<!--QuoteBegin--GWAR+Mar 26 2003, 06:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GWAR @ Mar 26 2003, 06:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When it says "Transforming first-person view " Does it mean AVP style view when wallwalking?
(If it is, i REALLY want it) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Yes. Unknown if it'll affect the physics of wallwalking though. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (Will you still fall off walls if you go over a bump in the wall?)
YAY to all the changes except now they made the turret factories stronger so now turret farms will own and it would be impossible to take them out, so thats the only thing I disagree with
-Warcraft III style "idle peon" messages -New Onos(Tauren Chieftain) abilities allow him to stomp the ground to stun nearby enemies
Does flayra love Warcraft III or what? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I don't know how effective invisible buildings would be. (I mean cloaked..) They'll still see them, and they can always shoot back at what's shooting them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And you usually don't put tonsa ocs since the beginning.
<!--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 give aliens energy, like defensive chambers give health. Unsure if teleport ability will stay.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
like defensive chambers... will that give faster shooting to ocs?
heh I'm trying to wonder what a 8-mc powered adrenaline skulk with some leap fetish is going to look like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
8-mc D: The dream of acid rocket spammers.
I hope 8 mc won't quite be as efficient as adren <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
heh I hope that the combat gorgeS will be kind enough to help me in my attack so I don't need to use adren anymore <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
omg thats alot of stuff. But I still dont see the reason why an alien team would not go d-m-s chamber order... -70-health non-carapaced skulks are EXTREMELY easy to kill. -Sensory cloaking nearby buildings.... I dont see why thats so great early game when the first order of business is to cap res nodes. -Movement chambers giving nearby one-hive skulks energy.... That would be REALLY pointless early game.
<!--QuoteBegin--Cereal_KillR+Mar 26 2003, 03:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Mar 26 2003, 03:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hope 8 mc won't quite be as efficient as adren <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No disrespect or anything, but if 8 movement chambers aren't MORE effective than adrenaline then I'll eat my arm off. Adrenaline = 2 res and PORTABLE with about 3 sec wait time to get it. 8 movement chambers = 112 res plus LOTS of time to build it up and unless you want it mowed down by the first marine to wander by you need more backup. So yes, I pray that 8 chambers are more effective with adrenaline. Now the question is...will they stack with each other? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
First, let me say Congrats, Monse <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> !
Now for my 2 cents:
I think that almost every change will be welcom except if they remove the teleport ability from the Movement chamber. I mean, when you think about it, Aliens are really slow, and that is kinda the only way to get around with any speed. This is especially necessary for when your hive is being attacked. The marines have the phase, which has a HUGE advantage in that it can teleport you to anywhere you can build it. The Movement chamber is much more restrictive in that it can only teleport you to a hive (and only the farthest one at that). To remove this ability would cripple the aliens movement far too much. There would be basically no way to stop an attack already underway on your hive, because the tricke of aliens arriving back at the hive from around the map would be far to easy to stop.
I'm sure that ther are flaws in my logic, and I'd be happy to discuss them.
<!--QuoteBegin--Cereal_KillR+Mar 26 2003, 08:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Mar 26 2003, 08:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> heh I'm trying to wonder what a 8-mc powered adrenaline skulk with some leap fetish is going to look like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You won't see it as you'll be dead before you know it.
One thing this posting doesn't clearly state is that this is just more info being released to you (the fans). Not ALL the info (I can personally attest to an awful lot of things not mentioned or very glossed over in that post). So before all the goth kids start the teen angst whaling over such and such a thing unbalancing the game or not being fixed or whatever, crank up your crappy music and chill. All will be explained later...
<!--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--> - Always draw player names for commander - Collision improvements (no "jittering" when crouching on structures)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Finally the two most annoying things in NS fixed.....I'm glad im not the only one who has trouble finding toops.
