Does Mt Still Work The Same Way?

LaserApaLaserApa 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!
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Comments

  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    edited May 2003
    I think that the MT will stay the way it is now.
    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.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    Scent of Fear is nowhere near the quality of MT.

    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.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--Duff-Man+May 15 2003, 01:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Duff-Man @ May 15 2003, 01:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Scent of Fear is nowhere near the quality of MT.

    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...
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited May 2003
    <b>Attention!</b>

    I was wrong - the MT using energy was thrown out some time ago, it does <i>not</i> anymore.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin--Nemesis Zero+May 15 2003, 06:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 15 2003, 06:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> MTs are bound to the obs energy reserves - in other words, no the tracking isn't limited by area (like SoF), but time - you can only keep it up for about a minute before the obs need to be recharged. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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?
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    edited May 2003
    <!--QuoteBegin--Nemesis Zero+May 15 2003, 02:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 15 2003, 02:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> MTs are bound to the obs energy reserves - in other words, no the tracking isn't limited by area (like SoF), but time - you can only keep it up for about a minute before the obs need to be recharged. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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?
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    edited May 2003
    <b>Attention!</b>

    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-->
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited May 2003
    <b>Attention!</b>

    I was wrong - the MT using energy was thrown out some time ago, it does <i>not</i> anymore.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    OK, i think i get it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    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-->
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    awesome! with these improvements, the observatories will see much more action <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    damn...cant wait for NS 1.1..
  • StormLiongStormLiong Join Date: 2002-12-27 Member: 11569Members
    <!--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--> MTs are bound to the obs energy reserves - in other words, no the tracking isn't limited by area (like SoF), but time - you can only keep it up for about a minute before the obs need to be recharged. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <!--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?
  • NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
    naw. i mean hell, turrets were 19 (close enough to 20) and some comms would build them by their dumplings in 1.04....
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--Nemesis Zero+May 15 2003, 06:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 15 2003, 06:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> MT is toggleable. This means that a comm with a single obs that's, say, 75% recharged, can either invest in scanner sweeps, or give his marines the additional intelligence of MT.
    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?
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <b>Attention!</b>

    I was wrong - the MT using energy was thrown out some time ago, it does <i>not</i> anymore.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    I was going to say, with arguments by pts and vets that mt still negates most choice perks. However another point Im reading mixed responses on is if MT goes down when the obs is destroyed. Some have said yes, others no, can anyone clarify?
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    AH, thankyou Nem. I was getting mixed reports there from other pts and vets <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    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?
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    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-->I was going to say, with arguments by pts and vets that mt still negates most choice perks. However another point Im reading mixed responses on is if MT goes down when the obs is destroyed. Some have said yes, others no, can anyone clarify? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    Hopefully hell edit the other posts, at a glance it would cause much confusion.
  • LaserApaLaserApa Join Date: 2002-10-27 Member: 1638Members
    Ok.. so no final word yet, eh?

    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?
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    It might also make it slightly less effective but still very effective, which would be very cool.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin--LaserApa+May 15 2003, 04:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LaserApa @ May 15 2003, 04:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok.. so no final word yet, eh?

    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.
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    moving the motion tracking to the radar on your hud would fix a ton of problems at once such as marines still feeling scared when they venture into unexplored terrotory, how do they know a skulk hasn't set up out of their personal display range? Its really the best solution. The current way MT works is too much like a wallhack and is better than alien hivesight., thats not what it should be.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--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-->Nemesis Zero:
    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.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Does that mean killing the only observatory, which is providing MT will force the marines to rebuild an obs and re-research MT?
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    My personal preference is locational MT. Since Scanner Sweep already covers long-range recon...
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    <!--QuoteBegin--twilite)blue+May 16 2003, 02:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (twilite)blue @ May 16 2003, 02:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does that mean killing the only observatory, which is providing MT will force the marines to rebuild an obs and re-research MT?
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • 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--MagiTek+May 15 2003, 10:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MagiTek @ May 15 2003, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--twilite)blue+May 16 2003, 02:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (twilite)blue @ May 16 2003, 02:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does that mean killing the only observatory, which is providing MT will force the marines to rebuild an obs and re-research MT?
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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!
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    <!--QuoteBegin--matso42+May 16 2003, 03:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ May 16 2003, 03:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> .. 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! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • LaserApaLaserApa Join Date: 2002-10-27 Member: 1638Members
    naging_like_a_little_child_mode 1

    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
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--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-->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?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I recall hearing something like that, but not sure if it was Flayra who said it.
  • ArchanorArchanor Join Date: 2003-04-13 Member: 15468Members
    I think the MT should work on the radar instead..

    Don't get what the radar is for anyways?
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