How successful have spawn-lockdown techniques been in 1.1? Seems like that was getting used a lot in the early game (v1.04) in the clan vs clan demos I've seen.
For an example, see the USA/KOR match where the USA team manages to lock down the alien spawn (I think it was the nancy match where USA was marines, but it could have been caged, I forget).
I saw another comment somewhere that there was currently a tactic involving electrified rts to secure large amounts of res, but I can't find any details.
1. Can you explain the new relationship between upgrade chambers and the number of hives? Here is my interpretation of the changes; please correct me where I'm wrong. With one hive, you can build only one kind of upgrade structure (like it is in 1.04) However, unlike 1.04, it doesn't matter how many instances of that structure you build, you will only have the first level of that upgrade (one icon.) With two hives, you can build another kind of upgrade structure. Now the first hive structure and the second hive structure are at level two (assuming at least two instances of each.) Third hive means all upgrade structures, and level three of each (again assuming the proper number of instances.)
2. Can aliens remove any structures they do not want? IE, if the gorge accidentally built the wrong kind of structure for the first hive and wants to "undo" his selection. Or the gorge builds a res tower on top of a node that he actually wanted to leave open for sucking purposes. Or the gorge builds a WOL and accidentally seals in the Onos players on his team. Or the gorge builds a bunch of res towers outside the starting hive and wants to remove the original hive res tower for sucking purposes. It would seem with these new uses and strategies behind structures that some alien mechanism for undoing an action would be essential.
3. Is it advantageous to evolve to gorge first, suck down a bunch of res, and then evolve to higher-order classes? Or is it better to wait for the res and just go to those other classes straight from skulk? Is there a significant advantage either way considering time vs resource loss? IE, if your team has a bunch of res nodes you'd be better off just waiting, but if your team only has a few res nodes you'd be better off gorge-sucking?
4. Should we completely throw away our 1.04 strategies and just start over when 1.1 is publicly released?
5. How critical is it to keep your "build" gorge alive? If useful redemption is not available within the first few minutes of the game, is it more important to ensure your gorge's safety in 1.1 than it is in 1.04?
6. Has "resource overflow" been changed at all? IE, if an alien player is at 100 res, will his overflow go to the other aliens not at 100 res, like it is in 1.04? Meaning, is there any advantage to a player staying at 100 res or should he just use it whenever he wants?
7. Onos stomp. Does it affect someone flying through the air (jetpack,) or is it just marines standing on the floor?
8. Onos devour. How easy is it for an Onos to eat an entire marine team? Or more appropriately, how difficult is it for a marine to avoid being devoured?
9. Marine scanner sweeps and distress beacon use energy. How does a commander see this energy, so he knows when he can scan again? Does anything else use this marine energy system?
10. Electrical upgrade on RT/TF. Does this affect players through walls? How far does it reach? Does it affect alien structures, or just players? How much does it cost for each? Does advanced TF affect the electrical properties? Do the turrets get electrified too, or is it just the TF itself?
Okay, that's enough for now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
ezekiel, basically ocs don't suck anymore. Thats it.
evis:
1. Just like in 1.04 in every way.
2.No
3.gorging first is much faster.
4.for a large part, but the basic ideas of 1.04 strats can be refined to work in 1.1
5.gorge protection is 10x as important as it was in 1.04. Also mov chambers by suckling nodes works better then redemption in general. Some marine strategies are based almost completely around gorge hunting.
6. dunno, I assume so.
7.marines standing on the floor or jp riens on the same horizontal plane(this is kinda buggy) as the onos only.
8.Not easy for an Onos.
9.You see it when you click on scanner I guess. I don't cmd much so i don't remember well.
10.15-20rps I think. It has decent range, I've never seen it hit through walls. I dunno if it hits structures.
Great stuff here guys. I'm really excited. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> What seems to be first choice for tech upgrades now?
The new resources seem to fit the name of the mod even better, don't you think?
<b>Do electrified buildings hit all aliens in range at once, or one at a time (like a turret)?</b>
<b>Do alien players receive res while dead?</b> If not, it seems that a risky but effective tactic would be to have all except 1-2 alien players constantly kill themselves (either through /kill or by throwing themselves at the marines) for a minute so they can funnel their res flow to the remaining players. The live players could then go onos, or fade, or build hives, or <i>whatever</i> much earlier than they would be able to otherwise. A different form of overflowing.