<b>Super 1-3-3-7 Vet alien PwnZ0r3r:</b> "Comm, drop me a Medkit quick! Then a pg and we can siege the Hive!" <b>Me:</b> "Yay! GJ! I'll do that now!" A minute or two later... <b>S1VAP:</b> "Comm hurry up! They'll find me soon!" <b>Me:</b> "Ok ok! I just need to find you" <b>S1VAP:</b> "Ok I'll use the radio command!" <i>Your Base is under attack! Your Base is under attack! Your Base is under attack! Soldier nee... Your Base is under attack!</i> <b>S1VAP:</b> "Oh dear, I think they heard m...MUNCH!" <b>Me:</b> "...." <b>S1VAP</b>: "...." <b>NubbleCaeks the Skulk</b>: "Rawr! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->"
Might as well be called 2.0 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
1.1 is more than I ever hoped or dreamed for. I will now be using Constellation to transfer all of my wealth over to the ns team. Everything on the changelog is awesome.
No weird jiggling when on structures woohoo! I didn't think they could fix that easily! Also, I think what they mean about the skulk first person view changing when on walls is simply the orientation of the jaws sprites and animations, not the entire view; that would be tough to control. YAY my 10 fps won't kill my jp anymore. I'm tired of playing marines on missilecommand and having to stare at the wall while jetting up to the top so I don't run out of fuel 1/3 of the way there. Electrified turrets can't be the only help marines get with all these alien improvements... there must be more marine changes than explicitly listed!!
<!--QuoteBegin--ub3rbr0k3+Mar 26 2003, 10:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ub3rbr0k3 @ Mar 26 2003, 10:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> omg thats alot of stuff. But I still dont see the reason why an alien team would not go d-m-s chamber order... -70-health non-carapaced skulks are EXTREMELY easy to kill. -Sensory cloaking nearby buildings.... I dont see why thats so great early game when the first order of business is to cap res nodes. -Movement chambers giving nearby one-hive skulks energy.... That would be REALLY pointless early game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That's exactly what I think. Maybe something like:
Cloaked stuff cant be seiged. or Sensories cloak aliens even while moving.
<!--QuoteBegin--Cereal_KillR+Mar 26 2003, 12:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Mar 26 2003, 12:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> heh I'm trying to wonder what a 8-mc powered adrenaline skulk with some leap fetish is going to look like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
8-mc D: The dream of acid rocket spammers.
I hope 8 mc won't quite be as efficient as adren <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Actually I'd hope that 8-MC walls would be VASTLY more powerful than L3 Adrenaline, myself, just like 8-DC walls are WAY more potent than L3 Regen, in fact. Otherwise, what's the point of building more than 3 MC's still, since you can't beat normal Adren-L3? If there's no point in spamming all types of chambers, those that don't need to be spammed won't be used as much. And d-chambers will always be something that can be safely spammed, simply because of their wonderful healing. =^.^=
What I see this being used for is something evil though when you have Sensory+Movement:
Wall of Sensory in front of Wall of Movement, gorge behind spamming healing spray.
Skulks line up with LOS past the wall... and parasite endlessly. Living micro-machine-guns that paint their targets too. =^.^= *phtphtphtphtptphtphtphtphtphtphtphtphtphtphtphtphtpht*
That will be an insulting way to die, 9hp at a time from five skulks. =^.^=
Though personally, I'd rather see movement chambers speed the firing on o-chambers UNLESS a hive is under attack, at which point they grant teleport to hive.
I.E. Attack the hive to slow down those damn buzz-saw O-chamber walls, but except ehc cavalry to show up when you do. :-)
That, and I wonder if they'll make sensory-cloaked O-chambers fire 'cloaked' shots too? Would make sense.
please dont take teleport off movement though. Its one of the coolest features as it allows a quite hive to suddenly turn into an inferno of gunfire and teeth.
NarfwakJoin Date: 2002-11-02Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
<!--QuoteBegin--WolfWings+Mar 26 2003, 11:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Mar 26 2003, 11:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Cereal_KillR+Mar 26 2003, 12:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Mar 26 2003, 12:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> heh I'm trying to wonder what a 8-mc powered adrenaline skulk with some leap fetish is going to look like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
8-mc D: The dream of acid rocket spammers.
