
    anyone wish to direct me to where i can test this?
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    It will always be easy to rush a hive, but its effectiveness has greatly been hindered.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited January 2003
    <!--QuoteBegin--Kenichi+Jan 5 2003, 05:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Jan 5 2003, 05:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It will always be easy to rush a hive, but its effectiveness has greatly been hindered.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Eh, I suppose it's partially the alien's fault for going straight for the hives instead of fortifying them up a bit first.

    Starting skulks may be little match for starting marines when they're trying to secure things, but starting marines have a hard time with offencive chambers too - especially with gorge support.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    I like nearly everything.

    However, the fact you can upgrade armory for quick win is still there.

    A HMG rush is very popular among clans, and now marines can get ammo and defend their base while waiting for HMGs... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    Ah that kinda sucks.

    I really think that the arms lab should be nessesary before you can upgrade the armory.

    No one will ever do a grenade laucher rush, simply because... skulks don't really have to worry about grenades.

    Unless, you play as a skulk by sitting in the same spot for 20 mins.


    Really, this "mini" patch will help a lot, but there is still the HMG rush which despiratly needs to be changed.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    In clan games we expect rushes. We dont fortify the hive we simply build a D tower or 2 under it (2 or 3 is dependent on the other teams rushing success) The trick is all the aliens except 1 scout stay at base and setup ambushes for the marine rush. Effectively making the skulks your fortifications. Its very successfull and you dont waste resources on early offense chambers that you dont need. Although this style of marine rush deflection can be tricky to pull off as it requires good teamwork and map knowledge.
  • LockeLocke Join Date: 2002-11-17 Member: 9098Members, Constellation
    I love the sound of this Patch!
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    <!--QuoteBegin--Forlorn+Jan 5 2003, 01:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jan 5 2003, 01:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I like nearly everything.

    However, the fact you can upgrade armory for quick win is still there.

    A HMG rush is very popular among clans, and now marines can get ammo and defend their base while waiting for HMGs... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    Ah that kinda sucks.

    I really think that the arms lab should be nessesary before you can upgrade the armory.

    No one will ever do a grenade laucher rush, simply because... skulks don't really have to worry about grenades.

    Unless, you play as a skulk by sitting in the same spot for 20 mins.


    Really, this "mini" patch will help a lot, but there is still the HMG rush which despiratly needs to be changed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ok TE is generally considered the 2nd best clan (no im not being conceited im using this to show you our experience in this issue) and i have seen a hmg rush ONCE. I dont know why you say its big in clan because it really isnt. It's not very effective. HMG marine with lvl 0 armor dies as fast as a lmg marine with 0 armor. I'm not saying this as though its a theory im saying this because we do it all the time. HMG does not make a rush work better. A good marine team can deflect any marine rush as of 1.03. right now i sadly only know of 3 teams that could do this.
  • MadJackMcJackMadJackMcJack Join Date: 2002-12-24 Member: 11467Members
    <!--QuoteBegin--Kenichi+Jan 5 2003, 08:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Jan 5 2003, 08:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->My true concern for these 1.04 addition mainly lies early game as it might be to quick to get nades. It would be simple to do. Keep the pressure on so aliens cant expand and then get some rts. Upgrade and hand out a few nades. I cant wait to see how it works out. I could just be paranoid after all.

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ah, not really. Think about it. It costs 25 for the armory, 35 to upgrade it, 45 for the arms lab, and 33 for the launcher itself. That's 139 res. Factor in the building and upgrading time and the time it takes to get these resources, plus that the commander will almost certainly be building other stuff, like IPs, phases, turrets and all that, plus motion tracking is becoming popular (as I see it), and the aliens can easily have a second hive at the same time as a grenade launcher is dropped. Add the fact that a marine with a GL without HA is esstientially skulk-bait if caught with his pants down, and you've got a fairly balanced weapon (think of it as an easy-to-kill Onos <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> )
  • PetitMortePetitMorte Join Date: 2002-11-06 Member: 7232Members
    I am very happy with the changelist! Many bugs/exploits fixed. Balance fine-tuned. Many many good things. Keep up the good work!