<b>Have the lerk's energy requirements been adjusted at all?</b> I've always felt that flapping should take far less energy. Currently, a lerk who runs out of energy during combat loses his defense (ie. his speed) and becomes a sitting duck. Because lerk movement requires a whole lot of flapping, and because offensive abilities draw from the same energy pool, this situation can occur fairly often. And since the energy-guzzling spikes appear to be his primary attack now, perhaps Flayra and co. should consider reducing the drain of the weapon as well. Adrenaline would still be useful, primarily for allowing lerks to use spore cloud and umbra much more often.
<b>Have the PTs encountered any problems with alien buildings not being able to be jumped up upon?</b> I imagine it would be more common for gorges to accidently block the advanced classes, since Fades can no longer blink over the wall and Oni are so friggin' huge. Heaven help the aliens if a malicious builder does this intentionally.
<b>How cool do the new HA footsteps sound?</b> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
KenichiThis is not a pie.Join Date: 2002-11-01Member: 2941Members, NS1 Playtester
edited May 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-->Do electrified buildings hit all aliens in range at once, or one at a time (like a turret)?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
up to 2 targets at once.
<!--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-->Do alien players receive res while dead?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
dont remember actually, perhaps one of the other guys remembers.
<!--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-->Have the PTs encountered any problems with alien buildings not being able to be jumped up upon? I<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
jumping over buildings has been removed. You can no longer jump over them at all. If you jump over it then you jumped from a higher than ground level elevation to begin with.
(<b>Note from Flayra:</b> This has been fixed so players can jump over them again.)
<!--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-->How cool do the new HA footsteps sound? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--Zanid+May 14 2003, 01:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zanid @ May 14 2003, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How "better" is gorg spit?
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'm fairly sure that the damage was increased, but I can notice that the spit ROF was increased quite a bit.
I'm hoping I'm wrong here, but it kind of seems like the marines are just going to get destroyed on pubs now.
It would seem that the beat all end all of 1.1 are gorge-onai. Get 2-4 to become onos, and the marines die within 3 minutes. (what onos steps on 10 mines anyway?). It also kind of sucks that now the games are so short. I liked having somewhat long games where there was time between shooting. I really hope I'm wrong sayin this, but with the new pace and action orientation this is starting to sound like sci-fi CS. Still, I really do like most of the changes, and I bet it'll turn out right in the end.
<!--QuoteBegin--Cyric+May 15 2003, 02:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cyric @ May 15 2003, 02:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm hoping I'm wrong here, but it kind of seems like the marines are just going to get destroyed on pubs now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Read through <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=32124' target='_blank'>this thread</a> Cyric. It outlines the new marine boosts and alien weaknesses.
Suffice to say that marines will be able to kick plenty of bootay in v1.1.
there was no mention about fixing the dam hitbox problems with marines crouching, in vents, etc
is this planned/implemented already?
also with bunnyhopping, i think its reasonable that aliens should retain it (esp skulks), and definitely if its removed somehow, it should not be anything at all like cs system for dealing with jumping, that is just insane (and i hope no ideas for ns coem from cs at all)
marines bhop could be toned down, im limit it to 130% (rather than 170%) and use the same system if possible (ie keep same physics, just if u exceed 130% u go back to 100%). implementing any anti bhop specifically would wreck the turning/strafing physics that are used for more than just bhoping
also another thing, is a life meter on unbuilt structures, and hives. is this possible/going to happen/already happened?
Do gorges have to "engage" and disengage from res nodes or do they just walk up and hit use (Or however it works) and walk away as soon as they need to?
