Good work chaps, thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
A couple of things that I hadn't heard of before: <!--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--> - Movement chambers now teleport to aliens to a hive that's under attack, or the farthest active hive if none are under attack. ... - Hive now heals nearby players faster in effort to allow aliens better chance to hold off early marine rush (20 points per second instead of 8) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Some clever little additions. I think both will help fight "cheapness", even if only a little, without being unbalancing at all. Good job NS team/Flayra <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
If you've played on 1.04i BETA servers, none of this will be new <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
just wanted to say if anyone needs a mirror here it is:(hope it's ok) <a href='ftp://mossad.org.il/pub/halflife/mods/ns/ns-v104.zip' target='_blank'>ftp://mossad.org.il/pub/halflife/mods/ns/ns-v104.zip</a>
Ah good, less pounding on the beta server doors trying to get in <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
1.04 is a MASSIVE improvement from 1.03. Kudos to Fleyra.
A bit of strategic advice for you from my experiences in 1.04ish beta servers:
1. Marines should focus more on holding resource nozzles. Maybe grab one hive just to prevent aliens from taking onos and flattening them. The main reason behind this is because it prevents aliens from having sufficient resources to bring in alot of fades. The secondary reason behind this is because marines have enough firepower at their disposal now to counter two hives reasonably well. Fades are just about l as nasty as ever, but have a slight reduction in potency and they're more rare. An *economic* victory over the aliens is more feasible than before.
2. For aliens, being stick with one hive still sucks as much as ever, and unfortunately Marine hive rushes seem as fast (if not faster) than ever. For this reason, one of the first RT aliens should grab is the one in the second hive, followed by some fortifications to prevent the Marines from easily from phase rushing them.
3. For aliens, remember resources are quite a bit more important than before because fades cost so much more. There sohuld be a partial focus on resource taking here.
Of course, your milage may vary as people get more adapted to the version.
Oh, remember that you have to activate phase gates now to use them, and you can still get ammo while the weapons labs are upgrading. Inform your team mates.
Why haven't most of the servers upgraded to 1.04? I still see 1.03 in like most of the servers. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> What time of day was the new 1.04 realeased.? I'm not patient.
<!--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-->- All entities can hurt themselves (allows 1-hive alien team to battle siege, figure it out...)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You think this is a way to get sensory as first upgrade? It's the cheapo chamber after all, so just drop a few by a seige cannon and BAM! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
Ammo replacing your supply not your clip, this is dumb as you still need to reload. Why was this changed it wasnt asked for and is just annoying. ALiens no longer gib, again whats the problem with gibbed aliens? it was a good feeling to see them explode and it kept the map less clutered with corpses.
<!--QuoteBegin--Nether+Jan 26 2003, 01:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nether @ Jan 26 2003, 01:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hmm 2 small things i dont like are
Ammo replacing your supply not your clip, this is dumb as you still need to reload. Why was this changed it wasnt asked for and is just annoying. ALiens no longer gib, again whats the problem with gibbed aliens? it was a good feeling to see them explode and it kept the map less clutered with corpses.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The ammo station change prevents constant gren spamming from any ammo station location. It would reload grens (and other guns) faster than actual reloading. It's still possible, though, just harder. And the gib thing: did you read the rest of that changelog entry? <!--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--> - 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. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> It was to fix a bug. Gibbing wasn't supposed to be there in the first place.
i believe that siege cannons don't turn around fast (i.e. has to swing around before it could fire). so u could place a chamber while its facing the other side, so the gorge can get away.
and it makes sense story-wise, i don't think sonic blasts could have nanobots in them
Jp/HMG or just plain JP rushes are the new 'uber' marine strat. Still beats the direct rushing.
Two hive lock downs are nigh on impossible unless you can somehow protect the phase gates from mass lerk spike attacks.
Especially considering if you slap a phase down and lose it befor its built you're wasting 5 more res every time.. Give a rambo a phase hmm, altho he can build it faster now..
Jp/HMG or just plain JP rushes are the new 'uber' marine strat. Still beats the direct rushing.
Two hive lock downs are nigh on impossible unless you can somehow protect the phase gates from mass lerk spike attacks.
Especially considering if you slap a phase down and lose it befor its built you're wasting 5 more res every time.. Give a rambo a phase hmm, altho he can build it faster now..