    However, I'm still not seeing the one change that I've wanted desperately since 1.03... Namely:

    "Removed inability to change teams."

    or

    "Switched inability to change teams to server-side variable (sv_allowteamchange 1|0)"

    I want admin_alien and admin_marine to work again.

    (and if you start out by chosing spectator, you can't join EITHER team. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->)

    just my $0.02. NS is a fantastic game and I see a great future for it. Thanks!
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    edited January 2003
    <!--QuoteBegin--MadJackMcJack+Jan 5 2003, 01:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MadJackMcJack @ Jan 5 2003, 01:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ah, not really. Think about it. It costs 25 for the armory, 35 to upgrade it, 45 for the arms lab, and 33 for the launcher itself. That's 139 res. Factor in the building and upgrading time and the time it takes to get these resources, plus that the commander will almost certainly be building other stuff, like IPs, phases, turrets and all that, plus motion tracking is becoming popular (as I see it), and the aliens can easily have a second hive at the same time as a grenade launcher is dropped. Add the fact that a marine with a GL without HA is esstientially skulk-bait if caught with his pants down, and you've got a fairly balanced weapon (think of it as an easy-to-kill Onos  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> )<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well think about it. Im in a clan, and a good one at that. We rarely use turrets or TFs. Thats alot of resources you DONT need to spend. Second you dont need an arms lab to get grenade launchers so thats 45 res subtracted. Second for a grenade rush you dont get motion tracking. You assume the game of a pub when in clans you work toword a very specific goal. consider this. 2 ips, armory, (start rushing while the upgrade goes in order to hold the aliens at bay) upgrade, get a few nades, bam nade the hvie. Game over. Streamlined gameplay right there for you. In clan games you dont have time to screw around with other buildings at the beginning.

    <b> Stop spreading the lies! </b> Arms lab IS (and always has been) necessary for grenade launchers.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    Also to add to your last sentence about onos. In clan games i havnt seen an onos in over a month. If the grenade rush is as bad as i think it will be then you will never see it in 1.04 since the hives should be dead long before that. Onos is not a big clan unit. You nearly never have a game last long enough to have a need for it.
  • GnatsumGnatsum Join Date: 2002-12-11 Member: 10566Members
    <!--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-->- When hive is constructed, have it check to see if technology should be supported automatically (exploit for getting extra upgrades after a hive is killed and rebuilt)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    what does this mean
  • LarofeticusLarofeticus Join Date: 2002-10-30 Member: 1764Members
    well you know how you can only build one kind of upgrade chamber per hive? you can see which one in the upper right of your alien hud. Build a dc and a little dc appears by your hive. That shows that you can build dc's and not something else. If the hive dies, and gets rebuilt, then that restriction is gone. So say you have a lot of dc's sitting around, now you could build mc's, and have them both, even though you've only held one hive.
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    The patch looks promising, the devs have been reading the forums.
    Finally decided to decrease the alien respawn time, Flayra? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Any way, the grenade launcher change seems interesting, it is unlikely that people will use it as a early game rush because of its price, not to mention you will be skulk food with gl. Hmm now the marines actually have a midgame after all. I just hope the impact damage of the grenade is 200 as well, now fades have to actually fear gl marines.

    Phase gate are to be used now, that is cool. Prevent unwanted teleportation, especially when biting it.
    Gorge sees the armour as well as health now, another nice touch.
  • JettoJetto Join Date: 2002-11-20 Member: 9468Members
    <!--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-->Phase gates now must be +used instead of just touched (less frustrating when trying to attack them or fight nearby<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    OH YES!!!!!!!!!!