<!--QuoteBegin--Zanid+May 14 2003, 08:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zanid @ May 14 2003, 08:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How "better" is gorg spit? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Faster RoF.. and perhaps slighly more damage? Its hard for us Playtesters & Veterans to keep track of all the figures.. have mercy guys! <!--QuoteBegin--eggmac+ May 14 2003, 04:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eggmac @ May 14 2003, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So I guess gorge hunting has gained a lot more importance, now? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That is a huge understatement. Gorge hunting can seriously screw the aliens up if they aren't on the look-out for anti-gorge marine teams. <!--QuoteBegin--r4m3n_n00dles+ May 14 2003, 04:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (r4m3n_n00dles @ May 14 2003, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Has ns_europa been rejected? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The actual maps haven't been decided on. ns_fenris, ns_lost, ns_mineshaft, ns_origin are some of the maps under consideration. <!--QuoteBegin--Eats+ May 14 2003, 05:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eats @ May 14 2003, 05:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've never seen a spawn lockdown work in 1.1 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I've seen it work once in cargo bay on ns_nothing <!--QuoteBegin--Cyric+ May 14 2003, 09:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cyric @ May 14 2003, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It would seem that the beat all end all of 1.1 are gorge-onai. Get 2-4 to become onos, and the marines die within 3 minutes. (what onos steps on 10 mines anyway?). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The kind of onos that thinks there is only 1 mine between him and the pleasure of destroying the marine base. <!--QuoteBegin--Psycho-Kinetic Hpyer-Geek+ May 15 2003, 02:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Psycho-Kinetic Hpyer-Geek @ May 15 2003, 02:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Do gorges have to "engage" and disengage from res nodes or do they just walk up and hit use (Or however it works) and walk away as soon as they need to? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Simply walk up and hold e, walk away whenever you please.
Regarding the finite resources in the nodes. I'm assuming this is still in 1.1 and wasn't just a 1 patch wonder:
Have the testers run into any situations where, prior to the resources drying up, both teams created a significant amount of defence - Then, with resources nodes empty and both teams limited to basic marines / skulks, neither could make a significant impact on the other? Due to the lack of resources needed for typical defence-buster purchases, siege/onos.
Does the limited resources idea apply to all nodes, or only certain nodes on the map? Eg. limited resources around each teams starting location, infinate resources in conflict areas. Are nodes limited by a timer, or by the amount of resources mined from them?
If the latter, do team sizes and the adjusting resource model have an impact on how quickly nodes are exhausted? How is this system effected by gorge sucking?
And can you give an estimate on how long resources are expected to last in a typical game.
Thanks for answering my questions z.x. bogglestiensky. I think I'll beep khaim now and see if he can answer some of my other questions. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--TeoH+May 15 2003, 03:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TeoH @ May 15 2003, 03:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And can you give an estimate on how long resources are expected to last in a typical game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Limited resources aren't in the game. Flayra toyed with the idea but decided he didn't like it. He may revisit that decision in later versions.
Haven't seen this question asked yet so, here goes =)
In 1.04 the sensory chambers automatically parasites marines within a certain range. Has this behaviour changed in 1.1 and if it hasn't will the automatic parasite uncloak the sensory chamber ?
Comments
For an example, see the USA/KOR match where the USA team manages to lock down the alien spawn (I think it was the nancy match where USA was marines, but it could have been caged, I forget).
Spawn lockdowns don't work well because hive heals itself faster and skulks start with more armor. Possibly spawn faster too?
I've never seen a spawn lockdown work in 1.1
Do AP behave differently? (absorbing more/less damage)
Does carapeice add more/less for some evolutions now?
What's the scoop on that? Does it actually work?
1. Can you explain the new relationship between upgrade chambers and the number of hives? Here is my interpretation of the changes; please correct me where I'm wrong. With one hive, you can build only one kind of upgrade structure (like it is in 1.04) However, unlike 1.04, it doesn't matter how many instances of that structure you build, you will only have the first level of that upgrade (one icon.) With two hives, you can build another kind of upgrade structure. Now the first hive structure and the second hive structure are at level two (assuming at least two instances of each.) Third hive means all upgrade structures, and level three of each (again assuming the proper number of instances.)
2. Can aliens remove any structures they do not want? IE, if the gorge accidentally built the wrong kind of structure for the first hive and wants to "undo" his selection. Or the gorge builds a res tower on top of a node that he actually wanted to leave open for sucking purposes. Or the gorge builds a WOL and accidentally seals in the Onos players on his team. Or the gorge builds a bunch of res towers outside the starting hive and wants to remove the original hive res tower for sucking purposes. It would seem with these new uses and strategies behind structures that some alien mechanism for undoing an action would be essential.
