Aah i always wanted this for silence, and now it's comming in 1.1 Whoohoo! Hmm aliens not showing up on motion tracking would be nice too, but we'll see that in the playtesting
I just had an evil idea... I know hit sounds will play, but leap HAS no hit sounds. You'll be able to kill an unattentive marine without him even noticing from pretty much across the room. Leap behind him, leap onto his back, leap against him a few times, dead <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
For all those who say silence is useless once marines get motion tracking: Make a point next time you play skulk of noticing every time you are behind or to the side of a marine and get killed because he heard you and turned around. If your at the end of a log hallway and hes in the middle going away, at least 7 times outta 10(for me anyway) the marine(s) here you coming and turn around to blast you. Now when ever that happens imagine if you hadn't made a sound. Thats one surprised marine when you close the distance and bite.
Does this mean that the 'pffffffttt... pfffffftt' sound of parasite is silenced too?
Also Im a bit worried about leap bieng silenced as it has no hit sound. Maybe one should be implemented?? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Forlorn+Feb 25 2003, 10:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Feb 25 2003, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why not make it so that you are off of motion tracking when you get scilence? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> As i see it 'motion tracking' tracks 'motion' and not sound. Maybe if it was named sound tracking silence should negate its usefulness. In my eyes motion tracking is fine!
Or simply make it so that destroying the observatory removes MT and it has to be researched again... Leave the rest of MT how it is, its also like not being able to open a welded vent as an alien. I mean, cmon surely even if it should take 2mins... an alien should be able to somehow unweld a vent/switch!
<!--QuoteBegin--InfraRed+Feb 25 2003, 10:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (InfraRed @ Feb 25 2003, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Or simply make it so that destroying the observatory removes MT and it has to be researched again... Leave the rest of MT how it is, its also like not being able to open a welded vent as an alien. I mean, cmon surely even if it should take 2mins... an alien should be able to somehow unweld a vent/switch! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> This is how it should be for 1.1.... It would give the marines something else to defend and maybe get in the way of a jetpack or phase rush etc.
This is a really great idea... although a few people seem to have the wrong idea... your not TOTALLY silent. You still make the "hitting" sounds, while it is quiet, the hit sound is still fairly easy to hear which means that large groups of marines shouldn't beable to be taken out with a single silenced alien, as the other marines can hear the hitting noise. Also: Motion Tracking is not as good as some people make out. If it worked 100% then it would be unbeatable, however, it lags behind the alien a good few meters, sometimes (read 50% of the time) the blips dissapear for no reason even when the aliens are still moving. If motion tracking gets fixed, I would change it in two ways. 1) Aliens moving slower than X speed dont show up. 2) All movement shows up, doors/marines etc
This is my own opinion, and everyone is entitled to that.
[Edit: I would also make it that the observatory had a largish range (about as big as the original siege cannon) only movement in that radius show up. You need to upgrade every observatory for 25 res, like a turret factory and upgrade to the advanced observatory. Destroying the observatory removes motion tracking from that area. Building a new observatory requires another 25 res to upgrade to MT.]
Wow, so much for building defense chambers first. I can't wait for 1.1 to come out so the cries of "OMG n00b" when you build a MC first off stop. Now if only a MC transported you to another MC instead of a hive.... and why talk about *motion* tracking when it's called silence? The entire point of MT is that it's not easily countered. Neither is this.
Necro<insert non-birthday-related title here>Join Date: 2002-08-09Member: 1118Members
<!--QuoteBegin--Shockwave+Feb 25 2003, 07:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Feb 25 2003, 07:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> /me requests Flayra's babies. . <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> get in line! i got permission for his babies AGES ago...unfortunetly its anatomically impossible (theres a quote for this too so HAH!)
<!--QuoteBegin--James H4xwell+Feb 26 2003, 01:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (James H4xwell @ Feb 26 2003, 01:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wait im confused are the hitting sounds still going to be in or will everything be TOTALLY silent untill the marines gear falls to the floor? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> HIT sounds in. BITE sounds gone.
<!--QuoteBegin--James H4xwell+Feb 26 2003, 01:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (James H4xwell @ Feb 26 2003, 01:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wait im confused are the hitting sounds still going to be in or will everything be TOTALLY silent untill the marines gear falls to the floor? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> To quote Flayra in his first post: "Note that if a skulk bites something, the "hit" sound is still played."
So yes, the crunch sound of a marine being bitten will still play. What I was talking about earlier was Leap, which HAS no crunch sound in the first place.
Basically, the advantage here is that the marines wont hear where you are when you are biting like a mad-man and not connecting. Change biting to whatever attack that you want, but the big difference here is biting as a skulk or lerk. Actually, now to think of it, silenced divine wind would be uber uber deadly...
Comments
Hmm aliens not showing up on motion tracking would be nice too, but we'll see that in the playtesting
Make a point next time you play skulk of noticing every time you are behind or to the side of a marine and get killed because he heard you and turned around. If your at the end of a log hallway and hes in the middle going away, at least 7 times outta 10(for me anyway) the marine(s) here you coming and turn around to blast you. Now when ever that happens imagine if you hadn't made a sound. Thats one surprised marine when you close the distance and bite.
Also Im a bit worried about leap bieng silenced as it has no hit sound. Maybe one should be implemented?? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
As i see it 'motion tracking' tracks 'motion' and not sound. Maybe if it was named sound tracking silence should negate its usefulness. In my eyes motion tracking is fine!
This is how it should be for 1.1.... It would give the marines something else to defend and maybe get in the way of a jetpack or phase rush etc.
Also: Motion Tracking is not as good as some people make out. If it worked 100% then it would be unbeatable, however, it lags behind the alien a good few meters, sometimes (read 50% of the time) the blips dissapear for no reason even when the aliens are still moving. If motion tracking gets fixed, I would change it in two ways. 1) Aliens moving slower than X speed dont show up. 2) All movement shows up, doors/marines etc
This is my own opinion, and everyone is entitled to that.
[Edit: I would also make it that the observatory had a largish range (about as big as the original siege cannon) only movement in that radius show up. You need to upgrade every observatory for 25 res, like a turret factory and upgrade to the advanced observatory. Destroying the observatory removes motion tracking from that area. Building a new observatory requires another 25 res to upgrade to MT.]
. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
get in line!
i got permission for his babies AGES ago...unfortunetly its anatomically impossible (theres a quote for this too so HAH!)
HIT sounds in.
BITE sounds gone.
To quote Flayra in his first post:
"Note that if a skulk bites something, the "hit" sound is still played."
So yes, the crunch sound of a marine being bitten will still play. What I was talking about earlier was Leap, which HAS no crunch sound in the first place.