BlueGhost<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yeah... welcome to 1.04
<!--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--> - Siege cannon targets now must be sighted to be hit (in view of friendly player or scanned by commander) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
We tested 1.04 just after it got public and the first thing we tested was the Siege thing. I dunno it's about the server or if it's a bug, but the target MUST be scanned we build a Def chamber near Marine Base and then a Siege in the base now we send 1 Marine to the Def and....the siege didn't shot. Then Comm decides to go on testing and scanned the Def, the rine was still looking on the def and...the Siege did one shot, but only one. I just think that should be fixed, if it's a bug.
btw. Congrats to Flayra and the Team for such a cool mod keep up the good work. 1.04 really kicks ****, except of the Siege thingie
I played on many 1.04 servers before it went public... are you sure it didn't fire when a marine was looking at it? The canons do take a while to swivel and face the target but they should fire. One scan is good for 2 shots.
I'm pretty sure 'bout that 'cause I was SKulk an looked at the Siege while it turns it's rounds 2-3 times and after a Scan it shoots once a time. I can also record a demo but I've no webspace at all. :-(
Hope anyone else got that problem so I know that I'm not just halucinating. (omg my english sucks :-/ )
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
You need to see the BASE of the target. Just seeing parts of the chamber won't do.
Oh, bast looks better now, bw. You can only siege 3 RT from marine spawn (tram maint, aft junction and one of the atmos ones), and they take one siege each. The engine RT is outside siege range.
ns_nothing is now one-tf, two locations, two hives rather than 2 hives from one location.
It is VERY costly to scan-kill a hive, bw. You need one scan per fire, and with a hive at about 15-20 shots, you are looking at spending at least 45 rp scanning.
Cheaper to build 2 sieges and only have to scan half as many times - especially now that the siege and siege upgrade only costs 20pts instead of 25.
He saw the Def chamber complete, he stood right in front of it. Next Siege round he stands on it, while looking down. then we build about 7 Def Chambers and the same thing nothing happens. The Marine stood just in the middle of them, the Siege must had seen one of the Defs, but no shoot at all.
<!--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-->Heck you could take out a WoL with 2 clips in 103. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Theoritically, unfortunatly this required the WOL to NOT HEAL ATTAL. Which it does...
<!--QuoteBegin--Imp3+Jan 25 2003, 10:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Imp3 @ Jan 25 2003, 10:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I can also record a demo but I've no webspace at all. :-(<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <a href='http://www.freewebspace.net/php/search.php?a=1&b=0&form_language=&form_location=&form_space=0&form_adtype=&form_title=&form_hostType=REG&i=10&submit=Search' target='_blank'>http://www.freewebspace.net/php/search.php...0&submit=Search</a>
go here and find a free webspace provider that'll give you webspace upon signup.
>> Theoritically, unfortunatly this required the WOL to NOT HEAL ATTAL. Which it does...
Huh? per definition, WoL includes defense chambers. And believe me, you can do it. Last night I took out a 2 OC, NINE (9) DC block with *three* clips.
The trick is just to ensure that you concentrate fire on the least healed DC of the wall, and then you have a toe-hold to blow the rest apart.
But 104 one clip of grens can be simply thrown into the middle and walked away from. Bye Lame, nice knowing you, shame it cost a gorge 140 res and 10 mins to make it.
<!--QuoteBegin--geldonyetich+Jan 26 2003, 01:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (geldonyetich @ Jan 26 2003, 01:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->About 1 1/2 hours ago it was released. I imagine nobody will have an excuse to not be upgraded by midday saturday.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Haha, thats funny. ^^^
Anyway, you 1.03 people are kinda slow on the ball. Don't start this grenade L nonsence. If you haven't been playing on the 1.04 beta servers then you missed out on changes that now seem normal to us 1.04 beta server vets.
"omg, I'm so used to 1.03 gameplay, I don't like 1.04"
I just got back from a game that reminded me of 1.0. The marines had heavy armor before we even had the resources to secure the resource nozzles required for a second hive. The marines were unstoppable. No matter how hard or coordinated the alien team was (we really did use alot of teamwork) we got beaten back again... and again... and again...
Is it just me or do marines take 3 bites to kill? It's plain awful. The LMG seems more potent, the pistol, everything. We're lucky to see Fades in midgame, but it's only a matter of time before the unending streams of dropped HA suits (always in a big pile somewhere in the never-glimpsed marine start) roll over the valiantly defended hive, a super grenade taking four aliens huddling for shelter in an umbra cloud to escape the sheets of bullets...
So who's the side that's cleansing who?
Edit: It was a big game; 10v10. That could attribute to the obscene money of the marines, and the obscene slowness of resources for us.