    THANK YOU THANK YOU THANK YOU THANK YOU!!!!!
  • UproarUproar Join Date: 2002-11-18 Member: 9152Members
    Naa i think some of the changes mess up the game a bit. The line of sight thing is a lazy answer to fixing maps where owning 1 spot lets u take 2 hives.

    Making phase gates and etc more expensive reduces the chance of pulling ofa marine rush.

    The bug fixes are nice.

    But we will all see.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    edited January 2003
    <!--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-->Making phase gates and etc more expensive reduces the chance of pulling ofa marine rush.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    no it doesnt. how does making respawn points more expensive stop you from making 2 ips, armory, and a observatory to find the hive and go kill it with lmg like TE does every rush. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->? explain that. If you can logically explain how that stops a lmg rush ill give you a cookie.

    Also the phase doesnt stop anything either. If youa re doing a phase rush you are using an old strat that is easily redirected back at you. Aliens just jump in the phase and hit your base. No one should use a phase rush.
  • randomrandom Join Date: 2002-11-05 Member: 7090Members
    <!--QuoteBegin--Uproar_+Jan 5 2003, 09:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uproar_ @ Jan 5 2003, 09:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Naa i think some of the changes mess up the game a bit. The line of sight thing is a lazy answer to fixing maps where owning 1 spot lets u take 2 hives.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    actually, isn't that fixed by setting the siege range back to it's original radius when the maps were built?

    making it LOS means the marines can't be lazy any more.
  • InsidiousInsidious Join Date: 2002-11-21 Member: 9553Members
    I still don't see why you'd want to GL rush rather than HMG rush. A marine with an HMG can clean the floor with skulks (he dies just as quickly, but there's no way to change that until either armor upgrades or HA is available), and has a wonderful weapon for tearing apart buildings. The GL may be better against buildings, but it's far worse against skulks, and if you're rushing, they'll have 1-2 buildings max (plus a hive), and lots of skulks. The GL might be nice for spamming the floor so that they'll spawn on grenades and not even have a chance, but at that point the battle is usually decided already.

    I like this set of changes, armor being taken into account for gorges healing is a nice touch, and so is +useing the phase gates.
  • MadJackMcJackMadJackMcJack Join Date: 2002-12-24 Member: 11467Members
    <!--QuoteBegin--Kenichi+Jan 5 2003, 08:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Jan 5 2003, 08:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well think about it. Im in a clan, and a good one at that. We rarely use turrets or TFs. Thats alot of resources you DONT need to spend. Second you dont need an arms lab to get grenade launchers so thats 45 res subtracted. Second for a grenade rush you dont get motion tracking. You assume the game of a pub when in clans you work toword a very specific goal. consider this. 2 ips, armory, (start rushing while the upgrade goes in order to hold the aliens at bay) upgrade, get a few nades, bam nade the hvie. Game over. Streamlined gameplay right there for you. In clan games you dont have time to screw around with other buildings at the beginning.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Of course I'm assuming pubs. The vast majority of players play on pubs only, so that is where most discussions centre. And on a pub, you CANNOT rely on marines to hold positions forever. So you build turrets to replace them.

    A well organised clan, however, can rush anything they want, because they know pretty much what to do straight away, and run to a set system. On pubs, you have to wait for what the com has in mind.
  • BonelessBoneless Join Date: 2002-09-03 Member: 1270Members
    heh... GL doing 260 damage... That means more grenade suicide too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Anyway,... it's more interesting (for me) a marine spamming a hive than sieging it.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    sw33t... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    and they made 1.04 sound like a quick fix to a few exploits...
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    edited January 2003
    <!--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-->Phase gates now must be +used instead of just touched (less frustrating when trying to attack them or fight nearby<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    damn there goes my strat of building a wall of phases on Ns_nothing that lead up to a phase in teh toxic water in powersilo lol <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> ... alien comes in ... pffttt.. bang hes in toxic water <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    yea the ptch kiks azz


    WE <3 u DEVz...
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