1.1 Questions For Pts/vets
Lux
Join Date: 2002-11-17 Member: 9078Members
Join Date: 2002-11-17 Member: 9078Members
Comments
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We'll be happy to post more information about this once it appears.
You'd think that strategy would be bad wouldnt you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. Lol, the new rsr system i think will work alot better in pubs.. although i'm not sure if its balanced yet.
Everyone has been complaning about medpacks, I read through all the changelogs but didn't see anything relating to anti-medpack spam. Is anything planned?
Madjai: onos = 80 fade = 45 (I think)
Scarface121: Fade has claw, blink, <empty>, acid rocket. and med packs now require an updagde to be resarched at the cc, no other changes to meds tho
Short answer: Yes.
but you'll still see them in other roles, such as hit-and-run minibase attacks, as well as spamming the marine base with acid rocket while the Oni are taking the buildings out.
Are there any new features (as opposed to tweaking and balancing existing features) that would prevent the release of 1.1?
For example, I understand that the planned new Lerk flight model isn't in there? Would that be a blocking feature?
do you know if that is the order the weapons will be in?blink at #2?
that could be interesting
So the fade doesn't get anything at two hives? Is it planned to stay this way?
Fade Abilitys: Swipe, Blink, Flayra is coding, Acid Rocket
So the fade doesn't get anything at two hives? Is it planned to stay this way? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i dont think that theres nothing there...i think they just dont know what it is yet
there better be something there......
clamatius: Here are the things I can think of off the top of my head preventing release:
- hltv not working
- crashes still frequent (I am nto sure linux server is even done)
- no VAC support yet
- there are only a few bugs left, probably by the next pacth most will be fixed
- balance: vets have not has as much of a chance to rip it apart as expected due to big bugs that made it very hard to test, we are still testing, this is probably going to be the most important to the development of ns
briguy992: I would say that in 1.1 the aliens gained much more then the marines did (they needed it). Not only can they expand at amazing speeds but their fighting ability has been increased; now multiple chambers are viable, so far movment is the favored one (celerity and scilence) and followed by DC. lagger answerd the lerk part of your quesiton, as far as strats go the alines have more options at their disposal, in the few scrims we played the key was gorges (cost more and are key to your quick expansion) if they got killed we had less of a chance of winning. On marine we killed their gorgs and limited their expansion, both of these worked very well but again we have nto had enough time to fully test all this stuff. It is hard to say which strats will stick, but more new strats are now workable then not.
l337vegeta: the order is claw, blink, <empty>, acid rocket
Edit: i assume that you need all 3 hives to get all the alien weapons
In 1.04, gorges get 3 shares of ressources for every one share all the other classes get. What is it now?
philmcneal: well the main thing is the gorges, now they can "suck" the res directly into their pool, even tho they do not get a proportionatly higher precent of the res (from the nodes built) this sucking allows them to get res very quickly, infact it is more efficient to suck near by nodes and build res towers far away (in part because of their extremely high health and healing) and suck the local nodes. So if marines do a poor job of regulating the resources the aliens will have onos in their base before they can say rush. Also the game is shorter because you do not need as many res for a hive, it makes the game much more interesting, you will have to see it, in scrims at least the game is much faster and much more intense which makes it that much more fun
I'm not looking for a precise rp/minute count, just a general idea of how long it takes to:
1. Recoup the cost of going gorge.
2. Evolve to onos
Assume one built RT, as I'm mostly trying to brainstorm game-opening strategies for the aliens.
I'm not looking for a precise rp/minute count, just a general idea of how long it takes to:
1. Recoup the cost of going gorge.
2. Evolve to onos
Assume one built RT, as I'm mostly trying to brainstorm game-opening strategies for the aliens. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Basically a gorge can get res 4 times faster than a res tower. He of course also gets his 1 res per tower every tick. You can have enough to go onos in about 3 minutes. That isn't as easy as it sounds though. A smart gorge will want to build some upgrade chambers, some offense to protect him while sucking, maybe a hive, etc..
The gorge must balance the demands of the team. If the gorge rushes onos and steps on 10 mines stacked on top of each other in a minetrap at marine start, goodbye 80 resources. If he gets a little infrastructure in place first, the team doesn't take as big a hit when the onos goes down.