Changelog Clarification Faq

taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
edited May 2003 in NS General Discussion
<div class="IPBDescription">So you don't have to wade thru spam</div> Okay, all the excitement over 1.1 is generating lots and lots of posts. Go ahead, let it out. Still, we need some places to keep useful information that are fairly spam-free. So, I'm going to keep a running list of all the questions I see that don't have obvious answers, and post their answers here. As time moves on, I'll edit this first post and put in more questions and answers. I'll try to put the newer answers closer to the end of the list.

*Attention!* There should only be two kinds of replies in this thread: Devs/PT'ers providing answers, and specific questions directed at them. Please do not post opinions about the changes here; this is purely informational, and I'd greatly appreciate it if you would keep chatter to a minimum. Think of it like the 1.1 info thread, but with a much tighter focus. Unless you have a question or an answer, please post in another thread.

If there's something minor in my list that you want to correct (spelling, etc.) just give me a PM. It's easier that way.

Okay, I was originally going to list all the people who contributed. Then I realized how long the list was going to be. Ty anyway, you know who you are <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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Answered questions:

Lots of questions about the new sensory chambers are answered <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=32022&st=0' target='_blank'>here</a>. I might add all the Q/A's from that thread here in a bit, for the sake of completeness.

Basically any resource cost/time to research can be found here: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=30827' target='_blank'>marine tech tree</a>. The cost/time for aliens does not appear to have changed in 1.1

General Kharaa:
-Have there been any changes to the hivesight?
A: You bet. The new blob icon is less likely to block your view and will "blow you away," but the function is about the same.
-How much does it cost to evolve into x creature now?
A: 20 for gorge, 45 for fade, 80 for onos. Also, movement, defense, and sensory chambers now cost 20 res each.
-How does the hive/upgrade system work now?
A: Basically the same way as 1.04, but things are much better balanced so that 1 hive aliens still stand a fighting chance. Also, hives cost 45 res.

Sensory chambers:
-How does the new cloaking work?
A: Every player, hive, chamber, or resource collector within range is cloaked. However, you can still hear any sounds that they make. For cloaked res, the steam animation of an empty res still plays, just like if there was no res there at all.
-Does the observatory un-cloak radius effect the sensory chambers?
A: Currently, it will decloak what the sensory chamber is cloaking, but not the chamber itself. May be a bug.
-"Touching or scanning a cloaked structure will uncloak it." Does this include bumping into a cloaked player?
A: Either shooting or touching a structure or player will decloak them say some, but I'm getting some conflicting answers.
-Can you walk through cloaked buildings?
A: No, you just bump into them, and then they decloak.
-What % cloaked are sensory chamber cloaked items?
A: 100% (not absolutely sure about this one)
-What do cloaked hives look like?
A: They look almost unbuilt. They sag down like built hives, but are transparent like unbuilt ones. Take a look at the hive indicator or hit the kharaa "flashlight" to see if it's actually there or not. If you're a marine, shoot at it.
-What's the cloak range for a sensory chamber?
A: Comparable to the range of a siege cannon.
-Can you walk around with cloak on now?
A: Yes, within the range of a chamber, but not with a personal cloak. Attacking still decloaks you, and you can still be heard unless you have silence.

Gorges:
-What are the gorge's attacks?
A: spit, healspreay, bile bomb, web. Bile bomb hurts structures only. They will likely destroy mines, but mines are currently invincible (bug) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-"Gorges can 'suck' resources from unbuilt resource nozzles. Point at the nozzle and hold your 'use' to slowly draw resources." Faster, slower, or the same speed as a resource collector would do?
A: Much faster. It also makes a distinctive sound. Note: as of 1.1h, the fuller a gorge gets (higher res), the slower he sucks res.
-Can more than one gorge suck from the same nozzle?
A: Yes, but they split the income evenly. 2 gorges at one nozzle will each get half as much as one gorge would alone.
-"Gorge spit improved" More powerful, uses less enegery, or easier to hit with?
A: More powerful by making it fire faster.

Skulk:
-"Updated the skulk view model so it doesn't obscure the screen as much when biting." Rumor has it that skulks have a slightly faster attack speed.
A: You still get the same number of bites per time unit (same damage potential), but the animation plays faster and thus spends less time obstructing your view.
-"Added new skulk rotation system, so wall-running skulks orient properly on sloped floors, walls and ceilings" Will I get dizzy?
A: No, only the model is rotated, not your viewpoint. I'm pretty sure they wanted to add view rotation in as optional, but it is not in yet.