3. Is it advantageous to evolve to gorge first, suck down a bunch of res, and then evolve to higher-order classes? Or is it better to wait for the res and just go to those other classes straight from skulk? Is there a significant advantage either way considering time vs resource loss? IE, if your team has a bunch of res nodes you'd be better off just waiting, but if your team only has a few res nodes you'd be better off gorge-sucking?
4. Should we completely throw away our 1.04 strategies and just start over when 1.1 is publicly released?
5. How critical is it to keep your "build" gorge alive? If useful redemption is not available within the first few minutes of the game, is it more important to ensure your gorge's safety in 1.1 than it is in 1.04?
6. Has "resource overflow" been changed at all? IE, if an alien player is at 100 res, will his overflow go to the other aliens not at 100 res, like it is in 1.04? Meaning, is there any advantage to a player staying at 100 res or should he just use it whenever he wants?
7. Onos stomp. Does it affect someone flying through the air (jetpack,) or is it just marines standing on the floor?
8. Onos devour. How easy is it for an Onos to eat an entire marine team? Or more appropriately, how difficult is it for a marine to avoid being devoured?
9. Marine scanner sweeps and distress beacon use energy. How does a commander see this energy, so he knows when he can scan again? Does anything else use this marine energy system?
10. Electrical upgrade on RT/TF. Does this affect players through walls? How far does it reach? Does it affect alien structures, or just players? How much does it cost for each? Does advanced TF affect the electrical properties? Do the turrets get electrified too, or is it just the TF itself?
Okay, that's enough for now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I vote to web this topic!
evis:
1. Just like in 1.04 in every way.
2.No
3.gorging first is much faster.
4.for a large part, but the basic ideas of 1.04 strats can be refined to work in 1.1
5.gorge protection is 10x as important as it was in 1.04. Also mov chambers by suckling nodes works better then redemption in general. Some marine strategies are based almost completely around gorge hunting.
6. dunno, I assume so.
7.marines standing on the floor or jp riens on the same horizontal plane(this is kinda buggy) as the onos only.
8.Not easy for an Onos.
9.You see it when you click on scanner I guess. I don't cmd much so i don't remember well.
10.15-20rps I think. It has decent range, I've never seen it hit through walls. I dunno if it hits structures.
What seems to be first choice for tech upgrades now?
The new resources seem to fit the name of the mod even better, don't you think?
<b>Do electrified buildings hit all aliens in range at once, or one at a time (like a turret)?</b>
<b>Do alien players receive res while dead?</b> If not, it seems that a risky but effective tactic would be to have all except 1-2 alien players constantly kill themselves (either through /kill or by throwing themselves at the marines) for a minute so they can funnel their res flow to the remaining players. The live players could then go onos, or fade, or build hives, or <i>whatever</i> much earlier than they would be able to otherwise. A different form of overflowing.
<b>Have the lerk's energy requirements been adjusted at all?</b> I've always felt that flapping should take far less energy. Currently, a lerk who runs out of energy during combat loses his defense (ie. his speed) and becomes a sitting duck. Because lerk movement requires a whole lot of flapping, and because offensive abilities draw from the same energy pool, this situation can occur fairly often. And since the energy-guzzling spikes appear to be his primary attack now, perhaps Flayra and co. should consider reducing the drain of the weapon as well. Adrenaline would still be useful, primarily for allowing lerks to use spore cloud and umbra much more often.
<b>Have the PTs encountered any problems with alien buildings not being able to be jumped up upon?</b> I imagine it would be more common for gorges to accidently block the advanced classes, since Fades can no longer blink over the wall and Oni are so friggin' huge. Heaven help the aliens if a malicious builder does this intentionally.
<b>How cool do the new HA footsteps sound?</b> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Thanks.
up to 2 targets at once.
<!--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-->Do alien players receive res while dead?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
dont remember actually, perhaps one of the other guys remembers.
<!--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-->Have the PTs encountered any problems with alien buildings not being able to be jumped up upon? I<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
jumping over buildings has been removed. You can no longer jump over them at all. If you jump over it then you jumped from a higher than ground level elevation to begin with.
(<b>Note from Flayra:</b> This has been fixed so players can jump over them again.)