You know, I noticed the 3-bite thing the other day myself. Seemed like it took a whole lot of bites to kill 1.04i marines. Then again, I was told that I was lagging pretty bad, and I've played some games today where I didn't really notice it... then again, the marine team I was up against today was sorta rock stupid (no offense if anybody from that team reads these boards ^^; )
2 bites un-upgraded 3 bites with level 1 armour upgrade.
If they don't go for obs/phase/turrets they'll go for an arms lab fairly quicly and then armour one asap after that (its a 50% damage increase cos you live 50% longer against your only 'real' enemy)
A WoL by definition BLOCKS A CORRIDOR. Because of this its normally impossible to score a direct hit on the def chambers. (unless you can bounce the nades accuratly off a wall behind the WoL) with 8 Def chambers (you can't have 9 in one place) you will not be able to kill the Offys (the only thing you can normally hit) in the WoL in 8 'nades (2 clips).
Comments
I was about to post it, entitled:
"OMG 1.04 is out?! Go play!"
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--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-->
- Movement chambers now teleport to aliens to a hive that's under attack, or the farthest active hive if none are under attack.
...
- Hive now heals nearby players faster in effort to allow aliens better chance to hold off early marine rush (20 points per second instead of 8)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Some clever little additions. I think both will help fight "cheapness", even if only a little, without being unbalancing at all. Good job NS team/Flayra <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<a href='ftp://mossad.org.il/pub/halflife/mods/ns/ns-v104.zip' target='_blank'>ftp://mossad.org.il/pub/halflife/mods/ns/ns-v104.zip</a>
1.04 is a MASSIVE improvement from 1.03. Kudos to Fleyra.
A bit of strategic advice for you from my experiences in 1.04ish beta servers:
1. Marines should focus more on holding resource nozzles. Maybe grab one hive just to prevent aliens from taking onos and flattening them. The main reason behind this is because it prevents aliens from having sufficient resources to bring in alot of fades. The secondary reason behind this is because marines have enough firepower at their disposal now to counter two hives reasonably well. Fades are just about l as nasty as ever, but have a slight reduction in potency and they're more rare. An *economic* victory over the aliens is more feasible than before.
2. For aliens, being stick with one hive still sucks as much as ever, and unfortunately Marine hive rushes seem as fast (if not faster) than ever. For this reason, one of the first RT aliens should grab is the one in the second hive, followed by some fortifications to prevent the Marines from easily from phase rushing them.
3. For aliens, remember resources are quite a bit more important than before because fades cost so much more. There sohuld be a partial focus on resource taking here.
Of course, your milage may vary as people get more adapted to the version.
Oh, remember that you have to activate phase gates now to use them, and you can still get ammo while the weapons labs are upgrading. Inform your team mates.
Here's looking forward to 1.1.
Why haven't most of the servers upgraded to 1.04? I still see 1.03 in like most of the servers. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> What time of day was the new 1.04 realeased.? I'm not patient.
You think this is a way to get sensory as first upgrade? It's the cheapo chamber after all, so just drop a few by a seige cannon and BAM! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
Just a thought....
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
Ammo replacing your supply not your clip, this is dumb as you still need to reload. Why was this changed it wasnt asked for and is just annoying.
ALiens no longer gib, again whats the problem with gibbed aliens? it was a good feeling to see them explode and it kept the map less clutered with corpses.
Ammo replacing your supply not your clip, this is dumb as you still need to reload. Why was this changed it wasnt asked for and is just annoying.
ALiens no longer gib, again whats the problem with gibbed aliens? it was a good feeling to see them explode and it kept the map less clutered with corpses.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The ammo station change prevents constant gren spamming from any ammo station location. It would reload grens (and other guns) faster than actual reloading. It's still possible, though, just harder.
And the gib thing: did you read the rest of that changelog entry?
<!--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-->
- 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.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It was to fix a bug. Gibbing wasn't supposed to be there in the first place.
and it makes sense story-wise, i don't think sonic blasts could have nanobots in them
1. people use shotgun now.
2. upgraded lmgs were taking on fades. gg i luv! (and i was a fade!)
Jp/HMG or just plain JP rushes are the new 'uber' marine strat.
Still beats the direct rushing.
Two hive lock downs are nigh on impossible unless you can somehow protect the phase gates from mass lerk spike attacks.
Especially considering if you slap a phase down and lose it befor its built you're wasting 5 more res every time.. Give a rambo a phase hmm, altho he can build it faster now..
BlueGhost
Jp/HMG or just plain JP rushes are the new 'uber' marine strat.
Still beats the direct rushing.