Fade:
-So, what's up with the fade's weapons?
A: 1=slash, 2=blink, 3=<not yet decided> 4=acid rocket

Onos:
-What are the onos' attacks?
A: bite, stomp, devour, charge
-"New 'stomp' ability: at two hives, the Onos can stomp on the ground, stunning all nearby players for a couple seconds." Does "stun" mean that they cannot fire? Or just not move?
A: Unable to fire their weapon, move, crouch, or jump. CAN pivot. Also this is hive 1 ability not 2.

Offensive Chambers:
-"Changed offensive chambers to shoot spikes instead of spit" Could you give some idea of how effective they are (compared to, say, turrets)?
A: Hard to dodge and do a fair amount of damage. More useful than ocs of old.

Armory:
-"Changed armory resupply code back the way it was" No ammo while upgrading? Is that what you are referring to?
A: You get ammo while upgrading and ammo now goes to your clip first (was removed in 1.04, is back now).
-Has the armory been changed to help prevent grenade spam? (delay, etc.)
A: No change since 1.04.

Electrified TF/RT:
-How will skulks kill them? what is the rate of damage to skulk?
A: One skulk with regen can kill it (very slowly) or groups of skulks can take them out (it only hits two targets at a time). The zap range is being tweaked, probably somewhere between 2 and 4 skulk lengths.
-Can I hide behind buildings and have it not hit me?
A: Nope, you can't hide from it it you're within range.
-Does the electrify addon have to be researched for each TF / Resource, or will buying the upgrade add it to all supporting structures?
A: You upgrade each tf/res, just like you have to upgrade each TF for siege in 1.04.

Marine upgrades:
-What happens when you lose an upgrade building?
A: You temporarily lose it's associated upgrades. Losing your arms lab means that your armor and weapons upgrades go away until you rebuild the arms lab, and the same goes for MT and the observatory.
-"Fixed recycling observatory not removing scanning tech" what now?
A: You cannot build phasegates or use the scanner after you recycle the observatory, as a bug in 1.04 allowed you to do.

Bugs/expoits:
-The crouching/duck hitbox problem for marines, such as the all to common "invincible" marine when ducking in vent. will this be fixed?
A: On the to-do list, not yet completed.
-"Fixed leap/charge exploit" The impulse cheat, you mean?
A: The impulse cheat seems to be removed, but I'm not sure yet whether they are the same cheat.

Nukes:
-Will there be nukes in 1.1?
A: No. Nukes were in a really old version (pre-release I think) of NS, and were removed because of major balance issues.
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Unanswered Questions:
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Comments

  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    <!--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-->O Gorges can "suck" resources from unbuilt resource nozzles. Point at the nozzle and hold your "use" to slowly draw resources.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    much faster

    <!--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-->New "stomp" ability: at two hives, the Onos can stomp on the ground, stunning all nearby players for a couple seconds.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    unable to fire their weapon. Also this is hive 1 ability not 2.


    <!--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-->Gorge spit improved<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    more powerfull.

    <!--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-->Changed offensive chambers to shoot spikes instead of spit<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    spikes are instant hits so they are much harder to dodge now and they do a fair amount of damage. much more usefull than ocs of old.


    <!--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-->Fixed leap/charge exploit<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    was removed as i recall.

    <!--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-->Changed armory resupply code back the way it was<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    in 1.04 it fills your reserve ammo before clip. Originally in 1.0 it was clip first. It was changed back to clip first.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    I remember someone mentioning on the forums that skulks would receive a slightly faster attack but I cant find where, could someone please shed some light on this?
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    The bite animation is faster in order to clear up your view a little.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    But you still get the same number of bites in per time unit, right? Only the animation has changed?
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
  • philmcnealphilmcneal Join Date: 2002-10-24 Member: 1585Members
    what are the build times for getting upgrades? like you still have to wait quite a bit to get carapace ect?
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    edited May 2003
    Same build times for aliens, and you can get the build time for marines off of the tech tree that is posted in one of the other threads. forgot which thread, im sure you can find it.