<!--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-->How cool do the new HA footsteps sound? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
very.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm fairly sure that the damage was increased, but I can notice that the spit ROF was increased quite a bit.
I've seen jetpackers shot down with it before.
It would seem that the beat all end all of 1.1 are gorge-onai. Get 2-4 to become onos, and the marines die within 3 minutes. (what onos steps on 10 mines anyway?). It also kind of sucks that now the games are so short. I liked having somewhat long games where there was time between shooting. I really hope I'm wrong sayin this, but with the new pace and action orientation this is starting to sound like sci-fi CS. Still, I really do like most of the changes, and I bet it'll turn out right in the end.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Read through <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=32124' target='_blank'>this thread</a> Cyric. It outlines the new marine boosts and alien weaknesses.
Suffice to say that marines will be able to kick plenty of bootay in v1.1.
is this planned/implemented already?
also with bunnyhopping, i think its reasonable that aliens should retain it (esp skulks), and definitely if its removed somehow, it should not be anything at all like cs system for dealing with jumping, that is just insane (and i hope no ideas for ns coem from cs at all)
marines bhop could be toned down, im limit it to 130% (rather than 170%) and use the same system if possible (ie keep same physics, just if u exceed 130% u go back to 100%). implementing any anti bhop specifically would wreck the turning/strafing physics that are used for more than just bhoping
also another thing, is a life meter on unbuilt structures, and hives. is this possible/going to happen/already happened?
(please try reading other threads, all these questions have been answered elsewhere)
Silence silences node suckage and to suck you press use, you can scamper off at any time.
Ready Room has not been altered.
Hitboxes are being looked at.
Movement chambers act exactly like they did in 1.04, except they now boost the energy recharge of units in close proximity as well.
How "better" is gorg spit?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Faster RoF.. and perhaps slighly more damage? Its hard for us Playtesters & Veterans to keep track of all the figures.. have mercy guys!
<!--QuoteBegin--eggmac+ May 14 2003, 04:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eggmac @ May 14 2003, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
So I guess gorge hunting has gained a lot more importance, now?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That is a huge understatement. Gorge hunting can seriously screw the aliens up if they aren't on the look-out for anti-gorge marine teams.
<!--QuoteBegin--r4m3n_n00dles+ May 14 2003, 04:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (r4m3n_n00dles @ May 14 2003, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Has ns_europa been rejected?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The actual maps haven't been decided on. ns_fenris, ns_lost, ns_mineshaft, ns_origin are some of the maps under consideration.
<!--QuoteBegin--Eats+ May 14 2003, 05:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eats @ May 14 2003, 05:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
I've never seen a spawn lockdown work in 1.1
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I've seen it work once in cargo bay on ns_nothing
<!--QuoteBegin--Cyric+ May 14 2003, 09:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cyric @ May 14 2003, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
It would seem that the beat all end all of 1.1 are gorge-onai. Get 2-4 to become onos, and the marines die within 3 minutes. (what onos steps on 10 mines anyway?).
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The kind of onos that thinks there is only 1 mine between him and the pleasure of destroying the marine base.
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Do gorges have to "engage" and disengage from res nodes or do they just walk up and hit use (Or however it works) and walk away as soon as they need to?
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Simply walk up and hold e, walk away whenever you please.
Have the testers run into any situations where, prior to the resources drying up, both teams created a significant amount of defence - Then, with resources nodes empty and both teams limited to basic marines / skulks, neither could make a significant impact on the other? Due to the lack of resources needed for typical defence-buster purchases, siege/onos.
Does the limited resources idea apply to all nodes, or only certain nodes on the map? Eg. limited resources around each teams starting location, infinate resources in conflict areas. Are nodes limited by a timer, or by the amount of resources mined from them?
If the latter, do team sizes and the adjusting resource model have an impact on how quickly nodes are exhausted? How is this system effected by gorge sucking?
And can you give an estimate on how long resources are expected to last in a typical game.
Limited resources aren't in the game. Flayra toyed with the idea but decided he didn't like it. He may revisit that decision in later versions.
Blasted missleading vet stories.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=32161' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=30&t=32161</a>
In 1.04 the sensory chambers automatically parasites marines within a certain range. Has this behaviour changed in 1.1 and if it hasn't will the automatic parasite uncloak the sensory chamber ?