Two hive lock downs are nigh on impossible unless you can somehow protect the phase gates from mass lerk spike attacks.
Especially considering if you slap a phase down and lose it befor its built you're wasting 5 more res every time.. Give a rambo a phase hmm, altho he can build it faster now..
BlueGhost<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah... welcome to 1.04
<!--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-->
- Siege cannon targets now must be sighted to be hit (in view of friendly player or scanned by commander)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
We tested 1.04 just after it got public and the first thing we tested was the Siege thing. I dunno it's about the server or if it's a bug, but the target MUST be scanned we build a Def chamber near Marine Base and then a Siege in the base now we send 1 Marine to the Def and....the siege didn't shot. Then Comm decides to go on testing and scanned the Def, the rine was still looking on the def and...the Siege did one shot, but only one.
I just think that should be fixed, if it's a bug.
btw. Congrats to Flayra and the Team for such a cool mod keep up the good work. 1.04 really kicks ****, except of the Siege thingie
Hope anyone else got that problem so I know that I'm not just halucinating. (omg my english sucks :-/ )
Oh, bast looks better now, bw. You can only siege 3 RT from marine spawn (tram maint, aft junction and one of the atmos ones), and they take one siege each. The engine RT is outside siege range.
ns_nothing is now one-tf, two locations, two hives rather than 2 hives from one location.
It is VERY costly to scan-kill a hive, bw. You need one scan per fire, and with a hive at about 15-20 shots, you are looking at spending at least 45 rp scanning.
Cheaper to build 2 sieges and only have to scan half as many times - especially now that the siege and siege upgrade only costs 20pts instead of 25.
Next Siege round he stands on it, while looking down.
then we build about 7 Def Chambers and the same thing nothing happens.
The Marine stood just in the middle of them, the Siege must had seen one of the Defs, but no shoot at all.
But anyone else finding uber-grenades a LITTLE hard to take?
Heck you could take out a WoL with 2 clips in 103.
104 means that GL is as good as siege and hmg in one :\
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Theoritically, unfortunatly this required the WOL to NOT HEAL ATTAL. Which it does...
BlueGhost
<a href='http://www.freewebspace.net/php/search.php?a=1&b=0&form_language=&form_location=&form_space=0&form_adtype=&form_title=&form_hostType=REG&i=10&submit=Search' target='_blank'>http://www.freewebspace.net/php/search.php...0&submit=Search</a>
go here and find a free webspace provider that'll give you webspace upon signup.
Huh? per definition, WoL includes defense chambers. And believe me, you can do it. Last night I took out a 2 OC, NINE (9) DC block with *three* clips.
The trick is just to ensure that you concentrate fire on the least healed DC of the wall, and then you have a toe-hold to blow the rest apart.
But 104 one clip of grens can be simply thrown into the middle and walked away from. Bye Lame, nice knowing you, shame it cost a gorge 140 res and 10 mins to make it.
Haha, thats funny. ^^^
Anyway, you 1.03 people are kinda slow on the ball. Don't start this grenade L nonsence. If you haven't been playing on the 1.04 beta servers then you missed out on changes that now seem normal to us 1.04 beta server vets.
"omg, I'm so used to 1.03 gameplay, I don't like 1.04"
(Rolleyes)
I just got back from a game that reminded me of 1.0. The marines had heavy armor before we even had the resources to secure the resource nozzles required for a second hive. The marines were unstoppable. No matter how hard or coordinated the alien team was (we really did use alot of teamwork) we got beaten back again... and again... and again...
Is it just me or do marines take 3 bites to kill? It's plain awful. The LMG seems more potent, the pistol, everything. We're lucky to see Fades in midgame, but it's only a matter of time before the unending streams of dropped HA suits (always in a big pile somewhere in the never-glimpsed marine start) roll over the valiantly defended hive, a super grenade taking four aliens huddling for shelter in an umbra cloud to escape the sheets of bullets...
So who's the side that's cleansing who?
Edit: It was a big game; 10v10. That could attribute to the obscene money of the marines, and the obscene slowness of resources for us.
If they don't go for obs/phase/turrets they'll go for an arms lab fairly quicly and then armour one asap after that (its a 50% damage increase cos you live 50% longer against your only 'real' enemy)
A WoL by definition BLOCKS A CORRIDOR.
Because of this its normally impossible to score a direct hit on the def chambers. (unless you can bounce the nades accuratly off a wall behind the WoL) with 8 Def chambers (you can't have 9 in one place) you will not be able to kill the Offys (the only thing you can normally hit) in the WoL in 8 'nades (2 clips).
BlueGhost