I hope 8 mc won't quite be as efficient as adren <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Actually I'd hope that 8-MC walls would be VASTLY more powerful than L3 Adrenaline, myself, just like 8-DC walls are WAY more potent than L3 Regen, in fact. Otherwise, what's the point of building more than 3 MC's still, since you can't beat normal Adren-L3? If there's no point in spamming all types of chambers, those that don't need to be spammed won't be used as much. And d-chambers will always be something that can be safely spammed, simply because of their wonderful healing. =^.^=
What I see this being used for is something evil though when you have Sensory+Movement:
Wall of Sensory in front of Wall of Movement, gorge behind spamming healing spray.
Skulks line up with LOS past the wall... and parasite endlessly. Living micro-machine-guns that paint their targets too. =^.^= *phtphtphtphtptphtphtphtphtphtphtphtphtphtphtphtphtpht*
That will be an insulting way to die, 9hp at a time from five skulks. =^.^=
Though personally, I'd rather see movement chambers speed the firing on o-chambers UNLESS a hive is under attack, at which point they grant teleport to hive.
I.E. Attack the hive to slow down those damn buzz-saw O-chamber walls, but except ehc cavalry to show up when you do. :-)
That, and I wonder if they'll make sensory-cloaked O-chambers fire 'cloaked' shots too? Would make sense. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That would be <i>so</i> cool. And evil.
Also, I'd like to comment on these announcement threads: they <i><b>always</b></i> turn into <img src='http://www-106.ibm.com/developerworks/library/lol/spamato/spam-c07.jpg' border='0' alt='user posted image'> and no one ever seems to care.
Hum i didnt read if they are fixing the hitbox problem ( marines into a vent nearly invincible..) but for the rest i think it will be great. Maybe except that the hive should be able to heal faster because if not scrim match will always be dc 1st to counter any hmg/jp incoming ( even if it still further in Tech tree.. many pplz just only concentrate on some strat and do it ) but in pub game it will become great
**Gorge build sensory and take lvl 3 cloak **
Marines: WTH comm? they dont have any gorge in this hive!
<!--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-->YAY to all the changes except now they made the turret factories stronger so now turret farms will own and it would be impossible to take them out, so thats the only thing I disagree with <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Aliens get onos at hive one. Well, at least that's what I heard... but it's not on the website.
<!--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--> omg thats alot of stuff. But I still dont see the reason why an alien team would not go d-m-s chamber order... -70-health non-carapaced skulks are EXTREMELY easy to kill. -Sensory cloaking nearby buildings.... I dont see why thats so great early game when the first order of business is to cap res nodes. -Movement chambers giving nearby one-hive skulks energy.... That would be REALLY pointless early game. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Cloaked res nodes... well I dunno how that'll work.
70-health non-carapced skulks are extremely easy to kill when you rush a marine down a hallway. In 1.04, each has their own disadvantage and advantage, and it so happens carapace has the smallest one.
(We played a game with sensories, and the marines decided to turtle. What fun, cloaking outside their base while they camped our hives.)
(We played a game with movements, and the marines went mine crazy. Oh the fun, celerity-speeding over mines.)
Comments
(If it is, i REALLY want it) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yes. Unknown if it'll affect the physics of wallwalking though. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (Will you still fall off walls if you go over a bump in the wall?)
I love so many of the ideas, that I cba to say em, wow, gr8 patch, LOTS of new things to play with.
I want 1.1!!!!!!!!!!
-New Onos(Tauren Chieftain) abilities allow him to stomp the ground to stun nearby enemies
Does flayra love Warcraft III or what? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
And you usually don't put tonsa ocs since the beginning.
<!--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 give aliens energy, like defensive chambers give health. Unsure if teleport ability will stay.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
like defensive chambers... will that give faster shooting to ocs?
heh I'm trying to wonder what a 8-mc powered adrenaline skulk with some leap fetish is going to look like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
8-mc D: The dream of acid rocket spammers.
I hope 8 mc won't quite be as efficient as adren <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
heh I hope that the combat gorgeS will be kind enough to help me in my attack so I don't need to use adren anymore <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
omg thats alot of stuff. But I still dont see the reason why an alien team would not go d-m-s chamber order...