    *edit* went and found it for you <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=30827' target='_blank'>here</a>
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    Just some clarifications to some of these:
    <!--QuoteBegin--taboofires+May 14 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ May 14 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Does "stun" mean that they cannot fire?  Or just not move?
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Can't fire, can't move, can't crouch, can't jump, CAN pivot.
    <!--QuoteBegin--taboofires+May 14 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ May 14 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Gorge spit improved
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Faster Rate of Fire.
    <!--QuoteBegin--taboofires+May 14 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ May 14 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Touching or scanning a cloaked structure will uncloak it.
      -Does this include bumping into a cloaked player?
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Touching a structure doesn't uncloak it, but attack it does. I typically walk around swinging my knife in the corners and anywhere else that I suspect a gorge may have built a sensory chamber.
    Touching an alien lifeform doens't uncloak it, but it's probably about to attack in which case it will uncloak.
    <!--QuoteBegin--taboofires+May 14 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ May 14 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Can more than one gorge suck resources from the same empty nozzle?
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Multiple gorges can suck, but the the output depends on the number of gorges sucking a node.
    For instance,
    In time length A, 1 gorge can suck 4 res
    In time length A, 2 gorges can suck 2 res each (4 total)
    ETC
    Good thread <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    Good thread. Somebody should sticky this along with the 1.1h changelog thread.
  • SettlerSettler Join Date: 2003-02-13 Member: 13504Members, Constellation
    what happens when a sensory chamber is beside a res tower?
    does it cloak as well? and if so, does steam show up as if it wasent there?
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    yeah it does cloak as well. As for the steam i believe it is the same as if there was a node there. Although the node is cloaked you can still hear it suck so its not like its hiding much anyway. Unless of course you have a few OCs protecting it that are also cloaked <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NewKleerNewKleer Join Date: 2002-11-21 Member: 9502Members
    1) electrified resource towers: how will skulks kill them? what is the rate of damage to skulk?

    2) crouching/duck hitbox problem for marines, such as the all to common "invincible" marine when ducking in vent. will this be fixed?
  • NewKleerNewKleer Join Date: 2002-11-21 Member: 9502Members
    edited May 2003
  • Scottimus_PrimeScottimus_Prime Join Date: 2003-04-15 Member: 15519Members
    I'm curious about the nuke. I saw a screenshot of someone that killed a bunch of aliens with a nuke. Is that real, or was it a doctored photo?
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--Scottimus_Prime+May 15 2003, 12:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scottimus_Prime @ May 15 2003, 12:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm curious about the nuke. I saw a screenshot of someone that killed a bunch of aliens with a nuke. Is that real, or was it a doctored photo? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You might be refering to Ollj's signature. You'll have to PM him about the exacts, but the nuke is definetly not in v1.1.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    <!--QuoteBegin--NewKleer+May 15 2003, 12:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NewKleer @ May 15 2003, 12:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) electrified resource towers: how will skulks kill them? what is the rate of damage to skulk?

    2) crouching/duck hitbox problem for marines, such as the all to common "invincible" marine when ducking in vent. will this be fixed? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    1) skulks can kill them in groups, or if 1 has regen, then slowly over a period of a minute or so.

    2) if you read on other threads this is still on the to-do list.


    also as for the nuke post. There is no nuke in 1.1.
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    Q - Does the electrify addon have to be researched for each TF / Resource, or will buying the upgrade add it to all supporting structures?
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    edited May 2003
    Has there been any delay added to when a person can fire after filling up at the armory? In 1.04 I've seen the marines put armories at forward locations, allowing players with gren launchers to simply fire a couple shots, hit use, fire a couple shots, hit use, ad nauseum. It's a very cheezy tactic that puts up a perpetual wall of death at a choke point. And if more than one player is doing it... fuggedaboutit, that route is impassible. With 1.1 GLs able to inflict 250% the damage per armory cycle (90 x 2 damage vs 150 x 3) I fear this may become a more common and even more effective tactic.
  • J2pcJ2pc Join Date: 2002-12-05 Member: 10485Members
    Q: does the obs uncloak sens chambers, or just regular 'upgraded' cloak?

    Q: is the annoying cloak-uncloak when near an obs adressed? (really hard to hide with all the wooshes)

    Q: will researched upgrades still be available after the building (arms/obs) have been destroyed?

