Does Mt Still Work The Same Way?
LaserApa
Join Date: 2002-10-27 Member: 1638Members
<div class="IPBDescription">or will it be moved to the radar?</div> This has been sugested in the past and i ask again.. will Motiontracking be moved up to the little radar deal in the corner?
Sorry if its been brought up recently an i missed it...
Anyways.. im sure 1.1 is gonna rule!
Sorry if its been brought up recently an i missed it...
Anyways.. im sure 1.1 is gonna rule!
Comments
And it is a good thing, because now aliens have a "wallhack" too......actually it is better than MT <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--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 Changed behavior of "Scent of Fear". Any enemy players within range of a player show up on hive sight (as if they were parasited). Each level increases range.
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MT shows <b>everything</b> that's moving on the map. You can locate the gorge, and even the hives with MT. You don't have a clue where anything is that's far away from you with Scent of Fear.
MT shows <b>everything</b> that's moving on the map. You can locate the gorge, and even the hives with MT. You don't have a clue where anything is that's far away from you with Scent of Fear. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I am not sure is it so usefull that you can see a alien from other side of the map.
Seeing the hives isn't so usefull either. I think that if you know the map, you will also know where the hives are located.
Agreed, hunting teh fatty MT is good. And well, what will the range be in 1.1 with level 3 Scent Of Fear <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I mean, if it is like ~50 meters, IMO it's enough...
I was wrong - the MT using energy was thrown out some time ago, it does <i>not</i> anymore.
so MT need to be toggled on and off?
and if this is the case..then would microing comms be able to keep up a constant MT by making mulitple obs alternate the duty of MT?
So MT will drain (after it has been upgraded of course) the obs energy all the time?
And when energy is depleted and obs has fully recharged, then the MT will work again??
^^If i get this right, how can you use scanner sweep and distress, when MT "sucks" all the energy from obs?
Nem Z screwed up, Obs don't.....oh you already know ? Never mind <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I was wrong - the MT using energy was thrown out some time ago, it does <i>not</i> anymore.
Man, these kind of things will confuse commanders even more <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
damn...cant wait for NS 1.1..
<!--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 Changed scanner sweeps to use energy. They slowly gain energy, and so can be used for scanning only every so often. Scans cost no resources. Distress beacon also uses energy system. This should make multiple observatories viable.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
With the dependance of multiple obs including the need to the sieges to see, does the cost of the observatory currently at 20 res seems to high then?
Theoretically, a very good micromanager could keep a steady flow of MT, but the resources and time invested would make it much less worthwhile as in 1.0x. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm not sure what game you are talking about, but in the version I've been playing, MT hasn't changed and it certainly ISN'T Toggled. It is merely upgraded and it is then pernmanent. Perhaps Flayra gave you some insight on 1.1i?
I was wrong - the MT using energy was thrown out some time ago, it does <i>not</i> anymore.
Just as a side note to this, why was this thrown out? It really sounds like a great idea to counter the all powerful mt: I assume balance was too hard with the energy reliant version?
This is because it was changed for testing purposes in 1.1H. Right now, killing a structure will kill the upgrades it provides. Whether this remains in is not sure, though.
Still think it would be great if it would be moved to the radar. It would feel more akin to human tech, and not look so similar to the alien hivesight...
Anyone else think so?
Still think it would be great if it would be moved to the radar. It would feel more akin to human tech, and not look so similar to the alien hivesight...
Anyone else think so? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
my view exactly.
This is because it was changed for testing purposes in 1.1H. Right now, killing a structure will kill the upgrades it provides. Whether this remains in is not sure, though.
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Does that mean killing the only observatory, which is providing MT will force the marines to rebuild an obs and re-research MT?
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My personal preference is locational MT. Since Scanner Sweep already covers long-range recon...
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The MT upgrade would not be destroyed, just disabled until another obs was built. Arms labs upgrades would function the same way -- if the marines' only lab is destroyed, they will revert back to level 0 equipment until they rebuild the arms lab. Once that lab went up, the upgrades would immediately return.
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The MT upgrade would not be destroyed, just disabled until another obs was built. Arms labs upgrades would function the same way -- if the marines' only lab is destroyed, they will revert back to level 0 equipment until they rebuild the arms lab. Once that lab went up, the upgrades would immediately return. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
.. which - unless things have changed in 1.1 - will incidentially repair all marine armor to full status. Happened a few times I've been fighting and dying in HA when just as I was going down, the upgrade finished researching and presto! 260 armor! Saved!
Hmm, good point. Ideally, the upgrade armor boost would function depending on your current armor status. If you're at 100%, your HA armor total is increased by 30. If you're at 50%, it's increased by 15. If you're out of armor and about to die, the wouldn't receive any immediate boost at all. Basically just implement how getting the carapace upgrade scales armor status.
Im just gonna give this sucker a wee little bump to see if i can catch Nemesis attention again <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I do recall flayra saying that the radar was intended to work like the commanders minimap (cant find the post though). The 1.1 changelog states that improvments to the radar/minimap will be made. So? will MT be moved?
naging_like_a_little_child_mode 0
I recall hearing something like that, but not sure if it was Flayra who said it.
Don't get what the radar is for anyways?