-70-health non-carapaced skulks are EXTREMELY easy to kill.
-Sensory cloaking nearby buildings.... I dont see why thats so great early game when the first order of business is to cap res nodes.
-Movement chambers giving nearby one-hive skulks energy.... That would be REALLY pointless early game.
No disrespect or anything, but if 8 movement chambers aren't MORE effective than adrenaline then I'll eat my arm off. Adrenaline = 2 res and PORTABLE with about 3 sec wait time to get it. 8 movement chambers = 112 res plus LOTS of time to build it up and unless you want it mowed down by the first marine to wander by you need more backup. So yes, I pray that 8 chambers are more effective with adrenaline. Now the question is...will they stack with each other? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Now for my 2 cents:
I think that almost every change will be welcom except if they remove the teleport ability from the Movement chamber. I mean, when you think about it, Aliens are really slow, and that is kinda the only way to get around with any speed. This is especially necessary for when your hive is being attacked. The marines have the phase, which has a HUGE advantage in that it can teleport you to anywhere you can build it. The Movement chamber is much more restrictive in that it can only teleport you to a hive (and only the farthest one at that). To remove this ability would cripple the aliens movement far too much. There would be basically no way to stop an attack already underway on your hive, because the tricke of aliens arriving back at the hive from around the map would be far to easy to stop.
I'm sure that ther are flaws in my logic, and I'd be happy to discuss them.
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You won't see it as you'll be dead before you know it.
Hellava good job Flayra.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Any Constellation Prog info?
I guess we'll see how it is when it's released.
[EDIT] OK, so it's showing up now. Had to wait 30 minutes for some reason.
- Always draw player names for commander
- Collision improvements (no "jittering" when crouching on structures)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Finally the two most annoying things in NS fixed.....I'm glad im not the only one who has trouble finding toops.
<b>Super 1-3-3-7 Vet alien PwnZ0r3r:</b> "Comm, drop me a Medkit quick! Then a pg and we can siege the Hive!"
<b>Me:</b> "Yay! GJ! I'll do that now!"
A minute or two later...
<b>S1VAP:</b> "Comm hurry up! They'll find me soon!"
<b>Me:</b> "Ok ok! I just need to find you"
<b>S1VAP:</b> "Ok I'll use the radio command!"
<i>Your Base is under attack!
Your Base is under attack!
Your Base is under attack!
Soldier nee...
Your Base is under attack!</i>
<b>S1VAP:</b> "Oh dear, I think they heard m...MUNCH!"
<b>Me:</b> "...."
<b>S1VAP</b>: "...."
<b>NubbleCaeks the Skulk</b>: "Rawr! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->"
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
So you can <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
/ME kills you with pei....
you forgot to add "oneoneone" on the end there.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
No weird jiggling when on structures woohoo! I didn't think they could fix that easily! Also, I think what they mean about the skulk first person view changing when on walls is simply the orientation of the jaws sprites and animations, not the entire view; that would be tough to control. YAY my 10 fps won't kill my jp anymore. I'm tired of playing marines on missilecommand and having to stare at the wall while jetting up to the top so I don't run out of fuel 1/3 of the way there. Electrified turrets can't be the only help marines get with all these alien improvements... there must be more marine changes than explicitly listed!!
Anyone have a timeframe for the release...?
... ns rox ns rox ns rox
-70-health non-carapaced skulks are EXTREMELY easy to kill.
-Sensory cloaking nearby buildings.... I dont see why thats so great early game when the first order of business is to cap res nodes.
-Movement chambers giving nearby one-hive skulks energy.... That would be REALLY pointless early game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That's exactly what I think. Maybe something like:
Cloaked stuff cant be seiged.
or
Sensories cloak aliens even while moving.
8-mc D: The dream of acid rocket spammers.