    Q: does the build-limit still exist? (max no. of chambers reached)
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--Fina+May 15 2003, 02:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fina @ May 15 2003, 02:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Does the electrify addon have to be researched for each TF / Resource, or will buying the upgrade add it to all supporting structures?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You'll need to upgrade each individual structure.
    <!--QuoteBegin--MagiTek+ May 15 2003, 02:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MagiTek @ May 15 2003, 02:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Has there been any delay added to when a person can fire after filling up at the armory?
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No change that I'm aware of.
    <!--QuoteBegin--J2pc+ May 15 2003, 03:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J2pc @ May 15 2003, 03:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    (1)Q: does the obs uncloak sens chambers, or just regular 'upgraded' cloak?
    (2)Q: is the annoying cloak-uncloak when near an obs adressed? (really hard to hide with all the wooshes)
    (3)Q: will researched upgrades still be available after the building (arms/obs) have been destroyed?
    (4)Q: does the build-limit still exist? (max no. of chambers reached)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    1 - unsure
    2 - Thats the point!
    3 - MT will, nothing else
    4 - Yes, marines also have mine limit and possibly a building limit (seems to be a bit buggy right now).
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--cri.tical+May 15 2003, 03:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cri.tical @ May 15 2003, 03:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [<!--QuoteBegin--J2pc+ May 15 2003, 03:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J2pc @ May 15 2003, 03:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    (1)Q: does the obs uncloak sens chambers, or just regular 'upgraded' cloak?
    (2)Q: is the annoying cloak-uncloak when near an obs adressed? (really hard to hide with all the wooshes)
    (3)Q: will researched upgrades still be available after the building (arms/obs) have been destroyed?
    (4)Q: does the build-limit still exist? (max no. of chambers reached)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    1 - unsure
    2 - Thats the point!
    3 - MT will, nothing else
    4 - Yes, marines also have mine limit and possibly a building limit (seems to be a bit buggy right now). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->

    Ah, regarding Q3 - someone wrote that upgrades from buildings temporarily disappears if destroyed, but reappear when rebuilt. So armor/weapons upgrades may disappear temporarily.

    As MT is powered by observatory energy, taking out all obs should cause it to fail after a while.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    edited May 2003
    I remember reading something like that too. It wouldn't be a very good idea, if you have upgraded weapon and armor to level 3 and then you lose all of them, when aliens destroy arms lab. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Players and Structures do uncloak if touched.

    We have tested a Obs in range of a sensory chamber uncloaks the players but the sensory chambers didn't uncloak this might have been a bug...
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Right now, when a marine tech building is destroyed, all the upgrades it gave you are gone untill you rebuild a similiar structure. Dont need to research the upgrade though.

    Imagine a hive battle, level 3 marines are mauling the aliens, but a cunning skulk manages to infiltrate the marine base and eat their arms lab. Suddenly its al 50 marines with basic LMGs fighting ferocious aliens with all their upgrades. OOPS.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    As of 1.04, an injured hive will heal itself at the rate of 2 hp/tick. Has this number been increased in 1.1?

    Also, is there any way to determine the specific health of the hive in 1.1 (aside from "our hive is dying" when heavily wounded)?
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    I'm pretty sure the hive-heal bug is fixed. I'm not a PT, but I (obviously ^^^) have read a lot of the beta forum. The hive also now has 7000 max hp and starts healed correctly, but lost it's hard-coded armor value. So, not much of a net change with the health. Couldn't tell you about a health indicator, tho.
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--MagiTek+May 15 2003, 11:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MagiTek @ May 15 2003, 11:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, is there any way to determine the specific health of the hive in 1.1 (aside from "our hive is dying" when heavily wounded)? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No indicator, as of now, but I'd love to see one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    What is the range on the observatory? I recall someone saying that building one near a seige cannon would make the seige act like a 1.0 seige: i.e. the obs could see as far as the seige could reach.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    In the last changelog, in the known bugs section it is noted that

    - Siege still can't hit targets in range of an observatory

    Ergo, right now it works the other way around - build an observatory and the siege won't fire at anything in range of the obs (unless the siege has direct LOS - yea, tested that bug) ... I haven't seen anything that says that an observatory will sight for a siege.
  • ByekaByeka Name changed from Freak83 Toronto Join Date: 2003-03-13 Member: 14484Members, Constellation
    Q - will the silence upgrade silence the sounds of you cloaking and uncloaking?
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