I hope 8 mc won't quite be as efficient as adren <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Actually I'd hope that 8-MC walls would be VASTLY more powerful than L3 Adrenaline, myself, just like 8-DC walls are WAY more potent than L3 Regen, in fact. Otherwise, what's the point of building more than 3 MC's still, since you can't beat normal Adren-L3? If there's no point in spamming all types of chambers, those that don't need to be spammed won't be used as much. And d-chambers will always be something that can be safely spammed, simply because of their wonderful healing. =^.^=
What I see this being used for is something evil though when you have Sensory+Movement:
Wall of Sensory in front of Wall of Movement, gorge behind spamming healing spray.
Skulks line up with LOS past the wall... and parasite endlessly. Living micro-machine-guns that paint their targets too. =^.^= *phtphtphtphtptphtphtphtphtphtphtphtphtphtphtphtphtpht*
That will be an insulting way to die, 9hp at a time from five skulks. =^.^=
Though personally, I'd rather see movement chambers speed the firing on o-chambers UNLESS a hive is under attack, at which point they grant teleport to hive.
I.E. Attack the hive to slow down those damn buzz-saw O-chamber walls, but except ehc cavalry to show up when you do. :-)
That, and I wonder if they'll make sensory-cloaked O-chambers fire 'cloaked' shots too? Would make sense.
please dont take teleport off movement though. Its one of the coolest features as it allows a quite hive to suddenly turn into an inferno of gunfire and teeth.
8-mc D: The dream of acid rocket spammers.
I hope 8 mc won't quite be as efficient as adren <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually I'd hope that 8-MC walls would be VASTLY more powerful than L3 Adrenaline, myself, just like 8-DC walls are WAY more potent than L3 Regen, in fact. Otherwise, what's the point of building more than 3 MC's still, since you can't beat normal Adren-L3? If there's no point in spamming all types of chambers, those that don't need to be spammed won't be used as much. And d-chambers will always be something that can be safely spammed, simply because of their wonderful healing. =^.^=
What I see this being used for is something evil though when you have Sensory+Movement:
Wall of Sensory in front of Wall of Movement, gorge behind spamming healing spray.
Skulks line up with LOS past the wall... and parasite endlessly. Living micro-machine-guns that paint their targets too. =^.^= *phtphtphtphtptphtphtphtphtphtphtphtphtphtphtphtphtpht*
That will be an insulting way to die, 9hp at a time from five skulks. =^.^=
Though personally, I'd rather see movement chambers speed the firing on o-chambers UNLESS a hive is under attack, at which point they grant teleport to hive.
I.E. Attack the hive to slow down those damn buzz-saw O-chamber walls, but except ehc cavalry to show up when you do. :-)
That, and I wonder if they'll make sensory-cloaked O-chambers fire 'cloaked' shots too? Would make sense. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That would be <i>so</i> cool. And evil.
Also, I'd like to comment on these announcement threads: they <i><b>always</b></i> turn into <img src='http://www-106.ibm.com/developerworks/library/lol/spamato/spam-c07.jpg' border='0' alt='user posted image'> and no one ever seems to care.
**Gorge build sensory and take lvl 3 cloak **
Marines: WTH comm? they dont have any gorge in this hive!
**Gorge kill marine with HealSpray!!**
MOUHAHAHAHAHAHA
sry bout that :/
Aliens get onos at hive one. Well, at least that's what I heard... but it's not on the website.
<!--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--> omg thats alot of stuff. But I still dont see the reason why an alien team would not go d-m-s chamber order...
-70-health non-carapaced skulks are EXTREMELY easy to kill.
-Sensory cloaking nearby buildings.... I dont see why thats so great early game when the first order of business is to cap res nodes.
-Movement chambers giving nearby one-hive skulks energy.... That would be REALLY pointless early game. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Silenced skulk attacks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Cloaked res nodes... well I dunno how that'll work.
70-health non-carapced skulks are extremely easy to kill when you rush a marine down a hallway. In 1.04, each has their own disadvantage and advantage, and it so happens carapace has the smallest one.
(We played a game with sensories, and the marines decided to turtle. What fun, cloaking outside their base while they camped our hives.)
(We played a game with movements, and the marines went mine crazy. Oh the fun, celerity-speeding over mines.)
(No strat has nullified Carap yet)